Stefan Dösinger : wined3d: Move glsl shader destruction to the glsl shader backend.
Alexandre Julliard
julliard at winehq.org
Wed Nov 21 07:47:41 CST 2007
Module: wine
Branch: master
Commit: cfc5725760e3070d53b522709208237e63b2ba03
URL: http://source.winehq.org/git/wine.git/?a=commit;h=cfc5725760e3070d53b522709208237e63b2ba03
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Tue Nov 20 17:40:54 2007 +0100
wined3d: Move glsl shader destruction to the glsl shader backend.
---
dlls/wined3d/arb_program_shader.c | 6 +++++-
dlls/wined3d/baseshader.c | 9 ++++++++-
dlls/wined3d/glsl_shader.c | 36 +++++++++++++++++++++++++++++++++++-
dlls/wined3d/pixelshader.c | 33 ++-------------------------------
dlls/wined3d/vertexshader.c | 27 +--------------------------
dlls/wined3d/wined3d_private.h | 1 +
6 files changed, 52 insertions(+), 60 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index d6ca4a8..4a08f70 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -1723,10 +1723,14 @@ static void shader_arb_cleanup(IWineD3DDevice *iface) {
if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
+static void shader_arb_destroy(IWineD3DBaseShader *iface) {
+}
+
const shader_backend_t arb_program_shader_backend = {
&shader_arb_select,
&shader_arb_select_depth_blt,
&shader_arb_load_constants,
&shader_arb_cleanup,
- &shader_arb_color_correction
+ &shader_arb_color_correction,
+ &shader_arb_destroy
};
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 35d8d32..638db90 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -1080,12 +1080,16 @@ static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
static void shader_none_select_depth_blt(IWineD3DDevice *iface) {}
static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
static void shader_none_cleanup(IWineD3DDevice *iface) {}
+static void shader_none_color_correction(SHADER_OPCODE_ARG* arg) {}
+static void shader_none_destroy(IWineD3DBaseShader *iface) {}
const shader_backend_t none_shader_backend = {
&shader_none_select,
&shader_none_select_depth_blt,
&shader_none_load_constants,
- &shader_none_cleanup
+ &shader_none_cleanup,
+ &shader_none_color_correction,
+ &shader_none_destroy
};
/* *******************************************
@@ -1115,14 +1119,17 @@ ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface) {
ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface) {
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
+ IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
ULONG ref;
TRACE("(%p) : Releasing from %d\n", This, This->baseShader.ref);
ref = InterlockedDecrement(&This->baseShader.ref);
if (ref == 0) {
+ deviceImpl->shader_backend->shader_destroy(iface);
HeapFree(GetProcessHeap(), 0, This->baseShader.function);
shader_delete_constant_list(&This->baseShader.constantsF);
shader_delete_constant_list(&This->baseShader.constantsB);
shader_delete_constant_list(&This->baseShader.constantsI);
+ HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 5d988e4..1cc3ec8 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3176,10 +3176,44 @@ static void shader_glsl_cleanup(IWineD3DDevice *iface) {
GL_EXTCALL(glUseProgramObjectARB(0));
}
+static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
+ struct list *linked_programs;
+ IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
+ WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info;
+
+ /* Note: Do not use QueryInterface here to find out which shader type this is because this code
+ * can be called from IWineD3DBaseShader::Release
+ */
+ char pshader = shader_is_pshader_version(This->baseShader.hex_version);
+
+ if(This->baseShader.prgId == 0) return;
+ linked_programs = &This->baseShader.linked_programs;
+
+ TRACE("Deleting linked programs\n");
+ if (linked_programs->next) {
+ struct glsl_shader_prog_link *entry, *entry2;
+
+ if(pshader) {
+ LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
+ delete_glsl_program_entry(This->baseShader.device, entry);
+ }
+ } else {
+ LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
+ delete_glsl_program_entry(This->baseShader.device, entry);
+ }
+ }
+ }
+
+ TRACE("Deleting shader object %u\n", This->baseShader.prgId);
+ GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
+ checkGLcall("glDeleteObjectARB");
+}
+
const shader_backend_t glsl_shader_backend = {
&shader_glsl_select,
&shader_glsl_select_depth_blt,
&shader_glsl_load_constants,
&shader_glsl_cleanup,
- &shader_glsl_color_correction
+ &shader_glsl_color_correction,
+ &shader_glsl_destroy
};
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index 5654c46..b9fbd75 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -51,35 +51,8 @@ static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface)
return IWineD3DBaseShaderImpl_AddRef((IWineD3DBaseShader *) iface);
}
-static void destroy_glsl_pshader(IWineD3DPixelShaderImpl *This) {
- struct list *linked_programs = &This->baseShader.linked_programs;
-
- TRACE("Deleting linked programs\n");
- if (linked_programs->next) {
- struct glsl_shader_prog_link *entry, *entry2;
- LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
- delete_glsl_program_entry(This->baseShader.device, entry);
- }
- }
-
- TRACE("Deleting shader object %u\n", This->baseShader.prgId);
- GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
- checkGLcall("glDeleteObjectARB");
-}
-
static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
- IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
- ULONG ref;
- ref = IWineD3DBaseShaderImpl_Release((IWineD3DBaseShader *) iface);
-
- if(ref == 0) {
- if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
- destroy_glsl_pshader(This);
- }
- HeapFree(GetProcessHeap(), 0, This);
- }
-
- return ref;
+ return IWineD3DBaseShaderImpl_Release((IWineD3DBaseShader *) iface);
}
/* *******************************************
@@ -658,9 +631,7 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader
This->baseShader.recompile_count++;
}
- if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
- destroy_glsl_pshader(This);
- }
+ deviceImpl->shader_backend->shader_destroy((IWineD3DBaseShader *) iface);
}
/* We don't need to compile */
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 934fed0..2b16f04 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -445,33 +445,8 @@ static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface
return IWineD3DBaseShaderImpl_AddRef((IWineD3DBaseShader *) iface);
}
-static void destroy_glsl_vshader(IWineD3DVertexShaderImpl *This) {
- struct list *linked_programs = &This->baseShader.linked_programs;
-
- TRACE("Deleting linked programs\n");
- if (linked_programs->next) {
- struct glsl_shader_prog_link *entry, *entry2;
- LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
- delete_glsl_program_entry(This->baseShader.device, entry);
- }
- }
-
- TRACE("Deleting shader object %u\n", This->baseShader.prgId);
- GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
- checkGLcall("glDeleteObjectARB");
-}
static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
- IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
- ULONG ref;
- ref = IWineD3DBaseShaderImpl_Release((IWineD3DBaseShader *) iface);
-
- if (ref == 0) {
- if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
- destroy_glsl_vshader(This);
- }
- HeapFree(GetProcessHeap(), 0, This);
- }
- return ref;
+ return IWineD3DBaseShaderImpl_Release((IWineD3DBaseShader *) iface);
}
/* *******************************************
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index c77d2af..5c6d7e9 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -211,6 +211,7 @@ typedef struct {
void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
void (*shader_cleanup)(IWineD3DDevice *iface);
void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
+ void (*shader_destroy)(IWineD3DBaseShader *iface);
} shader_backend_t;
extern const shader_backend_t glsl_shader_backend;
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