[PATCHv3] wined3d: Use an rbtree for storing shaders for texture format conversion/blitting

Stefan Dösinger stefandoesinger at gmail.com
Thu Feb 13 05:35:53 CST 2014


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Hi,

Two more non-functional nitpicks:

Am 2014-02-13 11:16, schrieb Martin Storsjo:
> +static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *context)
> +{
> +    const struct wined3d_gl_info *gl_info = context;
> +    struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
> +
> +    GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
> +    checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
> +    HeapFree(GetProcessHeap(), 0, entry_arb);
> +}
Please add a comment

/* Context activation is done by the caller. */

above the function. While you're at it, please also add it above
gen_p8_shader. It is not necessary to add this comment above
gen_planar_yuv_read and gen_nv12_read because those functions do not
call OpenGL functions.

> +        switch (fixup)
> +        {
>          case COMPLEX_FIXUP_P8:
> -            shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
> -            if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
> -
> -            upload_palette(surface, context);
> +            shader = gen_p8_shader(priv, gl_info, textype);
>              break;
>  
>          default:
> +            shader = gen_yuv_shader(priv, gl_info, fixup, textype);
> +            break;
> +        }
Please add 4 spaces of indentation, like this

switch (fixup)
{
    case foo:
        code();
        more_code();
        break;

    case bar:
        other_code();
        break;
}

Other than that the code looks good to me.

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