wined3d: Track shader constants in the shader backend.
Henri Verbeet
hverbeet at codeweavers.com
Wed Dec 17 10:07:25 CST 2008
---
dlls/wined3d/arb_program_shader.c | 24 ++++
dlls/wined3d/baseshader.c | 4 +
dlls/wined3d/device.c | 255 +------------------------------------
dlls/wined3d/directx.c | 8 -
dlls/wined3d/glsl_shader.c | 46 +++++++
dlls/wined3d/wined3d_private.h | 4 +-
6 files changed, 79 insertions(+), 262 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 4e959c4..dbffcb8 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -226,6 +226,28 @@ static void shader_arb_load_constants(
}
}
+static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
+{
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+
+ /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
+ * context. On a context switch the old context will be fully dirtified */
+ memset(This->activeContext->vshader_const_dirty + start, 1,
+ sizeof(*This->activeContext->vshader_const_dirty) * count);
+ This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
+}
+
+static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
+{
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+
+ /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
+ * context. On a context switch the old context will be fully dirtified */
+ memset(This->activeContext->pshader_const_dirty + start, 1,
+ sizeof(*This->activeContext->pshader_const_dirty) * count);
+ This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
+}
+
/* Generate the variable & register declarations for the ARB_vertex_program output target */
static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info)
@@ -2175,6 +2197,8 @@ const shader_backend_t arb_program_shader_backend = {
shader_arb_select,
shader_arb_select_depth_blt,
shader_arb_deselect_depth_blt,
+ shader_arb_update_float_vertex_constants,
+ shader_arb_update_float_pixel_constants,
shader_arb_load_constants,
shader_arb_color_correction,
shader_arb_destroy,
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 6567d77..2289746 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -1122,6 +1122,8 @@ static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TAB
static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
+static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
+static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
static void shader_none_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup) {}
static void shader_none_destroy(IWineD3DBaseShader *iface) {}
@@ -1169,6 +1171,8 @@ const shader_backend_t none_shader_backend = {
shader_none_select,
shader_none_select_depth_blt,
shader_none_deselect_depth_blt,
+ shader_none_update_float_vertex_constants,
+ shader_none_update_float_pixel_constants,
shader_none_load_constants,
shader_none_color_correction,
shader_none_destroy,
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index de95c92..dc7017b 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3593,61 +3593,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
if (!This->isRecordingState)
{
- for (i = start; i < count + start; ++i)
- {
- if (!This->stateBlock->changed.vertexShaderConstantsF[i])
- {
- constants_entry *ptr = LIST_ENTRY(list_head(&This->stateBlock->set_vconstantsF),
- constants_entry, entry);
- if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx))
- {
- ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
- list_add_head(&This->stateBlock->set_vconstantsF, &ptr->entry);
- }
- ptr->idx[ptr->count++] = i;
- }
- }
-
- IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
- }
-
- memset(This->updateStateBlock->changed.vertexShaderConstantsF + start, 1,
- sizeof(*This->updateStateBlock->changed.vertexShaderConstantsF) * count);
-
- return WINED3D_OK;
-}
-
-static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF_DirtyConst(
-IWineD3DDevice *iface,
-UINT start,
-CONST float *srcData,
-UINT count) {
-
- IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- UINT i;
-
- TRACE("(iface %p, srcData %p, start %d, count %d)\n",
- iface, srcData, start, count);
-
- /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
- if (srcData == NULL || start + count > GL_LIMITS(vshader_constantsF) || start > GL_LIMITS(vshader_constantsF))
- return WINED3DERR_INVALIDCALL;
-
- memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
- if(TRACE_ON(d3d)) {
- for (i = 0; i < count; i++)
- TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
- srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
- }
-
- if (!This->isRecordingState)
- {
- /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
- * context. On a context switch the old context will be fully dirtified */
- memset(This->activeContext->vshader_const_dirty + start, 1,
- sizeof(*This->activeContext->vshader_const_dirty) * count);
- This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start+count+1);
-
+ This->shader_backend->shader_update_float_vertex_constants(iface, start, count);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
}
@@ -4040,61 +3986,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
if (!This->isRecordingState)
{
- for (i = start; i < count + start; ++i)
- {
- if (!This->stateBlock->changed.pixelShaderConstantsF[i])
- {
- constants_entry *ptr = LIST_ENTRY(list_head(&This->stateBlock->set_pconstantsF),
- constants_entry, entry);
- if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx))
- {
- ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
- list_add_head(&This->stateBlock->set_pconstantsF, &ptr->entry);
- }
- ptr->idx[ptr->count++] = i;
- }
- }
-
- IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
- }
-
- memset(This->updateStateBlock->changed.pixelShaderConstantsF + start, 1,
- sizeof(*This->updateStateBlock->changed.pixelShaderConstantsF) * count);
-
- return WINED3D_OK;
-}
-
-static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF_DirtyConst(
- IWineD3DDevice *iface,
- UINT start,
- CONST float *srcData,
- UINT count) {
-
- IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- UINT i;
-
- TRACE("(iface %p, srcData %p, start %d, count %d)\n",
- iface, srcData, start, count);
-
- /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
- if (srcData == NULL || start + count > GL_LIMITS(pshader_constantsF) || start > GL_LIMITS(pshader_constantsF))
- return WINED3DERR_INVALIDCALL;
-
- memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
- if(TRACE_ON(d3d)) {
- for (i = 0; i < count; i++)
- TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
- srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
- }
-
- if (!This->isRecordingState)
- {
- /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
- * context. On a context switch the old context will be fully dirtified */
- memset(This->activeContext->pshader_const_dirty + start, 1,
- sizeof(*This->activeContext->pshader_const_dirty) * count);
- This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start+count+1);
-
+ This->shader_backend->shader_update_float_pixel_constants(iface, start, count);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
}
@@ -7635,149 +7527,6 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
IWineD3DDeviceImpl_EnumResources
};
-const IWineD3DDeviceVtbl IWineD3DDevice_DirtyConst_Vtbl =
-{
- /*** IUnknown methods ***/
- IWineD3DDeviceImpl_QueryInterface,
- IWineD3DDeviceImpl_AddRef,
- IWineD3DDeviceImpl_Release,
- /*** IWineD3DDevice methods ***/
- IWineD3DDeviceImpl_GetParent,
- /*** Creation methods**/
- IWineD3DDeviceImpl_CreateVertexBuffer,
- IWineD3DDeviceImpl_CreateIndexBuffer,
- IWineD3DDeviceImpl_CreateStateBlock,
- IWineD3DDeviceImpl_CreateSurface,
- IWineD3DDeviceImpl_CreateTexture,
- IWineD3DDeviceImpl_CreateVolumeTexture,
- IWineD3DDeviceImpl_CreateVolume,
- IWineD3DDeviceImpl_CreateCubeTexture,
- IWineD3DDeviceImpl_CreateQuery,
- IWineD3DDeviceImpl_CreateSwapChain,
- IWineD3DDeviceImpl_CreateVertexDeclaration,
- IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF,
- IWineD3DDeviceImpl_CreateVertexShader,
- IWineD3DDeviceImpl_CreatePixelShader,
- IWineD3DDeviceImpl_CreatePalette,
- /*** Odd functions **/
- IWineD3DDeviceImpl_Init3D,
- IWineD3DDeviceImpl_InitGDI,
- IWineD3DDeviceImpl_Uninit3D,
- IWineD3DDeviceImpl_UninitGDI,
- IWineD3DDeviceImpl_SetMultithreaded,
- IWineD3DDeviceImpl_EvictManagedResources,
- IWineD3DDeviceImpl_GetAvailableTextureMem,
- IWineD3DDeviceImpl_GetBackBuffer,
- IWineD3DDeviceImpl_GetCreationParameters,
- IWineD3DDeviceImpl_GetDeviceCaps,
- IWineD3DDeviceImpl_GetDirect3D,
- IWineD3DDeviceImpl_GetDisplayMode,
- IWineD3DDeviceImpl_SetDisplayMode,
- IWineD3DDeviceImpl_GetNumberOfSwapChains,
- IWineD3DDeviceImpl_GetRasterStatus,
- IWineD3DDeviceImpl_GetSwapChain,
- IWineD3DDeviceImpl_Reset,
- IWineD3DDeviceImpl_SetDialogBoxMode,
- IWineD3DDeviceImpl_SetCursorProperties,
- IWineD3DDeviceImpl_SetCursorPosition,
- IWineD3DDeviceImpl_ShowCursor,
- IWineD3DDeviceImpl_TestCooperativeLevel,
- /*** Getters and setters **/
- IWineD3DDeviceImpl_SetClipPlane,
- IWineD3DDeviceImpl_GetClipPlane,
- IWineD3DDeviceImpl_SetClipStatus,
- IWineD3DDeviceImpl_GetClipStatus,
- IWineD3DDeviceImpl_SetCurrentTexturePalette,
- IWineD3DDeviceImpl_GetCurrentTexturePalette,
- IWineD3DDeviceImpl_SetDepthStencilSurface,
- IWineD3DDeviceImpl_GetDepthStencilSurface,
- IWineD3DDeviceImpl_SetGammaRamp,
- IWineD3DDeviceImpl_GetGammaRamp,
- IWineD3DDeviceImpl_SetIndices,
- IWineD3DDeviceImpl_GetIndices,
- IWineD3DDeviceImpl_SetBaseVertexIndex,
- IWineD3DDeviceImpl_GetBaseVertexIndex,
- IWineD3DDeviceImpl_SetLight,
- IWineD3DDeviceImpl_GetLight,
- IWineD3DDeviceImpl_SetLightEnable,
- IWineD3DDeviceImpl_GetLightEnable,
- IWineD3DDeviceImpl_SetMaterial,
- IWineD3DDeviceImpl_GetMaterial,
- IWineD3DDeviceImpl_SetNPatchMode,
- IWineD3DDeviceImpl_GetNPatchMode,
- IWineD3DDeviceImpl_SetPaletteEntries,
- IWineD3DDeviceImpl_GetPaletteEntries,
- IWineD3DDeviceImpl_SetPixelShader,
- IWineD3DDeviceImpl_GetPixelShader,
- IWineD3DDeviceImpl_SetPixelShaderConstantB,
- IWineD3DDeviceImpl_GetPixelShaderConstantB,
- IWineD3DDeviceImpl_SetPixelShaderConstantI,
- IWineD3DDeviceImpl_GetPixelShaderConstantI,
- IWineD3DDeviceImpl_SetPixelShaderConstantF_DirtyConst,
- IWineD3DDeviceImpl_GetPixelShaderConstantF,
- IWineD3DDeviceImpl_SetRenderState,
- IWineD3DDeviceImpl_GetRenderState,
- IWineD3DDeviceImpl_SetRenderTarget,
- IWineD3DDeviceImpl_GetRenderTarget,
- IWineD3DDeviceImpl_SetFrontBackBuffers,
- IWineD3DDeviceImpl_SetSamplerState,
- IWineD3DDeviceImpl_GetSamplerState,
- IWineD3DDeviceImpl_SetScissorRect,
- IWineD3DDeviceImpl_GetScissorRect,
- IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
- IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
- IWineD3DDeviceImpl_SetStreamSource,
- IWineD3DDeviceImpl_GetStreamSource,
- IWineD3DDeviceImpl_SetStreamSourceFreq,
- IWineD3DDeviceImpl_GetStreamSourceFreq,
- IWineD3DDeviceImpl_SetTexture,
- IWineD3DDeviceImpl_GetTexture,
- IWineD3DDeviceImpl_SetTextureStageState,
- IWineD3DDeviceImpl_GetTextureStageState,
- IWineD3DDeviceImpl_SetTransform,
- IWineD3DDeviceImpl_GetTransform,
- IWineD3DDeviceImpl_SetVertexDeclaration,
- IWineD3DDeviceImpl_GetVertexDeclaration,
- IWineD3DDeviceImpl_SetVertexShader,
- IWineD3DDeviceImpl_GetVertexShader,
- IWineD3DDeviceImpl_SetVertexShaderConstantB,
- IWineD3DDeviceImpl_GetVertexShaderConstantB,
- IWineD3DDeviceImpl_SetVertexShaderConstantI,
- IWineD3DDeviceImpl_GetVertexShaderConstantI,
- IWineD3DDeviceImpl_SetVertexShaderConstantF_DirtyConst,
- IWineD3DDeviceImpl_GetVertexShaderConstantF,
- IWineD3DDeviceImpl_SetViewport,
- IWineD3DDeviceImpl_GetViewport,
- IWineD3DDeviceImpl_MultiplyTransform,
- IWineD3DDeviceImpl_ValidateDevice,
- IWineD3DDeviceImpl_ProcessVertices,
- /*** State block ***/
- IWineD3DDeviceImpl_BeginStateBlock,
- IWineD3DDeviceImpl_EndStateBlock,
- /*** Scene management ***/
- IWineD3DDeviceImpl_BeginScene,
- IWineD3DDeviceImpl_EndScene,
- IWineD3DDeviceImpl_Present,
- IWineD3DDeviceImpl_Clear,
- /*** Drawing ***/
- IWineD3DDeviceImpl_DrawPrimitive,
- IWineD3DDeviceImpl_DrawIndexedPrimitive,
- IWineD3DDeviceImpl_DrawPrimitiveUP,
- IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
- IWineD3DDeviceImpl_DrawPrimitiveStrided,
- IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided,
- IWineD3DDeviceImpl_DrawRectPatch,
- IWineD3DDeviceImpl_DrawTriPatch,
- IWineD3DDeviceImpl_DeletePatch,
- IWineD3DDeviceImpl_ColorFill,
- IWineD3DDeviceImpl_UpdateTexture,
- IWineD3DDeviceImpl_UpdateSurface,
- IWineD3DDeviceImpl_GetFrontBufferData,
- /*** object tracking ***/
- IWineD3DDeviceImpl_ResourceReleased,
- IWineD3DDeviceImpl_EnumResources
-};
-
const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
WINED3DRS_ALPHABLENDENABLE ,
WINED3DRS_ALPHAFUNC ,
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index d8ec3ef..fb7869a 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -3687,14 +3687,6 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
object->blitter = select_blit_implementation(Adapter, DeviceType);
- /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
- * model can deal with that. It is essentially the same, just with adjusted
- * Set*ShaderConstantF implementations
- */
- if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
- object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
- }
-
/* set the state of the device to valid */
object->state = WINED3D_OK;
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 0c74535..205f111 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -498,6 +498,50 @@ static void shader_glsl_load_constants(
}
}
+static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
+{
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ UINT i;
+
+ for (i = start; i < count + start; ++i)
+ {
+ if (!This->stateBlock->changed.vertexShaderConstantsF[i])
+ {
+ constants_entry *ptr = LIST_ENTRY(list_head(&This->stateBlock->set_vconstantsF),
+ constants_entry, entry);
+
+ if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx))
+ {
+ ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
+ list_add_head(&This->stateBlock->set_vconstantsF, &ptr->entry);
+ }
+ ptr->idx[ptr->count++] = i;
+ }
+ }
+}
+
+static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
+{
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ UINT i;
+
+ for (i = start; i < count + start; ++i)
+ {
+ if (!This->stateBlock->changed.pixelShaderConstantsF[i])
+ {
+ constants_entry *ptr = LIST_ENTRY(list_head(&This->stateBlock->set_pconstantsF),
+ constants_entry, entry);
+
+ if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx))
+ {
+ ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
+ list_add_head(&This->stateBlock->set_pconstantsF, &ptr->entry);
+ }
+ ptr->idx[ptr->count++] = i;
+ }
+ }
+}
+
/** Generate the variable & register declarations for the GLSL output target */
static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info)
@@ -3866,6 +3910,8 @@ const shader_backend_t glsl_shader_backend = {
shader_glsl_select,
shader_glsl_select_depth_blt,
shader_glsl_deselect_depth_blt,
+ shader_glsl_update_float_vertex_constants,
+ shader_glsl_update_float_pixel_constants,
shader_glsl_load_constants,
shader_glsl_color_correction,
shader_glsl_destroy,
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 8ff9814..195af9f 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -432,6 +432,8 @@ typedef struct {
void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
+ void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
+ void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
void (*shader_color_correction)(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup);
void (*shader_destroy)(IWineD3DBaseShader *iface);
@@ -1146,7 +1148,7 @@ struct IWineD3DDeviceImpl
struct WineD3DRectPatch *currentPatch;
};
-extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
+extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
--
1.5.6.4
--------------040105030603060509010504--
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