Zebediah Figura : wined3d: Store the pixel shader in the wined3d_stateblock_state structure.

Alexandre Julliard julliard at winehq.org
Mon Jan 28 16:17:02 CST 2019


Module: wine
Branch: master
Commit: 0e493a2d80d85ec07e51fd8927cb24b10cb4a6e7
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=0e493a2d80d85ec07e51fd8927cb24b10cb4a6e7

Author: Zebediah Figura <z.figura12 at gmail.com>
Date:   Sun Jan 27 22:44:56 2019 -0600

wined3d: Store the pixel shader in the wined3d_stateblock_state structure.

Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/wined3d/device.c          | 15 +++++++++++----
 dlls/wined3d/stateblock.c      | 28 ++++++++++++++++++++--------
 dlls/wined3d/wined3d_private.h |  2 ++
 3 files changed, 33 insertions(+), 12 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 331def2..28e113a 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2534,21 +2534,28 @@ HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device
 
 void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
 {
-    struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL];
+    struct wined3d_shader *prev = device->state.shader[WINED3D_SHADER_TYPE_PIXEL];
 
     TRACE("device %p, shader %p.\n", device, shader);
 
+    if (shader)
+        wined3d_shader_incref(shader);
+    if (device->update_stateblock_state->ps)
+        wined3d_shader_decref(device->update_stateblock_state->ps);
+    device->update_stateblock_state->ps = shader;
     if (device->recording)
+    {
         device->recording->changed.pixelShader = TRUE;
+        return;
+    }
 
     if (shader == prev)
         return;
 
     if (shader)
         wined3d_shader_incref(shader);
-    device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL] = shader;
-    if (!device->recording)
-        wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_PIXEL, shader);
+    device->state.shader[WINED3D_SHADER_TYPE_PIXEL] = shader;
+    wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_PIXEL, shader);
     if (prev)
         wined3d_shader_decref(prev);
 }
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 112d8b7..2b916a9 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -530,6 +530,12 @@ void wined3d_stateblock_state_cleanup(struct wined3d_stateblock_state *state)
         state->vs = NULL;
         wined3d_shader_decref(shader);
     }
+
+    if ((shader = state->ps))
+    {
+        state->ps = NULL;
+        wined3d_shader_decref(shader);
+    }
 }
 
 void state_cleanup(struct wined3d_state *state)
@@ -953,14 +959,13 @@ void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
         stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
     }
 
-    if (stateblock->changed.pixelShader && stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]
-            != src_state->shader[WINED3D_SHADER_TYPE_PIXEL])
+    if (stateblock->changed.pixelShader && stateblock->stateblock_state.ps != state->ps)
     {
-        if (src_state->shader[WINED3D_SHADER_TYPE_PIXEL])
-            wined3d_shader_incref(src_state->shader[WINED3D_SHADER_TYPE_PIXEL]);
-        if (stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL])
-            wined3d_shader_decref(stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]);
-        stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL] = src_state->shader[WINED3D_SHADER_TYPE_PIXEL];
+        if (state->ps)
+            wined3d_shader_incref(state->ps);
+        if (stateblock->stateblock_state.ps)
+            wined3d_shader_decref(stateblock->stateblock_state.ps);
+        stateblock->stateblock_state.ps = state->ps;
     }
 
     wined3d_state_record_lights(&stateblock->state, src_state);
@@ -1028,7 +1033,14 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
     apply_lights(device, &stateblock->state);
 
     if (stateblock->changed.pixelShader)
-        wined3d_device_set_pixel_shader(device, stateblock->state.shader[WINED3D_SHADER_TYPE_PIXEL]);
+    {
+        if (stateblock->stateblock_state.ps)
+            wined3d_shader_incref(stateblock->stateblock_state.ps);
+        if (state->ps)
+            wined3d_shader_decref(state->ps);
+        state->ps = stateblock->stateblock_state.ps;
+        wined3d_device_set_pixel_shader(device, stateblock->stateblock_state.ps);
+    }
 
     /* Pixel Shader Constants. */
     for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 52106f2..b638d87 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2974,6 +2974,8 @@ struct wined3d_stateblock_state
     struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
     struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
     BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
+
+    struct wined3d_shader *ps;
 };
 
 struct wined3d_device




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