wined3d: Simplify handling of swizzled attributes.
Henri Verbeet
hverbeet at codeweavers.com
Thu Jan 8 03:19:17 CST 2009
This should also be a little bit faster.
---
dlls/wined3d/arb_program_shader.c | 3 +-
dlls/wined3d/drawprim.c | 3 +
dlls/wined3d/glsl_shader.c | 3 +-
dlls/wined3d/vertexdeclaration.c | 36 +-------
dlls/wined3d/vertexshader.c | 166 +-----------------------------------
dlls/wined3d/wined3d_private.h | 17 +----
include/wine/wined3d.idl | 2 +
7 files changed, 18 insertions(+), 212 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index efb3cb8..cd6ba29 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -510,8 +510,7 @@ static void vshader_program_add_param(const SHADER_OPCODE_ARG *arg, const DWORD
break;
case WINED3DSPR_INPUT:
- if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
- is_color = TRUE;
+ if (This->swizzle_map & (1 << reg)) is_color = TRUE;
sprintf(tmpReg, "vertex.attrib[%u]", reg);
strcat(hwLine, tmpReg);
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 7d87ca1..70ba80b 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -158,6 +158,7 @@ void primitiveDeclarationConvertToStridedData(
}
/* Translate the declaration into strided data */
+ strided->swizzle_map = 0;
for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
GLint streamVBO = 0;
BOOL stride_used;
@@ -234,6 +235,8 @@ void primitiveDeclarationConvertToStridedData(
strided->u.input[idx].dwStride = stride;
strided->u.input[idx].VBO = streamVBO;
strided->u.input[idx].streamNo = element->Stream;
+ if (element->Type == WINED3DDECLTYPE_D3DCOLOR) strided->swizzle_map |= 1 << idx;
+ strided->use_map |= 1 << idx;
}
}
}
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index eb169e0..0acdcad 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1030,8 +1030,7 @@ static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_to
strcpy(tmpStr, "gl_SecondaryColor");
}
} else {
- if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
- *is_color = TRUE;
+ if (((IWineD3DVertexShaderImpl *)This)->swizzle_map & (1 << reg)) *is_color = TRUE;
sprintf(tmpStr, "attrib%u", reg);
}
break;
diff --git a/dlls/wined3d/vertexdeclaration.c b/dlls/wined3d/vertexdeclaration.c
index 7fc711b..f63e2e7 100644
--- a/dlls/wined3d/vertexdeclaration.c
+++ b/dlls/wined3d/vertexdeclaration.c
@@ -207,7 +207,7 @@ static HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVerte
const WINED3DVERTEXELEMENT *elements, UINT element_count) {
IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
HRESULT hr = WINED3D_OK;
- int i, j;
+ int i;
char isPreLoaded[MAX_STREAMS];
TRACE("(%p) : d3d version %d\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion);
@@ -263,39 +263,13 @@ static HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVerte
isPreLoaded[This->pDeclarationWine[i].Stream] = 1;
}
- /* Create a sorted array containing the attribute declarations that are of type
- * D3DCOLOR. D3DCOLOR requires swizzling of the r and b component, and if the
- * declaration of one attribute changes the vertex shader needs recompilation.
- * Having a sorted array of the attributes allows efficient comparison of the
- * declaration against a shader
- */
- if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_D3DCOLOR) {
- for(j = 0; j < This->num_swizzled_attribs; j++) {
- if(This->swizzled_attribs[j].usage > This->pDeclarationWine[i].Usage ||
- (This->swizzled_attribs[j].usage == This->pDeclarationWine[i].Usage &&
- This->swizzled_attribs[j].idx > This->pDeclarationWine[i].UsageIndex)) {
- memmove(&This->swizzled_attribs[j + 1], &This->swizzled_attribs[j],
- sizeof(This->swizzled_attribs) - (sizeof(This->swizzled_attribs[0]) * (j + 1)));
- break;
- }
- }
-
- This->swizzled_attribs[j].usage = This->pDeclarationWine[i].Usage;
- This->swizzled_attribs[j].idx = This->pDeclarationWine[i].UsageIndex;
- This->num_swizzled_attribs++;
- } else if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_2 ||
- This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_4) {
- if(!GL_SUPPORT(NV_HALF_FLOAT)) {
- This->half_float_conv_needed = TRUE;
- }
+ if (This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_2
+ || This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_4)
+ {
+ if (!GL_SUPPORT(NV_HALF_FLOAT)) This->half_float_conv_needed = TRUE;
}
}
- TRACE("Swizzled attributes found:\n");
- for(i = 0; i < This->num_swizzled_attribs; i++) {
- TRACE("%u: %s%d\n", i,
- debug_d3ddeclusage(This->swizzled_attribs[i].usage), This->swizzled_attribs[i].idx);
- }
TRACE("Returning\n");
return hr;
}
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 9091c8a..339d955 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -218,113 +218,15 @@ BOOL vshader_get_input(
return FALSE;
}
-BOOL vshader_input_is_color(
- IWineD3DVertexShader* iface,
- unsigned int regnum) {
-
- IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
-
- DWORD usage_token = This->semantics_in[regnum].usage;
- DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
- DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
-
- int i;
-
- for(i = 0; i < This->num_swizzled_attribs; i++) {
- if(This->swizzled_attribs[i].usage == usage &&
- This->swizzled_attribs[i].idx == usage_idx) {
- return TRUE;
- }
- }
- return FALSE;
-}
-
-static inline void find_swizzled_attribs(IWineD3DVertexDeclaration *declaration, IWineD3DVertexShaderImpl *This) {
- UINT num = 0, i, j;
- UINT numoldswizzles = This->num_swizzled_attribs;
- IWineD3DVertexDeclarationImpl *decl = (IWineD3DVertexDeclarationImpl *) declaration;
-
- DWORD usage_token, usage, usage_idx;
- BOOL found;
-
- attrib_declaration oldswizzles[sizeof(This->swizzled_attribs) / sizeof(This->swizzled_attribs[0])];
-
- /* Back up the old swizzles to keep attributes that are undefined in the current declaration */
- memcpy(oldswizzles, This->swizzled_attribs, sizeof(oldswizzles));
-
- memset(This->swizzled_attribs, 0, sizeof(This->swizzled_attribs[0]) * MAX_ATTRIBS);
-
- for(i = 0; i < decl->num_swizzled_attribs; i++) {
- for(j = 0; j < MAX_ATTRIBS; j++) {
-
- if(!This->baseShader.reg_maps.attributes[j]) continue;
-
- usage_token = This->semantics_in[j].usage;
- usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
- usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
-
- if(decl->swizzled_attribs[i].usage == usage &&
- decl->swizzled_attribs[i].idx == usage_idx) {
- This->swizzled_attribs[num].usage = usage;
- This->swizzled_attribs[num].idx = usage_idx;
- num++;
- }
- }
- }
-
- /* Add previously converted attributes back in if they are not defined in the current declaration */
- for(i = 0; i < numoldswizzles; i++) {
-
- found = FALSE;
- for(j = 0; j < decl->declarationWNumElements; j++) {
- if(oldswizzles[i].usage == decl->pDeclarationWine[j].Usage &&
- oldswizzles[i].idx == decl->pDeclarationWine[j].UsageIndex) {
- found = TRUE;
- }
- }
- if(found) {
- /* This previously converted attribute is declared in the current declaration. Either it is
- * already in the new array, or it should not be there. Skip it
- */
- continue;
- }
- /* We have a previously swizzled attribute that is not defined by the current vertex declaration.
- * Insert it into the new conversion array to keep it in the old defined state. Otherwise we end up
- * recompiling if the old decl is used again because undefined attributes are reset to no swizzling.
- * In the reverse way(attribute was not swizzled and is not declared in new declaration) the attrib
- * stays unswizzled as well because it isn't found in the oldswizzles array
- */
- for(j = 0; j < num; j++) {
- if(oldswizzles[i].usage > This->swizzled_attribs[j].usage || (
- oldswizzles[i].usage == This->swizzled_attribs[j].usage &&
- oldswizzles[i].idx > This->swizzled_attribs[j].idx)) {
- memmove(&This->swizzled_attribs[j + 1], &This->swizzled_attribs[j],
- sizeof(This->swizzled_attribs) - (sizeof(This->swizzled_attribs[0]) * (j + 1)));
- break;
- }
- }
- This->swizzled_attribs[j].usage = oldswizzles[i].usage;
- This->swizzled_attribs[j].idx = oldswizzles[i].idx;
- num++;
- }
-
- TRACE("New swizzled attributes array\n");
- for(i = 0; i < num; i++) {
- TRACE("%d: %s(%d), %d\n", i, debug_d3ddeclusage(This->swizzled_attribs[i].usage),
- This->swizzled_attribs[i].usage, This->swizzled_attribs[i].idx);
- }
- This->num_swizzled_attribs = num;
-}
/** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
or GLSL and send it to the card */
static void IWineD3DVertexShaderImpl_GenerateShader(IWineD3DVertexShader *iface,
const struct shader_reg_maps* reg_maps, const DWORD *pFunction)
{
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
- IWineD3DVertexDeclaration *decl = ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->vertexDecl;
SHADER_BUFFER buffer;
- find_swizzled_attribs(decl, This);
+ This->swizzle_map = ((IWineD3DDeviceImpl *)This->baseShader.device)->strided_streams.swizzle_map;
shader_buffer_init(&buffer);
((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_vshader(iface, &buffer);
@@ -516,56 +418,8 @@ static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertex
return WINED3D_OK;
}
-static inline BOOL swizzled_attribs_differ(IWineD3DVertexShaderImpl *This, IWineD3DVertexDeclarationImpl *vdecl) {
- UINT i, j, k;
- BOOL found;
-
- DWORD usage_token;
- DWORD usage;
- DWORD usage_idx;
-
- for(i = 0; i < vdecl->declarationWNumElements; i++) {
- /* Ignore tesselated streams and the termination entry(position0, stream 255, unused) */
- if(vdecl->pDeclarationWine[i].Stream >= MAX_STREAMS ||
- vdecl->pDeclarationWine[i].Type == WINED3DDECLTYPE_UNUSED) continue;
-
- for(j = 0; j < MAX_ATTRIBS; j++) {
- if(!This->baseShader.reg_maps.attributes[j]) continue;
-
- usage_token = This->semantics_in[j].usage;
- usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
- usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
-
- if(vdecl->pDeclarationWine[i].Usage != usage ||
- vdecl->pDeclarationWine[i].UsageIndex != usage_idx) {
- continue;
- }
-
- found = FALSE;
- for(k = 0; k < This->num_swizzled_attribs; k++) {
- if(This->swizzled_attribs[k].usage == usage &&
- This->swizzled_attribs[k].idx == usage_idx) {
- found = TRUE;
- }
- }
- if(!found && vdecl->pDeclarationWine[i].Type == WINED3DDECLTYPE_D3DCOLOR) {
- TRACE("Attribute %s%d is D3DCOLOR now but wasn't before\n",
- debug_d3ddeclusage(usage), usage_idx);
- return TRUE;
- }
- if( found && vdecl->pDeclarationWine[i].Type != WINED3DDECLTYPE_D3DCOLOR) {
- TRACE("Attribute %s%d was D3DCOLOR before but is not any more\n",
- debug_d3ddeclusage(usage), usage_idx);
- return TRUE;
- }
- }
- }
- return FALSE;
-}
-
HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
- IWineD3DVertexDeclarationImpl *vdecl;
CONST DWORD *function = This->baseShader.function;
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
@@ -573,20 +427,10 @@ HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface) {
/* We're already compiled. */
if (This->baseShader.is_compiled) {
- vdecl = (IWineD3DVertexDeclarationImpl *) deviceImpl->stateBlock->vertexDecl;
-
- if(This->num_swizzled_attribs != vdecl->num_swizzled_attribs ||
- memcmp(This->swizzled_attribs, vdecl->swizzled_attribs, sizeof(vdecl->swizzled_attribs[0]) * This->num_swizzled_attribs) != 0) {
-
- /* The swizzled attributes differ between shader and declaration. This doesn't necessarily mean
- * we have to recompile, but we have to take a deeper look at see if the attribs that differ
- * are declared in the decl and used in the shader
- */
- if(swizzled_attribs_differ(This, vdecl)) {
- WARN("Recompiling vertex shader %p due to D3DCOLOR input changes\n", This);
- goto recompile;
- }
- WARN("Swizzled attribute validation required an expensive comparison\n");
+ if ((This->swizzle_map & deviceImpl->strided_streams.use_map) != deviceImpl->strided_streams.swizzle_map)
+ {
+ WARN("Recompiling vertex shader %p due to D3DCOLOR input changes\n", This);
+ goto recompile;
}
return WINED3D_OK;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index cab2b20..89c5d77 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1711,11 +1711,6 @@ BOOL palette9_changed(IWineD3DSurfaceImpl *This);
/*****************************************************************************
* IWineD3DVertexDeclaration implementation structure
*/
-typedef struct attrib_declaration {
- DWORD usage;
- DWORD idx;
-} attrib_declaration;
-
#define MAX_ATTRIBS 16
typedef struct IWineD3DVertexDeclarationImpl {
@@ -1734,10 +1729,6 @@ typedef struct IWineD3DVertexDeclarationImpl {
UINT num_streams;
BOOL position_transformed;
BOOL half_float_conv_needed;
-
- /* Ordered array of declaration types that need swizzling in a vshader */
- attrib_declaration swizzled_attribs[MAX_ATTRIBS];
- UINT num_swizzled_attribs;
} IWineD3DVertexDeclarationImpl;
extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
@@ -2182,10 +2173,6 @@ extern BOOL vshader_get_input(
BYTE usage_req, BYTE usage_idx_req,
unsigned int* regnum);
-extern BOOL vshader_input_is_color(
- IWineD3DVertexShader* iface,
- unsigned int regnum);
-
extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
/* GLSL helper functions */
@@ -2337,9 +2324,7 @@ typedef struct IWineD3DVertexShaderImpl {
semantic semantics_in [MAX_ATTRIBS];
semantic semantics_out [MAX_REG_OUTPUT];
- /* Ordered array of attributes that are swizzled */
- attrib_declaration swizzled_attribs [MAX_ATTRIBS];
- UINT num_swizzled_attribs;
+ WORD swizzle_map; /* MAX_ATTRIBS, 16 */
UINT min_rel_offset, max_rel_offset;
UINT rel_offset;
diff --git a/include/wine/wined3d.idl b/include/wine/wined3d.idl
index 0ee7b1f..b43a8e7 100644
--- a/include/wine/wined3d.idl
+++ b/include/wine/wined3d.idl
@@ -1884,6 +1884,8 @@ typedef struct WineDirect3DVertexStridedData
} u;
BOOL position_transformed;
+ WORD swizzle_map; /* MAX_ATTRIBS, 16 */
+ WORD use_map; /* MAX_ATTRIBS, 16 */
} WineDirect3DVertexStridedData;
typedef struct _WINED3DVSHADERCAPS2_0
--
1.6.0.6
--------------010907010308010002010804--
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