[PATCH 4/5] wined3d: Simplify shader selection.
Henri Verbeet
hverbeet at codeweavers.com
Sun Nov 4 12:51:32 CST 2012
---
dlls/wined3d/arb_program_shader.c | 45 +++++-------------------
dlls/wined3d/ati_fragment_shader.c | 12 +-----
dlls/wined3d/context.c | 17 +++++++--
dlls/wined3d/state.c | 67 +++++++-----------------------------
dlls/wined3d/wined3d_private.h | 32 +++++++++--------
5 files changed, 56 insertions(+), 117 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 3db3b54..e2faaac 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -5821,14 +5821,10 @@ static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wine
if (use_ps(state))
{
+ /* The pixel shader has to know the bump env matrix. Do a constants
+ * update. */
if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
- {
- /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
- * anyway
- */
- if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
- context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
- }
+ context->load_constants = 1;
if(device->shader_backend == &arb_program_shader_backend) {
/* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
@@ -5861,14 +5857,10 @@ static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
if (use_ps(state))
{
+ /* The pixel shader has to know the luminance offset. Do a constants
+ * update. */
if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
- {
- /* The pixel shader has to know the luminance offset. Do a constants update if it
- * isn't scheduled anyway
- */
- if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
- context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
- }
+ context->load_constants = 1;
if(device->shader_backend == &arb_program_shader_backend) {
/* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
@@ -6391,7 +6383,6 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
const struct wined3d_device *device = context->swapchain->device;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_arb_priv *priv = device->fragment_priv;
- BOOL use_vshader = use_vs(state);
BOOL use_pshader = use_ps(state);
struct ffp_frag_settings settings;
const struct arbfp_ffp_desc *desc;
@@ -6412,9 +6403,9 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
}
- else if (use_pshader && !isStateDirty(context, context->state_table[STATE_VSHADER].representative))
+ else if (use_pshader)
{
- device->shader_backend->shader_select(context, use_pshader, use_vshader);
+ context->select_shader = 1;
}
return;
}
@@ -6464,24 +6455,8 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
context->last_was_pshader = TRUE;
}
- /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
- * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function
- * replacement shader. If the shader backend is not ARB, it currently is important that the opengl implementation
- * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
- * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
- *
- * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
- * shader handler.
- */
- if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
- {
- device->shader_backend->shader_select(context, use_pshader, use_vshader);
-
- if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
- context_apply_state(context, state, STATE_VERTEXSHADERCONSTANT);
- }
- if (use_pshader)
- context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
+ context->select_shader = 1;
+ context->load_constants = 1;
}
/* We can't link the fog states to the fragment state directly since the
diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c
index 5e04878..fba55ea 100644
--- a/dlls/wined3d/ati_fragment_shader.c
+++ b/dlls/wined3d/ati_fragment_shader.c
@@ -926,9 +926,6 @@ static void textransform(struct wined3d_context *context, const struct wined3d_s
static void atifs_apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
- const struct wined3d_device *device = context->swapchain->device;
- BOOL use_vshader = use_vs(state);
-
context->last_was_pshader = use_ps(state);
/* The ATIFS code does not support pixel shaders currently, but we have to
* provide a state handler to call shader_select to select a vertex shader
@@ -943,13 +940,8 @@ static void atifs_apply_pixelshader(struct wined3d_context *context, const struc
* startup, and blitting disables all shaders and dirtifies all shader
* states. If atifs can deal with this it keeps the rest of the code
* simpler. */
- if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
- {
- device->shader_backend->shader_select(context, FALSE, use_vshader);
-
- if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader)
- context_apply_state(context, state, STATE_VERTEXSHADERCONSTANT);
- }
+ context->select_shader = 1;
+ context->load_constants = 1;
}
static void atifs_srgbwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 9ef0dff..999adee 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1711,11 +1711,10 @@ static void SetupForBlit(const struct wined3d_device *device, struct wined3d_con
/* Disable shaders */
ENTER_GL();
device->shader_backend->shader_select(context, FALSE, FALSE);
+ context->select_shader = 1;
+ context->load_constants = 1;
LEAVE_GL();
- context_invalidate_state(context, STATE_VSHADER);
- context_invalidate_state(context, STATE_PIXELSHADER);
-
/* Call ENTER_GL() once for all gl calls below. In theory we should not call
* helper functions in between gl calls. This function is full of context_invalidate_state
* which can safely be called from here, we only lock once instead locking/unlocking
@@ -2365,6 +2364,18 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
state_table[rep].apply(context, state, rep);
}
+ if (context->select_shader)
+ {
+ device->shader_backend->shader_select(context, use_ps(state), use_vs(state));
+ context->select_shader = 0;
+ }
+
+ if (context->load_constants)
+ {
+ device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
+ context->load_constants = 0;
+ }
+
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
context_check_fbo_status(context, GL_FRAMEBUFFER);
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 32e6d73..7538721 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -599,15 +599,7 @@ static void state_alpha(struct wined3d_context *context, const struct wined3d_st
static void shaderconstant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
- const struct wined3d_device *device = context->swapchain->device;
-
- /* Vertex and pixel shader states will call a shader upload, don't do
- * anything as long one of them has an update pending. */
- if (isStateDirty(context, STATE_VDECL)
- || isStateDirty(context, STATE_PIXELSHADER))
- return;
-
- device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
+ context->load_constants = 1;
}
static void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
@@ -640,12 +632,8 @@ static void state_clipping(struct wined3d_context *context, const struct wined3d
/* glEnable(GL_CLIP_PLANEx) doesn't apply to vertex shaders. The enabled / disabled planes are
* hardcoded into the shader. Update the shader to update the enabled clipplanes */
- if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
- {
- device->shader_backend->shader_select(context, use_ps(state), TRUE);
- if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
- shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
- }
+ context->select_shader = 1;
+ context->load_constants = 1;
}
/* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
@@ -3618,14 +3606,9 @@ static void tex_bumpenvlscale(struct wined3d_context *context, const struct wine
DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
const struct wined3d_shader *ps = state->pixel_shader;
+ /* The pixel shader has to know the luminance scale. Do a constants update. */
if (ps && stage && (ps->reg_maps.luminanceparams & (1 << stage)))
- {
- /* The pixel shader has to know the luminance scale. Do a constants
- * update if it isn't scheduled anyway. */
- if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
- && !isStateDirty(context, STATE_PIXELSHADER))
- shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
- }
+ context->load_constants = 1;
}
static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
@@ -3738,12 +3721,9 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
- const struct wined3d_device *device = context->swapchain->device;
- BOOL use_vshader = use_vs(state);
- BOOL use_pshader = use_ps(state);
unsigned int i;
- if (use_pshader)
+ if (use_ps(state))
{
if (!context->last_was_pshader)
{
@@ -3776,13 +3756,8 @@ void apply_pixelshader(struct wined3d_context *context, const struct wined3d_sta
context->last_was_pshader = FALSE;
}
- if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
- {
- device->shader_backend->shader_select(context, use_pshader, use_vshader);
-
- if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
- shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
- }
+ context->select_shader = 1;
+ context->load_constants = 1;
}
static void shader_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
@@ -3790,14 +3765,9 @@ static void shader_bumpenvmat(struct wined3d_context *context, const struct wine
DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
const struct wined3d_shader *ps = state->pixel_shader;
+ /* The pixel shader has to know the bump env matrix. Do a constants update. */
if (ps && stage && (ps->reg_maps.bumpmat & (1 << stage)))
- {
- /* The pixel shader has to know the bump env matrix. Do a constants
- * update if it isn't scheduled anyway. */
- if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
- && !isStateDirty(context, STATE_PIXELSHADER))
- shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
- }
+ context->load_constants = 1;
}
static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
@@ -4580,7 +4550,6 @@ static void vertexdeclaration(struct wined3d_context *context, const struct wine
const struct wined3d_device *device = context->swapchain->device;
const struct wined3d_gl_info *gl_info = context->gl_info;
BOOL useVertexShaderFunction = use_vs(state);
- BOOL usePixelShaderFunction = use_ps(state);
BOOL updateFog = FALSE;
BOOL transformed;
BOOL wasrhw = context->last_was_rhw;
@@ -4684,18 +4653,9 @@ static void vertexdeclaration(struct wined3d_context *context, const struct wine
}
}
- /* Vertex and pixel shaders are applied together, so let the last dirty
- * state do the application. */
- if (!isStateDirty(context, STATE_PIXELSHADER))
- {
- device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
-
- if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)
- && (useVertexShaderFunction || usePixelShaderFunction))
- shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
- }
-
context->last_was_vshader = useVertexShaderFunction;
+ context->select_shader = 1;
+ context->load_constants = 1;
if (updateFog)
context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
@@ -4753,8 +4713,7 @@ static void viewport_vertexpart(struct wined3d_context *context, const struct wi
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE)))
state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
/* Update the position fixup. */
- if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
- shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
+ context->load_constants = 1;
}
static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index c189963..e9fd80f 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1084,21 +1084,23 @@ struct wined3d_context
DWORD tid; /* Thread ID which owns this context at the moment */
/* Stores some information about the context state for optimization */
- WORD render_offscreen : 1;
- WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
- WORD last_was_pshader : 1;
- WORD last_was_vshader : 1;
- WORD namedArraysLoaded : 1;
- WORD numberedArraysLoaded : 1;
- WORD last_was_blit : 1;
- WORD last_was_ckey : 1;
- WORD fog_coord : 1;
- WORD fog_enabled : 1;
- WORD num_untracked_materials : 2; /* Max value 2 */
- WORD current : 1;
- WORD destroyed : 1;
- WORD valid : 1;
- WORD padding : 1;
+ DWORD render_offscreen : 1;
+ DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
+ DWORD last_was_pshader : 1;
+ DWORD last_was_vshader : 1;
+ DWORD namedArraysLoaded : 1;
+ DWORD numberedArraysLoaded : 1;
+ DWORD last_was_blit : 1;
+ DWORD last_was_ckey : 1;
+ DWORD fog_coord : 1;
+ DWORD fog_enabled : 1;
+ DWORD num_untracked_materials : 2; /* Max value 2 */
+ DWORD current : 1;
+ DWORD destroyed : 1;
+ DWORD valid : 1;
+ DWORD select_shader : 1;
+ DWORD load_constants : 1;
+ DWORD padding : 15;
BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
DWORD numbered_array_mask;
--
1.7.8.6
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