[PATCH 1/5] wined3d: Store the current GLSL program per-context.

Henri Verbeet hverbeet at codeweavers.com
Fri Aug 23 03:18:14 CDT 2013


---
 dlls/wined3d/arb_program_shader.c |  18 ++++--
 dlls/wined3d/context.c            |  11 +++-
 dlls/wined3d/glsl_shader.c        | 112 ++++++++++++++++++++++++--------------
 dlls/wined3d/shader.c             |  16 +++++-
 dlls/wined3d/wined3d_private.h    |   7 ++-
 5 files changed, 112 insertions(+), 52 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 6ef18d6..2ec9de0 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -4779,7 +4779,7 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
 
 
 /* Context activation is done by the caller. */
-static void shader_arb_disable(void *shader_priv, const struct wined3d_context *context)
+static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
 {
     const struct wined3d_gl_info *gl_info = context->gl_info;
     struct shader_arb_priv *priv = shader_priv;
@@ -4806,6 +4806,10 @@ static void shader_arb_disable(void *shader_priv, const struct wined3d_context *
         checkGLcall("glClampColorARB");
         priv->last_vs_color_unclamp = FALSE;
     }
+
+    context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
+            | (1 << WINED3D_SHADER_TYPE_VERTEX)
+            | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
 }
 
 /* Context activation is done by the caller. */
@@ -5032,9 +5036,14 @@ static void shader_arb_free(struct wined3d_device *device)
     HeapFree(GetProcessHeap(), 0, device->shader_priv);
 }
 
-static void shader_arb_context_destroyed(void *shader_priv, const struct wined3d_context *context)
+static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
 {
-    struct shader_arb_priv *priv = shader_priv;
+    return TRUE;
+}
+
+static void shader_arb_free_context_data(struct wined3d_context *context)
+{
+    struct shader_arb_priv *priv = context->swapchain->device->shader_priv;
 
     if (priv->last_context == context)
         priv->last_context = NULL;
@@ -5712,7 +5721,8 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend =
     shader_arb_destroy,
     shader_arb_alloc,
     shader_arb_free,
-    shader_arb_context_destroyed,
+    shader_arb_allocate_context_data,
+    shader_arb_free_context_data,
     shader_arb_get_caps,
     shader_arb_color_fixup_supported,
     shader_arb_has_ffp_proj_control,
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index dd0c1a9..53adbc6 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1345,6 +1345,12 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
     list_init(&ret->fbo_list);
     list_init(&ret->fbo_destroy_list);
 
+    if (!device->shader_backend->shader_allocate_context_data(ret))
+    {
+        ERR("Failed to allocate shader backend context data.\n");
+        goto out;
+    }
+
     if (!(hdc = GetDC(swapchain->win_handle)))
     {
         WARN("Failed to retireve device context, trying swapchain backup.\n");
@@ -1639,6 +1645,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
     return ret;
 
 out:
+    device->shader_backend->shader_free_context_data(ret);
     HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
     HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
     HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
@@ -1671,6 +1678,7 @@ void context_destroy(struct wined3d_device *device, struct wined3d_context *cont
         destroy = FALSE;
     }
 
+    device->shader_backend->shader_free_context_data(context);
     HeapFree(GetProcessHeap(), 0, context->draw_buffers);
     HeapFree(GetProcessHeap(), 0, context->blit_targets);
     device_context_remove(device, context);
@@ -1903,9 +1911,6 @@ static void SetupForBlit(const struct wined3d_device *device, struct wined3d_con
 
     /* Disable shaders */
     device->shader_backend->shader_disable(device->shader_priv, context);
-    context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
-            | (1 << WINED3D_SHADER_TYPE_VERTEX)
-            | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
 
     context->blit_w = rt_size.cx;
     context->blit_h = rt_size.cy;
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index bd2b140..89ea459 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -92,7 +92,6 @@ struct constant_heap
 struct shader_glsl_priv {
     struct wined3d_shader_buffer shader_buffer;
     struct wine_rb_tree program_lookup;
-    struct glsl_shader_prog_link *glsl_program;
     struct constant_heap vconst_heap;
     struct constant_heap pconst_heap;
     unsigned char *stack;
@@ -164,6 +163,11 @@ struct shader_glsl_ctx_priv {
     struct ps_np2fixup_info         *cur_np2fixup_info;
 };
 
+struct glsl_context_data
+{
+    struct glsl_shader_prog_link *glsl_program;
+};
+
 struct glsl_ps_compiled_shader
 {
     struct ps_compile_args          args;
@@ -805,6 +809,7 @@ static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps
 static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context *context,
         const struct wined3d_state *state)
 {
+    const struct glsl_context_data *ctx_data = context->shader_backend_data;
     const struct wined3d_shader *vshader = state->vertex_shader;
     const struct wined3d_shader *pshader = state->pixel_shader;
     const struct wined3d_gl_info *gl_info = context->gl_info;
@@ -813,7 +818,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
     DWORD update_mask = 0;
 
     GLhandleARB programId;
-    struct glsl_shader_prog_link *prog = priv->glsl_program;
+    struct glsl_shader_prog_link *prog = ctx_data->glsl_program;
     UINT constant_version;
     int i;
 
@@ -5822,7 +5827,7 @@ static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *
 
 /* Context activation is done by the caller. */
 static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state,
-        struct shader_glsl_priv *priv)
+        struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
 {
     const struct wined3d_gl_info *gl_info = context->gl_info;
     const struct ps_np2fixup_info *np2fixup_info = NULL;
@@ -5841,8 +5846,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
 
     if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_VERTEX)))
     {
-        vs_id = priv->glsl_program->vs.id;
-        vs_list = &priv->glsl_program->vs.shader_entry;
+        vs_id = ctx_data->glsl_program->vs.id;
+        vs_list = &ctx_data->glsl_program->vs.shader_entry;
 
         if (use_vs(state))
         {
@@ -5850,8 +5855,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
             gshader = state->geometry_shader;
 
             if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_GEOMETRY))
-                    && priv->glsl_program->gs.id)
-                gs_id = priv->glsl_program->gs.id;
+                    && ctx_data->glsl_program->gs.id)
+                gs_id = ctx_data->glsl_program->gs.id;
             else if (gshader)
                 gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, gshader);
         }
@@ -5881,8 +5886,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
 
     if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_PIXEL)))
     {
-        ps_id = priv->glsl_program->ps.id;
-        ps_list = &priv->glsl_program->ps.shader_entry;
+        ps_id = ctx_data->glsl_program->ps.id;
+        ps_list = &ctx_data->glsl_program->ps.shader_entry;
 
         if (use_ps(state))
             pshader = state->pixel_shader;
@@ -5909,7 +5914,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
 
     if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, vs_id, gs_id, ps_id)))
     {
-        priv->glsl_program = entry;
+        ctx_data->glsl_program = entry;
         return;
     }
 
@@ -5929,7 +5934,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
     add_glsl_program_entry(priv, entry);
 
     /* Set the current program */
-    priv->glsl_program = entry;
+    ctx_data->glsl_program = entry;
 
     /* Attach GLSL vshader */
     if (vs_id)
@@ -6196,6 +6201,7 @@ static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info,
 static void shader_glsl_select(void *shader_priv, struct wined3d_context *context,
         const struct wined3d_state *state)
 {
+    struct glsl_context_data *ctx_data = context->shader_backend_data;
     const struct wined3d_gl_info *gl_info = context->gl_info;
     struct shader_glsl_priv *priv = shader_priv;
     GLhandleARB program_id = 0, prev_id = 0;
@@ -6204,10 +6210,10 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
     priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
     priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
 
-    if (priv->glsl_program)
+    if (ctx_data->glsl_program)
     {
-        prev_id = priv->glsl_program->programId;
-        old_vertex_color_clamp = priv->glsl_program->vs.vertex_color_clamp;
+        prev_id = ctx_data->glsl_program->programId;
+        old_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp;
     }
     else
     {
@@ -6215,12 +6221,12 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
         old_vertex_color_clamp = GL_FIXED_ONLY_ARB;
     }
 
-    set_glsl_shader_program(context, state, priv);
+    set_glsl_shader_program(context, state, priv, ctx_data);
 
-    if (priv->glsl_program)
+    if (ctx_data->glsl_program)
     {
-        program_id = priv->glsl_program->programId;
-        current_vertex_color_clamp = priv->glsl_program->vs.vertex_color_clamp;
+        program_id = ctx_data->glsl_program->programId;
+        current_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp;
     }
     else
     {
@@ -6249,17 +6255,28 @@ static void shader_glsl_select(void *shader_priv, struct wined3d_context *contex
         checkGLcall("glUseProgramObjectARB");
 
         if (program_id)
-            context->constant_update_mask |= priv->glsl_program->constant_update_mask;
+            context->constant_update_mask |= ctx_data->glsl_program->constant_update_mask;
     }
 }
 
+/* "context" is not necessarily the currently active context. */
+static void shader_glsl_invalidate_current_program(struct wined3d_context *context)
+{
+    struct glsl_context_data *ctx_data = context->shader_backend_data;
+
+    ctx_data->glsl_program = NULL;
+    context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
+            | (1 << WINED3D_SHADER_TYPE_VERTEX)
+            | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
+}
+
 /* Context activation is done by the caller. */
-static void shader_glsl_disable(void *shader_priv, const struct wined3d_context *context)
+static void shader_glsl_disable(void *shader_priv, struct wined3d_context *context)
 {
     const struct wined3d_gl_info *gl_info = context->gl_info;
     struct shader_glsl_priv *priv = shader_priv;
 
-    priv->glsl_program = NULL;
+    shader_glsl_invalidate_current_program(context);
     GL_EXTCALL(glUseProgramObjectARB(0));
     checkGLcall("glUseProgramObjectARB");
 
@@ -6305,22 +6322,38 @@ static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d
 /* Context activation is done by the caller. */
 static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
 {
-    struct shader_glsl_priv *priv = shader_priv;
+    const struct glsl_context_data *ctx_data = context_get_current()->shader_backend_data;
     GLhandleARB program_id;
 
-    program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
+    program_id = ctx_data->glsl_program ? ctx_data->glsl_program->programId : 0;
     if (program_id) TRACE("Using GLSL program %u\n", program_id);
 
     GL_EXTCALL(glUseProgramObjectARB(program_id));
     checkGLcall("glUseProgramObjectARB");
 }
 
+static void shader_glsl_invalidate_contexts_program(struct wined3d_device *device,
+        const struct glsl_shader_prog_link *program)
+{
+    const struct glsl_context_data *ctx_data;
+    struct wined3d_context *context;
+    unsigned int i;
+
+    for (i = 0; i < device->context_count; ++i)
+    {
+        context = device->contexts[i];
+        ctx_data = context->shader_backend_data;
+
+        if (ctx_data->glsl_program == program)
+            shader_glsl_invalidate_current_program(context);
+    }
+}
+
 static void shader_glsl_destroy(struct wined3d_shader *shader)
 {
     struct glsl_shader_private *shader_data = shader->backend_data;
     struct wined3d_device *device = shader->device;
     struct shader_glsl_priv *priv = device->shader_priv;
-    BOOL invalidate_current_program = FALSE;
     const struct wined3d_gl_info *gl_info;
     const struct list *linked_programs;
     struct wined3d_context *context;
@@ -6351,8 +6384,6 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
                 for (i = 0; i < shader_data->num_gl_shaders; ++i)
                 {
                     TRACE("Deleting pixel shader %u.\n", gl_shaders[i].prgId);
-                    if (priv->glsl_program && priv->glsl_program->ps.id == gl_shaders[i].prgId)
-                        invalidate_current_program = TRUE;
                     GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
                     checkGLcall("glDeleteObjectARB");
                 }
@@ -6361,6 +6392,7 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
                         struct glsl_shader_prog_link, ps.shader_entry)
                 {
+                    shader_glsl_invalidate_contexts_program(device, entry);
                     delete_glsl_program_entry(priv, gl_info, entry);
                 }
 
@@ -6374,8 +6406,6 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
                 for (i = 0; i < shader_data->num_gl_shaders; ++i)
                 {
                     TRACE("Deleting vertex shader %u.\n", gl_shaders[i].prgId);
-                    if (priv->glsl_program && priv->glsl_program->vs.id == gl_shaders[i].prgId)
-                        invalidate_current_program = TRUE;
                     GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
                     checkGLcall("glDeleteObjectARB");
                 }
@@ -6384,6 +6414,7 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
                         struct glsl_shader_prog_link, vs.shader_entry)
                 {
+                    shader_glsl_invalidate_contexts_program(device, entry);
                     delete_glsl_program_entry(priv, gl_info, entry);
                 }
 
@@ -6397,8 +6428,6 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
                 for (i = 0; i < shader_data->num_gl_shaders; ++i)
                 {
                     TRACE("Deleting geometry shader %u.\n", gl_shaders[i].id);
-                    if (priv->glsl_program && priv->glsl_program->gs.id == gl_shaders[i].id)
-                        invalidate_current_program = TRUE;
                     GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].id));
                     checkGLcall("glDeleteObjectARB");
                 }
@@ -6407,6 +6436,7 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
                         struct glsl_shader_prog_link, gs.shader_entry)
                 {
+                    shader_glsl_invalidate_contexts_program(device, entry);
                     delete_glsl_program_entry(priv, gl_info, entry);
                 }
 
@@ -6419,14 +6449,6 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
         }
     }
 
-    if (invalidate_current_program)
-    {
-        shader_glsl_disable(priv, context);
-        context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
-                | (1 << WINED3D_SHADER_TYPE_VERTEX)
-                | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
-    }
-
     HeapFree(GetProcessHeap(), 0, shader->backend_data);
     shader->backend_data = NULL;
 
@@ -6593,7 +6615,16 @@ static void shader_glsl_free(struct wined3d_device *device)
     device->shader_priv = NULL;
 }
 
-static void shader_glsl_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
+static BOOL shader_glsl_allocate_context_data(struct wined3d_context *context)
+{
+    return !!(context->shader_backend_data = HeapAlloc(GetProcessHeap(),
+            HEAP_ZERO_MEMORY, sizeof(struct glsl_context_data)));
+}
+
+static void shader_glsl_free_context_data(struct wined3d_context *context)
+{
+    HeapFree(GetProcessHeap(), 0, context->shader_backend_data);
+}
 
 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
 {
@@ -6810,7 +6841,8 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
     shader_glsl_destroy,
     shader_glsl_alloc,
     shader_glsl_free,
-    shader_glsl_context_destroyed,
+    shader_glsl_allocate_context_data,
+    shader_glsl_free_context_data,
     shader_glsl_get_caps,
     shader_glsl_color_fixup_supported,
     shader_glsl_has_ffp_proj_control,
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 01dbac6..786d491 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -1512,7 +1512,7 @@ static void shader_none_update_float_pixel_constants(struct wined3d_device *devi
 static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
         const struct wined3d_state *state) {}
 static void shader_none_destroy(struct wined3d_shader *shader) {}
-static void shader_none_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
+static void shader_none_free_context_data(struct wined3d_context *context) {}
 
 /* Context activation is done by the caller. */
 static void shader_none_select(void *shader_priv, struct wined3d_context *context,
@@ -1526,13 +1526,17 @@ static void shader_none_select(void *shader_priv, struct wined3d_context *contex
 }
 
 /* Context activation is done by the caller. */
-static void shader_none_disable(void *shader_priv, const struct wined3d_context *context)
+static void shader_none_disable(void *shader_priv, struct wined3d_context *context)
 {
     struct shader_none_priv *priv = shader_priv;
     const struct wined3d_gl_info *gl_info = context->gl_info;
 
     priv->vertex_pipe->vp_enable(gl_info, FALSE);
     priv->fragment_pipe->enable_extension(gl_info, FALSE);
+
+    context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
+            | (1 << WINED3D_SHADER_TYPE_VERTEX)
+            | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
 }
 
 static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
@@ -1581,6 +1585,11 @@ static void shader_none_free(struct wined3d_device *device)
     HeapFree(GetProcessHeap(), 0, priv);
 }
 
+static BOOL shader_none_allocate_context_data(struct wined3d_context *context)
+{
+    return TRUE;
+}
+
 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
 {
     /* Set the shader caps to 0 for the none shader backend */
@@ -1620,7 +1629,8 @@ const struct wined3d_shader_backend_ops none_shader_backend =
     shader_none_destroy,
     shader_none_alloc,
     shader_none_free,
-    shader_none_context_destroyed,
+    shader_none_allocate_context_data,
+    shader_none_free_context_data,
     shader_none_get_caps,
     shader_none_color_fixup_supported,
     shader_none_has_ffp_proj_control,
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index c9e92f2..46b0fdd 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -810,7 +810,7 @@ struct wined3d_shader_backend_ops
     void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
     void (*shader_select)(void *shader_priv, struct wined3d_context *context,
             const struct wined3d_state *state);
-    void (*shader_disable)(void *shader_priv, const struct wined3d_context *context);
+    void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
     void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
             enum tex_types tex_type, const SIZE *ds_mask_size);
     void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
@@ -822,7 +822,8 @@ struct wined3d_shader_backend_ops
     HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
             const struct fragment_pipeline *fragment_pipe);
     void (*shader_free_private)(struct wined3d_device *device);
-    void (*shader_context_destroyed)(void *shader_priv, const struct wined3d_context *context);
+    BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
+    void (*shader_free_context_data)(struct wined3d_context *context);
     void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
     BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
     BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
@@ -1115,6 +1116,8 @@ struct wined3d_context
     int pixel_format;
     GLint                   aux_buffers;
 
+    void *shader_backend_data;
+
     /* FBOs */
     UINT                    fbo_entry_count;
     struct list             fbo_list;
-- 
1.8.1.5




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