[PATCH 5/5] wined3d: Pass the state and private data to shader_select

Stefan Dösinger stefan at codeweavers.com
Sun May 12 08:30:27 CDT 2013


The device reference in set_glsl_shader_program will go away once the
tex unit map is moved into the context.
---
 dlls/wined3d/arb_program_shader.c | 15 ++++++++-------
 dlls/wined3d/context.c            |  6 ++++--
 dlls/wined3d/glsl_shader.c        | 23 +++++++++++------------
 dlls/wined3d/shader.c             |  5 ++---
 dlls/wined3d/wined3d_private.h    |  2 +-
 5 files changed, 26 insertions(+), 25 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 4cae597..32c7acd 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -641,7 +641,7 @@ static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *g
 }
 
 static void shader_arb_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
-        enum wined3d_shader_mode fragment_mode);
+        enum wined3d_shader_mode fragment_mode, const struct wined3d_state *state, void *shader_priv);
 
 /**
  * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
@@ -668,7 +668,8 @@ static void shader_arb_load_constants_internal(const struct wined3d_context *con
             TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
             shader_arb_select(context,
                     useVertexShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
-                    usePixelShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
+                    usePixelShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
+                    state, priv);
         }
         else if (pshader
                 && (pshader->reg_maps.boolean_constants
@@ -678,7 +679,8 @@ static void shader_arb_load_constants_internal(const struct wined3d_context *con
             TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
             shader_arb_select(context,
                     useVertexShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
-                    usePixelShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
+                    usePixelShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
+                    state, priv);
         }
     }
 
@@ -4603,12 +4605,11 @@ static void find_arb_vs_compile_args(const struct wined3d_state *state,
 
 /* Context activation is done by the caller. */
 static void shader_arb_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
-        enum wined3d_shader_mode fragment_mode)
+        enum wined3d_shader_mode fragment_mode, const struct wined3d_state *state, void *shader_priv)
 {
     struct wined3d_device *device = context->swapchain->device;
-    struct shader_arb_priv *priv = device->shader_priv;
+    struct shader_arb_priv *priv = shader_priv;
     const struct wined3d_gl_info *gl_info = context->gl_info;
-    const struct wined3d_state *state = &device->stateBlock->state;
     int i;
 
     /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
@@ -4650,7 +4651,7 @@ static void shader_arb_select(const struct wined3d_context *context, enum wined3
                 priv->pshader_const_dirty[i] = 1;
             }
             /* Also takes care of loading local constants */
-            shader_arb_load_constants_internal(context, TRUE, FALSE, TRUE, state, device->shader_priv);
+            shader_arb_load_constants_internal(context, TRUE, FALSE, TRUE, state, shader_priv);
         }
         else
         {
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index a413e27..648b9cb 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1922,7 +1922,8 @@ static void SetupForBlit(const struct wined3d_device *device, struct wined3d_con
     set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
 
     /* Disable shaders */
-    device->shader_backend->shader_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
+    device->shader_backend->shader_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE,
+            NULL, device->shader_priv);
     context->select_shader = 1;
     context->load_constants = 1;
 
@@ -2405,7 +2406,8 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
     {
         device->shader_backend->shader_select(context,
                 use_vs(state) ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
-                use_ps(state) ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
+                use_ps(state) ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
+                state, device->shader_priv);
         context->select_shader = 0;
     }
 
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 359120a..f5be648 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -5481,13 +5481,12 @@ 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, struct wined3d_device *device,
-        enum wined3d_shader_mode vertex_mode, enum wined3d_shader_mode fragment_mode)
+static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state,
+        enum wined3d_shader_mode vertex_mode, enum wined3d_shader_mode fragment_mode,
+        struct shader_glsl_priv *priv)
 {
-    const struct wined3d_state *state = &device->stateBlock->state;
     const struct wined3d_gl_info *gl_info = context->gl_info;
     const struct ps_np2fixup_info *np2fixup_info = NULL;
-    struct shader_glsl_priv *priv = device->shader_priv;
     struct glsl_shader_prog_link *entry = NULL;
     struct wined3d_shader *vshader = NULL;
     struct wined3d_shader *gshader = NULL;
@@ -5499,6 +5498,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, struc
     struct vs_compile_args vs_compile_args;
     GLhandleARB vs_id, gs_id, ps_id;
     struct list *ps_list;
+    struct wined3d_device *device = context->swapchain->device;
 
     if (vertex_mode == WINED3D_SHADER_MODE_SHADER)
     {
@@ -5783,11 +5783,10 @@ static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info,
 
 /* Context activation is done by the caller. */
 static void shader_glsl_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
-        enum wined3d_shader_mode fragment_mode)
+        enum wined3d_shader_mode fragment_mode, const struct wined3d_state *state, void *shader_priv)
 {
     const struct wined3d_gl_info *gl_info = context->gl_info;
-    struct wined3d_device *device = context->swapchain->device;
-    struct shader_glsl_priv *priv = device->shader_priv;
+    struct shader_glsl_priv *priv = shader_priv;
     GLhandleARB program_id = 0;
     GLenum old_vertex_color_clamp, current_vertex_color_clamp;
 
@@ -5795,7 +5794,7 @@ static void shader_glsl_select(const struct wined3d_context *context, enum wined
     priv->fragment_pipe->enable_extension(gl_info, fragment_mode == WINED3D_SHADER_MODE_FFP);
 
     old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vs.vertex_color_clamp : GL_FIXED_ONLY_ARB;
-    set_glsl_shader_program(context, device, vertex_mode, fragment_mode);
+    set_glsl_shader_program(context, state, vertex_mode, fragment_mode, priv);
     current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vs.vertex_color_clamp : GL_FIXED_ONLY_ARB;
     if (old_vertex_color_clamp != current_vertex_color_clamp)
     {
@@ -5820,7 +5819,7 @@ static void shader_glsl_select(const struct wined3d_context *context, enum wined
      * called between selecting the shader and using it, which results in wrong fixup for some frames. */
     if (priv->glsl_program && priv->glsl_program->ps.np2_fixup_info)
     {
-        shader_glsl_load_np2fixup_constants(priv, gl_info, &device->stateBlock->state);
+        shader_glsl_load_np2fixup_constants(priv, gl_info, state);
     }
 }
 
@@ -5908,7 +5907,7 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
                 {
                     TRACE("Deleting pixel shader %u.\n", gl_shaders[i].prgId);
                     if (priv->glsl_program && priv->glsl_program->ps.id == gl_shaders[i].prgId)
-                        shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
+                        shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE, NULL, priv);
                     GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
                     checkGLcall("glDeleteObjectARB");
                 }
@@ -5931,7 +5930,7 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
                 {
                     TRACE("Deleting vertex shader %u.\n", gl_shaders[i].prgId);
                     if (priv->glsl_program && priv->glsl_program->vs.id == gl_shaders[i].prgId)
-                        shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
+                        shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE, NULL, priv);
                     GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
                     checkGLcall("glDeleteObjectARB");
                 }
@@ -5954,7 +5953,7 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
                 {
                     TRACE("Deleting geometry shader %u.\n", gl_shaders[i].id);
                     if (priv->glsl_program && priv->glsl_program->gs.id == gl_shaders[i].id)
-                        shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
+                        shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE, NULL, priv);
                     GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].id));
                     checkGLcall("glDeleteObjectARB");
                 }
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 14ad322..09f5224 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -1517,11 +1517,10 @@ 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_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
-        enum wined3d_shader_mode fragment_mode)
+        enum wined3d_shader_mode fragment_mode, const struct wined3d_state *state, void *shader_priv)
 {
     const struct wined3d_gl_info *gl_info = context->gl_info;
-    struct wined3d_device *device = context->swapchain->device;
-    struct shader_none_priv *priv = device->shader_priv;
+    struct shader_none_priv *priv = shader_priv;
 
     priv->vertex_pipe->vp_enable(gl_info, vertex_mode == WINED3D_SHADER_MODE_FFP);
     priv->fragment_pipe->enable_extension(gl_info, fragment_mode == WINED3D_SHADER_MODE_FFP);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 4b01f61..79d0449 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -800,7 +800,7 @@ struct wined3d_shader_backend_ops
 {
     void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
     void (*shader_select)(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
-            enum wined3d_shader_mode fragment_mode);
+            enum wined3d_shader_mode fragment_mode, const struct wined3d_state *state, void *shader_priv);
     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);
-- 
1.8.1.5




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