[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
More information about the wine-patches
mailing list