[PATCH 4/5] wined3d: Pass the state and private data to shader_select (try 2)

Stefan Dösinger stefan at codeweavers.com
Tue May 14 10:38:19 CDT 2013


try 2: Handle shader disabling in a different function to avoid setting
state to NULL. Get rid of the now redundant shader mode enum.

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 | 25 ++++++++++---------------
 dlls/wined3d/context.c            |  4 +---
 dlls/wined3d/glsl_shader.c        | 28 +++++++++++++---------------
 dlls/wined3d/shader.c             | 11 +++++------
 dlls/wined3d/wined3d_private.h    | 10 ++--------
 5 files changed, 31 insertions(+), 47 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index e65bc5b..bfade73 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -640,8 +640,8 @@ static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *g
     checkGLcall("Load vs int consts");
 }
 
-static void shader_arb_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
-        enum wined3d_shader_mode fragment_mode);
+static void shader_arb_select(void *shader_priv, const struct wined3d_context *context,
+        const struct wined3d_state *state);
 
 /**
  * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
@@ -666,9 +666,7 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
                 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
         {
             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);
+            shader_arb_select(priv, context, state);
         }
         else if (pshader
                 && (pshader->reg_maps.boolean_constants
@@ -676,9 +674,7 @@ static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
                 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
         {
             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);
+            shader_arb_select(priv, context, state);
         }
     }
 
@@ -4605,17 +4601,16 @@ 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)
+static void shader_arb_select(void *shader_priv, const struct wined3d_context *context,
+        const struct wined3d_state *state)
 {
     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 */
-    if (fragment_mode == WINED3D_SHADER_MODE_SHADER)
+    if (use_ps(state))
     {
         struct wined3d_shader *ps = state->pixel_shader;
         struct arb_ps_compile_args compile_args;
@@ -4653,7 +4648,7 @@ 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(device->shader_priv, context, state, TRUE, FALSE, TRUE);
+            shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
         }
         else
         {
@@ -4680,7 +4675,7 @@ static void shader_arb_select(const struct wined3d_context *context, enum wined3
         priv->fragment_pipe->enable_extension(gl_info, TRUE);
     }
 
-    if (vertex_mode == WINED3D_SHADER_MODE_SHADER)
+    if (use_vs(state))
     {
         struct wined3d_shader *vs = state->vertex_shader;
         struct arb_vs_compile_args compile_args;
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 98bcbc8..5b3fd62 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -2403,9 +2403,7 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
 
     if (context->select_shader)
     {
-        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);
+        device->shader_backend->shader_select(device->shader_priv, context, state);
         context->select_shader = 0;
     }
 
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index bf530cb..8816229 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -5480,13 +5480,11 @@ 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,
+        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;
@@ -5498,8 +5496,9 @@ 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)
+    if (use_vs(state))
     {
         vshader = state->vertex_shader;
         find_vs_compile_args(state, vshader, &vs_compile_args);
@@ -5516,7 +5515,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, struc
         gs_id = 0;
     }
 
-    if (fragment_mode == WINED3D_SHADER_MODE_SHADER)
+    if (use_ps(state))
     {
         pshader = state->pixel_shader;
         find_ps_compile_args(state, pshader, &ps_compile_args);
@@ -5524,7 +5523,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, struc
                 pshader, &ps_compile_args, &np2fixup_info);
         ps_list = &pshader->linked_programs;
     }
-    else if (fragment_mode == WINED3D_SHADER_MODE_FFP && priv->fragment_pipe == &glsl_fragment_pipe)
+    else if (priv->fragment_pipe == &glsl_fragment_pipe)
     {
         struct glsl_ffp_fragment_shader *ffp_shader;
         struct ffp_frag_settings settings;
@@ -5781,20 +5780,19 @@ 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)
+static void shader_glsl_select(void *shader_priv, const struct wined3d_context *context,
+        const struct wined3d_state *state)
 {
     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;
 
-    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);
+    priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
+    priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
 
     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, 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)
     {
@@ -5819,7 +5817,7 @@ 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);
     }
 }
 
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index b4802d2..26fd65b 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -1517,15 +1517,14 @@ static void shader_none_destroy(struct wined3d_shader *shader) {}
 static void shader_none_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
 
 /* Context activation is done by the caller. */
-static void shader_none_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
-        enum wined3d_shader_mode fragment_mode)
+static void shader_none_select(void *shader_priv, const struct wined3d_context *context,
+        const struct wined3d_state *state)
 {
     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);
+    priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
+    priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
 }
 
 /* Context activation is done by the caller. */
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 6d8e556..e5ea47e 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -785,12 +785,6 @@ struct vs_compile_args {
     WORD                        swizzle_map;   /* MAX_ATTRIBS, 16 */
 };
 
-enum wined3d_shader_mode
-{
-    WINED3D_SHADER_MODE_FFP,
-    WINED3D_SHADER_MODE_SHADER,
-};
-
 struct wined3d_context;
 struct wined3d_state;
 struct fragment_pipeline;
@@ -799,8 +793,8 @@ struct wined3d_vertex_pipe_ops;
 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);
+    void (*shader_select)(void *shader_priv, const struct wined3d_context *context,
+            const struct wined3d_state *state);
     void (*shader_disable)(void *shader_priv, const 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);
-- 
1.8.1.5




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