[PATCH 5/5] wined3d: Precompile compute shaders.
Józef Kucia
jkucia at codeweavers.com
Thu Apr 13 04:21:45 CDT 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 166 ++++++++++++++++++++++++++-------------------
1 file changed, 96 insertions(+), 70 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 3f9e7a6..1451116 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -115,7 +115,8 @@ struct constant_heap
};
/* GLSL shader private data */
-struct shader_glsl_priv {
+struct shader_glsl_priv
+{
struct wined3d_string_buffer shader_buffer;
struct wined3d_string_buffer_list string_buffers;
struct wine_rb_tree program_lookup;
@@ -7658,46 +7659,6 @@ static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
return ret;
}
-static GLuint find_glsl_compute_shader(const struct wined3d_context *context,
- struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
- struct wined3d_shader *shader)
-{
- struct glsl_cs_compiled_shader *gl_shaders;
- struct glsl_shader_private *shader_data;
- GLuint ret;
-
- if (!shader->backend_data)
- {
- if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
- {
- ERR("Failed to allocate backend data.\n");
- return 0;
- }
- }
- shader_data = shader->backend_data;
- gl_shaders = shader_data->gl_shaders.cs;
-
- /* No shader variants are used for compute shaders. */
- if (shader_data->num_gl_shaders)
- return gl_shaders[0].id;
-
- TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
-
- if (!(shader_data->gl_shaders.cs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders))))
- {
- ERR("Failed to allocate GL shader array.\n");
- return 0;
- }
- shader_data->shader_array_size = 1;
- gl_shaders = shader_data->gl_shaders.cs;
-
- string_buffer_clear(buffer);
- ret = shader_glsl_generate_compute_shader(context, buffer, string_buffers, shader);
- gl_shaders[shader_data->num_gl_shaders++].id = ret;
-
- return ret;
-}
-
static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material)
{
switch (mcs)
@@ -9013,56 +8974,63 @@ static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *
string_buffer_release(&priv->string_buffers, name);
}
-/* Context activation is done by the caller. */
-static void set_glsl_compute_shader_program(const struct wined3d_context *context,
- const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
+static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
+ const struct wined3d_context *context, struct wined3d_shader *shader)
{
+ struct glsl_context_data *ctx_data = context->shader_backend_data;
+ struct wined3d_string_buffer *buffer = &priv->shader_buffer;
const struct wined3d_gl_info *gl_info = context->gl_info;
- struct glsl_shader_prog_link *entry = NULL;
- struct wined3d_shader *shader;
- struct glsl_program_key key;
- GLuint program_id, cs_id;
+ struct glsl_cs_compiled_shader *gl_shaders;
+ struct glsl_shader_private *shader_data;
+ struct glsl_shader_prog_link *entry;
+ GLuint shader_id, program_id;
- if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)))
- return;
+ if (!(entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry))))
+ {
+ ERR("Out of memory.\n");
+ return E_OUTOFMEMORY;
+ }
- if (!(shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE]))
+ if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
{
- WARN("Compute shader is NULL.\n");
- ctx_data->glsl_program = NULL;
- return;
+ ERR("Failed to allocate backend data.\n");
+ HeapFree(GetProcessHeap(), 0, entry);
+ return E_OUTOFMEMORY;
}
+ shader_data = shader->backend_data;
+ gl_shaders = shader_data->gl_shaders.cs;
- cs_id = find_glsl_compute_shader(context, &priv->shader_buffer, &priv->string_buffers, shader);
- memset(&key, 0, sizeof(key));
- key.cs_id = cs_id;
- if ((entry = get_glsl_program_entry(priv, &key)))
+ if (!(shader_data->gl_shaders.cs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders))))
{
- ctx_data->glsl_program = entry;
- return;
+ ERR("Failed to allocate GL shader array.\n");
+ HeapFree(GetProcessHeap(), 0, entry);
+ HeapFree(GetProcessHeap(), 0, shader->backend_data);
+ shader->backend_data = NULL;
+ return E_OUTOFMEMORY;
}
+ shader_data->shader_array_size = 1;
+ gl_shaders = shader_data->gl_shaders.cs;
+
+ TRACE("Compiling compute shader %p.\n", shader);
+
+ string_buffer_clear(buffer);
+ shader_id = shader_glsl_generate_compute_shader(context, buffer, &priv->string_buffers, shader);
+ gl_shaders[shader_data->num_gl_shaders++].id = shader_id;
program_id = GL_EXTCALL(glCreateProgram());
TRACE("Created new GLSL shader program %u.\n", program_id);
- if (!(entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry))))
- {
- ERR("Out of memory.\n");
- return;
- }
entry->id = program_id;
entry->vs.id = 0;
entry->gs.id = 0;
entry->ps.id = 0;
- entry->cs.id = cs_id;
+ entry->cs.id = shader_id;
entry->constant_version = 0;
entry->ps.np2_fixup_info = NULL;
add_glsl_program_entry(priv, entry);
- ctx_data->glsl_program = entry;
-
- TRACE("Attaching GLSL shader object %u to program %u.\n", cs_id, program_id);
- GL_EXTCALL(glAttachShader(program_id, cs_id));
+ TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id, program_id);
+ GL_EXTCALL(glAttachShader(program_id, shader_id));
checkGLcall("glAttachShader");
list_add_head(&shader->linked_programs, &entry->cs.shader_entry);
@@ -9077,6 +9045,55 @@ static void set_glsl_compute_shader_program(const struct wined3d_context *contex
shader_glsl_load_images(gl_info, priv, program_id, &shader->reg_maps);
entry->constant_update_mask = 0;
+
+ GL_EXTCALL(glUseProgram(ctx_data->glsl_program ? ctx_data->glsl_program->id : 0));
+ checkGLcall("glUseProgram");
+ return WINED3D_OK;
+}
+
+static GLuint find_glsl_compute_shader(const struct wined3d_context *context,
+ struct shader_glsl_priv *priv, struct wined3d_shader *shader)
+{
+ struct glsl_shader_private *shader_data;
+
+ if (!shader->backend_data)
+ {
+ WARN("Failed to find GLSL program for compute shader %p.\n", shader);
+ if (FAILED(shader_glsl_compile_compute_shader(priv, context, shader)))
+ {
+ ERR("Failed to compile compute shader %p.\n", shader);
+ return 0;
+ }
+ }
+ shader_data = shader->backend_data;
+ return shader_data->gl_shaders.cs[0].id;
+}
+
+/* Context activation is done by the caller. */
+static void set_glsl_compute_shader_program(const struct wined3d_context *context,
+ const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
+{
+ struct glsl_shader_prog_link *entry;
+ struct wined3d_shader *shader;
+ struct glsl_program_key key;
+ GLuint cs_id;
+
+ if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)))
+ return;
+
+ if (!(shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE]))
+ {
+ WARN("Compute shader is NULL.\n");
+ ctx_data->glsl_program = NULL;
+ return;
+ }
+
+ cs_id = find_glsl_compute_shader(context, priv, shader);
+ memset(&key, 0, sizeof(key));
+ key.cs_id = cs_id;
+ if (!(entry = get_glsl_program_entry(priv, &key)))
+ ERR("Failed to find GLSL program for compute shader %p.\n", shader);
+ ctx_data->glsl_program = entry;
}
/* Context activation is done by the caller. */
@@ -9460,6 +9477,15 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
static void shader_glsl_precompile(void *shader_priv, struct wined3d_shader *shader)
{
+ struct wined3d_device *device = shader->device;
+ struct wined3d_context *context;
+
+ if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
+ {
+ context = context_acquire(device, NULL, 0);
+ shader_glsl_compile_compute_shader(shader_priv, context, shader);
+ context_release(context);
+ }
}
/* Context activation is done by the caller. */
--
2.10.2
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