wined3d: Store the current GLSL program per-context.

This commit is contained in:
Henri Verbeet 2013-08-23 10:18:14 +02:00 committed by Alexandre Julliard
parent 98f3ecc32a
commit 74faebd68d
5 changed files with 112 additions and 52 deletions

View file

@ -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,

View file

@ -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;

View file

@ -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,

View file

@ -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,

View file

@ -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;