Stefan Dösinger : wined3d: Move applying shader constants to the state table.
Alexandre Julliard
julliard at wine.codeweavers.com
Mon Jan 8 14:44:05 CST 2007
Module: wine
Branch: master
Commit: 8e37fcd266ad0bfd445f09be74b176dc32e72d6e
URL: http://source.winehq.org/git/wine.git/?a=commit;h=8e37fcd266ad0bfd445f09be74b176dc32e72d6e
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Sat Jan 6 18:17:27 2007 +0100
wined3d: Move applying shader constants to the state table.
---
dlls/wined3d/device.c | 12 ++++++++++
dlls/wined3d/drawprim.c | 6 +----
dlls/wined3d/state.c | 47 ++++++++++++++++++++++++++++++++-------
dlls/wined3d/wined3d_private.h | 7 +++++-
4 files changed, 57 insertions(+), 15 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 14e305a..e955a8b 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3328,6 +3328,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl
This->updateStateBlock->set.vertexShaderConstantsB[i] = TRUE;
}
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
+
return WINED3D_OK;
}
@@ -3375,6 +3377,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl
This->updateStateBlock->set.vertexShaderConstantsI[i] = TRUE;
}
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
+
return WINED3D_OK;
}
@@ -3427,6 +3431,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl
This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
}
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
+
return WINED3D_OK;
}
@@ -3606,6 +3612,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl
This->updateStateBlock->set.pixelShaderConstantsB[i] = TRUE;
}
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
+
return WINED3D_OK;
}
@@ -3653,6 +3661,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl
This->updateStateBlock->set.pixelShaderConstantsI[i] = TRUE;
}
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
+
return WINED3D_OK;
}
@@ -3705,6 +3715,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl
This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
}
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
+
return WINED3D_OK;
}
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 33c7480..54db1e7 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -1106,10 +1106,7 @@ inline static void drawPrimitiveDrawStri
int minIndex,
long StartIdx) {
- IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
-
- /* Load any global constants/uniforms that may have been set by the application */
- This->shader_backend->shader_load_constants(iface, usePixelShaderFunction, useVertexShaderFunction);
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* Draw vertex-by-vertex */
if (This->useDrawStridedSlow)
@@ -1272,7 +1269,6 @@ void drawPrimitive(IWineD3DDevice *iface
}
This->numDirtyEntries = 0; /* This makes the whole list clean */
-
if (TRACE_ON(d3d_draw) && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
check_fbo_status(iface);
}
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 70a374f..768bd12 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -1810,6 +1810,22 @@ static void sampler(DWORD state, IWineD3
}
}
+static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock) {
+ IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
+
+ /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
+ * has an update pending
+ */
+ if(isStateDirty(device, STATE_VDECL) ||
+ isStateDirty(device, STATE_PIXELSHADER)) {
+ return;
+ }
+
+ device->shader_backend->shader_load_constants((IWineD3DDevice *) device,
+ stateblock->pixelShader && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function,
+ stateblock->vertexShader && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function);
+}
+
static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock) {
int i;
@@ -1838,6 +1854,10 @@ static void pixelshader(DWORD state, IWi
(IWineD3DDevice *) stateblock->wineD3DDevice,
TRUE,
!stateblock->vertexShader ? FALSE : ((IWineD3DVertexShaderImpl *) stateblock->vertexShader)->baseShader.function != NULL);
+
+ if(!isStateDirty(stateblock->wineD3DDevice, STATE_VERTEXSHADERCONSTANT)) {
+ shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock);
+ }
}
stateblock->wineD3DDevice->last_was_pshader = TRUE;
} else {
@@ -1856,6 +1876,10 @@ static void pixelshader(DWORD state, IWi
(IWineD3DDevice *) stateblock->wineD3DDevice,
FALSE,
!stateblock->vertexShader ? FALSE : ((IWineD3DVertexShaderImpl *) stateblock->vertexShader)->baseShader.function != NULL);
+
+ if(!isStateDirty(stateblock->wineD3DDevice, STATE_VERTEXSHADERCONSTANT)) {
+ shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock);
+ }
}
}
}
@@ -2649,16 +2673,20 @@ static void vertexdeclaration(DWORD stat
* in order to determine if we need to do any swizzling for D3DCOLOR
* registers. If the shader is already compiled this call will do nothing. */
IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
+ }
- /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
- * application
- */
- if(!isStateDirty(device, STATE_PIXELSHADER)) {
- BOOL usePixelShaderFunction = device->ps_selected_mode != SHADER_NONE &&
- stateblock->pixelShader &&
- ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
+ /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
+ * application
+ */
+ if(!isStateDirty(device, STATE_PIXELSHADER)) {
+ BOOL usePixelShaderFunction = device->ps_selected_mode != SHADER_NONE &&
+ stateblock->pixelShader &&
+ ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
+
+ device->shader_backend->shader_select((IWineD3DDevice *) device, usePixelShaderFunction, useVertexShaderFunction);
- device->shader_backend->shader_select((IWineD3DDevice *) device, usePixelShaderFunction, useVertexShaderFunction);
+ if(!isStateDirty(stateblock->wineD3DDevice, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
+ shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock);
}
}
@@ -3704,5 +3732,6 @@ const struct StateEntry StateTable[] =
{ /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
{ /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
{ /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
-
+ { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
+ { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
};
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 2eefa60..8b7170f 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -436,7 +436,12 @@ typedef void (*APPLYSTATEFUNC)(DWORD sta
#define STATE_VIEWPORT (STATE_VSHADER + 1)
#define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
-#define STATE_HIGHEST (STATE_VIEWPORT)
+#define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
+#define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
+#define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
+#define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
+
+#define STATE_HIGHEST (STATE_PIXELSHADERCONSTANT)
struct StateEntry
{
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