wined3d: Explicitly pass the context to the shader_select() handler.

oldstable
Henri Verbeet 2009-08-07 08:51:18 +02:00 committed by Alexandre Julliard
parent 26fbee2db7
commit 3bf0ad4528
7 changed files with 62 additions and 52 deletions

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@ -4210,10 +4210,10 @@ static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IW
}
/* GL locking is done by the caller */
static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
{
IWineD3DDeviceImpl *This = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
struct shader_arb_priv *priv = This->shader_priv;
struct wined3d_context *context = context_get_current();
const struct wined3d_gl_info *gl_info = context->gl_info;
int i;
@ -4260,7 +4260,8 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
}
/* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
if (compiled->np2fixup_info.super.active) shader_arb_load_np2fixup_constants(iface, usePS, useVS);
if (compiled->np2fixup_info.super.active)
shader_arb_load_np2fixup_constants((IWineD3DDevice *)This, usePS, useVS);
} else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
/* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
* keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
@ -5774,7 +5775,7 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
} else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
device->shader_backend->shader_select(context, use_pshader, use_vshader);
}
return;
}
@ -5834,7 +5835,7 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
* shader handler
*/
if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
device->shader_backend->shader_select(context, use_pshader, use_vshader);
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);

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@ -901,7 +901,7 @@ static void atifs_apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *statebl
* simpler.
*/
if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, use_vshader);
device->shader_backend->shader_select(context, FALSE, use_vshader);
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader) {
device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);

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@ -1366,7 +1366,7 @@ void shader_cleanup(IWineD3DBaseShader *iface)
}
static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}

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@ -1528,7 +1528,7 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context
/* Disable shaders */
ENTER_GL();
This->shader_backend->shader_select((IWineD3DDevice *)This, FALSE, FALSE);
This->shader_backend->shader_select(context, FALSE, FALSE);
LEAVE_GL();
Context_MarkStateDirty(context, STATE_VSHADER, StateTable);

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@ -804,14 +804,14 @@ static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_in
}
/** Generate the variable & register declarations for the GLSL output target */
static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info,
struct shader_glsl_ctx_priv *ctx_priv)
static void shader_generate_glsl_declarations(const struct wined3d_context *context,
struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
{
const struct wined3d_context *context = context_get_current();
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int i, extra_constants_needed = 0;
const local_constant *lconst;
@ -3695,12 +3695,13 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struc
}
/* GL locking is done by the caller */
static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
{
const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
const struct wined3d_gl_info *gl_info = context->gl_info;
CONST DWORD *function = This->baseShader.function;
const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
struct shader_glsl_ctx_priv priv_ctx;
/* Create the hw GLSL shader object and assign it as the shader->prgId */
@ -3723,7 +3724,7 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This, struct
}
/* Base Declarations */
shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, &priv_ctx);
shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
/* Pack 3.0 inputs */
if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
@ -3793,12 +3794,13 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This, struct
}
/* GL locking is done by the caller */
static GLuint shader_glsl_generate_vshader(IWineD3DVertexShaderImpl *This,
struct wined3d_shader_buffer *buffer, const struct vs_compile_args *args)
static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
const struct vs_compile_args *args)
{
const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
const struct wined3d_gl_info *gl_info = context->gl_info;
CONST DWORD *function = This->baseShader.function;
const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
struct shader_glsl_ctx_priv priv_ctx;
/* Create the hw GLSL shader program and assign it as the shader->prgId */
@ -3810,7 +3812,7 @@ static GLuint shader_glsl_generate_vshader(IWineD3DVertexShaderImpl *This,
priv_ctx.cur_vs_args = args;
/* Base Declarations */
shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, &priv_ctx);
shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
/* Base Shader Body */
shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
@ -3859,7 +3861,8 @@ static GLuint shader_glsl_generate_vshader(IWineD3DVertexShaderImpl *This,
return shader_obj;
}
static GLhandleARB find_glsl_pshader(struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
{
UINT i;
@ -3914,7 +3917,7 @@ static GLhandleARB find_glsl_pshader(struct wined3d_shader_buffer *buffer, IWine
((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
shader_buffer_clear(buffer);
ret = shader_glsl_generate_pshader(shader, buffer, args, np2fixup);
ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
*np2fixup_info = np2fixup;
@ -3927,7 +3930,8 @@ static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const str
return stored->fog_src == new->fog_src;
}
static GLhandleARB find_glsl_vshader(struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
const struct vs_compile_args *args)
{
UINT i;
@ -3976,7 +3980,7 @@ static GLhandleARB find_glsl_vshader(struct wined3d_shader_buffer *buffer, IWine
shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
shader_buffer_clear(buffer);
ret = shader_glsl_generate_vshader(shader, buffer, args);
ret = shader_glsl_generate_vshader(context, buffer, shader, args);
shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
return ret;
@ -3992,12 +3996,13 @@ static GLhandleARB find_glsl_vshader(struct wined3d_shader_buffer *buffer, IWine
*/
/* GL locking is done by the caller */
static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_glsl_priv *priv = This->shader_priv;
const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
IWineD3DPixelShader *pshader = use_ps ? This->stateBlock->pixelShader : NULL;
IWineD3DVertexShader *vshader = use_vs ? This->stateBlock->vertexShader : NULL;
static void set_glsl_shader_program(const struct wined3d_context *context,
IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
{
IWineD3DVertexShader *vshader = use_vs ? device->stateBlock->vertexShader : NULL;
IWineD3DPixelShader *pshader = use_ps ? device->stateBlock->pixelShader : NULL;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_glsl_priv *priv = device->shader_priv;
struct glsl_shader_prog_link *entry = NULL;
GLhandleARB programId = 0;
GLhandleARB reorder_shader_id = 0;
@ -4006,8 +4011,8 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
struct ps_compile_args ps_compile_args;
struct vs_compile_args vs_compile_args;
if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, This->stateBlock, &vs_compile_args);
if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, This->stateBlock, &ps_compile_args);
if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, device->stateBlock, &vs_compile_args);
if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &ps_compile_args);
entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
if (entry) {
@ -4037,8 +4042,8 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
/* Attach GLSL vshader */
if (vshader)
{
GLhandleARB vshader_id = find_glsl_vshader(&priv->shader_buffer, (IWineD3DVertexShaderImpl *)vshader,
&vs_compile_args);
GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
(IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
char tmp_name[10];
@ -4079,8 +4084,8 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
/* Attach GLSL pshader */
if (pshader)
{
GLhandleARB pshader_id = find_glsl_pshader(&priv->shader_buffer, (IWineD3DPixelShaderImpl *)pshader,
&ps_compile_args, &entry->np2Fixup_info);
GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
(IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
checkGLcall("glAttachObjectARB");
@ -4159,8 +4164,8 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
* fixed function fragment processing setups. So once the program is linked these samplers
* won't change.
*/
if (vshader) shader_glsl_load_vsamplers(gl_info, This->texUnitMap, programId);
if (pshader) shader_glsl_load_psamplers(gl_info, This->texUnitMap, programId);
if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
/* If the local constants do not have to be loaded with the environment constants,
* load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
@ -4250,16 +4255,17 @@ static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info,
}
/* GL locking is done by the caller */
static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_glsl_priv *priv = This->shader_priv;
const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
{
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_glsl_priv *priv = device->shader_priv;
GLhandleARB program_id = 0;
GLenum old_vertex_color_clamp, current_vertex_color_clamp;
old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
else priv->glsl_program = NULL;
current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
@ -4283,7 +4289,7 @@ static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
* called between selecting the shader and using it, which results in wrong fixup for some frames. */
if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
{
shader_glsl_load_np2fixup_constants(iface, usePS, useVS);
shader_glsl_load_np2fixup_constants((IWineD3DDevice *)device, usePS, useVS);
}
}
@ -4324,7 +4330,8 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
struct shader_glsl_priv *priv = device->shader_priv;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_context *context;
const struct wined3d_gl_info *gl_info;
IWineD3DPixelShaderImpl *ps = NULL;
IWineD3DVertexShaderImpl *vs = NULL;
@ -4344,12 +4351,13 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
return;
}
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
context = ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
gl_info = context->gl_info;
if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
{
ENTER_GL();
shader_glsl_select(This->baseShader.device, FALSE, FALSE);
shader_glsl_select(context, FALSE, FALSE);
LEAVE_GL();
}
} else {
@ -4363,12 +4371,13 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
return;
}
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
context = ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
gl_info = context->gl_info;
if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
{
ENTER_GL();
shader_glsl_select(This->baseShader.device, FALSE, FALSE);
shader_glsl_select(context, FALSE, FALSE);
LEAVE_GL();
}
}

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@ -3518,7 +3518,7 @@ void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct w
}
if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
device->shader_backend->shader_select(context, use_pshader, use_vshader);
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
@ -4587,7 +4587,7 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, s
* application
*/
if (!isStateDirty(context, STATE_PIXELSHADER)) {
device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);

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@ -821,7 +821,7 @@ struct wined3d_context;
typedef struct {
void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);