wined3d: Don't single-allocate new gl shaders.

oldstable
Stefan Dösinger 2009-01-19 18:39:36 +01:00 committed by Alexandre Julliard
parent 3a35271960
commit 3c3272dc41
4 changed files with 22 additions and 13 deletions

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@ -1857,6 +1857,7 @@ static void shader_arb_destroy(IWineD3DBaseShader *iface) {
HeapFree(GetProcessHeap(), 0, This->gl_shaders);
This->gl_shaders = NULL;
This->num_gl_shaders = 0;
This->shader_array_size = 0;
} else {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;

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@ -3652,6 +3652,7 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
ps->gl_shaders = NULL;
ps->num_gl_shaders = 0;
ps->shader_array_size = 0;
} else {
TRACE("Deleting shader object %u\n", vs->prgId);
ENTER_GL();

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@ -520,10 +520,12 @@ void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImp
GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
{
UINT i;
struct ps_compiled_shader *old_array;
DWORD new_size;
struct ps_compiled_shader *new_array;
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
* so a linear search is more performant than a hashmap
* so a linear search is more performant than a hashmap or a binary search
* (cache coherency etc)
*/
for(i = 0; i < shader->num_gl_shaders; i++) {
if(memcmp(&shader->gl_shaders[i].args, args, sizeof(*args)) == 0) {
@ -532,17 +534,22 @@ GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_
}
TRACE("No matching GL shader found, compiling a new shader\n");
old_array = shader->gl_shaders;
if(old_array) {
shader->gl_shaders = HeapReAlloc(GetProcessHeap(), 0, old_array,
(shader->num_gl_shaders + 1) * sizeof(*shader->gl_shaders));
} else {
shader->gl_shaders = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
}
if(shader->shader_array_size == shader->num_gl_shaders) {
if(shader->gl_shaders) {
new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2);
new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders,
new_size * sizeof(*shader->gl_shaders));
} else {
new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
new_size = 1;
}
if(!shader->gl_shaders) {
ERR("Out of memory\n");
return 0;
if(!new_array) {
ERR("Out of memory\n");
return 0;
}
shader->gl_shaders = new_array;
shader->shader_array_size = new_size;
}
shader->gl_shaders[shader->num_gl_shaders].args = *args;

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@ -2382,7 +2382,7 @@ typedef struct IWineD3DPixelShaderImpl {
/* The GL shader */
struct ps_compiled_shader *gl_shaders;
UINT num_gl_shaders;
UINT num_gl_shaders, shader_array_size;
/* Some information about the shader behavior */
struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];