wined3d: Improve float constant loading a bit.
- Use a list to keep track of what constants are set.
- Move TRACEs and checkGLcall calls out of the main constant loading loop.
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 7aa6691..7a3fb70 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -8,6 +8,7 @@
* Copyright 2005 Oliver Stieber
* Copyright 2006 Ivan Gyurdiev
* Copyright 2006 Jason Green
+ * Copyright 2006 Henri Verbeet
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@@ -41,48 +42,57 @@
/**
* Loads floating point constants into the currently set ARB_vertex/fragment_program.
- * When @constants_set == NULL, it will load all the constants.
+ * When constant_list == NULL, it will load all the constants.
*
* @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
* or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
*/
-void shader_arb_load_constantsF(
- IWineD3DBaseShaderImpl* This,
- WineD3D_GL_Info *gl_info,
- GLuint target_type,
- unsigned max_constants,
- float* constants,
- BOOL* constants_set) {
-
+static void shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type,
+ unsigned int max_constants, float* constants, struct list *constant_list) {
+ constant_entry *constant;
+ local_constant* lconst;
int i;
- struct list* ptr;
-
- for (i=0; i<max_constants; ++i) {
- if (NULL == constants_set || constants_set[i]) {
- TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
- constants[i * 4 + 0], constants[i * 4 + 1],
- constants[i * 4 + 2], constants[i * 4 + 3]);
- GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i * 4]));
- checkGLcall("glProgramEnvParameter4fvARB");
+ if (!constant_list) {
+ if (TRACE_ON(d3d_shader)) {
+ for (i = 0; i < max_constants; ++i) {
+ TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
+ constants[i * 4 + 0], constants[i * 4 + 1],
+ constants[i * 4 + 2], constants[i * 4 + 3]);
+ }
}
+ for (i = 0; i < max_constants; ++i) {
+ GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
+ }
+ checkGLcall("glProgramEnvParameter4fvARB()");
+ } else {
+ if (TRACE_ON(d3d_shader)) {
+ LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
+ i = constant->idx;
+ TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
+ constants[i * 4 + 0], constants[i * 4 + 1],
+ constants[i * 4 + 2], constants[i * 4 + 3]);
+ }
+ }
+ LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
+ i = constant->idx;
+ GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
+ }
+ checkGLcall("glProgramEnvParameter4fvARB()");
}
/* Load immediate constants */
- ptr = list_head(&This->baseShader.constantsF);
- while (ptr) {
-
- local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
- unsigned int idx = lconst->idx;
- GLfloat* values = (GLfloat*) lconst->value;
-
- TRACE("Loading local constants %i: %f, %f, %f, %f\n", idx,
- values[0], values[1], values[2], values[3]);
-
- GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, idx, values));
- checkGLcall("glProgramEnvParameter4fvARB");
- ptr = list_next(&This->baseShader.constantsF, ptr);
+ if (TRACE_ON(d3d_shader)) {
+ LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
+ GLfloat* values = (GLfloat*)lconst->value;
+ TRACE("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
+ values[0], values[1], values[2], values[3]);
+ }
}
+ LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
+ GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
+ }
+ checkGLcall("glProgramEnvParameter4fvARB()");
}
/**
@@ -116,7 +126,7 @@
shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
GL_LIMITS(vshader_constantsF),
stateBlock->vertexShaderConstantF,
- stateBlock->set.vertexShaderConstantsF);
+ &stateBlock->set_vconstantsF);
}
if (usePixelShader) {
@@ -127,7 +137,7 @@
shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
GL_LIMITS(pshader_constantsF),
stateBlock->pixelShaderConstantF,
- stateBlock->set.pixelShaderConstantsF);
+ &stateBlock->set_pconstantsF);
}
}
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 75c8a6d..5e303a2 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4882,8 +4882,13 @@
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
for (i = start; i < cnt + start; ++i) {
+ if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) {
+ constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
+ ptr->idx = i;
+ list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
+ This->updateStateBlock->set.vertexShaderConstantsF[i] = TRUE;
+ }
This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
- This->updateStateBlock->set.vertexShaderConstantsF[i] = TRUE;
}
return WINED3D_OK;
@@ -5064,8 +5069,13 @@
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
for (i = start; i < cnt + start; ++i) {
+ if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) {
+ constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
+ ptr->idx = i;
+ list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
+ This->updateStateBlock->set.pixelShaderConstantsF[i] = TRUE;
+ }
This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
- This->updateStateBlock->set.pixelShaderConstantsF[i] = TRUE;
}
return WINED3D_OK;
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 3c1d9ad..2ff147c 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -76,49 +76,77 @@
/**
* Loads floating point constants (aka uniforms) into the currently set GLSL program.
- * When @constants_set == NULL, it will load all the constants.
+ * When constant_list == NULL, it will load all the constants.
*/
-void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
+static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
- BOOL* constants_set) {
+ struct list *constant_list) {
+ local_constant* lconst;
GLhandleARB tmp_loc;
int i;
- struct list* ptr;
- for (i=0; i<max_constants; ++i) {
- if (NULL == constants_set || constants_set[i]) {
-
- TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
- constants[i * 4 + 0], constants[i * 4 + 1],
- constants[i * 4 + 2], constants[i * 4 + 3]);
-
+ if (!constant_list) {
+ if (TRACE_ON(d3d_shader)) {
+ for (i = 0; i < max_constants; ++i) {
+ tmp_loc = constant_locations[i];
+ if (tmp_loc != -1) {
+ TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
+ constants[i * 4 + 0], constants[i * 4 + 1],
+ constants[i * 4 + 2], constants[i * 4 + 3]);
+ }
+ }
+ }
+ for (i = 0; i < max_constants; ++i) {
tmp_loc = constant_locations[i];
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
- GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, &constants[i * 4]));
- checkGLcall("glUniform4fvARB");
+ GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
}
}
+ checkGLcall("glUniform4fvARB()");
+ } else {
+ constant_entry *constant;
+ if (TRACE_ON(d3d_shader)) {
+ LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
+ i = constant->idx;
+ tmp_loc = constant_locations[i];
+ if (tmp_loc != -1) {
+ TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
+ constants[i * 4 + 0], constants[i * 4 + 1],
+ constants[i * 4 + 2], constants[i * 4 + 3]);
+ }
+ }
+ }
+ LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
+ i = constant->idx;
+ tmp_loc = constant_locations[i];
+ if (tmp_loc != -1) {
+ /* We found this uniform name in the program - go ahead and send the data */
+ GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
+ }
+ }
+ checkGLcall("glUniform4fvARB()");
}
/* Load immediate constants */
- ptr = list_head(&This->baseShader.constantsF);
- while (ptr) {
- local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
- unsigned int idx = lconst->idx;
- GLfloat* values = (GLfloat*) lconst->value;
-
- TRACE("Loading local constants %i: %f, %f, %f, %f\n", idx,
- values[0], values[1], values[2], values[3]);
-
- tmp_loc = constant_locations[idx];
+ if (TRACE_ON(d3d_shader)) {
+ LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
+ tmp_loc = constant_locations[lconst->idx];
+ if (tmp_loc != -1) {
+ GLfloat* values = (GLfloat*)lconst->value;
+ TRACE("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
+ values[0], values[1], values[2], values[3]);
+ }
+ }
+ }
+ LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
+ tmp_loc = constant_locations[lconst->idx];
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
- GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, values));
- checkGLcall("glUniform4fvARB");
+ GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value));
}
- ptr = list_next(&This->baseShader.constantsF, ptr);
}
+ checkGLcall("glUniform4fvARB()");
}
/**
@@ -248,6 +276,7 @@
IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)stateBlock->wineD3DDevice->wineD3D)->gl_info;
GLhandleARB *constant_locations;
+ struct list *constant_list;
GLhandleARB programId;
if (!stateBlock->glsl_program) {
@@ -264,6 +293,7 @@
(IWineD3DVertexDeclarationImpl*) vshader_impl->vertexDeclaration;
constant_locations = stateBlock->glsl_program->vuniformF_locations;
+ constant_list = &stateBlock->set_vconstantsF;
if (NULL != vertexDeclaration && NULL != vertexDeclaration->constants) {
/* Load DirectX 8 float constants/uniforms for vertex shader */
@@ -273,7 +303,7 @@
/* Load DirectX 9 float constants/uniforms for vertex shader */
shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
- stateBlock->vertexShaderConstantF, constant_locations, stateBlock->set.vertexShaderConstantsF);
+ stateBlock->vertexShaderConstantF, constant_locations, constant_list);
/* Load DirectX 9 integer constants/uniforms for vertex shader */
shader_glsl_load_constantsI(vshader, gl_info, programId, MAX_CONST_I,
@@ -291,13 +321,14 @@
IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
constant_locations = stateBlock->glsl_program->puniformF_locations;
+ constant_list = &stateBlock->set_pconstantsF;
/* Load pixel shader samplers */
shader_glsl_load_psamplers(gl_info, iface);
/* Load DirectX 9 float constants/uniforms for pixel shader */
shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
- stateBlock->pixelShaderConstantF, constant_locations, stateBlock->set.pixelShaderConstantsF);
+ stateBlock->pixelShaderConstantF, constant_locations, constant_list);
/* Load DirectX 9 integer constants/uniforms for pixel shader */
shader_glsl_load_constantsI(pshader, gl_info, programId, MAX_CONST_I,
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 6dde429..823bc7a 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -53,6 +53,9 @@
object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
+ list_init(&object->set_vconstantsF);
+ list_init(&object->set_pconstantsF);
+
#undef WINED3D_MEMCHECK
return WINED3D_OK;
@@ -225,6 +228,8 @@
TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
if (!refCount) {
+ constant_entry *constant, *constant2;
+
/* type 0 represents the primary stateblock, so free all the resources */
if (This->blockType == WINED3DSBT_INIT) {
int counter;
@@ -274,6 +279,14 @@
HeapFree(GetProcessHeap(), 0, This->set.pixelShaderConstantsF);
HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
+ LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constant_entry, entry) {
+ HeapFree(GetProcessHeap(), 0, constant);
+ }
+
+ LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constant_entry, entry) {
+ HeapFree(GetProcessHeap(), 0, constant);
+ }
+
HeapFree(GetProcessHeap(), 0, This);
}
return refCount;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index bfa7510..5d7af02 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1040,6 +1040,11 @@
BOOL *vertexShaderConstantsF;
} SAVEDSTATES;
+typedef struct {
+ struct list entry;
+ int idx;
+} constant_entry;
+
struct IWineD3DStateBlockImpl
{
/* IUnknown fields */
@@ -1054,6 +1059,8 @@
/* Array indicating whether things have been set or changed */
SAVEDSTATES changed;
SAVEDSTATES set;
+ struct list set_vconstantsF;
+ struct list set_pconstantsF;
/* Drawing - Vertex Shader or FVF related */
DWORD fvf;