d3d8: Improve shader handle management.
diff --git a/dlls/d3d8/d3d8_private.h b/dlls/d3d8/d3d8_private.h
index 6c8a519..b3af102 100644
--- a/dlls/d3d8/d3d8_private.h
+++ b/dlls/d3d8/d3d8_private.h
@@ -37,7 +37,7 @@
#include "wine/wined3d_interface.h"
/* Device caps */
-#define MAX_SHADERS 64
+#define INITIAL_SHADER_HANDLE_TABLE_SIZE 64
/* CreateVertexShader can return > 0xFFFF */
#define VS_HIGHESTFIXEDFXF 0xF0000000
@@ -162,6 +162,9 @@
/*****************************************************************************
* IDirect3DDevice8 implementation structure
*/
+
+typedef void * shader_handle;
+
struct IDirect3DDevice8Impl
{
/* IUnknown fields */
@@ -169,7 +172,11 @@
LONG ref;
/* But what about baseVertexIndex in state blocks? hmm... it may be a better idea to pass this to wined3d */
IWineD3DDevice *WineD3DDevice;
- IDirect3DVertexShader8Impl *vShaders[MAX_SHADERS];
+ DWORD shader_handle_table_size;
+ DWORD allocated_shader_handles;
+ shader_handle *shader_handles;
+ shader_handle *free_shader_handles;
+
/* FIXME: Move *baseVertexIndex somewhere sensible like wined3d */
UINT baseVertexIndex;
};
@@ -531,6 +538,7 @@
const IDirect3DVertexShader8Vtbl *lpVtbl;
LONG ref;
+ shader_handle *handle;
IWineD3DVertexShader *wineD3DVertexShader;
};
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index 1d12290..6997df7 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -36,6 +36,31 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
+/* Shader handle functions */
+static shader_handle *alloc_shader_handle(IDirect3DDevice8Impl *This) {
+ if (This->free_shader_handles) {
+ /* Use a free handle */
+ shader_handle *handle = This->free_shader_handles;
+ This->free_shader_handles = *handle;
+ return handle;
+ }
+ if (!(This->allocated_shader_handles < This->shader_handle_table_size)) {
+ /* Grow the table */
+ DWORD new_size = This->shader_handle_table_size + (This->shader_handle_table_size >> 1);
+ shader_handle *new_handles = HeapReAlloc(GetProcessHeap(), 0, This->shader_handles, new_size * sizeof(shader_handle));
+ if (!new_handles) return NULL;
+ This->shader_handles = new_handles;
+ This->shader_handle_table_size = new_size;
+ }
+
+ return &This->shader_handles[This->allocated_shader_handles++];
+}
+
+static void free_shader_handle(IDirect3DDevice8Impl *This, shader_handle *handle) {
+ *handle = This->free_shader_handles;
+ This->free_shader_handles = handle;
+}
+
/* IDirect3D IUnknown parts follow: */
static HRESULT WINAPI IDirect3DDevice8Impl_QueryInterface(LPDIRECT3DDEVICE8 iface,REFIID riid,LPVOID *ppobj)
{
@@ -1082,17 +1107,18 @@
*ppShader = 0;
} else {
/* TODO: Store the VS declarations locally so that they can be derefferenced with a value higher than VS_HIGHESTFIXEDFXF */
- DWORD i = 0;
- while(This->vShaders[i] != NULL && i < MAX_SHADERS) ++i;
- if (MAX_SHADERS == i) {
- FIXME("(%p) : Number of shaders exceeds the maximum number of possible shaders\n", This);
+ shader_handle *handle = alloc_shader_handle(This);
+ if (!handle) {
+ ERR("Failed to allocate shader handle\n");
+ IDirect3DVertexShader8_Release((IUnknown *)object);
hrc = E_OUTOFMEMORY;
} else {
- This->vShaders[i] = object;
- *ppShader = i + VS_HIGHESTFIXEDFXF + 1;
+ object->handle = handle;
+ *handle = object;
+ *ppShader = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1;
}
}
- TRACE("(%p) : returning %p\n", This, object);
+ TRACE("(%p) : returning %p (handle %#lx)\n", This, object, *ppShader);
return hrc;
}
@@ -1110,11 +1136,11 @@
IWineD3DDevice_SetVertexShader(This->WineD3DDevice, NULL);
} else {
TRACE("Setting shader\n");
- if (MAX_SHADERS <= pShader - (VS_HIGHESTFIXEDFXF + 1)) {
+ if (This->allocated_shader_handles <= pShader - (VS_HIGHESTFIXEDFXF + 1)) {
FIXME("(%p) : Number of shaders exceeds the maximum number of possible shaders\n", This);
hrc = D3DERR_INVALIDCALL;
} else {
- IDirect3DVertexShader8Impl *shader = This->vShaders[pShader - (VS_HIGHESTFIXEDFXF + 1)];
+ IDirect3DVertexShader8Impl *shader = This->shader_handles[pShader - (VS_HIGHESTFIXEDFXF + 1)];
hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, 0 == shader ? NULL : shader->wineD3DVertexShader);
}
}
@@ -1132,16 +1158,10 @@
hrc = IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &pShader);
if (D3D_OK == hrc) {
if(0 != pShader) {
- DWORD i = 0;
- hrc = IWineD3DVertexShader_GetParent(pShader, (IUnknown **)ppShader);
+ IDirect3DVertexShader8Impl *d3d8_shader;
+ hrc = IWineD3DVertexShader_GetParent(pShader, (IUnknown **)&d3d8_shader);
IWineD3DVertexShader_Release(pShader);
- while(This->vShaders[i] != (IDirect3DVertexShader8Impl *)ppShader && i < MAX_SHADERS) ++i;
- if (i < MAX_SHADERS) {
- *ppShader = i + VS_HIGHESTFIXEDFXF + 1;
- } else {
- WARN("(%p) : Couldn't find math for shader %p in d3d7 shadres list\n", This, (IDirect3DVertexShader8Impl *)ppShader);
- *ppShader = 0;
- }
+ *ppShader = (d3d8_shader->handle - This->shader_handles) + (VS_HIGHESTFIXEDFXF + 1);
} else {
WARN("(%p) : The shader has been set to NULL\n", This);
@@ -1152,29 +1172,27 @@
} else {
WARN("(%p) : Call to IWineD3DDevice_GetVertexShader failed %lu (device %p)\n", This, hrc, This->WineD3DDevice);
}
- TRACE("(%p) : returning %p\n", This, (IDirect3DVertexShader8 *)*ppShader);
+ TRACE("(%p) : returning %#lx\n", This, *ppShader);
return hrc;
}
static HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
- HRESULT hrc = D3D_OK;
- TRACE("(%p) Relay\n", This);
- if (pShader <= VS_HIGHESTFIXEDFXF) {
- WARN("(%p) : Caller passed a shader below the value of VS_HIGHESTFIXEDFXF\n", This);
- hrc = D3DERR_INVALIDCALL;
- } else if (MAX_SHADERS <= pShader - (VS_HIGHESTFIXEDFXF + 1)) {
- FIXME("(%p) : Caller passed a shader greater than the maximum number of shaders\n", This);
- hrc = D3DERR_INVALIDCALL;
+
+ TRACE("(%p) : pShader %#lx\n", This, pShader);
+
+ if (pShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pShader - (VS_HIGHESTFIXEDFXF + 1)) {
+ ERR("(%p) : Trying to delete an invalid handle\n", This);
+ return D3DERR_INVALIDCALL;
} else {
- IDirect3DVertexShader8Impl *shader = This->vShaders[pShader - (VS_HIGHESTFIXEDFXF + 1)];
+ shader_handle *handle = &This->shader_handles[pShader - (VS_HIGHESTFIXEDFXF + 1)];
+ IDirect3DVertexShader8Impl *shader = *handle;
while(IUnknown_Release((IUnknown *)shader));
- This->vShaders[pShader - (VS_HIGHESTFIXEDFXF + 1)] = NULL;
- hrc = D3D_OK;
+ free_shader_handle(This, handle);
}
- return hrc;
+ return D3D_OK;
}
static HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, CONST void* pConstantData, DWORD ConstantCount) {
diff --git a/dlls/d3d8/directx.c b/dlls/d3d8/directx.c
index be4f8c9..c5e7094 100644
--- a/dlls/d3d8/directx.c
+++ b/dlls/d3d8/directx.c
@@ -311,6 +311,8 @@
object->lpVtbl = &Direct3DDevice8_Vtbl;
object->ref = 1;
+ object->shader_handles = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, INITIAL_SHADER_HANDLE_TABLE_SIZE * sizeof(shader_handle));
+ object->shader_handle_table_size = INITIAL_SHADER_HANDLE_TABLE_SIZE;
*ppReturnedDeviceInterface = (IDirect3DDevice8 *)object;
/* Allocate an associated WineD3DDevice object */