Module: wine
Branch: refs/heads/master
Commit: b67cda248dcad7790b3da084623d1d59d96c7a07
URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=b67cda248dcad7790b3da08…
Author: Jason Green <jave27(a)gmail.com>
Date: Fri Jun 9 03:36:55 2006 -0400
wined3d: Add GLSL helper functions to Device.
- Add functions to attach & detach shader objects, create and delete programs, and maintain the list of programs.
- Add a list of GLSL shader programs to the device which is initialized on Init3D(), and deleted on Release().
---
dlls/wined3d/device.c | 187 +++++++++++++++++++++++++++++++++++++++++++++++++
1 files changed, 187 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 13d497c..067a871 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -24,12 +24,14 @@
*/
#include "config.h"
+#include <stdio.h>
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
+WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
/* Define the default light parameters as specified by MSDN */
@@ -238,6 +240,183 @@ static void setup_light(IWineD3DDevice *
glPopMatrix();
}
+/**********************************************************
+ * GLSL helper functions follow
+ **********************************************************/
+
+/** Attach a GLSL pixel or vertex shader object to the shader program */
+static void attach_glsl_shader(IWineD3DDevice *iface, IWineD3DBaseShader* shader) {
+
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ GLhandleARB shaderObj = ((IWineD3DBaseShaderImpl*)shader)->baseShader.prgId;
+ if (This->stateBlock->shaderPrgId != 0 && shaderObj != 0) {
+ TRACE_(d3d_shader)("Attaching GLSL shader object %u to program %u\n", shaderObj, This->stateBlock->shaderPrgId);
+ GL_EXTCALL(glAttachObjectARB(This->stateBlock->shaderPrgId, shaderObj));
+ checkGLcall("glAttachObjectARB");
+ }
+}
+
+/** Sets the GLSL program ID for the given pixel and vertex shader combination.
+ * It sets the programId on the current StateBlock (because it should be called
+ * inside of the DrawPrimitive() part of the render loop).
+ *
+ * If a program for the given combination does not exist, create one, and store
+ * the program in the list. If it creates a program, it will link the given
+ * objects, too.
+ *
+ * We keep the shader programs around on a list because linking
+ * shader objects together is an expensive operation. It's much
+ * faster to loop through a list of pre-compiled & linked programs
+ * each time that the application sets a new pixel or vertex shader
+ * than it is to re-link them together at that time.
+ *
+ * The list will be deleted in IWineD3DDevice::Release().
+ */
+void set_glsl_shader_program(IWineD3DDevice *iface) {
+
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
+ IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
+ struct glsl_shader_prog_link *curLink = NULL;
+ struct glsl_shader_prog_link *newLink = NULL;
+ struct list *ptr = NULL;
+ GLhandleARB programId = 0;
+
+ if (NULL == vshader && NULL == pshader) {
+ /* No pixel or vertex shader specified */
+ This->stateBlock->shaderPrgId = 0;
+ return;
+ }
+
+ ptr = list_head( &This->glsl_shader_progs );
+ while (ptr) {
+ /* At least one program exists - see if it matches our ps/vs combination */
+ curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
+ if (vshader == curLink->vertexShader && pshader == curLink->pixelShader) {
+ /* Existing Program found, use it */
+ TRACE_(d3d_shader)("Found existing program (%u) for this vertex/pixel shader combination\n",
+ curLink->programId);
+ This->stateBlock->shaderPrgId = curLink->programId;
+ return;
+ }
+ /* This isn't the entry we need - try the next one */
+ ptr = list_next( &This->glsl_shader_progs, ptr );
+ }
+
+ /* If we get to this point, then no matching program exists, so we create one */
+ programId = GL_EXTCALL(glCreateProgramObjectARB());
+ TRACE_(d3d_shader)("Created new GLSL shader program %u\n", programId);
+ This->stateBlock->shaderPrgId = programId;
+
+ if (NULL != vshader) {
+ int i;
+ int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
+ char tmp_name[10];
+
+ attach_glsl_shader(iface, (IWineD3DBaseShader*)vshader);
+
+ /* Bind vertex attributes to a corresponding index number to match
+ * the same index numbers as ARB_vertex_programs (makes loading
+ * vertex attributes simpler). With this method, we can use the
+ * exact same code to load the attributes later for both ARB and
+ * GLSL shaders.
+ *
+ * We have to do this here because we need to know the Program ID
+ * in order to make the bindings work, and it has to be done prior
+ * to linking the GLSL program. */
+ for (i = 0; i < max_attribs; ++i) {
+ snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
+ GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
+ }
+ checkGLcall("glBindAttribLocationARB");
+ }
+
+ if (NULL != pshader) {
+ attach_glsl_shader(iface, (IWineD3DBaseShader*)pshader);
+ }
+
+ /* Link the program */
+ TRACE_(d3d_shader)("Linking GLSL shader program %u\n", programId);
+ GL_EXTCALL(glLinkProgramARB(programId));
+ print_glsl_info_log(&GLINFO_LOCATION, programId);
+
+ /* Now, we add a list item to associate this program with the vertex and
+ * pixel shaders that it is attached to.
+ *
+ * These list items will be deleted when the device is released.
+ */
+ newLink = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
+ newLink->programId = programId;
+ newLink->pixelShader = pshader;
+ newLink->vertexShader = vshader;
+ list_add_head( &This->glsl_shader_progs, &newLink->entry);
+
+ return;
+}
+
+/** Detach the GLSL pixel or vertex shader object from the shader program */
+static void detach_glsl_shader(IWineD3DDevice *iface, GLhandleARB shaderObj, GLhandleARB programId) {
+
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+
+ if (shaderObj != 0 && programId != 0) {
+ TRACE_(d3d_shader)("Detaching GLSL shader object %u from program %u\n", shaderObj, programId);
+ GL_EXTCALL(glDetachObjectARB(programId, shaderObj));
+ checkGLcall("glDetachObjectARB");
+ }
+}
+
+/** Delete a GLSL shader program */
+static void delete_glsl_shader_program(IWineD3DDevice *iface, GLhandleARB obj) {
+
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+
+ if (obj != 0) {
+ TRACE_(d3d_shader)("Deleting GLSL shader program %u\n", obj);
+ GL_EXTCALL(glDeleteObjectARB(obj));
+ checkGLcall("glDeleteObjectARB");
+ }
+}
+
+/** Delete the list of linked programs this shader is associated with.
+ * Also at this point, check to see if there are any objects left attached
+ * to each GLSL program. If not, delete the GLSL program object.
+ * This will be run when a device is released. */
+static void delete_glsl_shader_list(IWineD3DDevice* iface) {
+
+ struct list *ptr = NULL;
+ struct glsl_shader_prog_link *curLink = NULL;
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+
+ int numAttached = 0;
+ int i;
+ GLhandleARB objList[2]; /* There should never be more than 2 objects attached
+ (one pixel shader and one vertex shader at most) */
+
+ ptr = list_head( &This->glsl_shader_progs );
+ while (ptr) {
+ /* First, get the current item,
+ * save the link to the next pointer,
+ * detach and delete shader objects,
+ * then de-allocate the list item's memory */
+ curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
+ ptr = list_next( &This->glsl_shader_progs, ptr );
+
+ /* See if this object is still attached to the program - it may have been detached already */
+ GL_EXTCALL(glGetAttachedObjectsARB(curLink->programId, 2, &numAttached, objList));
+ TRACE_(d3d_shader)("%i GLSL objects are currently attached to program %u\n", numAttached, curLink->programId);
+ for (i = 0; i < numAttached; i++) {
+ detach_glsl_shader(iface, objList[i], curLink->programId);
+ }
+
+ delete_glsl_shader_program(iface, curLink->programId);
+
+ /* Free the memory for this list item */
+ HeapFree(GetProcessHeap(), 0, curLink);
+ }
+}
+
+
/* Apply the current values to the specified texture stage */
void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Sampler, DWORD Flags) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
@@ -387,6 +566,11 @@ ULONG WINAPI IWineD3DDeviceImpl_Release(
/* NOTE: You must release the parent if the object was created via a callback
** ***************************/
+ /* Delete any GLSL shader programs that may exist */
+ if (wined3d_settings.shader_mode == SHADER_GLSL) {
+ delete_glsl_shader_list(iface);
+ }
+
/* Release the update stateblock */
if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
if(This->updateStateBlock != This->stateBlock)
@@ -1737,6 +1921,9 @@ #if 0
#endif
LEAVE_GL();
+ /* Initialize our list of GLSL programs */
+ list_init(&This->glsl_shader_progs);
+
{ /* Set a default viewport */
D3DVIEWPORT9 vp;
vp.X = 0;