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wined3d: Use a separate structure for vertex shader attributes.
In D3D10 shaders input/output semantics are strings rather than predefined types. Unfortunately, the code in vshader_get_input() can be performance critical, depending on application behaviour. Since vshader_get_input() is only relevant for d3d9 shaders anyway, just store the usage and usage_idx for these shaders.
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e6efb797c3
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19cb4594e3
@ -345,8 +345,9 @@ static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HAN
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* as an address register. */
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HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
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struct shader_reg_maps *reg_maps, struct wined3d_shader_semantic *semantics_in,
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struct wined3d_shader_semantic *semantics_out, const DWORD *byte_code, DWORD constf_size)
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struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
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struct wined3d_shader_semantic *semantics_in, struct wined3d_shader_semantic *semantics_out,
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const DWORD *byte_code, DWORD constf_size)
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{
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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void *fe_data = This->baseShader.frontend_data;
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@ -411,7 +412,15 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
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* Pshader: mark 3.0 input registers used, save token */
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case WINED3DSPR_INPUT:
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reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
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semantics_in[semantic.reg.reg.idx] = semantic;
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if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
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{
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attributes[semantic.reg.reg.idx].usage = semantic.usage;
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attributes[semantic.reg.reg.idx].usage_idx = semantic.usage_idx;
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}
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else
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{
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semantics_in[semantic.reg.reg.idx] = semantic;
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}
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break;
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/* Vshader: mark 3.0 output registers used, save token */
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@ -242,8 +242,9 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
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list_init(&This->baseShader.constantsI);
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/* Second pass: figure out which registers are used, what the semantics are, etc.. */
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hr = shader_get_registers_used((IWineD3DBaseShader *)This, fe, reg_maps, This->semantics_in, NULL, pFunction,
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GL_LIMITS(pshader_constantsF));
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hr = shader_get_registers_used((IWineD3DBaseShader *)This, fe,
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reg_maps, NULL, This->semantics_in, NULL,
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pFunction, GL_LIMITS(pshader_constantsF));
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if (FAILED(hr)) return hr;
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pshader_set_limits(This);
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@ -115,14 +115,8 @@ static void vshader_set_input(
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unsigned int regnum,
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BYTE usage, BYTE usage_idx) {
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This->semantics_in[regnum].usage = usage;
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This->semantics_in[regnum].usage_idx = usage_idx;
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This->semantics_in[regnum].reg.reg.type = WINED3DSPR_INPUT;
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This->semantics_in[regnum].reg.reg.idx = regnum;
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This->semantics_in[regnum].reg.write_mask = WINED3DSP_WRITEMASK_ALL;
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This->semantics_in[regnum].reg.modifiers = 0;
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This->semantics_in[regnum].reg.shift = 0;
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This->semantics_in[regnum].reg.reg.rel_addr = NULL;
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This->attributes[regnum].usage = usage;
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This->attributes[regnum].usage_idx = usage_idx;
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}
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static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
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@ -144,8 +138,8 @@ BOOL vshader_get_input(IWineD3DVertexShader* iface, BYTE usage_req, BYTE usage_i
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{
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if (!(map & 1)) continue;
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if (match_usage(This->semantics_in[i].usage,
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This->semantics_in[i].usage_idx, usage_req, usage_idx_req))
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if (match_usage(This->attributes[i].usage,
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This->attributes[i].usage_idx, usage_req, usage_idx_req))
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{
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*regnum = i;
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return TRUE;
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@ -283,8 +277,8 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader
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This->min_rel_offset = GL_LIMITS(vshader_constantsF);
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This->max_rel_offset = 0;
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hr = shader_get_registers_used((IWineD3DBaseShader*) This, fe,
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reg_maps, This->semantics_in, This->semantics_out, pFunction,
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GL_LIMITS(vshader_constantsF));
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reg_maps, This->attributes, NULL, This->semantics_out,
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pFunction, GL_LIMITS(vshader_constantsF));
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if (hr != WINED3D_OK) return hr;
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vshader_set_limits(This);
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@ -695,6 +695,12 @@ struct wined3d_shader_semantic
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struct wined3d_shader_dst_param reg;
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};
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struct wined3d_shader_attribute
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{
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WINED3DDECLUSAGE usage;
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UINT usage_idx;
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};
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struct wined3d_shader_frontend
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{
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void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
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@ -2577,8 +2583,9 @@ void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
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void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
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const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
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HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
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struct shader_reg_maps *reg_maps, struct wined3d_shader_semantic *semantics_in,
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struct wined3d_shader_semantic *semantics_out, const DWORD *byte_code, DWORD constf_size);
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struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
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struct wined3d_shader_semantic *semantics_in, struct wined3d_shader_semantic *semantics_out,
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const DWORD *byte_code, DWORD constf_size);
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void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
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const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
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void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
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@ -2671,7 +2678,7 @@ typedef struct IWineD3DVertexShaderImpl {
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UINT num_gl_shaders, shader_array_size;
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/* Vertex shader input and output semantics */
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struct wined3d_shader_semantic semantics_in[MAX_ATTRIBS];
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struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
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struct wined3d_shader_semantic semantics_out[MAX_REG_OUTPUT];
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UINT min_rel_offset, max_rel_offset;
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