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.
This commit is contained in:
Henri Verbeet 2009-05-27 10:24:50 +02:00 committed by Alexandre Julliard
parent e6efb797c3
commit 19cb4594e3
4 changed files with 31 additions and 20 deletions

View File

@ -345,8 +345,9 @@ static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HAN
* as an address register. */
HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
struct shader_reg_maps *reg_maps, struct wined3d_shader_semantic *semantics_in,
struct wined3d_shader_semantic *semantics_out, const DWORD *byte_code, DWORD constf_size)
struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
struct wined3d_shader_semantic *semantics_in, struct wined3d_shader_semantic *semantics_out,
const DWORD *byte_code, DWORD constf_size)
{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
void *fe_data = This->baseShader.frontend_data;
@ -411,7 +412,15 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
* Pshader: mark 3.0 input registers used, save token */
case WINED3DSPR_INPUT:
reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
{
attributes[semantic.reg.reg.idx].usage = semantic.usage;
attributes[semantic.reg.reg.idx].usage_idx = semantic.usage_idx;
}
else
{
semantics_in[semantic.reg.reg.idx] = semantic;
}
break;
/* Vshader: mark 3.0 output registers used, save token */

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@ -242,8 +242,9 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
list_init(&This->baseShader.constantsI);
/* Second pass: figure out which registers are used, what the semantics are, etc.. */
hr = shader_get_registers_used((IWineD3DBaseShader *)This, fe, reg_maps, This->semantics_in, NULL, pFunction,
GL_LIMITS(pshader_constantsF));
hr = shader_get_registers_used((IWineD3DBaseShader *)This, fe,
reg_maps, NULL, This->semantics_in, NULL,
pFunction, GL_LIMITS(pshader_constantsF));
if (FAILED(hr)) return hr;
pshader_set_limits(This);

View File

@ -115,14 +115,8 @@ static void vshader_set_input(
unsigned int regnum,
BYTE usage, BYTE usage_idx) {
This->semantics_in[regnum].usage = usage;
This->semantics_in[regnum].usage_idx = usage_idx;
This->semantics_in[regnum].reg.reg.type = WINED3DSPR_INPUT;
This->semantics_in[regnum].reg.reg.idx = regnum;
This->semantics_in[regnum].reg.write_mask = WINED3DSP_WRITEMASK_ALL;
This->semantics_in[regnum].reg.modifiers = 0;
This->semantics_in[regnum].reg.shift = 0;
This->semantics_in[regnum].reg.reg.rel_addr = NULL;
This->attributes[regnum].usage = usage;
This->attributes[regnum].usage_idx = usage_idx;
}
static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
@ -144,8 +138,8 @@ BOOL vshader_get_input(IWineD3DVertexShader* iface, BYTE usage_req, BYTE usage_i
{
if (!(map & 1)) continue;
if (match_usage(This->semantics_in[i].usage,
This->semantics_in[i].usage_idx, usage_req, usage_idx_req))
if (match_usage(This->attributes[i].usage,
This->attributes[i].usage_idx, usage_req, usage_idx_req))
{
*regnum = i;
return TRUE;
@ -283,8 +277,8 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader
This->min_rel_offset = GL_LIMITS(vshader_constantsF);
This->max_rel_offset = 0;
hr = shader_get_registers_used((IWineD3DBaseShader*) This, fe,
reg_maps, This->semantics_in, This->semantics_out, pFunction,
GL_LIMITS(vshader_constantsF));
reg_maps, This->attributes, NULL, This->semantics_out,
pFunction, GL_LIMITS(vshader_constantsF));
if (hr != WINED3D_OK) return hr;
vshader_set_limits(This);

View File

@ -695,6 +695,12 @@ struct wined3d_shader_semantic
struct wined3d_shader_dst_param reg;
};
struct wined3d_shader_attribute
{
WINED3DDECLUSAGE usage;
UINT usage_idx;
};
struct wined3d_shader_frontend
{
void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
@ -2577,8 +2583,9 @@ void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
struct shader_reg_maps *reg_maps, struct wined3d_shader_semantic *semantics_in,
struct wined3d_shader_semantic *semantics_out, const DWORD *byte_code, DWORD constf_size);
struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
struct wined3d_shader_semantic *semantics_in, struct wined3d_shader_semantic *semantics_out,
const DWORD *byte_code, DWORD constf_size);
void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
@ -2671,7 +2678,7 @@ typedef struct IWineD3DVertexShaderImpl {
UINT num_gl_shaders, shader_array_size;
/* Vertex shader input and output semantics */
struct wined3d_shader_semantic semantics_in[MAX_ATTRIBS];
struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
struct wined3d_shader_semantic semantics_out[MAX_REG_OUTPUT];
UINT min_rel_offset, max_rel_offset;