Re: [PATCH] d3dx9: Move object initialization into a separate function.

2013-10-09 Thread Rico Schüller

On 09.10.2013 01:12, Matteo Bruni wrote:

Hi Rico,

2013/10/8 Rico Schüller kgbric...@web.de:

Hi,

this moves the object initialization into a separate function, so it could
be used for strings and resources. It also removes the STATE_TYPE as we
could distinguish the types at the object level.

1. When an object has a destination, it points to another shader variable.
This was state ST_PARAMETER.

2. If a variable has something in data, it is fxlc, shader (preshader) or a
string. This was state ST_CONSTANT and ST_FXLC.

3. If it has both (destination and data), it points to an array of shader
variables. The name is in the destination, the index could be calculated
with the data. This will be added in a later patch.



There's still the issue of distinguishing between ST_CONSTANT and
ST_FXLC, checking object_id and type might cover that though.
I think we could distinguish between them. I forgot to add, if both are 
0, then it is a constant and the parameter data has already the correct 
value. Marking the shader as ST_CONSTANT was a little bit wrong, as we 
would need to set the shader/preshader variables.





Also saving the destination parameter in the object gains some speed when we
need to access the variable as we don't need to run get_parameter_by_name()
each time we need the variable ...



I'm not sure storing additional info into the objects is the right
thing to do. Take a look at the D3DXFX_NOT_CLONEABLE flag from
http://msdn.microsoft.com/en-us/library/windows/desktop/bb172855%28v=vs.85%29.aspx.
Notice that GetPassDesc() doesn't return the shader data if the object
was created with the flag. What I've been thinking is that it simply
can't because the original shader data, stored in an object, were
freed after parsing.
Yeah, I'm aware of D3DXFX_NOT_CLONEABLE. But we need to hold the shader 
blob or something similar (a reflection of the used preshader variables) 
to set the correct values. We also need it in the case for when the 
parameter needs to be calculated (fxlc) and in for strings. So imho, we 
could only release the blob partially when we have a preshader, nowhere 
else (and in this case we still need the reflection somehow). So let 
me conclude: We need to store the destination and the reflection 
somewhere. We may release the full shader binary.



While nothing forces us to do the same (except probably avoiding to
use more memory than strictly necessary) I think it's better not to
put additional stuff into the objects or generally assume that the
objects are still available after parsing. That means creating the
shaders and the strings at parse time or right after that and storing
any additional required information (e.g. preshader) in the parameter.

So, directly storing the referenced parameter is a good idea but I'd
prefer that pointer to be in d3dx_parameter.
I haven't put it in the parameter as there are much more parameters than 
objects. Each state, each array element and each structure member has a 
parameter while there are only some parameters that have objects. So we 
may use some more bytes when putting it in the parameter than putting it 
in the object.


I'm fine with both ways, because each object is tight to a specific 
parameter, it's mostly a matter of taste where the data is stored.


Cheers
Rico




Re: [PATCH] d3dx9: Move object initialization into a separate function.

2013-10-09 Thread Matteo Bruni
2013/10/9 Rico Schüller kgbric...@web.de:
 On 09.10.2013 01:12, Matteo Bruni wrote:

 Hi Rico,

 2013/10/8 Rico Schüller kgbric...@web.de:

 Hi,

 this moves the object initialization into a separate function, so it
 could
 be used for strings and resources. It also removes the STATE_TYPE as we
 could distinguish the types at the object level.

 1. When an object has a destination, it points to another shader
 variable.
 This was state ST_PARAMETER.

 2. If a variable has something in data, it is fxlc, shader (preshader) or
 a
 string. This was state ST_CONSTANT and ST_FXLC.

 3. If it has both (destination and data), it points to an array of shader
 variables. The name is in the destination, the index could be calculated
 with the data. This will be added in a later patch.


 There's still the issue of distinguishing between ST_CONSTANT and
 ST_FXLC, checking object_id and type might cover that though.

 I think we could distinguish between them. I forgot to add, if both are 0,
 then it is a constant and the parameter data has already the correct value.
 Marking the shader as ST_CONSTANT was a little bit wrong, as we would need
 to set the shader/preshader variables.



 Also saving the destination parameter in the object gains some speed when
 we
 need to access the variable as we don't need to run
 get_parameter_by_name()
 each time we need the variable ...


 I'm not sure storing additional info into the objects is the right
 thing to do. Take a look at the D3DXFX_NOT_CLONEABLE flag from

 http://msdn.microsoft.com/en-us/library/windows/desktop/bb172855%28v=vs.85%29.aspx.
 Notice that GetPassDesc() doesn't return the shader data if the object
 was created with the flag. What I've been thinking is that it simply
 can't because the original shader data, stored in an object, were
 freed after parsing.

 Yeah, I'm aware of D3DXFX_NOT_CLONEABLE. But we need to hold the shader blob
 or something similar (a reflection of the used preshader variables) to set
 the correct values. We also need it in the case for when the parameter needs
 to be calculated (fxlc) and in for strings. So imho, we could only release
 the blob partially when we have a preshader, nowhere else (and in this case
 we still need the reflection somehow). So let me conclude: We need to
 store the destination and the reflection somewhere. We may release the
 full shader binary.


Yeah, we need to store something for those cases, but not necessarily
the original shader blob (we could store some derived information
instead). So I essentially agree here.


 While nothing forces us to do the same (except probably avoiding to
 use more memory than strictly necessary) I think it's better not to
 put additional stuff into the objects or generally assume that the
 objects are still available after parsing. That means creating the
 shaders and the strings at parse time or right after that and storing
 any additional required information (e.g. preshader) in the parameter.

 So, directly storing the referenced parameter is a good idea but I'd
 prefer that pointer to be in d3dx_parameter.

 I haven't put it in the parameter as there are much more parameters than
 objects. Each state, each array element and each structure member has a
 parameter while there are only some parameters that have objects. So we may
 use some more bytes when putting it in the parameter than putting it in the
 object.


True, my point is that the memory reclaimed by freeing the objects is
probably more than the memory wasted by some additional pointers. I
don't have any hard data though (and applications might forget to
specify D3DXFX_NOT_CLONEABLE) so I might be wrong.

 I'm fine with both ways, because each object is tight to a specific
 parameter, it's mostly a matter of taste where the data is stored.

 Cheers
 Rico




Re: [PATCH] d3dx9: Move object initialization into a separate function.

2013-10-08 Thread Matteo Bruni
Hi Rico,

2013/10/8 Rico Schüller kgbric...@web.de:
 Hi,

 this moves the object initialization into a separate function, so it could
 be used for strings and resources. It also removes the STATE_TYPE as we
 could distinguish the types at the object level.

 1. When an object has a destination, it points to another shader variable.
 This was state ST_PARAMETER.

 2. If a variable has something in data, it is fxlc, shader (preshader) or a
 string. This was state ST_CONSTANT and ST_FXLC.

 3. If it has both (destination and data), it points to an array of shader
 variables. The name is in the destination, the index could be calculated
 with the data. This will be added in a later patch.


There's still the issue of distinguishing between ST_CONSTANT and
ST_FXLC, checking object_id and type might cover that though.

 Also saving the destination parameter in the object gains some speed when we
 need to access the variable as we don't need to run get_parameter_by_name()
 each time we need the variable ...


I'm not sure storing additional info into the objects is the right
thing to do. Take a look at the D3DXFX_NOT_CLONEABLE flag from
http://msdn.microsoft.com/en-us/library/windows/desktop/bb172855%28v=vs.85%29.aspx.
Notice that GetPassDesc() doesn't return the shader data if the object
was created with the flag. What I've been thinking is that it simply
can't because the original shader data, stored in an object, were
freed after parsing.
While nothing forces us to do the same (except probably avoiding to
use more memory than strictly necessary) I think it's better not to
put additional stuff into the objects or generally assume that the
objects are still available after parsing. That means creating the
shaders and the strings at parse time or right after that and storing
any additional required information (e.g. preshader) in the parameter.

So, directly storing the referenced parameter is a good idea but I'd
prefer that pointer to be in d3dx_parameter.

 Cheers
 Rico

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Cheers,
Matteo