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source: vbox/trunk/src/VBox/Devices/Graphics/shaderlib/shaderapi.c@ 53724

Last change on this file since 53724 was 53201, checked in by vboxsync, 10 years ago

Devices/Main: vmsvga updates

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1/** @file
2 * shaderlib -- interface to WINE's Direct3D shader functions
3 */
4
5/*
6 * Copyright (C) 2014 Oracle Corporation
7 *
8 * This file is part of VirtualBox Open Source Edition (OSE), as
9 * available from http://www.virtualbox.org. This file is free software;
10 * you can redistribute it and/or modify it under the terms of the GNU
11 * General Public License (GPL) as published by the Free Software
12 * Foundation, in version 2 as it comes in the "COPYING" file of the
13 * VirtualBox OSE distribution. VirtualBox OSE is distributed in the
14 * hope that it will be useful, but WITHOUT ANY WARRANTY of any kind.
15 */
16
17#include <iprt/err.h>
18#include <iprt/mem.h>
19#include <iprt/assert.h>
20#include <iprt/log.h>
21#include "wined3d_private.h"
22
23#include "shaderlib.h"
24
25#ifdef RT_OS_WINDOWS
26#define OGLGETPROCADDRESS wglGetProcAddress
27#elif RT_OS_DARWIN
28#include <mach-o/dyld.h>
29void *MyNSGLGetProcAddress(const char *name)
30{
31 NSSymbol symbol = NULL;
32 char *symbolName = malloc(strlen(name) + 2);
33 strcpy(symbolName + 1, name);
34 symbolName[0] = '_';
35 if (NSIsSymbolNameDefined(symbolName))
36 symbol = NSLookupAndBindSymbol(symbolName);
37 free(symbolName);
38 return symbol ? NSAddressOfSymbol(symbol) : NULL;
39}
40#define OGLGETPROCADDRESS(x) MyNSGLGetProcAddress((const char *)x)
41#else
42extern void (*glXGetProcAddress(const GLubyte *procname))( void );
43#define OGLGETPROCADDRESS(x) glXGetProcAddress((const GLubyte *)x)
44#endif
45
46#undef GL_EXT_FUNCS_GEN
47#define GL_EXT_FUNCS_GEN \
48 /* GL_ARB_shader_objects */ \
49 USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERIVARBPROC, \
50 glGetObjectParameterivARB, ARB_SHADER_OBJECTS, NULL) \
51 USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERFVARBPROC, \
52 glGetObjectParameterfvARB, ARB_SHADER_OBJECTS, NULL) \
53 USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMLOCATIONARBPROC, \
54 glGetUniformLocationARB, ARB_SHADER_OBJECTS, NULL) \
55 USE_GL_FUNC(WINED3D_PFNGLGETACTIVEUNIFORMARBPROC, \
56 glGetActiveUniformARB, ARB_SHADER_OBJECTS, NULL) \
57 USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IARBPROC, \
58 glUniform1iARB, ARB_SHADER_OBJECTS, NULL) \
59 USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IARBPROC, \
60 glUniform2iARB, ARB_SHADER_OBJECTS, NULL) \
61 USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IARBPROC, \
62 glUniform3iARB, ARB_SHADER_OBJECTS, NULL) \
63 USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IARBPROC, \
64 glUniform4iARB, ARB_SHADER_OBJECTS, NULL) \
65 USE_GL_FUNC(WINED3D_PFNGLUNIFORM1FARBPROC, \
66 glUniform1fARB, ARB_SHADER_OBJECTS, NULL) \
67 USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FARBPROC, \
68 glUniform2fARB, ARB_SHADER_OBJECTS, NULL) \
69 USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FARBPROC, \
70 glUniform3fARB, ARB_SHADER_OBJECTS, NULL) \
71 USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FARBPROC, \
72 glUniform4fARB, ARB_SHADER_OBJECTS, NULL) \
73 USE_GL_FUNC(WINED3D_PFNGLUNIFORM1FVARBPROC, \
74 glUniform1fvARB, ARB_SHADER_OBJECTS, NULL) \
75 USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FVARBPROC, \
76 glUniform2fvARB, ARB_SHADER_OBJECTS, NULL) \
77 USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FVARBPROC, \
78 glUniform3fvARB, ARB_SHADER_OBJECTS, NULL) \
79 USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FVARBPROC, \
80 glUniform4fvARB, ARB_SHADER_OBJECTS, NULL) \
81 USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IVARBPROC, \
82 glUniform1ivARB, ARB_SHADER_OBJECTS, NULL) \
83 USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IVARBPROC, \
84 glUniform2ivARB, ARB_SHADER_OBJECTS, NULL) \
85 USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IVARBPROC, \
86 glUniform3ivARB, ARB_SHADER_OBJECTS, NULL) \
87 USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IVARBPROC, \
88 glUniform4ivARB, ARB_SHADER_OBJECTS, NULL) \
89 USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX2FVARBPROC, \
90 glUniformMatrix2fvARB, ARB_SHADER_OBJECTS, NULL) \
91 USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX3FVARBPROC, \
92 glUniformMatrix3fvARB, ARB_SHADER_OBJECTS, NULL) \
93 USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX4FVARBPROC, \
94 glUniformMatrix4fvARB, ARB_SHADER_OBJECTS, NULL) \
95 USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMFVARBPROC, \
96 glGetUniformfvARB, ARB_SHADER_OBJECTS, NULL) \
97 USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMIVARBPROC, \
98 glGetUniformivARB, ARB_SHADER_OBJECTS, NULL) \
99 USE_GL_FUNC(WINED3D_PFNGLGETINFOLOGARBPROC, \
100 glGetInfoLogARB, ARB_SHADER_OBJECTS, NULL) \
101 USE_GL_FUNC(WINED3D_PFNGLUSEPROGRAMOBJECTARBPROC, \
102 glUseProgramObjectARB, ARB_SHADER_OBJECTS, NULL) \
103 USE_GL_FUNC(WINED3D_PFNGLCREATESHADEROBJECTARBPROC, \
104 glCreateShaderObjectARB, ARB_SHADER_OBJECTS, NULL) \
105 USE_GL_FUNC(WINED3D_PFNGLSHADERSOURCEARBPROC, \
106 glShaderSourceARB, ARB_SHADER_OBJECTS, NULL) \
107 USE_GL_FUNC(WINED3D_PFNGLCOMPILESHADERARBPROC, \
108 glCompileShaderARB, ARB_SHADER_OBJECTS, NULL) \
109 USE_GL_FUNC(WINED3D_PFNGLCREATEPROGRAMOBJECTARBPROC, \
110 glCreateProgramObjectARB, ARB_SHADER_OBJECTS, NULL) \
111 USE_GL_FUNC(WINED3D_PFNGLATTACHOBJECTARBPROC, \
112 glAttachObjectARB, ARB_SHADER_OBJECTS, NULL) \
113 USE_GL_FUNC(WINED3D_PFNGLLINKPROGRAMARBPROC, \
114 glLinkProgramARB, ARB_SHADER_OBJECTS, NULL) \
115 USE_GL_FUNC(WINED3D_PFNGLDETACHOBJECTARBPROC, \
116 glDetachObjectARB, ARB_SHADER_OBJECTS, NULL) \
117 USE_GL_FUNC(WINED3D_PFNGLDELETEOBJECTARBPROC, \
118 glDeleteObjectARB, ARB_SHADER_OBJECTS, NULL) \
119 USE_GL_FUNC(WINED3D_PFNGLVALIDATEPROGRAMARBPROC, \
120 glValidateProgramARB, ARB_SHADER_OBJECTS, NULL) \
121 USE_GL_FUNC(WINED3D_PFNGLGETATTACHEDOBJECTSARBPROC, \
122 glGetAttachedObjectsARB, ARB_SHADER_OBJECTS, NULL) \
123 USE_GL_FUNC(WINED3D_PFNGLGETHANDLEARBPROC, \
124 glGetHandleARB, ARB_SHADER_OBJECTS, NULL) \
125 USE_GL_FUNC(WINED3D_PFNGLGETSHADERSOURCEARBPROC, \
126 glGetShaderSourceARB, ARB_SHADER_OBJECTS, NULL) \
127 USE_GL_FUNC(WINED3D_PFNGLBINDATTRIBLOCATIONARBPROC, \
128 glBindAttribLocationARB, ARB_SHADER_OBJECTS, NULL) \
129 USE_GL_FUNC(WINED3D_PFNGLGETATTRIBLOCATIONARBPROC, \
130 glGetAttribLocationARB, ARB_SHADER_OBJECTS, NULL) \
131
132extern BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter);
133
134static struct wined3d_context *pCurrentContext = NULL;
135static struct wined3d_adapter adapter = {0};
136static bool fInitializedLibrary = false;
137
138#define SHADER_SET_CURRENT_CONTEXT(ctx) \
139 pCurrentContext = (struct wined3d_context *)ctx;
140
141SHADERDECL(int) ShaderInitLib()
142{
143 struct wined3d_gl_info *gl_info = &adapter.gl_info;
144
145#ifdef RT_OS_WINDOWS
146#define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(GetModuleHandle("opengl32.dll"), #pfn);
147#else
148#define USE_GL_FUNC(pfn) pfn = (void*)OGLGETPROCADDRESS(#pfn);
149#endif
150
151 /* Dynamically load all GL core functions */
152 GL_FUNCS_GEN;
153#undef USE_GL_FUNC
154
155#define USE_GL_FUNC(type, pfn, ext, replace) \
156{ \
157 gl_info->pfn = (void*)OGLGETPROCADDRESS(#pfn); \
158}
159 GL_EXT_FUNCS_GEN;
160
161 IWineD3DImpl_FillGLCaps(&adapter);
162 fInitializedLibrary = true;
163 return VINF_SUCCESS;
164}
165
166SHADERDECL(int) ShaderDestroyLib()
167{
168 return VINF_SUCCESS;
169}
170
171struct IWineD3DDeviceImpl *context_get_device(const struct wined3d_context *context)
172{
173 return context->pDeviceContext;
174}
175
176struct wined3d_context *context_get_current(void)
177{
178 return pCurrentContext;
179}
180
181struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage)
182{
183 return pCurrentContext;
184}
185
186SHADERDECL(int) ShaderContextCreate(void **ppShaderContext)
187{
188 struct wined3d_context *pContext;
189 HRESULT hr;
190
191 pContext = (struct wined3d_context *)RTMemAllocZ(sizeof(struct wined3d_context));
192 AssertReturn(pContext, VERR_NO_MEMORY);
193 pContext->pDeviceContext = (IWineD3DDeviceImpl *)RTMemAllocZ(sizeof(IWineD3DDeviceImpl));
194 AssertReturn(pContext->pDeviceContext, VERR_NO_MEMORY);
195
196 pContext->gl_info = &adapter.gl_info;
197
198 pContext->pDeviceContext->adapter = &adapter;
199 pContext->pDeviceContext->shader_backend = &glsl_shader_backend;
200 pContext->pDeviceContext->ps_selected_mode = SHADER_GLSL;
201 pContext->pDeviceContext->vs_selected_mode = SHADER_GLSL;
202 pContext->render_offscreen = false;
203
204 list_init(&pContext->pDeviceContext->shaders);
205
206 if (fInitializedLibrary)
207 {
208 struct shader_caps shader_caps;
209 uint32_t state;
210
211 /* Initialize the shader backend. */
212 hr = pContext->pDeviceContext->shader_backend->shader_alloc_private((IWineD3DDevice *)pContext->pDeviceContext);
213 AssertReturn(hr == S_OK, VERR_INTERNAL_ERROR);
214
215 memset(&shader_caps, 0, sizeof(shader_caps));
216 pContext->pDeviceContext->shader_backend->shader_get_caps(&adapter.gl_info, &shader_caps);
217 pContext->pDeviceContext->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
218 pContext->pDeviceContext->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
219 pContext->pDeviceContext->vs_clipping = shader_caps.VSClipping;
220
221 pContext->pDeviceContext->stateBlock = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*pContext->pDeviceContext->stateBlock));
222 AssertReturn(pContext->pDeviceContext->stateBlock, VERR_NO_MEMORY);
223 hr = stateblock_init(pContext->pDeviceContext->stateBlock, pContext->pDeviceContext, 0);
224 AssertReturn(hr == S_OK, VERR_INTERNAL_ERROR);
225 pContext->pDeviceContext->updateStateBlock = pContext->pDeviceContext->stateBlock;
226
227 pContext->pDeviceContext->stateBlock->vertexDecl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DVertexDeclarationImpl));
228 AssertReturn(pContext->pDeviceContext->stateBlock->vertexDecl, VERR_NO_MEMORY);
229
230 /* Initialize the texture unit mapping to a 1:1 mapping */
231 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
232 {
233 if (state < pContext->gl_info->limits.fragment_samplers)
234 {
235 pContext->pDeviceContext->texUnitMap[state] = state;
236 pContext->pDeviceContext->rev_tex_unit_map[state] = state;
237 } else {
238 pContext->pDeviceContext->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
239 pContext->pDeviceContext->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
240 }
241 }
242 }
243
244 *ppShaderContext = (void *)pContext;
245 return VINF_SUCCESS;
246}
247
248SHADERDECL(int) ShaderContextDestroy(void *pShaderContext)
249{
250 struct wined3d_context *pContext = (struct wined3d_context *)pShaderContext;
251
252 if (pContext->pDeviceContext)
253 {
254 IWineD3DStateBlockImpl *This = pContext->pDeviceContext->stateBlock;
255
256 /* Fails during init only. */
257 if (pContext->pDeviceContext->shader_priv)
258 pContext->pDeviceContext->shader_backend->shader_free_private((IWineD3DDevice *)pContext->pDeviceContext);
259
260 if (This)
261 {
262 if (This->vertexShaderConstantF)
263 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
264 if (This->changed.vertexShaderConstantsF)
265 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
266 if (This->pixelShaderConstantF)
267 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
268 if (This->changed.pixelShaderConstantsF)
269 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
270 if (This->contained_vs_consts_f)
271 HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
272 if (This->contained_ps_consts_f)
273 HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
274 if (This->vertexDecl)
275 HeapFree(GetProcessHeap(), 0, This->vertexDecl);
276 HeapFree(GetProcessHeap(), 0, This);
277 }
278
279 RTMemFree(pContext->pDeviceContext);
280 }
281 RTMemFree(pShaderContext);
282 return VINF_SUCCESS;
283}
284
285SHADERDECL(int) ShaderCreateVertexShader(void *pShaderContext, const uint32_t *pShaderData, void **pShaderObj)
286{
287 IWineD3DDeviceImpl *This;
288 IWineD3DVertexShaderImpl *object;
289 HRESULT hr;
290
291 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
292 This = pCurrentContext->pDeviceContext;
293
294 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
295 if (!object)
296 {
297 Log(("Failed to allocate shader memory.\n"));
298 return VERR_NO_MEMORY;
299 }
300
301 hr = vertexshader_init(object, This, pShaderData, NULL, NULL, NULL);
302 if (FAILED(hr))
303 {
304 Log(("Failed to initialize vertex shader, hr %#x.\n", hr));
305 HeapFree(GetProcessHeap(), 0, object);
306 return VERR_INTERNAL_ERROR;
307 }
308
309#ifdef VBOX_WINE_WITH_SHADER_CACHE
310 object = vertexshader_check_cached(This, object);
311#endif
312
313 Log(("Created vertex shader %p.\n", object));
314 *pShaderObj = (void *)object;
315
316 return VINF_SUCCESS;
317}
318
319SHADERDECL(int) ShaderCreatePixelShader(void *pShaderContext, const uint32_t *pShaderData, void **pShaderObj)
320{
321 IWineD3DDeviceImpl *This;
322 IWineD3DPixelShaderImpl *object;
323 HRESULT hr;
324
325 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
326 This = pCurrentContext->pDeviceContext;
327
328 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
329 if (!object)
330 {
331 Log(("Failed to allocate shader memory.\n"));
332 return VERR_NO_MEMORY;
333 }
334
335 hr = pixelshader_init(object, This, pShaderData, NULL, NULL, NULL);
336 if (FAILED(hr))
337 {
338 Log(("Failed to initialize pixel shader, hr %#x.\n", hr));
339 HeapFree(GetProcessHeap(), 0, object);
340 return VERR_INTERNAL_ERROR;
341 }
342
343#ifdef VBOX_WINE_WITH_SHADER_CACHE
344 object = pixelshader_check_cached(This, object);
345#endif
346
347 Log(("Created pixel shader %p.\n", object));
348 *pShaderObj = (void *)object;
349 return VINF_SUCCESS;
350}
351
352SHADERDECL(int) ShaderDestroyVertexShader(void *pShaderContext, void *pShaderObj)
353{
354 IWineD3DVertexShaderImpl *object = (IWineD3DVertexShaderImpl *)pShaderObj;
355 AssertReturn(pShaderObj, VERR_INVALID_PARAMETER);
356
357 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
358
359 object->lpVtbl->Release((IWineD3DVertexShader *)object);
360 return VINF_SUCCESS;
361}
362
363SHADERDECL(int) ShaderDestroyPixelShader(void *pShaderContext, void *pShaderObj)
364{
365 IWineD3DPixelShaderImpl *object = (IWineD3DPixelShaderImpl *)pShaderObj;
366 AssertReturn(pShaderObj, VERR_INVALID_PARAMETER);
367
368 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
369
370 object->lpVtbl->Release((IWineD3DPixelShader *)object);
371 return VINF_SUCCESS;
372}
373
374SHADERDECL(int) ShaderSetVertexShader(void *pShaderContext, void *pShaderObj)
375{
376 IWineD3DDeviceImpl *This;
377 IWineD3DVertexShader* pShader;
378 IWineD3DVertexShader* oldShader;
379
380 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
381 This = pCurrentContext->pDeviceContext;
382 pShader = (IWineD3DVertexShader* )pShaderObj;
383 oldShader = This->updateStateBlock->vertexShader;
384
385 if(oldShader == pShader) {
386 /* Checked here to allow proper stateblock recording */
387 Log(("App is setting the old shader over, nothing to do\n"));
388 return VINF_SUCCESS;
389 }
390
391 This->updateStateBlock->vertexShader = pShader;
392 This->updateStateBlock->changed.vertexShader = TRUE;
393
394 Log(("(%p) : setting pShader(%p)\n", This, pShader));
395 if(pShader) IWineD3DVertexShader_AddRef(pShader);
396 if(oldShader) IWineD3DVertexShader_Release(oldShader);
397
398 pCurrentContext->fChangedVertexShader = true;
399 pCurrentContext->fChangedVertexShaderConstant = true; /* force constant reload. */
400
401 return VINF_SUCCESS;
402}
403
404SHADERDECL(int) ShaderSetPixelShader(void *pShaderContext, void *pShaderObj)
405{
406 IWineD3DDeviceImpl *This;
407 IWineD3DPixelShader* pShader;
408 IWineD3DPixelShader* oldShader;
409
410 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
411 This = pCurrentContext->pDeviceContext;
412 pShader = (IWineD3DPixelShader* )pShaderObj;
413 oldShader = This->updateStateBlock->pixelShader;
414
415 if(oldShader == pShader) {
416 /* Checked here to allow proper stateblock recording */
417 Log(("App is setting the old shader over, nothing to do\n"));
418 return VINF_SUCCESS;
419 }
420
421 This->updateStateBlock->pixelShader = pShader;
422 This->updateStateBlock->changed.pixelShader = TRUE;
423
424 Log(("(%p) : setting pShader(%p)\n", This, pShader));
425 if(pShader) IWineD3DPixelShader_AddRef(pShader);
426 if(oldShader) IWineD3DPixelShader_Release(oldShader);
427
428 pCurrentContext->fChangedPixelShader = true;
429 pCurrentContext->fChangedPixelShaderConstant = true; /* force constant reload. */
430 return VINF_SUCCESS;
431}
432
433SHADERDECL(int) ShaderSetVertexShaderConstantB(void *pShaderContext, uint32_t start, const uint8_t *srcData, uint32_t count)
434{
435 IWineD3DDeviceImpl *This;
436 unsigned int i, cnt = min(count, MAX_CONST_B - start);
437
438 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
439 This = pCurrentContext->pDeviceContext;
440
441 Log(("(ShaderSetVertexShaderConstantB %p, srcData %p, start %d, count %d)\n",
442 srcData, start, count));
443
444 if (!srcData || start >= MAX_CONST_B)
445 {
446 Log(("incorrect vertex shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
447 return VERR_INVALID_PARAMETER;
448 }
449
450 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
451 for (i = 0; i < cnt; i++)
452 Log(("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false"));
453
454 for (i = start; i < cnt + start; ++i) {
455 This->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
456 }
457
458 pCurrentContext->fChangedVertexShaderConstant = true;
459
460 return VINF_SUCCESS;
461}
462
463SHADERDECL(int) ShaderSetVertexShaderConstantI(void *pShaderContext, uint32_t start, const int32_t *srcData, uint32_t count)
464{
465 IWineD3DDeviceImpl *This;
466 unsigned int i, cnt = min(count, MAX_CONST_I - start);
467
468 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
469 This = pCurrentContext->pDeviceContext;
470
471 Log(("(ShaderSetVertexShaderConstantI %p, srcData %p, start %d, count %d)\n",
472 srcData, start, count));
473
474 if (!srcData || start >= MAX_CONST_I)
475 {
476 Log(("incorrect vertex shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
477 return VERR_INVALID_PARAMETER;
478 }
479
480 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int32_t) * 4);
481
482 for (i = start; i < cnt + start; ++i) {
483 This->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
484 }
485
486 pCurrentContext->fChangedVertexShaderConstant = true;
487
488 return VINF_SUCCESS;
489}
490
491SHADERDECL(int) ShaderSetVertexShaderConstantF(void *pShaderContext, uint32_t start, const float *srcData, uint32_t count)
492{
493 IWineD3DDeviceImpl *This;
494
495 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
496 This = pCurrentContext->pDeviceContext;
497
498 Log(("(ShaderSetVertexShaderConstantF %p, srcData %p, start %d, count %d)\n",
499 srcData, start, count));
500
501 if (srcData == NULL || start + count > This->d3d_vshader_constantF || start > This->d3d_vshader_constantF)
502 {
503 Log(("incorrect vertex shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
504 return VERR_INVALID_PARAMETER;
505 }
506 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
507
508 This->shader_backend->shader_update_float_vertex_constants((IWineD3DDevice *)This, start, count);
509
510 memset(This->updateStateBlock->changed.vertexShaderConstantsF + start, 1,
511 sizeof(*This->updateStateBlock->changed.vertexShaderConstantsF) * count);
512
513 pCurrentContext->fChangedVertexShaderConstant = true;
514
515 return VINF_SUCCESS;
516}
517
518SHADERDECL(int) ShaderSetPixelShaderConstantB(void *pShaderContext, uint32_t start, const uint8_t *srcData, uint32_t count)
519{
520 IWineD3DDeviceImpl *This;
521 unsigned int i, cnt = min(count, MAX_CONST_B - start);
522
523 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
524 This = pCurrentContext->pDeviceContext;
525
526 Log(("(ShaderSetPixelShaderConstantB %p, srcData %p, start %d, count %d)\n",
527 srcData, start, count));
528
529 if (!srcData || start >= MAX_CONST_B)
530 {
531 Log(("incorrect pixel shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
532 return VERR_INVALID_PARAMETER;
533 }
534
535 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
536 for (i = 0; i < cnt; i++)
537 Log(("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false"));
538
539 for (i = start; i < cnt + start; ++i) {
540 This->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
541 }
542
543 pCurrentContext->fChangedPixelShaderConstant = true;
544
545 return VINF_SUCCESS;
546}
547
548SHADERDECL(int) ShaderSetPixelShaderConstantI(void *pShaderContext, uint32_t start, const int32_t *srcData, uint32_t count)
549{
550 IWineD3DDeviceImpl *This;
551 unsigned int i, cnt = min(count, MAX_CONST_I - start);
552
553 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
554 This = pCurrentContext->pDeviceContext;
555
556 Log(("(ShaderSetPixelShaderConstantI %p, srcData %p, start %d, count %d)\n",
557 srcData, start, count));
558
559 if (!srcData || start >= MAX_CONST_I)
560 {
561 Log(("incorrect pixel shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
562 return VERR_INVALID_PARAMETER;
563 }
564
565 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int32_t) * 4);
566
567 for (i = start; i < cnt + start; ++i) {
568 This->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
569 }
570
571 pCurrentContext->fChangedPixelShaderConstant = true;
572
573 return VINF_SUCCESS;
574}
575
576SHADERDECL(int) ShaderSetPixelShaderConstantF(void *pShaderContext, uint32_t start, const float *srcData, uint32_t count)
577{
578 IWineD3DDeviceImpl *This;
579
580 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
581 This = pCurrentContext->pDeviceContext;
582
583 Log(("(ShaderSetPixelShaderConstantF %p, srcData %p, start %d, count %d)\n",
584 srcData, start, count));
585
586 if (srcData == NULL || start + count > This->d3d_pshader_constantF || start > This->d3d_pshader_constantF)
587 {
588 Log(("incorrect pixel shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
589 return VERR_INVALID_PARAMETER;
590 }
591
592 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
593
594 This->shader_backend->shader_update_float_pixel_constants((IWineD3DDevice *)This, start, count);
595
596 memset(This->updateStateBlock->changed.pixelShaderConstantsF + start, 1,
597 sizeof(*This->updateStateBlock->changed.pixelShaderConstantsF) * count);
598
599 pCurrentContext->fChangedPixelShaderConstant = true;
600
601 return VINF_SUCCESS;
602}
603
604SHADERDECL(int) ShaderUpdateState(void *pShaderContext, uint32_t rtHeight)
605{
606 IWineD3DDeviceImpl *pThis;
607 GLfloat yoffset;
608 GLint viewport[4];
609
610 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
611 pThis = pCurrentContext->pDeviceContext;
612
613 glGetIntegerv(GL_VIEWPORT, viewport);
614#ifdef DEBUG
615 AssertReturn(glGetError() == GL_NO_ERROR, VERR_INTERNAL_ERROR);
616#endif
617
618 yoffset = -(63.0f / 64.0f) / viewport[3] /* height */;
619 pThis->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
620 pThis->posFixup[1] = -1.0f; /* y-inversion */
621 pThis->posFixup[2] = (63.0f / 64.0f) / viewport[2] /* width */;
622 pThis->posFixup[3] = pThis->posFixup[1] * yoffset;
623
624 pThis->rtHeight = rtHeight;
625
626 /* @todo missing state:
627 * - fog enable (stateblock->renderState[WINED3DRS_FOGENABLE])
628 * - fog mode (stateblock->renderState[WINED3DRS_FOGTABLEMODE])
629 * - stateblock->vertexDecl->position_transformed
630 */
631
632 if ( pCurrentContext->fChangedPixelShader
633 || pCurrentContext->fChangedVertexShader)
634 pThis->shader_backend->shader_select(pCurrentContext, !!pThis->updateStateBlock->pixelShader, !!pThis->updateStateBlock->vertexShader);
635 pCurrentContext->fChangedPixelShader = pCurrentContext->fChangedVertexShader = false;
636
637 if ( pCurrentContext->fChangedPixelShaderConstant
638 || pCurrentContext->fChangedVertexShaderConstant)
639 pThis->shader_backend->shader_load_constants(pCurrentContext, !!pThis->updateStateBlock->pixelShader, !!pThis->updateStateBlock->vertexShader);
640 pCurrentContext->fChangedPixelShaderConstant = false;
641 pCurrentContext->fChangedVertexShaderConstant = false;
642
643 return VINF_SUCCESS;
644}
645
646SHADERDECL(int) ShaderTransformProjection(unsigned cxViewPort, unsigned cyViewPort, float matrix[16])
647{
648#ifdef DEBUG
649 GLenum lastError;
650#endif
651 GLfloat xoffset, yoffset;
652
653 /* Assumes OpenGL context has been activated. */
654 glMatrixMode(GL_PROJECTION);
655 glLoadIdentity();
656
657 /* The rule is that the window coordinate 0 does not correspond to the
658 beginning of the first pixel, but the center of the first pixel.
659 As a consequence if you want to correctly draw one line exactly from
660 the left to the right end of the viewport (with all matrices set to
661 be identity), the x coords of both ends of the line would be not
662 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
663 instead.
664
665 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
666 divide by the Width/Height, so we need the half range(1.0) to translate by
667 half a pixel.
668
669 The other fun is that d3d's output z range after the transformation is [0;1],
670 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
671 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
672 of Z buffer precision and the clear values do not match in the z test. Thus scale
673 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
674 */
675
676 /*
677 * Careful with the order of operations here, we're essentially working backwards:
678 * x = x + 1/w;
679 * y = (y - 1/h) * flip;
680 * z = z * 2 - 1;
681 *
682 * Becomes:
683 * glTranslatef(0.0, 0.0, -1.0);
684 * glScalef(1.0, 1.0, 2.0);
685 *
686 * glScalef(1.0, flip, 1.0);
687 * glTranslatef(1/w, -1/h, 0.0);
688 *
689 * This is equivalent to:
690 * glTranslatef(1/w, -flip/h, -1.0)
691 * glScalef(1.0, flip, 2.0);
692 */
693 /* Translate by slightly less than a half pixel to force a top-left
694 * filling convention. We want the difference to be large enough that
695 * it doesn't get lost due to rounding inside the driver, but small
696 * enough to prevent it from interfering with any anti-aliasing. */
697 xoffset = (63.0f / 64.0f) / cxViewPort;
698 yoffset = -(63.0f / 64.0f) / cyViewPort;
699
700 glTranslatef(xoffset, -yoffset, -1.0f);
701 /* flip y coordinate origin too */
702 glScalef(1.0f, -1.0f, 2.0f);
703
704 glMultMatrixf(matrix);
705
706#ifdef DEBUG
707 lastError = glGetError(); \
708 AssertMsgReturn(lastError == GL_NO_ERROR, ("%s (%d): last error 0x%x\n", __FUNCTION__, __LINE__, lastError), VERR_INTERNAL_ERROR);
709#endif
710 return VINF_SUCCESS;
711}
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