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source: vbox/trunk/src/VBox/Devices/Graphics/shaderlib/shaderapi.c@ 81876

Last change on this file since 81876 was 76553, checked in by vboxsync, 6 years ago

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1/* $Id: shaderapi.c 76553 2019-01-01 01:45:53Z vboxsync $ */
2/** @file
3 * shaderlib -- interface to WINE's Direct3D shader functions
4 */
5
6/*
7 * Copyright (C) 2014-2019 Oracle Corporation
8 *
9 * This file is part of VirtualBox Open Source Edition (OSE), as
10 * available from http://www.virtualbox.org. This file is free software;
11 * you can redistribute it and/or modify it under the terms of the GNU
12 * General Public License (GPL) as published by the Free Software
13 * Foundation, in version 2 as it comes in the "COPYING" file of the
14 * VirtualBox OSE distribution. VirtualBox OSE is distributed in the
15 * hope that it will be useful, but WITHOUT ANY WARRANTY of any kind.
16 */
17
18#include <iprt/errcore.h>
19#include <iprt/mem.h>
20#include <iprt/assert.h>
21#include <iprt/log.h>
22#define WINED3D_EXTERN
23#include "wined3d_private.h"
24
25#include "shaderlib.h"
26
27#ifdef RT_OS_WINDOWS
28# define OGLGETPROCADDRESS wglGetProcAddress
29
30#elif RT_OS_DARWIN
31# include <dlfcn.h>
32# define OGLGETPROCADDRESS(x) MyNSGLGetProcAddress((const char *)x)
33void *MyNSGLGetProcAddress(const char *pszSymbol)
34{
35 /* Another copy in DevVGA-SVGA3d-ogl.cpp. */
36 static void *s_pvImage = NULL;
37 if (s_pvImage == NULL)
38 s_pvImage = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY);
39 return s_pvImage ? dlsym(s_pvImage, pszSymbol) : NULL;
40}
41
42#else
43extern void (*glXGetProcAddress(const GLubyte *procname))( void );
44# define OGLGETPROCADDRESS(x) glXGetProcAddress((const GLubyte *)x)
45
46#endif
47
48#undef GL_EXT_FUNCS_GEN
49#define GL_EXT_FUNCS_GEN \
50 /* GL_ARB_shader_objects */ \
51 USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERIVARBPROC, \
52 glGetObjectParameterivARB, ARB_SHADER_OBJECTS, NULL) \
53 USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERFVARBPROC, \
54 glGetObjectParameterfvARB, ARB_SHADER_OBJECTS, NULL) \
55 USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMLOCATIONARBPROC, \
56 glGetUniformLocationARB, ARB_SHADER_OBJECTS, NULL) \
57 USE_GL_FUNC(WINED3D_PFNGLGETACTIVEUNIFORMARBPROC, \
58 glGetActiveUniformARB, ARB_SHADER_OBJECTS, NULL) \
59 USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IARBPROC, \
60 glUniform1iARB, ARB_SHADER_OBJECTS, NULL) \
61 USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IARBPROC, \
62 glUniform2iARB, ARB_SHADER_OBJECTS, NULL) \
63 USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IARBPROC, \
64 glUniform3iARB, ARB_SHADER_OBJECTS, NULL) \
65 USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IARBPROC, \
66 glUniform4iARB, ARB_SHADER_OBJECTS, NULL) \
67 USE_GL_FUNC(WINED3D_PFNGLUNIFORM1FARBPROC, \
68 glUniform1fARB, ARB_SHADER_OBJECTS, NULL) \
69 USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FARBPROC, \
70 glUniform2fARB, ARB_SHADER_OBJECTS, NULL) \
71 USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FARBPROC, \
72 glUniform3fARB, ARB_SHADER_OBJECTS, NULL) \
73 USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FARBPROC, \
74 glUniform4fARB, ARB_SHADER_OBJECTS, NULL) \
75 USE_GL_FUNC(WINED3D_PFNGLUNIFORM1FVARBPROC, \
76 glUniform1fvARB, ARB_SHADER_OBJECTS, NULL) \
77 USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FVARBPROC, \
78 glUniform2fvARB, ARB_SHADER_OBJECTS, NULL) \
79 USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FVARBPROC, \
80 glUniform3fvARB, ARB_SHADER_OBJECTS, NULL) \
81 USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FVARBPROC, \
82 glUniform4fvARB, ARB_SHADER_OBJECTS, NULL) \
83 USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IVARBPROC, \
84 glUniform1ivARB, ARB_SHADER_OBJECTS, NULL) \
85 USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IVARBPROC, \
86 glUniform2ivARB, ARB_SHADER_OBJECTS, NULL) \
87 USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IVARBPROC, \
88 glUniform3ivARB, ARB_SHADER_OBJECTS, NULL) \
89 USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IVARBPROC, \
90 glUniform4ivARB, ARB_SHADER_OBJECTS, NULL) \
91 USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX2FVARBPROC, \
92 glUniformMatrix2fvARB, ARB_SHADER_OBJECTS, NULL) \
93 USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX3FVARBPROC, \
94 glUniformMatrix3fvARB, ARB_SHADER_OBJECTS, NULL) \
95 USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX4FVARBPROC, \
96 glUniformMatrix4fvARB, ARB_SHADER_OBJECTS, NULL) \
97 USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMFVARBPROC, \
98 glGetUniformfvARB, ARB_SHADER_OBJECTS, NULL) \
99 USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMIVARBPROC, \
100 glGetUniformivARB, ARB_SHADER_OBJECTS, NULL) \
101 USE_GL_FUNC(WINED3D_PFNGLGETINFOLOGARBPROC, \
102 glGetInfoLogARB, ARB_SHADER_OBJECTS, NULL) \
103 USE_GL_FUNC(WINED3D_PFNGLUSEPROGRAMOBJECTARBPROC, \
104 glUseProgramObjectARB, ARB_SHADER_OBJECTS, NULL) \
105 USE_GL_FUNC(WINED3D_PFNGLCREATESHADEROBJECTARBPROC, \
106 glCreateShaderObjectARB, ARB_SHADER_OBJECTS, NULL) \
107 USE_GL_FUNC(WINED3D_PFNGLSHADERSOURCEARBPROC, \
108 glShaderSourceARB, ARB_SHADER_OBJECTS, NULL) \
109 USE_GL_FUNC(WINED3D_PFNGLCOMPILESHADERARBPROC, \
110 glCompileShaderARB, ARB_SHADER_OBJECTS, NULL) \
111 USE_GL_FUNC(WINED3D_PFNGLCREATEPROGRAMOBJECTARBPROC, \
112 glCreateProgramObjectARB, ARB_SHADER_OBJECTS, NULL) \
113 USE_GL_FUNC(WINED3D_PFNGLATTACHOBJECTARBPROC, \
114 glAttachObjectARB, ARB_SHADER_OBJECTS, NULL) \
115 USE_GL_FUNC(WINED3D_PFNGLLINKPROGRAMARBPROC, \
116 glLinkProgramARB, ARB_SHADER_OBJECTS, NULL) \
117 USE_GL_FUNC(WINED3D_PFNGLDETACHOBJECTARBPROC, \
118 glDetachObjectARB, ARB_SHADER_OBJECTS, NULL) \
119 USE_GL_FUNC(WINED3D_PFNGLDELETEOBJECTARBPROC, \
120 glDeleteObjectARB, ARB_SHADER_OBJECTS, NULL) \
121 USE_GL_FUNC(WINED3D_PFNGLVALIDATEPROGRAMARBPROC, \
122 glValidateProgramARB, ARB_SHADER_OBJECTS, NULL) \
123 USE_GL_FUNC(WINED3D_PFNGLGETATTACHEDOBJECTSARBPROC, \
124 glGetAttachedObjectsARB, ARB_SHADER_OBJECTS, NULL) \
125 USE_GL_FUNC(WINED3D_PFNGLGETHANDLEARBPROC, \
126 glGetHandleARB, ARB_SHADER_OBJECTS, NULL) \
127 USE_GL_FUNC(WINED3D_PFNGLGETSHADERSOURCEARBPROC, \
128 glGetShaderSourceARB, ARB_SHADER_OBJECTS, NULL) \
129 USE_GL_FUNC(WINED3D_PFNGLBINDATTRIBLOCATIONARBPROC, \
130 glBindAttribLocationARB, ARB_SHADER_OBJECTS, NULL) \
131 USE_GL_FUNC(WINED3D_PFNGLGETATTRIBLOCATIONARBPROC, \
132 glGetAttribLocationARB, ARB_SHADER_OBJECTS, NULL) \
133
134static struct wined3d_context *g_pCurrentContext = NULL;
135static struct wined3d_adapter g_adapter = {0};
136static bool g_fInitializedLibrary = false;
137
138#define SHADER_SET_CURRENT_CONTEXT(ctx) \
139 g_pCurrentContext = (struct wined3d_context *)ctx;
140
141SHADERDECL(int) ShaderInitLib(PVBOXVMSVGASHADERIF pVBoxShaderIf)
142{
143 struct wined3d_gl_info *gl_info = &g_adapter.gl_info;
144
145 /* Dynamically load all GL core functions. */
146#ifdef RT_OS_WINDOWS
147 HANDLE hOpenGl32 = GetModuleHandle("opengl32.dll");
148# define USE_GL_FUNC(pfn) *(FARPROC *)(&pfn) = GetProcAddress(hOpenGl32, #pfn);
149#else
150# define USE_GL_FUNC(pfn) pfn = (void *)OGLGETPROCADDRESS(#pfn);
151#endif
152 GL_FUNCS_GEN;
153#undef USE_GL_FUNC
154
155 /* Dynamically load all GL extension functions. */
156#define USE_GL_FUNC(type, pfn, ext, replace) \
157{ \
158 gl_info->pfn = (type)OGLGETPROCADDRESS(#pfn); \
159}
160 GL_EXT_FUNCS_GEN;
161
162 /* Fill in GL capabilities. */
163 IWineD3DImpl_FillGLCaps(&g_adapter, pVBoxShaderIf);
164
165 LogRel(("shaderlib: GL Limits:\n"));
166 LogRel(("shaderlib: buffers=%-2u lights=%-2u textures=%-2u texture_stages=%u\n",
167 gl_info->limits.buffers, gl_info->limits.lights, gl_info->limits.textures, gl_info->limits.texture_stages));
168 LogRel(("shaderlib: fragment_samplers=%-2u vertex_samplers=%-2u combined_samplers=%-3u general_combiners=%u\n",
169 gl_info->limits.fragment_samplers, gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers, gl_info->limits.general_combiners));
170 LogRel(("shaderlib: sampler_stages=%-2u clipplanes=%-2u texture_size=%-5u texture3d_size=%u\n",
171 gl_info->limits.sampler_stages, gl_info->limits.clipplanes, gl_info->limits.texture_size, gl_info->limits.texture3d_size));
172 LogRel(("shaderlib: pointsize_max=%d.%d pointsize_min=%d.%d point_sprite_units=%-2u blends=%u\n",
173 (int)gl_info->limits.pointsize_max, (int)(gl_info->limits.pointsize_max * 10) % 10,
174 (int)gl_info->limits.pointsize_min, (int)(gl_info->limits.pointsize_min * 10) % 10,
175 gl_info->limits.point_sprite_units, gl_info->limits.blends));
176 LogRel(("shaderlib: anisotropy=%-2u shininess=%d.%02d\n",
177 gl_info->limits.anisotropy, (int)gl_info->limits.shininess, (int)(gl_info->limits.shininess * 100) % 100));
178 LogRel(("shaderlib: glsl_varyings=%-3u glsl_vs_float_constants=%-4u glsl_ps_float_constants=%u\n",
179 gl_info->limits.glsl_varyings, gl_info->limits.glsl_vs_float_constants, gl_info->limits.glsl_ps_float_constants));
180 LogRel(("shaderlib: arb_vs_instructions=%-4u arb_vs_native_constants=%-4u qarb_vs_float_constants=%u\n",
181 gl_info->limits.arb_vs_instructions, gl_info->limits.arb_vs_native_constants, gl_info->limits.arb_vs_float_constants));
182 LogRel(("shaderlib: arb_vs_temps=%-2u arb_ps_float_constants=%-4u arb_ps_local_constants=%u\n",
183 gl_info->limits.arb_vs_temps, gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_local_constants));
184 LogRel(("shaderlib: arb_ps_instructions=%-4u arb_ps_temps=%-2u arb_ps_native_constants=%u\n",
185 gl_info->limits.arb_ps_instructions, gl_info->limits.arb_ps_temps, gl_info->limits.arb_ps_native_constants));
186
187 g_fInitializedLibrary = true;
188 return VINF_SUCCESS;
189}
190
191SHADERDECL(int) ShaderDestroyLib(void)
192{
193 return VINF_SUCCESS;
194}
195
196struct IWineD3DDeviceImpl *context_get_device(const struct wined3d_context *context)
197{
198 return context->pDeviceContext;
199}
200
201struct wined3d_context *context_get_current(void)
202{
203 return g_pCurrentContext;
204}
205
206struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage)
207{
208 RT_NOREF(This, target, usage);
209 return g_pCurrentContext;
210}
211
212SHADERDECL(int) ShaderContextCreate(void **ppShaderContext)
213{
214 struct wined3d_context *pContext;
215 HRESULT hr;
216
217 pContext = (struct wined3d_context *)RTMemAllocZ(sizeof(struct wined3d_context));
218 AssertReturn(pContext, VERR_NO_MEMORY);
219 pContext->pDeviceContext = (IWineD3DDeviceImpl *)RTMemAllocZ(sizeof(IWineD3DDeviceImpl));
220 AssertReturn(pContext->pDeviceContext, VERR_NO_MEMORY);
221
222 pContext->gl_info = &g_adapter.gl_info;
223
224 pContext->pDeviceContext->adapter = &g_adapter;
225 pContext->pDeviceContext->shader_backend = &glsl_shader_backend;
226 pContext->pDeviceContext->ps_selected_mode = SHADER_GLSL;
227 pContext->pDeviceContext->vs_selected_mode = SHADER_GLSL;
228 pContext->render_offscreen = false;
229
230 list_init(&pContext->pDeviceContext->shaders);
231
232 if (g_fInitializedLibrary)
233 {
234 struct shader_caps shader_caps;
235 uint32_t state;
236
237 /* Initialize the shader backend. */
238 hr = pContext->pDeviceContext->shader_backend->shader_alloc_private((IWineD3DDevice *)pContext->pDeviceContext);
239 AssertReturn(hr == S_OK, VERR_INTERNAL_ERROR);
240
241 memset(&shader_caps, 0, sizeof(shader_caps));
242 pContext->pDeviceContext->shader_backend->shader_get_caps(&g_adapter.gl_info, &shader_caps);
243 pContext->pDeviceContext->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
244 pContext->pDeviceContext->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
245 pContext->pDeviceContext->vs_clipping = shader_caps.VSClipping;
246
247 pContext->pDeviceContext->stateBlock = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*pContext->pDeviceContext->stateBlock));
248 AssertReturn(pContext->pDeviceContext->stateBlock, VERR_NO_MEMORY);
249 hr = stateblock_init(pContext->pDeviceContext->stateBlock, pContext->pDeviceContext, 0);
250 AssertReturn(hr == S_OK, VERR_INTERNAL_ERROR);
251 pContext->pDeviceContext->updateStateBlock = pContext->pDeviceContext->stateBlock;
252
253 pContext->pDeviceContext->stateBlock->vertexDecl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DVertexDeclarationImpl));
254 AssertReturn(pContext->pDeviceContext->stateBlock->vertexDecl, VERR_NO_MEMORY);
255
256 /* Initialize the texture unit mapping to a 1:1 mapping */
257 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
258 {
259 if (state < pContext->gl_info->limits.fragment_samplers)
260 {
261 pContext->pDeviceContext->texUnitMap[state] = state;
262 pContext->pDeviceContext->rev_tex_unit_map[state] = state;
263 } else {
264 pContext->pDeviceContext->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
265 pContext->pDeviceContext->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
266 }
267 }
268 }
269
270 *ppShaderContext = (void *)pContext;
271 return VINF_SUCCESS;
272}
273
274SHADERDECL(int) ShaderContextDestroy(void *pShaderContext)
275{
276 struct wined3d_context *pContext = (struct wined3d_context *)pShaderContext;
277
278 if (pContext->pDeviceContext)
279 {
280 IWineD3DStateBlockImpl *This = pContext->pDeviceContext->stateBlock;
281
282 /* Fails during init only. */
283 if (pContext->pDeviceContext->shader_priv)
284 pContext->pDeviceContext->shader_backend->shader_free_private((IWineD3DDevice *)pContext->pDeviceContext);
285
286 if (This)
287 {
288 if (This->vertexShaderConstantF)
289 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
290 if (This->changed.vertexShaderConstantsF)
291 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
292 if (This->pixelShaderConstantF)
293 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
294 if (This->changed.pixelShaderConstantsF)
295 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
296 if (This->contained_vs_consts_f)
297 HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
298 if (This->contained_ps_consts_f)
299 HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
300 if (This->vertexDecl)
301 HeapFree(GetProcessHeap(), 0, This->vertexDecl);
302 HeapFree(GetProcessHeap(), 0, This);
303 }
304
305 RTMemFree(pContext->pDeviceContext);
306 }
307 RTMemFree(pShaderContext);
308 return VINF_SUCCESS;
309}
310
311SHADERDECL(int) ShaderCreateVertexShader(void *pShaderContext, const uint32_t *pShaderData, void **pShaderObj)
312{
313 IWineD3DDeviceImpl *This;
314 IWineD3DVertexShaderImpl *object;
315 HRESULT hr;
316
317 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
318 This = g_pCurrentContext->pDeviceContext;
319
320 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
321 if (!object)
322 {
323 Log(("Failed to allocate shader memory.\n"));
324 return VERR_NO_MEMORY;
325 }
326
327 hr = vertexshader_init(object, This, (DWORD const *)pShaderData, NULL, NULL, NULL);
328 if (FAILED(hr))
329 {
330 Log(("Failed to initialize vertex shader, hr %#x.\n", hr));
331 HeapFree(GetProcessHeap(), 0, object);
332 return VERR_INTERNAL_ERROR;
333 }
334
335 /* Tweak the float constants limit to use a greater number of constants.
336 * Keep some space for the internal usage.
337 * The shader creation code artificially sets the limit according to D3D shader version.
338 * But the guest may use more constants and we are not required to strictly follow D3D specs.
339 */
340 object->baseShader.limits.constant_float = RT_MAX(g_adapter.gl_info.limits.glsl_vs_float_constants / 2,
341 object->baseShader.limits.constant_float);
342
343#ifdef VBOX_WINE_WITH_SHADER_CACHE
344 object = vertexshader_check_cached(This, object);
345#endif
346
347 Log(("Created vertex shader %p.\n", object));
348 *pShaderObj = (void *)object;
349
350 return VINF_SUCCESS;
351}
352
353SHADERDECL(int) ShaderCreatePixelShader(void *pShaderContext, const uint32_t *pShaderData, void **pShaderObj)
354{
355 IWineD3DDeviceImpl *This;
356 IWineD3DPixelShaderImpl *object;
357 HRESULT hr;
358
359 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
360 This = g_pCurrentContext->pDeviceContext;
361
362 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
363 if (!object)
364 {
365 Log(("Failed to allocate shader memory.\n"));
366 return VERR_NO_MEMORY;
367 }
368
369 hr = pixelshader_init(object, This, (DWORD const *)pShaderData, NULL, NULL, NULL);
370 if (FAILED(hr))
371 {
372 Log(("Failed to initialize pixel shader, hr %#x.\n", hr));
373 HeapFree(GetProcessHeap(), 0, object);
374 return VERR_INTERNAL_ERROR;
375 }
376
377 /* Tweak the float constants limit to use a greater number of constants.
378 * Keep some space for the internal usage.
379 * The shader creation code artificially sets the limit according to D3D shader version.
380 * But the guest may use more constants and we are not required to strictly follow D3D specs.
381 */
382 object->baseShader.limits.constant_float = RT_MAX(g_adapter.gl_info.limits.glsl_ps_float_constants / 2,
383 object->baseShader.limits.constant_float);
384
385#ifdef VBOX_WINE_WITH_SHADER_CACHE
386 object = pixelshader_check_cached(This, object);
387#endif
388
389 Log(("Created pixel shader %p.\n", object));
390 *pShaderObj = (void *)object;
391 return VINF_SUCCESS;
392}
393
394SHADERDECL(int) ShaderDestroyVertexShader(void *pShaderContext, void *pShaderObj)
395{
396 IWineD3DVertexShaderImpl *object = (IWineD3DVertexShaderImpl *)pShaderObj;
397 AssertReturn(pShaderObj, VERR_INVALID_PARAMETER);
398
399 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
400
401 object->lpVtbl->Release((IWineD3DVertexShader *)object);
402 return VINF_SUCCESS;
403}
404
405SHADERDECL(int) ShaderDestroyPixelShader(void *pShaderContext, void *pShaderObj)
406{
407 IWineD3DPixelShaderImpl *object = (IWineD3DPixelShaderImpl *)pShaderObj;
408 AssertReturn(pShaderObj, VERR_INVALID_PARAMETER);
409
410 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
411
412 object->lpVtbl->Release((IWineD3DPixelShader *)object);
413 return VINF_SUCCESS;
414}
415
416SHADERDECL(int) ShaderSetVertexShader(void *pShaderContext, void *pShaderObj)
417{
418 IWineD3DDeviceImpl *This;
419 IWineD3DVertexShader* pShader;
420 IWineD3DVertexShader* oldShader;
421
422 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
423 This = g_pCurrentContext->pDeviceContext;
424 pShader = (IWineD3DVertexShader* )pShaderObj;
425 oldShader = This->updateStateBlock->vertexShader;
426
427 if(oldShader == pShader) {
428 /* Checked here to allow proper stateblock recording */
429 Log(("App is setting the old shader over, nothing to do\n"));
430 return VINF_SUCCESS;
431 }
432
433 This->updateStateBlock->vertexShader = pShader;
434 This->updateStateBlock->changed.vertexShader = TRUE;
435
436 Log(("(%p) : setting pShader(%p)\n", This, pShader));
437 if(pShader) IWineD3DVertexShader_AddRef(pShader);
438 if(oldShader) IWineD3DVertexShader_Release(oldShader);
439
440 g_pCurrentContext->fChangedVertexShader = true;
441 g_pCurrentContext->fChangedVertexShaderConstant = true; /* force constant reload. */
442
443 return VINF_SUCCESS;
444}
445
446SHADERDECL(int) ShaderSetPixelShader(void *pShaderContext, void *pShaderObj)
447{
448 IWineD3DDeviceImpl *This;
449 IWineD3DPixelShader* pShader;
450 IWineD3DPixelShader* oldShader;
451
452 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
453 This = g_pCurrentContext->pDeviceContext;
454 pShader = (IWineD3DPixelShader* )pShaderObj;
455 oldShader = This->updateStateBlock->pixelShader;
456
457 if(oldShader == pShader) {
458 /* Checked here to allow proper stateblock recording */
459 Log(("App is setting the old shader over, nothing to do\n"));
460 return VINF_SUCCESS;
461 }
462
463 This->updateStateBlock->pixelShader = pShader;
464 This->updateStateBlock->changed.pixelShader = TRUE;
465
466 Log(("(%p) : setting pShader(%p)\n", This, pShader));
467 if(pShader) IWineD3DPixelShader_AddRef(pShader);
468 if(oldShader) IWineD3DPixelShader_Release(oldShader);
469
470 g_pCurrentContext->fChangedPixelShader = true;
471 g_pCurrentContext->fChangedPixelShaderConstant = true; /* force constant reload. */
472 return VINF_SUCCESS;
473}
474
475SHADERDECL(int) ShaderSetVertexShaderConstantB(void *pShaderContext, uint32_t start, const uint8_t *srcData, uint32_t count)
476{
477 IWineD3DDeviceImpl *This;
478 unsigned int i, cnt = min(count, MAX_CONST_B - start);
479
480 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
481 This = g_pCurrentContext->pDeviceContext;
482
483 Log(("(ShaderSetVertexShaderConstantB %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
484
485 if (!srcData || start >= MAX_CONST_B)
486 {
487 Log(("incorrect vertex shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
488 return VERR_INVALID_PARAMETER;
489 }
490
491 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
492 for (i = 0; i < cnt; i++)
493 Log(("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false"));
494
495 for (i = start; i < cnt + start; ++i) {
496 This->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
497 }
498
499 g_pCurrentContext->fChangedVertexShaderConstant = true;
500
501 return VINF_SUCCESS;
502}
503
504SHADERDECL(int) ShaderSetVertexShaderConstantI(void *pShaderContext, uint32_t start, const int32_t *srcData, uint32_t count)
505{
506 IWineD3DDeviceImpl *This;
507 unsigned int i, cnt = min(count, MAX_CONST_I - start);
508
509 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
510 This = g_pCurrentContext->pDeviceContext;
511
512 Log(("(ShaderSetVertexShaderConstantI %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
513
514 if (!srcData || start >= MAX_CONST_I)
515 {
516 Log(("incorrect vertex shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
517 return VERR_INVALID_PARAMETER;
518 }
519
520 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int32_t) * 4);
521
522 for (i = start; i < cnt + start; ++i) {
523 This->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
524 }
525
526 g_pCurrentContext->fChangedVertexShaderConstant = true;
527
528 return VINF_SUCCESS;
529}
530
531SHADERDECL(int) ShaderSetVertexShaderConstantF(void *pShaderContext, uint32_t start, const float *srcData, uint32_t count)
532{
533 IWineD3DDeviceImpl *This;
534
535 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
536 This = g_pCurrentContext->pDeviceContext;
537
538 Log(("(ShaderSetVertexShaderConstantF %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
539
540 if (srcData == NULL || start + count > This->d3d_vshader_constantF || start > This->d3d_vshader_constantF)
541 {
542 Log(("incorrect vertex shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
543 return VERR_INVALID_PARAMETER;
544 }
545 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
546
547 This->shader_backend->shader_update_float_vertex_constants((IWineD3DDevice *)This, start, count);
548
549 memset(This->updateStateBlock->changed.vertexShaderConstantsF + start, 1,
550 sizeof(*This->updateStateBlock->changed.vertexShaderConstantsF) * count);
551
552 g_pCurrentContext->fChangedVertexShaderConstant = true;
553
554 return VINF_SUCCESS;
555}
556
557SHADERDECL(int) ShaderSetPixelShaderConstantB(void *pShaderContext, uint32_t start, const uint8_t *srcData, uint32_t count)
558{
559 IWineD3DDeviceImpl *This;
560 unsigned int i, cnt = min(count, MAX_CONST_B - start);
561
562 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
563 This = g_pCurrentContext->pDeviceContext;
564
565 Log(("(ShaderSetPixelShaderConstantB %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
566
567 if (!srcData || start >= MAX_CONST_B)
568 {
569 Log(("incorrect pixel shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
570 return VERR_INVALID_PARAMETER;
571 }
572
573 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
574 for (i = 0; i < cnt; i++)
575 Log(("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false"));
576
577 for (i = start; i < cnt + start; ++i) {
578 This->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
579 }
580
581 g_pCurrentContext->fChangedPixelShaderConstant = true;
582
583 return VINF_SUCCESS;
584}
585
586SHADERDECL(int) ShaderSetPixelShaderConstantI(void *pShaderContext, uint32_t start, const int32_t *srcData, uint32_t count)
587{
588 IWineD3DDeviceImpl *This;
589 unsigned int i, cnt = min(count, MAX_CONST_I - start);
590
591 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
592 This = g_pCurrentContext->pDeviceContext;
593
594 Log(("(ShaderSetPixelShaderConstantI %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
595
596 if (!srcData || start >= MAX_CONST_I)
597 {
598 Log(("incorrect pixel shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
599 return VERR_INVALID_PARAMETER;
600 }
601
602 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int32_t) * 4);
603
604 for (i = start; i < cnt + start; ++i) {
605 This->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
606 }
607
608 g_pCurrentContext->fChangedPixelShaderConstant = true;
609
610 return VINF_SUCCESS;
611}
612
613SHADERDECL(int) ShaderSetPixelShaderConstantF(void *pShaderContext, uint32_t start, const float *srcData, uint32_t count)
614{
615 IWineD3DDeviceImpl *This;
616
617 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
618 This = g_pCurrentContext->pDeviceContext;
619
620 Log(("(ShaderSetPixelShaderConstantF %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
621
622 if (srcData == NULL || start + count > This->d3d_pshader_constantF || start > This->d3d_pshader_constantF)
623 {
624 Log(("incorrect pixel shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
625 return VERR_INVALID_PARAMETER;
626 }
627
628 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
629
630 This->shader_backend->shader_update_float_pixel_constants((IWineD3DDevice *)This, start, count);
631
632 memset(This->updateStateBlock->changed.pixelShaderConstantsF + start, 1,
633 sizeof(*This->updateStateBlock->changed.pixelShaderConstantsF) * count);
634
635 g_pCurrentContext->fChangedPixelShaderConstant = true;
636
637 return VINF_SUCCESS;
638}
639
640SHADERDECL(int) ShaderSetPositionTransformed(void *pShaderContext, unsigned cxViewPort, unsigned cyViewPort, bool fPreTransformed)
641{
642 IWineD3DDeviceImpl *This;
643 int rc;
644
645 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
646 This = g_pCurrentContext->pDeviceContext;
647
648 if (This->strided_streams.position_transformed == fPreTransformed)
649 return VINF_SUCCESS; /* no changes; nothing to do. */
650
651 Log(("ShaderSetPositionTransformed viewport (%d,%d) fPreTransformed=%d\n", cxViewPort, cyViewPort, fPreTransformed));
652
653 if (fPreTransformed)
654 { /* In the pre-transformed vertex coordinate case we need to disable all transformations as we're already using screen coordinates. */
655 /* Load the identity matrix for the model view */
656 glMatrixMode(GL_MODELVIEW);
657 glLoadIdentity();
658
659 /* Reset the projection matrix too */
660 rc = ShaderTransformProjection(cxViewPort, cyViewPort, NULL, fPreTransformed);
661 AssertRCReturn(rc, rc);
662 }
663
664 This->strided_streams.position_transformed = fPreTransformed;
665 ((IWineD3DVertexDeclarationImpl *)(This->stateBlock->vertexDecl))->position_transformed = fPreTransformed;
666 return VINF_SUCCESS;
667}
668
669SHADERDECL(int) ShaderUpdateState(void *pShaderContext, uint32_t rtHeight)
670{
671 IWineD3DDeviceImpl *pThis;
672 GLfloat yoffset;
673 GLint viewport[4];
674
675 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
676 pThis = g_pCurrentContext->pDeviceContext;
677
678 glGetIntegerv(GL_VIEWPORT, viewport);
679#ifdef DEBUG
680 AssertReturn(glGetError() == GL_NO_ERROR, VERR_INTERNAL_ERROR);
681#endif
682
683 yoffset = -(63.0f / 64.0f) / viewport[3] /* height */;
684 pThis->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
685 pThis->posFixup[1] = -1.0f; /* y-inversion */
686 pThis->posFixup[2] = (63.0f / 64.0f) / viewport[2] /* width */;
687 pThis->posFixup[3] = pThis->posFixup[1] * yoffset;
688
689 pThis->rtHeight = rtHeight;
690
691 /** @todo missing state:
692 * - fog enable (stateblock->renderState[WINED3DRS_FOGENABLE])
693 * - fog mode (stateblock->renderState[WINED3DRS_FOGTABLEMODE])
694 * - stateblock->vertexDecl->position_transformed
695 */
696
697 if ( g_pCurrentContext->fChangedPixelShader
698 || g_pCurrentContext->fChangedVertexShader)
699 pThis->shader_backend->shader_select(g_pCurrentContext, !!pThis->updateStateBlock->pixelShader, !!pThis->updateStateBlock->vertexShader);
700 g_pCurrentContext->fChangedPixelShader = g_pCurrentContext->fChangedVertexShader = false;
701
702 if ( g_pCurrentContext->fChangedPixelShaderConstant
703 || g_pCurrentContext->fChangedVertexShaderConstant)
704 pThis->shader_backend->shader_load_constants(g_pCurrentContext, !!pThis->updateStateBlock->pixelShader, !!pThis->updateStateBlock->vertexShader);
705 g_pCurrentContext->fChangedPixelShaderConstant = false;
706 g_pCurrentContext->fChangedVertexShaderConstant = false;
707
708 return VINF_SUCCESS;
709}
710
711SHADERDECL(int) ShaderTransformProjection(unsigned cxViewPort, unsigned cyViewPort, float matrix[16], bool fPretransformed)
712{
713#ifdef DEBUG
714 GLenum lastError;
715#endif
716 GLfloat xoffset, yoffset;
717
718 /* Assumes OpenGL context has been activated. */
719 glMatrixMode(GL_PROJECTION);
720 glLoadIdentity();
721
722 /* The rule is that the window coordinate 0 does not correspond to the
723 beginning of the first pixel, but the center of the first pixel.
724 As a consequence if you want to correctly draw one line exactly from
725 the left to the right end of the viewport (with all matrices set to
726 be identity), the x coords of both ends of the line would be not
727 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
728 instead.
729
730 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
731 divide by the Width/Height, so we need the half range(1.0) to translate by
732 half a pixel.
733
734 The other fun is that d3d's output z range after the transformation is [0;1],
735 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
736 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
737 of Z buffer precision and the clear values do not match in the z test. Thus scale
738 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
739 */
740
741 /*
742 * Careful with the order of operations here, we're essentially working backwards:
743 * x = x + 1/w;
744 * y = (y - 1/h) * flip;
745 * z = z * 2 - 1;
746 *
747 * Becomes:
748 * glTranslatef(0.0, 0.0, -1.0);
749 * glScalef(1.0, 1.0, 2.0);
750 *
751 * glScalef(1.0, flip, 1.0);
752 * glTranslatef(1/w, -1/h, 0.0);
753 *
754 * This is equivalent to:
755 * glTranslatef(1/w, -flip/h, -1.0)
756 * glScalef(1.0, flip, 2.0);
757 */
758 /* Translate by slightly less than a half pixel to force a top-left
759 * filling convention. We want the difference to be large enough that
760 * it doesn't get lost due to rounding inside the driver, but small
761 * enough to prevent it from interfering with any anti-aliasing. */
762 xoffset = (63.0f / 64.0f) / cxViewPort;
763 yoffset = -(63.0f / 64.0f) / cyViewPort;
764
765 glTranslatef(xoffset, -yoffset, -1.0f);
766
767 if (fPretransformed)
768 {
769 /* One world coordinate equals one screen pixel; y-inversion no longer an issue */
770 glOrtho(0, cxViewPort, 0, cyViewPort, -1, 1);
771 }
772 else
773 {
774 /* flip y coordinate origin too */
775 glScalef(1.0f, -1.0f, 2.0f);
776
777 /* Apply the supplied projection matrix */
778 glMultMatrixf(matrix);
779 }
780#ifdef DEBUG
781 lastError = glGetError(); \
782 AssertMsgReturn(lastError == GL_NO_ERROR, ("%s (%d): last error 0x%x\n", __FUNCTION__, __LINE__, lastError), VERR_INTERNAL_ERROR);
783#endif
784 return VINF_SUCCESS;
785}
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