1 | /* $Id: shaderapi.c 76553 2019-01-01 01:45:53Z vboxsync $ */
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2 | /** @file
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3 | * shaderlib -- interface to WINE's Direct3D shader functions
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4 | */
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5 |
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6 | /*
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7 | * Copyright (C) 2014-2019 Oracle Corporation
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8 | *
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9 | * This file is part of VirtualBox Open Source Edition (OSE), as
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10 | * available from http://www.virtualbox.org. This file is free software;
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11 | * you can redistribute it and/or modify it under the terms of the GNU
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12 | * General Public License (GPL) as published by the Free Software
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13 | * Foundation, in version 2 as it comes in the "COPYING" file of the
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14 | * VirtualBox OSE distribution. VirtualBox OSE is distributed in the
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15 | * hope that it will be useful, but WITHOUT ANY WARRANTY of any kind.
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16 | */
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17 |
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18 | #include <iprt/errcore.h>
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19 | #include <iprt/mem.h>
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20 | #include <iprt/assert.h>
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21 | #include <iprt/log.h>
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22 | #define WINED3D_EXTERN
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23 | #include "wined3d_private.h"
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24 |
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25 | #include "shaderlib.h"
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26 |
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27 | #ifdef RT_OS_WINDOWS
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28 | # define OGLGETPROCADDRESS wglGetProcAddress
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29 |
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30 | #elif RT_OS_DARWIN
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31 | # include <dlfcn.h>
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32 | # define OGLGETPROCADDRESS(x) MyNSGLGetProcAddress((const char *)x)
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33 | void *MyNSGLGetProcAddress(const char *pszSymbol)
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34 | {
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35 | /* Another copy in DevVGA-SVGA3d-ogl.cpp. */
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36 | static void *s_pvImage = NULL;
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37 | if (s_pvImage == NULL)
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38 | s_pvImage = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY);
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39 | return s_pvImage ? dlsym(s_pvImage, pszSymbol) : NULL;
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40 | }
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41 |
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42 | #else
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43 | extern void (*glXGetProcAddress(const GLubyte *procname))( void );
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44 | # define OGLGETPROCADDRESS(x) glXGetProcAddress((const GLubyte *)x)
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45 |
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46 | #endif
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47 |
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48 | #undef GL_EXT_FUNCS_GEN
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49 | #define GL_EXT_FUNCS_GEN \
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50 | /* GL_ARB_shader_objects */ \
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51 | USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERIVARBPROC, \
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52 | glGetObjectParameterivARB, ARB_SHADER_OBJECTS, NULL) \
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53 | USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERFVARBPROC, \
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54 | glGetObjectParameterfvARB, ARB_SHADER_OBJECTS, NULL) \
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55 | USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMLOCATIONARBPROC, \
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56 | glGetUniformLocationARB, ARB_SHADER_OBJECTS, NULL) \
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57 | USE_GL_FUNC(WINED3D_PFNGLGETACTIVEUNIFORMARBPROC, \
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58 | glGetActiveUniformARB, ARB_SHADER_OBJECTS, NULL) \
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59 | USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IARBPROC, \
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60 | glUniform1iARB, ARB_SHADER_OBJECTS, NULL) \
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61 | USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IARBPROC, \
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62 | glUniform2iARB, ARB_SHADER_OBJECTS, NULL) \
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63 | USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IARBPROC, \
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64 | glUniform3iARB, ARB_SHADER_OBJECTS, NULL) \
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65 | USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IARBPROC, \
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66 | glUniform4iARB, ARB_SHADER_OBJECTS, NULL) \
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67 | USE_GL_FUNC(WINED3D_PFNGLUNIFORM1FARBPROC, \
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68 | glUniform1fARB, ARB_SHADER_OBJECTS, NULL) \
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69 | USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FARBPROC, \
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70 | glUniform2fARB, ARB_SHADER_OBJECTS, NULL) \
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71 | USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FARBPROC, \
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72 | glUniform3fARB, ARB_SHADER_OBJECTS, NULL) \
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73 | USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FARBPROC, \
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74 | glUniform4fARB, ARB_SHADER_OBJECTS, NULL) \
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75 | USE_GL_FUNC(WINED3D_PFNGLUNIFORM1FVARBPROC, \
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76 | glUniform1fvARB, ARB_SHADER_OBJECTS, NULL) \
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77 | USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FVARBPROC, \
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78 | glUniform2fvARB, ARB_SHADER_OBJECTS, NULL) \
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79 | USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FVARBPROC, \
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80 | glUniform3fvARB, ARB_SHADER_OBJECTS, NULL) \
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81 | USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FVARBPROC, \
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82 | glUniform4fvARB, ARB_SHADER_OBJECTS, NULL) \
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83 | USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IVARBPROC, \
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84 | glUniform1ivARB, ARB_SHADER_OBJECTS, NULL) \
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85 | USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IVARBPROC, \
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86 | glUniform2ivARB, ARB_SHADER_OBJECTS, NULL) \
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87 | USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IVARBPROC, \
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88 | glUniform3ivARB, ARB_SHADER_OBJECTS, NULL) \
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89 | USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IVARBPROC, \
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90 | glUniform4ivARB, ARB_SHADER_OBJECTS, NULL) \
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91 | USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX2FVARBPROC, \
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92 | glUniformMatrix2fvARB, ARB_SHADER_OBJECTS, NULL) \
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93 | USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX3FVARBPROC, \
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94 | glUniformMatrix3fvARB, ARB_SHADER_OBJECTS, NULL) \
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95 | USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX4FVARBPROC, \
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96 | glUniformMatrix4fvARB, ARB_SHADER_OBJECTS, NULL) \
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97 | USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMFVARBPROC, \
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98 | glGetUniformfvARB, ARB_SHADER_OBJECTS, NULL) \
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99 | USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMIVARBPROC, \
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100 | glGetUniformivARB, ARB_SHADER_OBJECTS, NULL) \
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101 | USE_GL_FUNC(WINED3D_PFNGLGETINFOLOGARBPROC, \
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102 | glGetInfoLogARB, ARB_SHADER_OBJECTS, NULL) \
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103 | USE_GL_FUNC(WINED3D_PFNGLUSEPROGRAMOBJECTARBPROC, \
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104 | glUseProgramObjectARB, ARB_SHADER_OBJECTS, NULL) \
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105 | USE_GL_FUNC(WINED3D_PFNGLCREATESHADEROBJECTARBPROC, \
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106 | glCreateShaderObjectARB, ARB_SHADER_OBJECTS, NULL) \
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107 | USE_GL_FUNC(WINED3D_PFNGLSHADERSOURCEARBPROC, \
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108 | glShaderSourceARB, ARB_SHADER_OBJECTS, NULL) \
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109 | USE_GL_FUNC(WINED3D_PFNGLCOMPILESHADERARBPROC, \
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110 | glCompileShaderARB, ARB_SHADER_OBJECTS, NULL) \
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111 | USE_GL_FUNC(WINED3D_PFNGLCREATEPROGRAMOBJECTARBPROC, \
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112 | glCreateProgramObjectARB, ARB_SHADER_OBJECTS, NULL) \
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113 | USE_GL_FUNC(WINED3D_PFNGLATTACHOBJECTARBPROC, \
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114 | glAttachObjectARB, ARB_SHADER_OBJECTS, NULL) \
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115 | USE_GL_FUNC(WINED3D_PFNGLLINKPROGRAMARBPROC, \
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116 | glLinkProgramARB, ARB_SHADER_OBJECTS, NULL) \
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117 | USE_GL_FUNC(WINED3D_PFNGLDETACHOBJECTARBPROC, \
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118 | glDetachObjectARB, ARB_SHADER_OBJECTS, NULL) \
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119 | USE_GL_FUNC(WINED3D_PFNGLDELETEOBJECTARBPROC, \
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120 | glDeleteObjectARB, ARB_SHADER_OBJECTS, NULL) \
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121 | USE_GL_FUNC(WINED3D_PFNGLVALIDATEPROGRAMARBPROC, \
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122 | glValidateProgramARB, ARB_SHADER_OBJECTS, NULL) \
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123 | USE_GL_FUNC(WINED3D_PFNGLGETATTACHEDOBJECTSARBPROC, \
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124 | glGetAttachedObjectsARB, ARB_SHADER_OBJECTS, NULL) \
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125 | USE_GL_FUNC(WINED3D_PFNGLGETHANDLEARBPROC, \
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126 | glGetHandleARB, ARB_SHADER_OBJECTS, NULL) \
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127 | USE_GL_FUNC(WINED3D_PFNGLGETSHADERSOURCEARBPROC, \
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128 | glGetShaderSourceARB, ARB_SHADER_OBJECTS, NULL) \
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129 | USE_GL_FUNC(WINED3D_PFNGLBINDATTRIBLOCATIONARBPROC, \
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130 | glBindAttribLocationARB, ARB_SHADER_OBJECTS, NULL) \
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131 | USE_GL_FUNC(WINED3D_PFNGLGETATTRIBLOCATIONARBPROC, \
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132 | glGetAttribLocationARB, ARB_SHADER_OBJECTS, NULL) \
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133 |
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134 | static struct wined3d_context *g_pCurrentContext = NULL;
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135 | static struct wined3d_adapter g_adapter = {0};
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136 | static bool g_fInitializedLibrary = false;
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137 |
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138 | #define SHADER_SET_CURRENT_CONTEXT(ctx) \
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139 | g_pCurrentContext = (struct wined3d_context *)ctx;
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140 |
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141 | SHADERDECL(int) ShaderInitLib(PVBOXVMSVGASHADERIF pVBoxShaderIf)
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142 | {
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143 | struct wined3d_gl_info *gl_info = &g_adapter.gl_info;
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144 |
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145 | /* Dynamically load all GL core functions. */
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146 | #ifdef RT_OS_WINDOWS
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147 | HANDLE hOpenGl32 = GetModuleHandle("opengl32.dll");
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148 | # define USE_GL_FUNC(pfn) *(FARPROC *)(&pfn) = GetProcAddress(hOpenGl32, #pfn);
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149 | #else
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150 | # define USE_GL_FUNC(pfn) pfn = (void *)OGLGETPROCADDRESS(#pfn);
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151 | #endif
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152 | GL_FUNCS_GEN;
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153 | #undef USE_GL_FUNC
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154 |
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155 | /* Dynamically load all GL extension functions. */
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156 | #define USE_GL_FUNC(type, pfn, ext, replace) \
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157 | { \
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158 | gl_info->pfn = (type)OGLGETPROCADDRESS(#pfn); \
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159 | }
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160 | GL_EXT_FUNCS_GEN;
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161 |
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162 | /* Fill in GL capabilities. */
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163 | IWineD3DImpl_FillGLCaps(&g_adapter, pVBoxShaderIf);
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164 |
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165 | LogRel(("shaderlib: GL Limits:\n"));
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166 | LogRel(("shaderlib: buffers=%-2u lights=%-2u textures=%-2u texture_stages=%u\n",
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167 | gl_info->limits.buffers, gl_info->limits.lights, gl_info->limits.textures, gl_info->limits.texture_stages));
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168 | LogRel(("shaderlib: fragment_samplers=%-2u vertex_samplers=%-2u combined_samplers=%-3u general_combiners=%u\n",
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169 | gl_info->limits.fragment_samplers, gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers, gl_info->limits.general_combiners));
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170 | LogRel(("shaderlib: sampler_stages=%-2u clipplanes=%-2u texture_size=%-5u texture3d_size=%u\n",
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171 | gl_info->limits.sampler_stages, gl_info->limits.clipplanes, gl_info->limits.texture_size, gl_info->limits.texture3d_size));
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172 | LogRel(("shaderlib: pointsize_max=%d.%d pointsize_min=%d.%d point_sprite_units=%-2u blends=%u\n",
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173 | (int)gl_info->limits.pointsize_max, (int)(gl_info->limits.pointsize_max * 10) % 10,
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174 | (int)gl_info->limits.pointsize_min, (int)(gl_info->limits.pointsize_min * 10) % 10,
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175 | gl_info->limits.point_sprite_units, gl_info->limits.blends));
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176 | LogRel(("shaderlib: anisotropy=%-2u shininess=%d.%02d\n",
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177 | gl_info->limits.anisotropy, (int)gl_info->limits.shininess, (int)(gl_info->limits.shininess * 100) % 100));
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178 | LogRel(("shaderlib: glsl_varyings=%-3u glsl_vs_float_constants=%-4u glsl_ps_float_constants=%u\n",
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179 | gl_info->limits.glsl_varyings, gl_info->limits.glsl_vs_float_constants, gl_info->limits.glsl_ps_float_constants));
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180 | LogRel(("shaderlib: arb_vs_instructions=%-4u arb_vs_native_constants=%-4u qarb_vs_float_constants=%u\n",
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181 | gl_info->limits.arb_vs_instructions, gl_info->limits.arb_vs_native_constants, gl_info->limits.arb_vs_float_constants));
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182 | LogRel(("shaderlib: arb_vs_temps=%-2u arb_ps_float_constants=%-4u arb_ps_local_constants=%u\n",
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183 | gl_info->limits.arb_vs_temps, gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_local_constants));
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184 | LogRel(("shaderlib: arb_ps_instructions=%-4u arb_ps_temps=%-2u arb_ps_native_constants=%u\n",
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185 | gl_info->limits.arb_ps_instructions, gl_info->limits.arb_ps_temps, gl_info->limits.arb_ps_native_constants));
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186 |
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187 | g_fInitializedLibrary = true;
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188 | return VINF_SUCCESS;
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189 | }
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190 |
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191 | SHADERDECL(int) ShaderDestroyLib(void)
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192 | {
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193 | return VINF_SUCCESS;
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194 | }
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195 |
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196 | struct IWineD3DDeviceImpl *context_get_device(const struct wined3d_context *context)
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197 | {
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198 | return context->pDeviceContext;
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199 | }
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200 |
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201 | struct wined3d_context *context_get_current(void)
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202 | {
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203 | return g_pCurrentContext;
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204 | }
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205 |
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206 | struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage)
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207 | {
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208 | RT_NOREF(This, target, usage);
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209 | return g_pCurrentContext;
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210 | }
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211 |
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212 | SHADERDECL(int) ShaderContextCreate(void **ppShaderContext)
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213 | {
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214 | struct wined3d_context *pContext;
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215 | HRESULT hr;
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216 |
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217 | pContext = (struct wined3d_context *)RTMemAllocZ(sizeof(struct wined3d_context));
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218 | AssertReturn(pContext, VERR_NO_MEMORY);
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219 | pContext->pDeviceContext = (IWineD3DDeviceImpl *)RTMemAllocZ(sizeof(IWineD3DDeviceImpl));
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220 | AssertReturn(pContext->pDeviceContext, VERR_NO_MEMORY);
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221 |
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222 | pContext->gl_info = &g_adapter.gl_info;
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223 |
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224 | pContext->pDeviceContext->adapter = &g_adapter;
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225 | pContext->pDeviceContext->shader_backend = &glsl_shader_backend;
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226 | pContext->pDeviceContext->ps_selected_mode = SHADER_GLSL;
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227 | pContext->pDeviceContext->vs_selected_mode = SHADER_GLSL;
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228 | pContext->render_offscreen = false;
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229 |
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230 | list_init(&pContext->pDeviceContext->shaders);
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231 |
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232 | if (g_fInitializedLibrary)
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233 | {
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234 | struct shader_caps shader_caps;
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235 | uint32_t state;
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236 |
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237 | /* Initialize the shader backend. */
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238 | hr = pContext->pDeviceContext->shader_backend->shader_alloc_private((IWineD3DDevice *)pContext->pDeviceContext);
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239 | AssertReturn(hr == S_OK, VERR_INTERNAL_ERROR);
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240 |
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241 | memset(&shader_caps, 0, sizeof(shader_caps));
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242 | pContext->pDeviceContext->shader_backend->shader_get_caps(&g_adapter.gl_info, &shader_caps);
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243 | pContext->pDeviceContext->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
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244 | pContext->pDeviceContext->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
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245 | pContext->pDeviceContext->vs_clipping = shader_caps.VSClipping;
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246 |
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247 | pContext->pDeviceContext->stateBlock = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*pContext->pDeviceContext->stateBlock));
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248 | AssertReturn(pContext->pDeviceContext->stateBlock, VERR_NO_MEMORY);
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249 | hr = stateblock_init(pContext->pDeviceContext->stateBlock, pContext->pDeviceContext, 0);
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250 | AssertReturn(hr == S_OK, VERR_INTERNAL_ERROR);
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251 | pContext->pDeviceContext->updateStateBlock = pContext->pDeviceContext->stateBlock;
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252 |
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253 | pContext->pDeviceContext->stateBlock->vertexDecl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DVertexDeclarationImpl));
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254 | AssertReturn(pContext->pDeviceContext->stateBlock->vertexDecl, VERR_NO_MEMORY);
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255 |
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256 | /* Initialize the texture unit mapping to a 1:1 mapping */
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257 | for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
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258 | {
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259 | if (state < pContext->gl_info->limits.fragment_samplers)
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260 | {
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261 | pContext->pDeviceContext->texUnitMap[state] = state;
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262 | pContext->pDeviceContext->rev_tex_unit_map[state] = state;
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263 | } else {
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264 | pContext->pDeviceContext->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
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265 | pContext->pDeviceContext->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
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266 | }
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267 | }
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268 | }
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269 |
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270 | *ppShaderContext = (void *)pContext;
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271 | return VINF_SUCCESS;
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272 | }
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273 |
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274 | SHADERDECL(int) ShaderContextDestroy(void *pShaderContext)
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275 | {
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276 | struct wined3d_context *pContext = (struct wined3d_context *)pShaderContext;
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277 |
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278 | if (pContext->pDeviceContext)
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279 | {
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280 | IWineD3DStateBlockImpl *This = pContext->pDeviceContext->stateBlock;
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281 |
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282 | /* Fails during init only. */
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283 | if (pContext->pDeviceContext->shader_priv)
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284 | pContext->pDeviceContext->shader_backend->shader_free_private((IWineD3DDevice *)pContext->pDeviceContext);
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285 |
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286 | if (This)
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287 | {
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288 | if (This->vertexShaderConstantF)
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289 | HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
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290 | if (This->changed.vertexShaderConstantsF)
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291 | HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
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292 | if (This->pixelShaderConstantF)
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293 | HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
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294 | if (This->changed.pixelShaderConstantsF)
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295 | HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
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296 | if (This->contained_vs_consts_f)
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297 | HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
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298 | if (This->contained_ps_consts_f)
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299 | HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
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300 | if (This->vertexDecl)
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301 | HeapFree(GetProcessHeap(), 0, This->vertexDecl);
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302 | HeapFree(GetProcessHeap(), 0, This);
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303 | }
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304 |
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305 | RTMemFree(pContext->pDeviceContext);
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306 | }
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307 | RTMemFree(pShaderContext);
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308 | return VINF_SUCCESS;
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309 | }
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310 |
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311 | SHADERDECL(int) ShaderCreateVertexShader(void *pShaderContext, const uint32_t *pShaderData, void **pShaderObj)
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312 | {
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313 | IWineD3DDeviceImpl *This;
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314 | IWineD3DVertexShaderImpl *object;
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315 | HRESULT hr;
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316 |
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317 | SHADER_SET_CURRENT_CONTEXT(pShaderContext);
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318 | This = g_pCurrentContext->pDeviceContext;
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319 |
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320 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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321 | if (!object)
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322 | {
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323 | Log(("Failed to allocate shader memory.\n"));
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324 | return VERR_NO_MEMORY;
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325 | }
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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 |
|
---|
353 | SHADERDECL(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 |
|
---|
394 | SHADERDECL(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 |
|
---|
405 | SHADERDECL(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 |
|
---|
416 | SHADERDECL(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 |
|
---|
446 | SHADERDECL(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 |
|
---|
475 | SHADERDECL(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 |
|
---|
504 | SHADERDECL(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 |
|
---|
531 | SHADERDECL(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 |
|
---|
557 | SHADERDECL(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 |
|
---|
586 | SHADERDECL(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 |
|
---|
613 | SHADERDECL(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 |
|
---|
640 | SHADERDECL(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 |
|
---|
669 | SHADERDECL(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 |
|
---|
711 | SHADERDECL(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 | }
|
---|