VirtualBox

source: vbox/trunk/src/VBox/Devices/Graphics/shaderlib/shaderapi.c@ 81981

Last change on this file since 81981 was 81981, checked in by vboxsync, 5 years ago

Devices/Graphics/shaderlib: the VMSVGA device always renders offscreen, so use the appropriate code path

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File size: 33.2 KB
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1/* $Id: shaderapi.c 81981 2019-11-19 10:10:16Z 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#ifndef VBOX_WITH_VMSVGA
229 pContext->render_offscreen = false;
230#else
231 /* VMSVGA always renders offscreen. */
232 pContext->render_offscreen = true;
233#endif
234
235 list_init(&pContext->pDeviceContext->shaders);
236
237 if (g_fInitializedLibrary)
238 {
239 struct shader_caps shader_caps;
240 uint32_t state;
241
242 /* Initialize the shader backend. */
243 hr = pContext->pDeviceContext->shader_backend->shader_alloc_private((IWineD3DDevice *)pContext->pDeviceContext);
244 AssertReturn(hr == S_OK, VERR_INTERNAL_ERROR);
245
246 memset(&shader_caps, 0, sizeof(shader_caps));
247 pContext->pDeviceContext->shader_backend->shader_get_caps(&g_adapter.gl_info, &shader_caps);
248 pContext->pDeviceContext->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
249 pContext->pDeviceContext->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
250 pContext->pDeviceContext->vs_clipping = shader_caps.VSClipping;
251
252 pContext->pDeviceContext->stateBlock = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*pContext->pDeviceContext->stateBlock));
253 AssertReturn(pContext->pDeviceContext->stateBlock, VERR_NO_MEMORY);
254 hr = stateblock_init(pContext->pDeviceContext->stateBlock, pContext->pDeviceContext, 0);
255 AssertReturn(hr == S_OK, VERR_INTERNAL_ERROR);
256 pContext->pDeviceContext->updateStateBlock = pContext->pDeviceContext->stateBlock;
257
258 pContext->pDeviceContext->stateBlock->vertexDecl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DVertexDeclarationImpl));
259 AssertReturn(pContext->pDeviceContext->stateBlock->vertexDecl, VERR_NO_MEMORY);
260
261 /* Initialize the texture unit mapping to a 1:1 mapping */
262 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
263 {
264 if (state < pContext->gl_info->limits.fragment_samplers)
265 {
266 pContext->pDeviceContext->texUnitMap[state] = state;
267 pContext->pDeviceContext->rev_tex_unit_map[state] = state;
268 } else {
269 pContext->pDeviceContext->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
270 pContext->pDeviceContext->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
271 }
272 }
273 }
274
275 *ppShaderContext = (void *)pContext;
276 return VINF_SUCCESS;
277}
278
279SHADERDECL(int) ShaderContextDestroy(void *pShaderContext)
280{
281 struct wined3d_context *pContext = (struct wined3d_context *)pShaderContext;
282
283 if (pContext->pDeviceContext)
284 {
285 IWineD3DStateBlockImpl *This = pContext->pDeviceContext->stateBlock;
286
287 /* Fails during init only. */
288 if (pContext->pDeviceContext->shader_priv)
289 pContext->pDeviceContext->shader_backend->shader_free_private((IWineD3DDevice *)pContext->pDeviceContext);
290
291 if (This)
292 {
293 if (This->vertexShaderConstantF)
294 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
295 if (This->changed.vertexShaderConstantsF)
296 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
297 if (This->pixelShaderConstantF)
298 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
299 if (This->changed.pixelShaderConstantsF)
300 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
301 if (This->contained_vs_consts_f)
302 HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
303 if (This->contained_ps_consts_f)
304 HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
305 if (This->vertexDecl)
306 HeapFree(GetProcessHeap(), 0, This->vertexDecl);
307 HeapFree(GetProcessHeap(), 0, This);
308 }
309
310 RTMemFree(pContext->pDeviceContext);
311 }
312 RTMemFree(pShaderContext);
313 return VINF_SUCCESS;
314}
315
316SHADERDECL(int) ShaderCreateVertexShader(void *pShaderContext, const uint32_t *pShaderData, void **pShaderObj)
317{
318 IWineD3DDeviceImpl *This;
319 IWineD3DVertexShaderImpl *object;
320 HRESULT hr;
321
322 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
323 This = g_pCurrentContext->pDeviceContext;
324
325 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
326 if (!object)
327 {
328 Log(("Failed to allocate shader memory.\n"));
329 return VERR_NO_MEMORY;
330 }
331
332 hr = vertexshader_init(object, This, (DWORD const *)pShaderData, NULL, NULL, NULL);
333 if (FAILED(hr))
334 {
335 Log(("Failed to initialize vertex shader, hr %#x.\n", hr));
336 HeapFree(GetProcessHeap(), 0, object);
337 return VERR_INTERNAL_ERROR;
338 }
339
340 /* Tweak the float constants limit to use a greater number of constants.
341 * Keep some space for the internal usage.
342 * The shader creation code artificially sets the limit according to D3D shader version.
343 * But the guest may use more constants and we are not required to strictly follow D3D specs.
344 */
345 object->baseShader.limits.constant_float = RT_MAX(g_adapter.gl_info.limits.glsl_vs_float_constants / 2,
346 object->baseShader.limits.constant_float);
347
348#ifdef VBOX_WINE_WITH_SHADER_CACHE
349 object = vertexshader_check_cached(This, object);
350#endif
351
352 Log(("Created vertex shader %p.\n", object));
353 *pShaderObj = (void *)object;
354
355 return VINF_SUCCESS;
356}
357
358SHADERDECL(int) ShaderCreatePixelShader(void *pShaderContext, const uint32_t *pShaderData, void **pShaderObj)
359{
360 IWineD3DDeviceImpl *This;
361 IWineD3DPixelShaderImpl *object;
362 HRESULT hr;
363
364 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
365 This = g_pCurrentContext->pDeviceContext;
366
367 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
368 if (!object)
369 {
370 Log(("Failed to allocate shader memory.\n"));
371 return VERR_NO_MEMORY;
372 }
373
374 hr = pixelshader_init(object, This, (DWORD const *)pShaderData, NULL, NULL, NULL);
375 if (FAILED(hr))
376 {
377 Log(("Failed to initialize pixel shader, hr %#x.\n", hr));
378 HeapFree(GetProcessHeap(), 0, object);
379 return VERR_INTERNAL_ERROR;
380 }
381
382 /* Tweak the float constants limit to use a greater number of constants.
383 * Keep some space for the internal usage.
384 * The shader creation code artificially sets the limit according to D3D shader version.
385 * But the guest may use more constants and we are not required to strictly follow D3D specs.
386 */
387 object->baseShader.limits.constant_float = RT_MAX(g_adapter.gl_info.limits.glsl_ps_float_constants / 2,
388 object->baseShader.limits.constant_float);
389
390#ifdef VBOX_WINE_WITH_SHADER_CACHE
391 object = pixelshader_check_cached(This, object);
392#endif
393
394 Log(("Created pixel shader %p.\n", object));
395 *pShaderObj = (void *)object;
396 return VINF_SUCCESS;
397}
398
399SHADERDECL(int) ShaderDestroyVertexShader(void *pShaderContext, void *pShaderObj)
400{
401 IWineD3DVertexShaderImpl *object = (IWineD3DVertexShaderImpl *)pShaderObj;
402 AssertReturn(pShaderObj, VERR_INVALID_PARAMETER);
403
404 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
405
406 object->lpVtbl->Release((IWineD3DVertexShader *)object);
407 return VINF_SUCCESS;
408}
409
410SHADERDECL(int) ShaderDestroyPixelShader(void *pShaderContext, void *pShaderObj)
411{
412 IWineD3DPixelShaderImpl *object = (IWineD3DPixelShaderImpl *)pShaderObj;
413 AssertReturn(pShaderObj, VERR_INVALID_PARAMETER);
414
415 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
416
417 object->lpVtbl->Release((IWineD3DPixelShader *)object);
418 return VINF_SUCCESS;
419}
420
421SHADERDECL(int) ShaderSetVertexShader(void *pShaderContext, void *pShaderObj)
422{
423 IWineD3DDeviceImpl *This;
424 IWineD3DVertexShader* pShader;
425 IWineD3DVertexShader* oldShader;
426
427 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
428 This = g_pCurrentContext->pDeviceContext;
429 pShader = (IWineD3DVertexShader* )pShaderObj;
430 oldShader = This->updateStateBlock->vertexShader;
431
432 if(oldShader == pShader) {
433 /* Checked here to allow proper stateblock recording */
434 Log(("App is setting the old shader over, nothing to do\n"));
435 return VINF_SUCCESS;
436 }
437
438 This->updateStateBlock->vertexShader = pShader;
439 This->updateStateBlock->changed.vertexShader = TRUE;
440
441 Log(("(%p) : setting pShader(%p)\n", This, pShader));
442 if(pShader) IWineD3DVertexShader_AddRef(pShader);
443 if(oldShader) IWineD3DVertexShader_Release(oldShader);
444
445 g_pCurrentContext->fChangedVertexShader = true;
446 g_pCurrentContext->fChangedVertexShaderConstant = true; /* force constant reload. */
447
448 return VINF_SUCCESS;
449}
450
451SHADERDECL(int) ShaderSetPixelShader(void *pShaderContext, void *pShaderObj)
452{
453 IWineD3DDeviceImpl *This;
454 IWineD3DPixelShader* pShader;
455 IWineD3DPixelShader* oldShader;
456
457 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
458 This = g_pCurrentContext->pDeviceContext;
459 pShader = (IWineD3DPixelShader* )pShaderObj;
460 oldShader = This->updateStateBlock->pixelShader;
461
462 if(oldShader == pShader) {
463 /* Checked here to allow proper stateblock recording */
464 Log(("App is setting the old shader over, nothing to do\n"));
465 return VINF_SUCCESS;
466 }
467
468 This->updateStateBlock->pixelShader = pShader;
469 This->updateStateBlock->changed.pixelShader = TRUE;
470
471 Log(("(%p) : setting pShader(%p)\n", This, pShader));
472 if(pShader) IWineD3DPixelShader_AddRef(pShader);
473 if(oldShader) IWineD3DPixelShader_Release(oldShader);
474
475 g_pCurrentContext->fChangedPixelShader = true;
476 g_pCurrentContext->fChangedPixelShaderConstant = true; /* force constant reload. */
477 return VINF_SUCCESS;
478}
479
480SHADERDECL(int) ShaderSetVertexShaderConstantB(void *pShaderContext, uint32_t start, const uint8_t *srcData, uint32_t count)
481{
482 IWineD3DDeviceImpl *This;
483 unsigned int i, cnt = min(count, MAX_CONST_B - start);
484
485 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
486 This = g_pCurrentContext->pDeviceContext;
487
488 Log(("(ShaderSetVertexShaderConstantB %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
489
490 if (!srcData || start >= MAX_CONST_B)
491 {
492 Log(("incorrect vertex shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
493 return VERR_INVALID_PARAMETER;
494 }
495
496 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
497 for (i = 0; i < cnt; i++)
498 Log(("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false"));
499
500 for (i = start; i < cnt + start; ++i) {
501 This->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
502 }
503
504 g_pCurrentContext->fChangedVertexShaderConstant = true;
505
506 return VINF_SUCCESS;
507}
508
509SHADERDECL(int) ShaderSetVertexShaderConstantI(void *pShaderContext, uint32_t start, const int32_t *srcData, uint32_t count)
510{
511 IWineD3DDeviceImpl *This;
512 unsigned int i, cnt = min(count, MAX_CONST_I - start);
513
514 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
515 This = g_pCurrentContext->pDeviceContext;
516
517 Log(("(ShaderSetVertexShaderConstantI %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
518
519 if (!srcData || start >= MAX_CONST_I)
520 {
521 Log(("incorrect vertex shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
522 return VERR_INVALID_PARAMETER;
523 }
524
525 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int32_t) * 4);
526
527 for (i = start; i < cnt + start; ++i) {
528 This->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
529 }
530
531 g_pCurrentContext->fChangedVertexShaderConstant = true;
532
533 return VINF_SUCCESS;
534}
535
536SHADERDECL(int) ShaderSetVertexShaderConstantF(void *pShaderContext, uint32_t start, const float *srcData, uint32_t count)
537{
538 IWineD3DDeviceImpl *This;
539
540 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
541 This = g_pCurrentContext->pDeviceContext;
542
543 Log(("(ShaderSetVertexShaderConstantF %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
544
545 if (srcData == NULL || start + count > This->d3d_vshader_constantF || start > This->d3d_vshader_constantF)
546 {
547 Log(("incorrect vertex shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
548 return VERR_INVALID_PARAMETER;
549 }
550 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
551
552 This->shader_backend->shader_update_float_vertex_constants((IWineD3DDevice *)This, start, count);
553
554 memset(This->updateStateBlock->changed.vertexShaderConstantsF + start, 1,
555 sizeof(*This->updateStateBlock->changed.vertexShaderConstantsF) * count);
556
557 g_pCurrentContext->fChangedVertexShaderConstant = true;
558
559 return VINF_SUCCESS;
560}
561
562SHADERDECL(int) ShaderSetPixelShaderConstantB(void *pShaderContext, uint32_t start, const uint8_t *srcData, uint32_t count)
563{
564 IWineD3DDeviceImpl *This;
565 unsigned int i, cnt = min(count, MAX_CONST_B - start);
566
567 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
568 This = g_pCurrentContext->pDeviceContext;
569
570 Log(("(ShaderSetPixelShaderConstantB %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
571
572 if (!srcData || start >= MAX_CONST_B)
573 {
574 Log(("incorrect pixel shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
575 return VERR_INVALID_PARAMETER;
576 }
577
578 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
579 for (i = 0; i < cnt; i++)
580 Log(("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false"));
581
582 for (i = start; i < cnt + start; ++i) {
583 This->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
584 }
585
586 g_pCurrentContext->fChangedPixelShaderConstant = true;
587
588 return VINF_SUCCESS;
589}
590
591SHADERDECL(int) ShaderSetPixelShaderConstantI(void *pShaderContext, uint32_t start, const int32_t *srcData, uint32_t count)
592{
593 IWineD3DDeviceImpl *This;
594 unsigned int i, cnt = min(count, MAX_CONST_I - start);
595
596 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
597 This = g_pCurrentContext->pDeviceContext;
598
599 Log(("(ShaderSetPixelShaderConstantI %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
600
601 if (!srcData || start >= MAX_CONST_I)
602 {
603 Log(("incorrect pixel shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
604 return VERR_INVALID_PARAMETER;
605 }
606
607 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int32_t) * 4);
608
609 for (i = start; i < cnt + start; ++i) {
610 This->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
611 }
612
613 g_pCurrentContext->fChangedPixelShaderConstant = true;
614
615 return VINF_SUCCESS;
616}
617
618SHADERDECL(int) ShaderSetPixelShaderConstantF(void *pShaderContext, uint32_t start, const float *srcData, uint32_t count)
619{
620 IWineD3DDeviceImpl *This;
621
622 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
623 This = g_pCurrentContext->pDeviceContext;
624
625 Log(("(ShaderSetPixelShaderConstantF %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
626
627 if (srcData == NULL || start + count > This->d3d_pshader_constantF || start > This->d3d_pshader_constantF)
628 {
629 Log(("incorrect pixel shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
630 return VERR_INVALID_PARAMETER;
631 }
632
633 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
634
635 This->shader_backend->shader_update_float_pixel_constants((IWineD3DDevice *)This, start, count);
636
637 memset(This->updateStateBlock->changed.pixelShaderConstantsF + start, 1,
638 sizeof(*This->updateStateBlock->changed.pixelShaderConstantsF) * count);
639
640 g_pCurrentContext->fChangedPixelShaderConstant = true;
641
642 return VINF_SUCCESS;
643}
644
645SHADERDECL(int) ShaderSetPositionTransformed(void *pShaderContext, unsigned cxViewPort, unsigned cyViewPort, bool fPreTransformed)
646{
647 IWineD3DDeviceImpl *This;
648 int rc;
649
650 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
651 This = g_pCurrentContext->pDeviceContext;
652
653 if (This->strided_streams.position_transformed == fPreTransformed)
654 return VINF_SUCCESS; /* no changes; nothing to do. */
655
656 Log(("ShaderSetPositionTransformed viewport (%d,%d) fPreTransformed=%d\n", cxViewPort, cyViewPort, fPreTransformed));
657
658 if (fPreTransformed)
659 { /* In the pre-transformed vertex coordinate case we need to disable all transformations as we're already using screen coordinates. */
660 /* Load the identity matrix for the model view */
661 glMatrixMode(GL_MODELVIEW);
662 glLoadIdentity();
663
664 /* Reset the projection matrix too */
665 rc = ShaderTransformProjection(cxViewPort, cyViewPort, NULL, fPreTransformed);
666 AssertRCReturn(rc, rc);
667 }
668
669 This->strided_streams.position_transformed = fPreTransformed;
670 ((IWineD3DVertexDeclarationImpl *)(This->stateBlock->vertexDecl))->position_transformed = fPreTransformed;
671 return VINF_SUCCESS;
672}
673
674SHADERDECL(int) ShaderUpdateState(void *pShaderContext, uint32_t rtHeight)
675{
676 IWineD3DDeviceImpl *pThis;
677 GLfloat yoffset;
678 GLint viewport[4];
679
680 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
681 pThis = g_pCurrentContext->pDeviceContext;
682
683 glGetIntegerv(GL_VIEWPORT, viewport);
684#ifdef DEBUG
685 AssertReturn(glGetError() == GL_NO_ERROR, VERR_INTERNAL_ERROR);
686#endif
687
688 yoffset = -(63.0f / 64.0f) / viewport[3] /* height */;
689 pThis->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
690 pThis->posFixup[1] = -1.0f; /* y-inversion */
691 pThis->posFixup[2] = (63.0f / 64.0f) / viewport[2] /* width */;
692 pThis->posFixup[3] = pThis->posFixup[1] * yoffset;
693
694 pThis->rtHeight = rtHeight;
695
696 /** @todo missing state:
697 * - fog enable (stateblock->renderState[WINED3DRS_FOGENABLE])
698 * - fog mode (stateblock->renderState[WINED3DRS_FOGTABLEMODE])
699 * - stateblock->vertexDecl->position_transformed
700 */
701
702 if ( g_pCurrentContext->fChangedPixelShader
703 || g_pCurrentContext->fChangedVertexShader)
704 pThis->shader_backend->shader_select(g_pCurrentContext, !!pThis->updateStateBlock->pixelShader, !!pThis->updateStateBlock->vertexShader);
705 g_pCurrentContext->fChangedPixelShader = g_pCurrentContext->fChangedVertexShader = false;
706
707 if ( g_pCurrentContext->fChangedPixelShaderConstant
708 || g_pCurrentContext->fChangedVertexShaderConstant)
709 pThis->shader_backend->shader_load_constants(g_pCurrentContext, !!pThis->updateStateBlock->pixelShader, !!pThis->updateStateBlock->vertexShader);
710 g_pCurrentContext->fChangedPixelShaderConstant = false;
711 g_pCurrentContext->fChangedVertexShaderConstant = false;
712
713 return VINF_SUCCESS;
714}
715
716SHADERDECL(int) ShaderTransformProjection(unsigned cxViewPort, unsigned cyViewPort, float matrix[16], bool fPretransformed)
717{
718#ifdef DEBUG
719 GLenum lastError;
720#endif
721 GLfloat xoffset, yoffset;
722
723 /* Assumes OpenGL context has been activated. */
724 glMatrixMode(GL_PROJECTION);
725 glLoadIdentity();
726
727 /* The rule is that the window coordinate 0 does not correspond to the
728 beginning of the first pixel, but the center of the first pixel.
729 As a consequence if you want to correctly draw one line exactly from
730 the left to the right end of the viewport (with all matrices set to
731 be identity), the x coords of both ends of the line would be not
732 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
733 instead.
734
735 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
736 divide by the Width/Height, so we need the half range(1.0) to translate by
737 half a pixel.
738
739 The other fun is that d3d's output z range after the transformation is [0;1],
740 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
741 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
742 of Z buffer precision and the clear values do not match in the z test. Thus scale
743 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
744 */
745
746 /*
747 * Careful with the order of operations here, we're essentially working backwards:
748 * x = x + 1/w;
749 * y = (y - 1/h) * flip;
750 * z = z * 2 - 1;
751 *
752 * Becomes:
753 * glTranslatef(0.0, 0.0, -1.0);
754 * glScalef(1.0, 1.0, 2.0);
755 *
756 * glScalef(1.0, flip, 1.0);
757 * glTranslatef(1/w, -1/h, 0.0);
758 *
759 * This is equivalent to:
760 * glTranslatef(1/w, -flip/h, -1.0)
761 * glScalef(1.0, flip, 2.0);
762 */
763 /* Translate by slightly less than a half pixel to force a top-left
764 * filling convention. We want the difference to be large enough that
765 * it doesn't get lost due to rounding inside the driver, but small
766 * enough to prevent it from interfering with any anti-aliasing. */
767 xoffset = (63.0f / 64.0f) / cxViewPort;
768 yoffset = -(63.0f / 64.0f) / cyViewPort;
769
770 glTranslatef(xoffset, -yoffset, -1.0f);
771
772 if (fPretransformed)
773 {
774 /* One world coordinate equals one screen pixel; y-inversion no longer an issue */
775 glOrtho(0, cxViewPort, 0, cyViewPort, -1, 1);
776 }
777 else
778 {
779 /* flip y coordinate origin too */
780 glScalef(1.0f, -1.0f, 2.0f);
781
782 /* Apply the supplied projection matrix */
783 glMultMatrixf(matrix);
784 }
785#ifdef DEBUG
786 lastError = glGetError(); \
787 AssertMsgReturn(lastError == GL_NO_ERROR, ("%s (%d): last error 0x%x\n", __FUNCTION__, __LINE__, lastError), VERR_INTERNAL_ERROR);
788#endif
789 return VINF_SUCCESS;
790}
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