VirtualBox

source: vbox/trunk/src/VBox/Devices/Graphics/shaderlib/shaderapi.c@ 86651

Last change on this file since 86651 was 82968, checked in by vboxsync, 5 years ago

Copyright year updates by scm.

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1/* $Id: shaderapi.c 82968 2020-02-04 10:35:17Z vboxsync $ */
2/** @file
3 * shaderlib -- interface to WINE's Direct3D shader functions
4 */
5
6/*
7 * Copyright (C) 2014-2020 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, uint32_t cbShaderData, 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 object->baseShader.functionLength = cbShaderData;
333
334 hr = vertexshader_init(object, This, (DWORD const *)pShaderData, NULL, NULL, NULL);
335 if (FAILED(hr))
336 {
337 Log(("Failed to initialize vertex shader, hr %#x.\n", hr));
338 HeapFree(GetProcessHeap(), 0, object);
339 return VERR_INTERNAL_ERROR;
340 }
341
342 /* Tweak the float constants limit to use a greater number of constants.
343 * Keep some space for the internal usage.
344 * The shader creation code artificially sets the limit according to D3D shader version.
345 * But the guest may use more constants and we are not required to strictly follow D3D specs.
346 */
347 object->baseShader.limits.constant_float = RT_MAX(g_adapter.gl_info.limits.glsl_vs_float_constants / 2,
348 object->baseShader.limits.constant_float);
349
350#ifdef VBOX_WINE_WITH_SHADER_CACHE
351 object = vertexshader_check_cached(This, object);
352#endif
353
354 Log(("Created vertex shader %p.\n", object));
355 *pShaderObj = (void *)object;
356
357 return VINF_SUCCESS;
358}
359
360SHADERDECL(int) ShaderCreatePixelShader(void *pShaderContext, const uint32_t *pShaderData, uint32_t cbShaderData, void **pShaderObj)
361{
362 IWineD3DDeviceImpl *This;
363 IWineD3DPixelShaderImpl *object;
364 HRESULT hr;
365
366 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
367 This = g_pCurrentContext->pDeviceContext;
368
369 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
370 if (!object)
371 {
372 Log(("Failed to allocate shader memory.\n"));
373 return VERR_NO_MEMORY;
374 }
375
376 object->baseShader.functionLength = cbShaderData;
377
378 hr = pixelshader_init(object, This, (DWORD const *)pShaderData, NULL, NULL, NULL);
379 if (FAILED(hr))
380 {
381 Log(("Failed to initialize pixel shader, hr %#x.\n", hr));
382 HeapFree(GetProcessHeap(), 0, object);
383 return VERR_INTERNAL_ERROR;
384 }
385
386 /* Tweak the float constants limit to use a greater number of constants.
387 * Keep some space for the internal usage.
388 * The shader creation code artificially sets the limit according to D3D shader version.
389 * But the guest may use more constants and we are not required to strictly follow D3D specs.
390 */
391 object->baseShader.limits.constant_float = RT_MAX(g_adapter.gl_info.limits.glsl_ps_float_constants / 2,
392 object->baseShader.limits.constant_float);
393
394#ifdef VBOX_WINE_WITH_SHADER_CACHE
395 object = pixelshader_check_cached(This, object);
396#endif
397
398 Log(("Created pixel shader %p.\n", object));
399 *pShaderObj = (void *)object;
400 return VINF_SUCCESS;
401}
402
403SHADERDECL(int) ShaderDestroyVertexShader(void *pShaderContext, void *pShaderObj)
404{
405 IWineD3DVertexShaderImpl *object = (IWineD3DVertexShaderImpl *)pShaderObj;
406 AssertReturn(pShaderObj, VERR_INVALID_PARAMETER);
407
408 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
409
410 object->lpVtbl->Release((IWineD3DVertexShader *)object);
411 return VINF_SUCCESS;
412}
413
414SHADERDECL(int) ShaderDestroyPixelShader(void *pShaderContext, void *pShaderObj)
415{
416 IWineD3DPixelShaderImpl *object = (IWineD3DPixelShaderImpl *)pShaderObj;
417 AssertReturn(pShaderObj, VERR_INVALID_PARAMETER);
418
419 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
420
421 object->lpVtbl->Release((IWineD3DPixelShader *)object);
422 return VINF_SUCCESS;
423}
424
425SHADERDECL(int) ShaderSetVertexShader(void *pShaderContext, void *pShaderObj)
426{
427 IWineD3DDeviceImpl *This;
428 IWineD3DVertexShader* pShader;
429 IWineD3DVertexShader* oldShader;
430
431 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
432 This = g_pCurrentContext->pDeviceContext;
433 pShader = (IWineD3DVertexShader* )pShaderObj;
434 oldShader = This->updateStateBlock->vertexShader;
435
436 if(oldShader == pShader) {
437 /* Checked here to allow proper stateblock recording */
438 Log(("App is setting the old shader over, nothing to do\n"));
439 return VINF_SUCCESS;
440 }
441
442 This->updateStateBlock->vertexShader = pShader;
443 This->updateStateBlock->changed.vertexShader = TRUE;
444
445 Log(("(%p) : setting pShader(%p)\n", This, pShader));
446 if(pShader) IWineD3DVertexShader_AddRef(pShader);
447 if(oldShader) IWineD3DVertexShader_Release(oldShader);
448
449 g_pCurrentContext->fChangedVertexShader = true;
450 g_pCurrentContext->fChangedVertexShaderConstant = true; /* force constant reload. */
451
452 return VINF_SUCCESS;
453}
454
455SHADERDECL(int) ShaderSetPixelShader(void *pShaderContext, void *pShaderObj)
456{
457 IWineD3DDeviceImpl *This;
458 IWineD3DPixelShader* pShader;
459 IWineD3DPixelShader* oldShader;
460
461 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
462 This = g_pCurrentContext->pDeviceContext;
463 pShader = (IWineD3DPixelShader* )pShaderObj;
464 oldShader = This->updateStateBlock->pixelShader;
465
466 if(oldShader == pShader) {
467 /* Checked here to allow proper stateblock recording */
468 Log(("App is setting the old shader over, nothing to do\n"));
469 return VINF_SUCCESS;
470 }
471
472 This->updateStateBlock->pixelShader = pShader;
473 This->updateStateBlock->changed.pixelShader = TRUE;
474
475 Log(("(%p) : setting pShader(%p)\n", This, pShader));
476 if(pShader) IWineD3DPixelShader_AddRef(pShader);
477 if(oldShader) IWineD3DPixelShader_Release(oldShader);
478
479 g_pCurrentContext->fChangedPixelShader = true;
480 g_pCurrentContext->fChangedPixelShaderConstant = true; /* force constant reload. */
481 return VINF_SUCCESS;
482}
483
484SHADERDECL(int) ShaderSetVertexShaderConstantB(void *pShaderContext, uint32_t start, const uint8_t *srcData, uint32_t count)
485{
486 IWineD3DDeviceImpl *This;
487 unsigned int i, cnt = min(count, MAX_CONST_B - start);
488
489 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
490 This = g_pCurrentContext->pDeviceContext;
491
492 Log(("(ShaderSetVertexShaderConstantB %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
493
494 if (!srcData || start >= MAX_CONST_B)
495 {
496 Log(("incorrect vertex shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
497 return VERR_INVALID_PARAMETER;
498 }
499
500 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
501 for (i = 0; i < cnt; i++)
502 Log(("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false"));
503
504 for (i = start; i < cnt + start; ++i) {
505 This->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
506 }
507
508 g_pCurrentContext->fChangedVertexShaderConstant = true;
509
510 return VINF_SUCCESS;
511}
512
513SHADERDECL(int) ShaderSetVertexShaderConstantI(void *pShaderContext, uint32_t start, const int32_t *srcData, uint32_t count)
514{
515 IWineD3DDeviceImpl *This;
516 unsigned int i, cnt = min(count, MAX_CONST_I - start);
517
518 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
519 This = g_pCurrentContext->pDeviceContext;
520
521 Log(("(ShaderSetVertexShaderConstantI %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
522
523 if (!srcData || start >= MAX_CONST_I)
524 {
525 Log(("incorrect vertex shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
526 return VERR_INVALID_PARAMETER;
527 }
528
529 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int32_t) * 4);
530
531 for (i = start; i < cnt + start; ++i) {
532 This->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
533 }
534
535 g_pCurrentContext->fChangedVertexShaderConstant = true;
536
537 return VINF_SUCCESS;
538}
539
540SHADERDECL(int) ShaderSetVertexShaderConstantF(void *pShaderContext, uint32_t start, const float *srcData, uint32_t count)
541{
542 IWineD3DDeviceImpl *This;
543
544 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
545 This = g_pCurrentContext->pDeviceContext;
546
547 Log(("(ShaderSetVertexShaderConstantF %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
548
549 if (srcData == NULL || start + count > This->d3d_vshader_constantF || start > This->d3d_vshader_constantF)
550 {
551 Log(("incorrect vertex shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
552 return VERR_INVALID_PARAMETER;
553 }
554 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
555
556 This->shader_backend->shader_update_float_vertex_constants((IWineD3DDevice *)This, start, count);
557
558 memset(This->updateStateBlock->changed.vertexShaderConstantsF + start, 1,
559 sizeof(*This->updateStateBlock->changed.vertexShaderConstantsF) * count);
560
561 g_pCurrentContext->fChangedVertexShaderConstant = true;
562
563 return VINF_SUCCESS;
564}
565
566SHADERDECL(int) ShaderSetPixelShaderConstantB(void *pShaderContext, uint32_t start, const uint8_t *srcData, uint32_t count)
567{
568 IWineD3DDeviceImpl *This;
569 unsigned int i, cnt = min(count, MAX_CONST_B - start);
570
571 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
572 This = g_pCurrentContext->pDeviceContext;
573
574 Log(("(ShaderSetPixelShaderConstantB %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
575
576 if (!srcData || start >= MAX_CONST_B)
577 {
578 Log(("incorrect pixel shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
579 return VERR_INVALID_PARAMETER;
580 }
581
582 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
583 for (i = 0; i < cnt; i++)
584 Log(("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false"));
585
586 for (i = start; i < cnt + start; ++i) {
587 This->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
588 }
589
590 g_pCurrentContext->fChangedPixelShaderConstant = true;
591
592 return VINF_SUCCESS;
593}
594
595SHADERDECL(int) ShaderSetPixelShaderConstantI(void *pShaderContext, uint32_t start, const int32_t *srcData, uint32_t count)
596{
597 IWineD3DDeviceImpl *This;
598 unsigned int i, cnt = min(count, MAX_CONST_I - start);
599
600 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
601 This = g_pCurrentContext->pDeviceContext;
602
603 Log(("(ShaderSetPixelShaderConstantI %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
604
605 if (!srcData || start >= MAX_CONST_I)
606 {
607 Log(("incorrect pixel shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
608 return VERR_INVALID_PARAMETER;
609 }
610
611 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int32_t) * 4);
612
613 for (i = start; i < cnt + start; ++i) {
614 This->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
615 }
616
617 g_pCurrentContext->fChangedPixelShaderConstant = true;
618
619 return VINF_SUCCESS;
620}
621
622SHADERDECL(int) ShaderSetPixelShaderConstantF(void *pShaderContext, uint32_t start, const float *srcData, uint32_t count)
623{
624 IWineD3DDeviceImpl *This;
625
626 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
627 This = g_pCurrentContext->pDeviceContext;
628
629 Log(("(ShaderSetPixelShaderConstantF %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
630
631 if (srcData == NULL || start + count > This->d3d_pshader_constantF || start > This->d3d_pshader_constantF)
632 {
633 Log(("incorrect pixel shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
634 return VERR_INVALID_PARAMETER;
635 }
636
637 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
638
639 This->shader_backend->shader_update_float_pixel_constants((IWineD3DDevice *)This, start, count);
640
641 memset(This->updateStateBlock->changed.pixelShaderConstantsF + start, 1,
642 sizeof(*This->updateStateBlock->changed.pixelShaderConstantsF) * count);
643
644 g_pCurrentContext->fChangedPixelShaderConstant = true;
645
646 return VINF_SUCCESS;
647}
648
649SHADERDECL(int) ShaderSetPositionTransformed(void *pShaderContext, unsigned cxViewPort, unsigned cyViewPort, bool fPreTransformed)
650{
651 IWineD3DDeviceImpl *This;
652 int rc;
653
654 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
655 This = g_pCurrentContext->pDeviceContext;
656
657 if (This->strided_streams.position_transformed == fPreTransformed)
658 return VINF_SUCCESS; /* no changes; nothing to do. */
659
660 Log(("ShaderSetPositionTransformed viewport (%d,%d) fPreTransformed=%d\n", cxViewPort, cyViewPort, fPreTransformed));
661
662 if (fPreTransformed)
663 { /* In the pre-transformed vertex coordinate case we need to disable all transformations as we're already using screen coordinates. */
664 /* Load the identity matrix for the model view */
665 glMatrixMode(GL_MODELVIEW);
666 glLoadIdentity();
667
668 /* Reset the projection matrix too */
669 rc = ShaderTransformProjection(cxViewPort, cyViewPort, NULL, fPreTransformed);
670 AssertRCReturn(rc, rc);
671 }
672
673 This->strided_streams.position_transformed = fPreTransformed;
674 ((IWineD3DVertexDeclarationImpl *)(This->stateBlock->vertexDecl))->position_transformed = fPreTransformed;
675 return VINF_SUCCESS;
676}
677
678SHADERDECL(int) ShaderUpdateState(void *pShaderContext, uint32_t rtHeight)
679{
680 IWineD3DDeviceImpl *pThis;
681 GLfloat yoffset;
682 GLint viewport[4];
683
684 SHADER_SET_CURRENT_CONTEXT(pShaderContext);
685 pThis = g_pCurrentContext->pDeviceContext;
686
687 glGetIntegerv(GL_VIEWPORT, viewport);
688#ifdef DEBUG
689 AssertReturn(glGetError() == GL_NO_ERROR, VERR_INTERNAL_ERROR);
690#endif
691
692 yoffset = -(63.0f / 64.0f) / viewport[3] /* height */;
693 pThis->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
694 pThis->posFixup[1] = -1.0f; /* y-inversion */
695 pThis->posFixup[2] = (63.0f / 64.0f) / viewport[2] /* width */;
696 pThis->posFixup[3] = pThis->posFixup[1] * yoffset;
697
698 pThis->rtHeight = rtHeight;
699
700 /** @todo missing state:
701 * - fog enable (stateblock->renderState[WINED3DRS_FOGENABLE])
702 * - fog mode (stateblock->renderState[WINED3DRS_FOGTABLEMODE])
703 * - stateblock->vertexDecl->position_transformed
704 */
705
706 if ( g_pCurrentContext->fChangedPixelShader
707 || g_pCurrentContext->fChangedVertexShader)
708 pThis->shader_backend->shader_select(g_pCurrentContext, !!pThis->updateStateBlock->pixelShader, !!pThis->updateStateBlock->vertexShader);
709 g_pCurrentContext->fChangedPixelShader = g_pCurrentContext->fChangedVertexShader = false;
710
711 if ( g_pCurrentContext->fChangedPixelShaderConstant
712 || g_pCurrentContext->fChangedVertexShaderConstant)
713 pThis->shader_backend->shader_load_constants(g_pCurrentContext, !!pThis->updateStateBlock->pixelShader, !!pThis->updateStateBlock->vertexShader);
714 g_pCurrentContext->fChangedPixelShaderConstant = false;
715 g_pCurrentContext->fChangedVertexShaderConstant = false;
716
717 return VINF_SUCCESS;
718}
719
720SHADERDECL(int) ShaderTransformProjection(unsigned cxViewPort, unsigned cyViewPort, float matrix[16], bool fPretransformed)
721{
722#ifdef DEBUG
723 GLenum lastError;
724#endif
725 GLfloat xoffset, yoffset;
726
727 /* Assumes OpenGL context has been activated. */
728 glMatrixMode(GL_PROJECTION);
729 glLoadIdentity();
730
731 /* The rule is that the window coordinate 0 does not correspond to the
732 beginning of the first pixel, but the center of the first pixel.
733 As a consequence if you want to correctly draw one line exactly from
734 the left to the right end of the viewport (with all matrices set to
735 be identity), the x coords of both ends of the line would be not
736 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
737 instead.
738
739 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
740 divide by the Width/Height, so we need the half range(1.0) to translate by
741 half a pixel.
742
743 The other fun is that d3d's output z range after the transformation is [0;1],
744 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
745 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
746 of Z buffer precision and the clear values do not match in the z test. Thus scale
747 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
748 */
749
750 /*
751 * Careful with the order of operations here, we're essentially working backwards:
752 * x = x + 1/w;
753 * y = (y - 1/h) * flip;
754 * z = z * 2 - 1;
755 *
756 * Becomes:
757 * glTranslatef(0.0, 0.0, -1.0);
758 * glScalef(1.0, 1.0, 2.0);
759 *
760 * glScalef(1.0, flip, 1.0);
761 * glTranslatef(1/w, -1/h, 0.0);
762 *
763 * This is equivalent to:
764 * glTranslatef(1/w, -flip/h, -1.0)
765 * glScalef(1.0, flip, 2.0);
766 */
767 /* Translate by slightly less than a half pixel to force a top-left
768 * filling convention. We want the difference to be large enough that
769 * it doesn't get lost due to rounding inside the driver, but small
770 * enough to prevent it from interfering with any anti-aliasing. */
771 xoffset = (63.0f / 64.0f) / cxViewPort;
772 yoffset = -(63.0f / 64.0f) / cyViewPort;
773
774 glTranslatef(xoffset, -yoffset, -1.0f);
775
776 if (fPretransformed)
777 {
778 /* One world coordinate equals one screen pixel; y-inversion no longer an issue */
779 glOrtho(0, cxViewPort, 0, cyViewPort, -1, 1);
780 }
781 else
782 {
783 /* flip y coordinate origin too */
784 glScalef(1.0f, -1.0f, 2.0f);
785
786 /* Apply the supplied projection matrix */
787 glMultMatrixf(matrix);
788 }
789#ifdef DEBUG
790 lastError = glGetError(); \
791 AssertMsgReturn(lastError == GL_NO_ERROR, ("%s (%d): last error 0x%x\n", __FUNCTION__, __LINE__, lastError), VERR_INTERNAL_ERROR);
792#endif
793 return VINF_SUCCESS;
794}
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