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Diffstat (limited to 'src/VBox/Devices/Graphics/shaderlib/shaderapi.c')
-rw-r--r--src/VBox/Devices/Graphics/shaderlib/shaderapi.c785
1 files changed, 785 insertions, 0 deletions
diff --git a/src/VBox/Devices/Graphics/shaderlib/shaderapi.c b/src/VBox/Devices/Graphics/shaderlib/shaderapi.c
new file mode 100644
index 00000000..c67d1e8d
--- /dev/null
+++ b/src/VBox/Devices/Graphics/shaderlib/shaderapi.c
@@ -0,0 +1,785 @@
+/* $Id: shaderapi.c $ */
+/** @file
+ * shaderlib -- interface to WINE's Direct3D shader functions
+ */
+
+/*
+ * Copyright (C) 2014-2019 Oracle Corporation
+ *
+ * This file is part of VirtualBox Open Source Edition (OSE), as
+ * available from http://www.virtualbox.org. This file is free software;
+ * you can redistribute it and/or modify it under the terms of the GNU
+ * General Public License (GPL) as published by the Free Software
+ * Foundation, in version 2 as it comes in the "COPYING" file of the
+ * VirtualBox OSE distribution. VirtualBox OSE is distributed in the
+ * hope that it will be useful, but WITHOUT ANY WARRANTY of any kind.
+ */
+
+#include <iprt/errcore.h>
+#include <iprt/mem.h>
+#include <iprt/assert.h>
+#include <iprt/log.h>
+#define WINED3D_EXTERN
+#include "wined3d_private.h"
+
+#include "shaderlib.h"
+
+#ifdef RT_OS_WINDOWS
+# define OGLGETPROCADDRESS wglGetProcAddress
+
+#elif RT_OS_DARWIN
+# include <dlfcn.h>
+# define OGLGETPROCADDRESS(x) MyNSGLGetProcAddress((const char *)x)
+void *MyNSGLGetProcAddress(const char *pszSymbol)
+{
+ /* Another copy in DevVGA-SVGA3d-ogl.cpp. */
+ static void *s_pvImage = NULL;
+ if (s_pvImage == NULL)
+ s_pvImage = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY);
+ return s_pvImage ? dlsym(s_pvImage, pszSymbol) : NULL;
+}
+
+#else
+extern void (*glXGetProcAddress(const GLubyte *procname))( void );
+# define OGLGETPROCADDRESS(x) glXGetProcAddress((const GLubyte *)x)
+
+#endif
+
+#undef GL_EXT_FUNCS_GEN
+#define GL_EXT_FUNCS_GEN \
+ /* GL_ARB_shader_objects */ \
+ USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERIVARBPROC, \
+ glGetObjectParameterivARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERFVARBPROC, \
+ glGetObjectParameterfvARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMLOCATIONARBPROC, \
+ glGetUniformLocationARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLGETACTIVEUNIFORMARBPROC, \
+ glGetActiveUniformARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IARBPROC, \
+ glUniform1iARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IARBPROC, \
+ glUniform2iARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IARBPROC, \
+ glUniform3iARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IARBPROC, \
+ glUniform4iARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM1FARBPROC, \
+ glUniform1fARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FARBPROC, \
+ glUniform2fARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FARBPROC, \
+ glUniform3fARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FARBPROC, \
+ glUniform4fARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM1FVARBPROC, \
+ glUniform1fvARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FVARBPROC, \
+ glUniform2fvARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FVARBPROC, \
+ glUniform3fvARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FVARBPROC, \
+ glUniform4fvARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IVARBPROC, \
+ glUniform1ivARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IVARBPROC, \
+ glUniform2ivARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IVARBPROC, \
+ glUniform3ivARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IVARBPROC, \
+ glUniform4ivARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX2FVARBPROC, \
+ glUniformMatrix2fvARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX3FVARBPROC, \
+ glUniformMatrix3fvARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX4FVARBPROC, \
+ glUniformMatrix4fvARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMFVARBPROC, \
+ glGetUniformfvARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMIVARBPROC, \
+ glGetUniformivARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLGETINFOLOGARBPROC, \
+ glGetInfoLogARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLUSEPROGRAMOBJECTARBPROC, \
+ glUseProgramObjectARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLCREATESHADEROBJECTARBPROC, \
+ glCreateShaderObjectARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLSHADERSOURCEARBPROC, \
+ glShaderSourceARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLCOMPILESHADERARBPROC, \
+ glCompileShaderARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLCREATEPROGRAMOBJECTARBPROC, \
+ glCreateProgramObjectARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLATTACHOBJECTARBPROC, \
+ glAttachObjectARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLLINKPROGRAMARBPROC, \
+ glLinkProgramARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLDETACHOBJECTARBPROC, \
+ glDetachObjectARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLDELETEOBJECTARBPROC, \
+ glDeleteObjectARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLVALIDATEPROGRAMARBPROC, \
+ glValidateProgramARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLGETATTACHEDOBJECTSARBPROC, \
+ glGetAttachedObjectsARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLGETHANDLEARBPROC, \
+ glGetHandleARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLGETSHADERSOURCEARBPROC, \
+ glGetShaderSourceARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLBINDATTRIBLOCATIONARBPROC, \
+ glBindAttribLocationARB, ARB_SHADER_OBJECTS, NULL) \
+ USE_GL_FUNC(WINED3D_PFNGLGETATTRIBLOCATIONARBPROC, \
+ glGetAttribLocationARB, ARB_SHADER_OBJECTS, NULL) \
+
+static struct wined3d_context *g_pCurrentContext = NULL;
+static struct wined3d_adapter g_adapter = {0};
+static bool g_fInitializedLibrary = false;
+
+#define SHADER_SET_CURRENT_CONTEXT(ctx) \
+ g_pCurrentContext = (struct wined3d_context *)ctx;
+
+SHADERDECL(int) ShaderInitLib(PVBOXVMSVGASHADERIF pVBoxShaderIf)
+{
+ struct wined3d_gl_info *gl_info = &g_adapter.gl_info;
+
+ /* Dynamically load all GL core functions. */
+#ifdef RT_OS_WINDOWS
+ HANDLE hOpenGl32 = GetModuleHandle("opengl32.dll");
+# define USE_GL_FUNC(pfn) *(FARPROC *)(&pfn) = GetProcAddress(hOpenGl32, #pfn);
+#else
+# define USE_GL_FUNC(pfn) pfn = (void *)OGLGETPROCADDRESS(#pfn);
+#endif
+ GL_FUNCS_GEN;
+#undef USE_GL_FUNC
+
+ /* Dynamically load all GL extension functions. */
+#define USE_GL_FUNC(type, pfn, ext, replace) \
+{ \
+ gl_info->pfn = (type)OGLGETPROCADDRESS(#pfn); \
+}
+ GL_EXT_FUNCS_GEN;
+
+ /* Fill in GL capabilities. */
+ IWineD3DImpl_FillGLCaps(&g_adapter, pVBoxShaderIf);
+
+ LogRel(("shaderlib: GL Limits:\n"));
+ LogRel(("shaderlib: buffers=%-2u lights=%-2u textures=%-2u texture_stages=%u\n",
+ gl_info->limits.buffers, gl_info->limits.lights, gl_info->limits.textures, gl_info->limits.texture_stages));
+ LogRel(("shaderlib: fragment_samplers=%-2u vertex_samplers=%-2u combined_samplers=%-3u general_combiners=%u\n",
+ gl_info->limits.fragment_samplers, gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers, gl_info->limits.general_combiners));
+ LogRel(("shaderlib: sampler_stages=%-2u clipplanes=%-2u texture_size=%-5u texture3d_size=%u\n",
+ gl_info->limits.sampler_stages, gl_info->limits.clipplanes, gl_info->limits.texture_size, gl_info->limits.texture3d_size));
+ LogRel(("shaderlib: pointsize_max=%d.%d pointsize_min=%d.%d point_sprite_units=%-2u blends=%u\n",
+ (int)gl_info->limits.pointsize_max, (int)(gl_info->limits.pointsize_max * 10) % 10,
+ (int)gl_info->limits.pointsize_min, (int)(gl_info->limits.pointsize_min * 10) % 10,
+ gl_info->limits.point_sprite_units, gl_info->limits.blends));
+ LogRel(("shaderlib: anisotropy=%-2u shininess=%d.%02d\n",
+ gl_info->limits.anisotropy, (int)gl_info->limits.shininess, (int)(gl_info->limits.shininess * 100) % 100));
+ LogRel(("shaderlib: glsl_varyings=%-3u glsl_vs_float_constants=%-4u glsl_ps_float_constants=%u\n",
+ gl_info->limits.glsl_varyings, gl_info->limits.glsl_vs_float_constants, gl_info->limits.glsl_ps_float_constants));
+ LogRel(("shaderlib: arb_vs_instructions=%-4u arb_vs_native_constants=%-4u qarb_vs_float_constants=%u\n",
+ gl_info->limits.arb_vs_instructions, gl_info->limits.arb_vs_native_constants, gl_info->limits.arb_vs_float_constants));
+ LogRel(("shaderlib: arb_vs_temps=%-2u arb_ps_float_constants=%-4u arb_ps_local_constants=%u\n",
+ gl_info->limits.arb_vs_temps, gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_local_constants));
+ LogRel(("shaderlib: arb_ps_instructions=%-4u arb_ps_temps=%-2u arb_ps_native_constants=%u\n",
+ gl_info->limits.arb_ps_instructions, gl_info->limits.arb_ps_temps, gl_info->limits.arb_ps_native_constants));
+
+ g_fInitializedLibrary = true;
+ return VINF_SUCCESS;
+}
+
+SHADERDECL(int) ShaderDestroyLib(void)
+{
+ return VINF_SUCCESS;
+}
+
+struct IWineD3DDeviceImpl *context_get_device(const struct wined3d_context *context)
+{
+ return context->pDeviceContext;
+}
+
+struct wined3d_context *context_get_current(void)
+{
+ return g_pCurrentContext;
+}
+
+struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage)
+{
+ RT_NOREF(This, target, usage);
+ return g_pCurrentContext;
+}
+
+SHADERDECL(int) ShaderContextCreate(void **ppShaderContext)
+{
+ struct wined3d_context *pContext;
+ HRESULT hr;
+
+ pContext = (struct wined3d_context *)RTMemAllocZ(sizeof(struct wined3d_context));
+ AssertReturn(pContext, VERR_NO_MEMORY);
+ pContext->pDeviceContext = (IWineD3DDeviceImpl *)RTMemAllocZ(sizeof(IWineD3DDeviceImpl));
+ AssertReturn(pContext->pDeviceContext, VERR_NO_MEMORY);
+
+ pContext->gl_info = &g_adapter.gl_info;
+
+ pContext->pDeviceContext->adapter = &g_adapter;
+ pContext->pDeviceContext->shader_backend = &glsl_shader_backend;
+ pContext->pDeviceContext->ps_selected_mode = SHADER_GLSL;
+ pContext->pDeviceContext->vs_selected_mode = SHADER_GLSL;
+ pContext->render_offscreen = false;
+
+ list_init(&pContext->pDeviceContext->shaders);
+
+ if (g_fInitializedLibrary)
+ {
+ struct shader_caps shader_caps;
+ uint32_t state;
+
+ /* Initialize the shader backend. */
+ hr = pContext->pDeviceContext->shader_backend->shader_alloc_private((IWineD3DDevice *)pContext->pDeviceContext);
+ AssertReturn(hr == S_OK, VERR_INTERNAL_ERROR);
+
+ memset(&shader_caps, 0, sizeof(shader_caps));
+ pContext->pDeviceContext->shader_backend->shader_get_caps(&g_adapter.gl_info, &shader_caps);
+ pContext->pDeviceContext->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
+ pContext->pDeviceContext->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
+ pContext->pDeviceContext->vs_clipping = shader_caps.VSClipping;
+
+ pContext->pDeviceContext->stateBlock = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*pContext->pDeviceContext->stateBlock));
+ AssertReturn(pContext->pDeviceContext->stateBlock, VERR_NO_MEMORY);
+ hr = stateblock_init(pContext->pDeviceContext->stateBlock, pContext->pDeviceContext, 0);
+ AssertReturn(hr == S_OK, VERR_INTERNAL_ERROR);
+ pContext->pDeviceContext->updateStateBlock = pContext->pDeviceContext->stateBlock;
+
+ pContext->pDeviceContext->stateBlock->vertexDecl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DVertexDeclarationImpl));
+ AssertReturn(pContext->pDeviceContext->stateBlock->vertexDecl, VERR_NO_MEMORY);
+
+ /* Initialize the texture unit mapping to a 1:1 mapping */
+ for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
+ {
+ if (state < pContext->gl_info->limits.fragment_samplers)
+ {
+ pContext->pDeviceContext->texUnitMap[state] = state;
+ pContext->pDeviceContext->rev_tex_unit_map[state] = state;
+ } else {
+ pContext->pDeviceContext->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
+ pContext->pDeviceContext->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
+ }
+ }
+ }
+
+ *ppShaderContext = (void *)pContext;
+ return VINF_SUCCESS;
+}
+
+SHADERDECL(int) ShaderContextDestroy(void *pShaderContext)
+{
+ struct wined3d_context *pContext = (struct wined3d_context *)pShaderContext;
+
+ if (pContext->pDeviceContext)
+ {
+ IWineD3DStateBlockImpl *This = pContext->pDeviceContext->stateBlock;
+
+ /* Fails during init only. */
+ if (pContext->pDeviceContext->shader_priv)
+ pContext->pDeviceContext->shader_backend->shader_free_private((IWineD3DDevice *)pContext->pDeviceContext);
+
+ if (This)
+ {
+ if (This->vertexShaderConstantF)
+ HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
+ if (This->changed.vertexShaderConstantsF)
+ HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
+ if (This->pixelShaderConstantF)
+ HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
+ if (This->changed.pixelShaderConstantsF)
+ HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
+ if (This->contained_vs_consts_f)
+ HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
+ if (This->contained_ps_consts_f)
+ HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
+ if (This->vertexDecl)
+ HeapFree(GetProcessHeap(), 0, This->vertexDecl);
+ HeapFree(GetProcessHeap(), 0, This);
+ }
+
+ RTMemFree(pContext->pDeviceContext);
+ }
+ RTMemFree(pShaderContext);
+ return VINF_SUCCESS;
+}
+
+SHADERDECL(int) ShaderCreateVertexShader(void *pShaderContext, const uint32_t *pShaderData, void **pShaderObj)
+{
+ IWineD3DDeviceImpl *This;
+ IWineD3DVertexShaderImpl *object;
+ HRESULT hr;
+
+ SHADER_SET_CURRENT_CONTEXT(pShaderContext);
+ This = g_pCurrentContext->pDeviceContext;
+
+ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
+ if (!object)
+ {
+ Log(("Failed to allocate shader memory.\n"));
+ return VERR_NO_MEMORY;
+ }
+
+ hr = vertexshader_init(object, This, (DWORD const *)pShaderData, NULL, NULL, NULL);
+ if (FAILED(hr))
+ {
+ Log(("Failed to initialize vertex shader, hr %#x.\n", hr));
+ HeapFree(GetProcessHeap(), 0, object);
+ return VERR_INTERNAL_ERROR;
+ }
+
+ /* Tweak the float constants limit to use a greater number of constants.
+ * Keep some space for the internal usage.
+ * The shader creation code artificially sets the limit according to D3D shader version.
+ * But the guest may use more constants and we are not required to strictly follow D3D specs.
+ */
+ object->baseShader.limits.constant_float = RT_MAX(g_adapter.gl_info.limits.glsl_vs_float_constants / 2,
+ object->baseShader.limits.constant_float);
+
+#ifdef VBOX_WINE_WITH_SHADER_CACHE
+ object = vertexshader_check_cached(This, object);
+#endif
+
+ Log(("Created vertex shader %p.\n", object));
+ *pShaderObj = (void *)object;
+
+ return VINF_SUCCESS;
+}
+
+SHADERDECL(int) ShaderCreatePixelShader(void *pShaderContext, const uint32_t *pShaderData, void **pShaderObj)
+{
+ IWineD3DDeviceImpl *This;
+ IWineD3DPixelShaderImpl *object;
+ HRESULT hr;
+
+ SHADER_SET_CURRENT_CONTEXT(pShaderContext);
+ This = g_pCurrentContext->pDeviceContext;
+
+ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
+ if (!object)
+ {
+ Log(("Failed to allocate shader memory.\n"));
+ return VERR_NO_MEMORY;
+ }
+
+ hr = pixelshader_init(object, This, (DWORD const *)pShaderData, NULL, NULL, NULL);
+ if (FAILED(hr))
+ {
+ Log(("Failed to initialize pixel shader, hr %#x.\n", hr));
+ HeapFree(GetProcessHeap(), 0, object);
+ return VERR_INTERNAL_ERROR;
+ }
+
+ /* Tweak the float constants limit to use a greater number of constants.
+ * Keep some space for the internal usage.
+ * The shader creation code artificially sets the limit according to D3D shader version.
+ * But the guest may use more constants and we are not required to strictly follow D3D specs.
+ */
+ object->baseShader.limits.constant_float = RT_MAX(g_adapter.gl_info.limits.glsl_ps_float_constants / 2,
+ object->baseShader.limits.constant_float);
+
+#ifdef VBOX_WINE_WITH_SHADER_CACHE
+ object = pixelshader_check_cached(This, object);
+#endif
+
+ Log(("Created pixel shader %p.\n", object));
+ *pShaderObj = (void *)object;
+ return VINF_SUCCESS;
+}
+
+SHADERDECL(int) ShaderDestroyVertexShader(void *pShaderContext, void *pShaderObj)
+{
+ IWineD3DVertexShaderImpl *object = (IWineD3DVertexShaderImpl *)pShaderObj;
+ AssertReturn(pShaderObj, VERR_INVALID_PARAMETER);
+
+ SHADER_SET_CURRENT_CONTEXT(pShaderContext);
+
+ object->lpVtbl->Release((IWineD3DVertexShader *)object);
+ return VINF_SUCCESS;
+}
+
+SHADERDECL(int) ShaderDestroyPixelShader(void *pShaderContext, void *pShaderObj)
+{
+ IWineD3DPixelShaderImpl *object = (IWineD3DPixelShaderImpl *)pShaderObj;
+ AssertReturn(pShaderObj, VERR_INVALID_PARAMETER);
+
+ SHADER_SET_CURRENT_CONTEXT(pShaderContext);
+
+ object->lpVtbl->Release((IWineD3DPixelShader *)object);
+ return VINF_SUCCESS;
+}
+
+SHADERDECL(int) ShaderSetVertexShader(void *pShaderContext, void *pShaderObj)
+{
+ IWineD3DDeviceImpl *This;
+ IWineD3DVertexShader* pShader;
+ IWineD3DVertexShader* oldShader;
+
+ SHADER_SET_CURRENT_CONTEXT(pShaderContext);
+ This = g_pCurrentContext->pDeviceContext;
+ pShader = (IWineD3DVertexShader* )pShaderObj;
+ oldShader = This->updateStateBlock->vertexShader;
+
+ if(oldShader == pShader) {
+ /* Checked here to allow proper stateblock recording */
+ Log(("App is setting the old shader over, nothing to do\n"));
+ return VINF_SUCCESS;
+ }
+
+ This->updateStateBlock->vertexShader = pShader;
+ This->updateStateBlock->changed.vertexShader = TRUE;
+
+ Log(("(%p) : setting pShader(%p)\n", This, pShader));
+ if(pShader) IWineD3DVertexShader_AddRef(pShader);
+ if(oldShader) IWineD3DVertexShader_Release(oldShader);
+
+ g_pCurrentContext->fChangedVertexShader = true;
+ g_pCurrentContext->fChangedVertexShaderConstant = true; /* force constant reload. */
+
+ return VINF_SUCCESS;
+}
+
+SHADERDECL(int) ShaderSetPixelShader(void *pShaderContext, void *pShaderObj)
+{
+ IWineD3DDeviceImpl *This;
+ IWineD3DPixelShader* pShader;
+ IWineD3DPixelShader* oldShader;
+
+ SHADER_SET_CURRENT_CONTEXT(pShaderContext);
+ This = g_pCurrentContext->pDeviceContext;
+ pShader = (IWineD3DPixelShader* )pShaderObj;
+ oldShader = This->updateStateBlock->pixelShader;
+
+ if(oldShader == pShader) {
+ /* Checked here to allow proper stateblock recording */
+ Log(("App is setting the old shader over, nothing to do\n"));
+ return VINF_SUCCESS;
+ }
+
+ This->updateStateBlock->pixelShader = pShader;
+ This->updateStateBlock->changed.pixelShader = TRUE;
+
+ Log(("(%p) : setting pShader(%p)\n", This, pShader));
+ if(pShader) IWineD3DPixelShader_AddRef(pShader);
+ if(oldShader) IWineD3DPixelShader_Release(oldShader);
+
+ g_pCurrentContext->fChangedPixelShader = true;
+ g_pCurrentContext->fChangedPixelShaderConstant = true; /* force constant reload. */
+ return VINF_SUCCESS;
+}
+
+SHADERDECL(int) ShaderSetVertexShaderConstantB(void *pShaderContext, uint32_t start, const uint8_t *srcData, uint32_t count)
+{
+ IWineD3DDeviceImpl *This;
+ unsigned int i, cnt = min(count, MAX_CONST_B - start);
+
+ SHADER_SET_CURRENT_CONTEXT(pShaderContext);
+ This = g_pCurrentContext->pDeviceContext;
+
+ Log(("(ShaderSetVertexShaderConstantB %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
+
+ if (!srcData || start >= MAX_CONST_B)
+ {
+ Log(("incorrect vertex shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
+ return VERR_INVALID_PARAMETER;
+ }
+
+ memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
+ for (i = 0; i < cnt; i++)
+ Log(("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false"));
+
+ for (i = start; i < cnt + start; ++i) {
+ This->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
+ }
+
+ g_pCurrentContext->fChangedVertexShaderConstant = true;
+
+ return VINF_SUCCESS;
+}
+
+SHADERDECL(int) ShaderSetVertexShaderConstantI(void *pShaderContext, uint32_t start, const int32_t *srcData, uint32_t count)
+{
+ IWineD3DDeviceImpl *This;
+ unsigned int i, cnt = min(count, MAX_CONST_I - start);
+
+ SHADER_SET_CURRENT_CONTEXT(pShaderContext);
+ This = g_pCurrentContext->pDeviceContext;
+
+ Log(("(ShaderSetVertexShaderConstantI %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
+
+ if (!srcData || start >= MAX_CONST_I)
+ {
+ Log(("incorrect vertex shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
+ return VERR_INVALID_PARAMETER;
+ }
+
+ memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int32_t) * 4);
+
+ for (i = start; i < cnt + start; ++i) {
+ This->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
+ }
+
+ g_pCurrentContext->fChangedVertexShaderConstant = true;
+
+ return VINF_SUCCESS;
+}
+
+SHADERDECL(int) ShaderSetVertexShaderConstantF(void *pShaderContext, uint32_t start, const float *srcData, uint32_t count)
+{
+ IWineD3DDeviceImpl *This;
+
+ SHADER_SET_CURRENT_CONTEXT(pShaderContext);
+ This = g_pCurrentContext->pDeviceContext;
+
+ Log(("(ShaderSetVertexShaderConstantF %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
+
+ if (srcData == NULL || start + count > This->d3d_vshader_constantF || start > This->d3d_vshader_constantF)
+ {
+ Log(("incorrect vertex shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
+ return VERR_INVALID_PARAMETER;
+ }
+ memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
+
+ This->shader_backend->shader_update_float_vertex_constants((IWineD3DDevice *)This, start, count);
+
+ memset(This->updateStateBlock->changed.vertexShaderConstantsF + start, 1,
+ sizeof(*This->updateStateBlock->changed.vertexShaderConstantsF) * count);
+
+ g_pCurrentContext->fChangedVertexShaderConstant = true;
+
+ return VINF_SUCCESS;
+}
+
+SHADERDECL(int) ShaderSetPixelShaderConstantB(void *pShaderContext, uint32_t start, const uint8_t *srcData, uint32_t count)
+{
+ IWineD3DDeviceImpl *This;
+ unsigned int i, cnt = min(count, MAX_CONST_B - start);
+
+ SHADER_SET_CURRENT_CONTEXT(pShaderContext);
+ This = g_pCurrentContext->pDeviceContext;
+
+ Log(("(ShaderSetPixelShaderConstantB %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
+
+ if (!srcData || start >= MAX_CONST_B)
+ {
+ Log(("incorrect pixel shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
+ return VERR_INVALID_PARAMETER;
+ }
+
+ memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
+ for (i = 0; i < cnt; i++)
+ Log(("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false"));
+
+ for (i = start; i < cnt + start; ++i) {
+ This->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
+ }
+
+ g_pCurrentContext->fChangedPixelShaderConstant = true;
+
+ return VINF_SUCCESS;
+}
+
+SHADERDECL(int) ShaderSetPixelShaderConstantI(void *pShaderContext, uint32_t start, const int32_t *srcData, uint32_t count)
+{
+ IWineD3DDeviceImpl *This;
+ unsigned int i, cnt = min(count, MAX_CONST_I - start);
+
+ SHADER_SET_CURRENT_CONTEXT(pShaderContext);
+ This = g_pCurrentContext->pDeviceContext;
+
+ Log(("(ShaderSetPixelShaderConstantI %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
+
+ if (!srcData || start >= MAX_CONST_I)
+ {
+ Log(("incorrect pixel shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
+ return VERR_INVALID_PARAMETER;
+ }
+
+ memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int32_t) * 4);
+
+ for (i = start; i < cnt + start; ++i) {
+ This->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
+ }
+
+ g_pCurrentContext->fChangedPixelShaderConstant = true;
+
+ return VINF_SUCCESS;
+}
+
+SHADERDECL(int) ShaderSetPixelShaderConstantF(void *pShaderContext, uint32_t start, const float *srcData, uint32_t count)
+{
+ IWineD3DDeviceImpl *This;
+
+ SHADER_SET_CURRENT_CONTEXT(pShaderContext);
+ This = g_pCurrentContext->pDeviceContext;
+
+ Log(("(ShaderSetPixelShaderConstantF %p, srcData %p, start %d, count %d)\n", pShaderContext, srcData, start, count));
+
+ if (srcData == NULL || start + count > This->d3d_pshader_constantF || start > This->d3d_pshader_constantF)
+ {
+ Log(("incorrect pixel shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count));
+ return VERR_INVALID_PARAMETER;
+ }
+
+ memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
+
+ This->shader_backend->shader_update_float_pixel_constants((IWineD3DDevice *)This, start, count);
+
+ memset(This->updateStateBlock->changed.pixelShaderConstantsF + start, 1,
+ sizeof(*This->updateStateBlock->changed.pixelShaderConstantsF) * count);
+
+ g_pCurrentContext->fChangedPixelShaderConstant = true;
+
+ return VINF_SUCCESS;
+}
+
+SHADERDECL(int) ShaderSetPositionTransformed(void *pShaderContext, unsigned cxViewPort, unsigned cyViewPort, bool fPreTransformed)
+{
+ IWineD3DDeviceImpl *This;
+ int rc;
+
+ SHADER_SET_CURRENT_CONTEXT(pShaderContext);
+ This = g_pCurrentContext->pDeviceContext;
+
+ if (This->strided_streams.position_transformed == fPreTransformed)
+ return VINF_SUCCESS; /* no changes; nothing to do. */
+
+ Log(("ShaderSetPositionTransformed viewport (%d,%d) fPreTransformed=%d\n", cxViewPort, cyViewPort, fPreTransformed));
+
+ if (fPreTransformed)
+ { /* In the pre-transformed vertex coordinate case we need to disable all transformations as we're already using screen coordinates. */
+ /* Load the identity matrix for the model view */
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ /* Reset the projection matrix too */
+ rc = ShaderTransformProjection(cxViewPort, cyViewPort, NULL, fPreTransformed);
+ AssertRCReturn(rc, rc);
+ }
+
+ This->strided_streams.position_transformed = fPreTransformed;
+ ((IWineD3DVertexDeclarationImpl *)(This->stateBlock->vertexDecl))->position_transformed = fPreTransformed;
+ return VINF_SUCCESS;
+}
+
+SHADERDECL(int) ShaderUpdateState(void *pShaderContext, uint32_t rtHeight)
+{
+ IWineD3DDeviceImpl *pThis;
+ GLfloat yoffset;
+ GLint viewport[4];
+
+ SHADER_SET_CURRENT_CONTEXT(pShaderContext);
+ pThis = g_pCurrentContext->pDeviceContext;
+
+ glGetIntegerv(GL_VIEWPORT, viewport);
+#ifdef DEBUG
+ AssertReturn(glGetError() == GL_NO_ERROR, VERR_INTERNAL_ERROR);
+#endif
+
+ yoffset = -(63.0f / 64.0f) / viewport[3] /* height */;
+ pThis->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
+ pThis->posFixup[1] = -1.0f; /* y-inversion */
+ pThis->posFixup[2] = (63.0f / 64.0f) / viewport[2] /* width */;
+ pThis->posFixup[3] = pThis->posFixup[1] * yoffset;
+
+ pThis->rtHeight = rtHeight;
+
+ /** @todo missing state:
+ * - fog enable (stateblock->renderState[WINED3DRS_FOGENABLE])
+ * - fog mode (stateblock->renderState[WINED3DRS_FOGTABLEMODE])
+ * - stateblock->vertexDecl->position_transformed
+ */
+
+ if ( g_pCurrentContext->fChangedPixelShader
+ || g_pCurrentContext->fChangedVertexShader)
+ pThis->shader_backend->shader_select(g_pCurrentContext, !!pThis->updateStateBlock->pixelShader, !!pThis->updateStateBlock->vertexShader);
+ g_pCurrentContext->fChangedPixelShader = g_pCurrentContext->fChangedVertexShader = false;
+
+ if ( g_pCurrentContext->fChangedPixelShaderConstant
+ || g_pCurrentContext->fChangedVertexShaderConstant)
+ pThis->shader_backend->shader_load_constants(g_pCurrentContext, !!pThis->updateStateBlock->pixelShader, !!pThis->updateStateBlock->vertexShader);
+ g_pCurrentContext->fChangedPixelShaderConstant = false;
+ g_pCurrentContext->fChangedVertexShaderConstant = false;
+
+ return VINF_SUCCESS;
+}
+
+SHADERDECL(int) ShaderTransformProjection(unsigned cxViewPort, unsigned cyViewPort, float matrix[16], bool fPretransformed)
+{
+#ifdef DEBUG
+ GLenum lastError;
+#endif
+ GLfloat xoffset, yoffset;
+
+ /* Assumes OpenGL context has been activated. */
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+
+ /* The rule is that the window coordinate 0 does not correspond to the
+ beginning of the first pixel, but the center of the first pixel.
+ As a consequence if you want to correctly draw one line exactly from
+ the left to the right end of the viewport (with all matrices set to
+ be identity), the x coords of both ends of the line would be not
+ -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
+ instead.
+
+ 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
+ divide by the Width/Height, so we need the half range(1.0) to translate by
+ half a pixel.
+
+ The other fun is that d3d's output z range after the transformation is [0;1],
+ but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
+ scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
+ of Z buffer precision and the clear values do not match in the z test. Thus scale
+ [0;1] to [-1;1], so when gl undoes that we utilize the full z range
+ */
+
+ /*
+ * Careful with the order of operations here, we're essentially working backwards:
+ * x = x + 1/w;
+ * y = (y - 1/h) * flip;
+ * z = z * 2 - 1;
+ *
+ * Becomes:
+ * glTranslatef(0.0, 0.0, -1.0);
+ * glScalef(1.0, 1.0, 2.0);
+ *
+ * glScalef(1.0, flip, 1.0);
+ * glTranslatef(1/w, -1/h, 0.0);
+ *
+ * This is equivalent to:
+ * glTranslatef(1/w, -flip/h, -1.0)
+ * glScalef(1.0, flip, 2.0);
+ */
+ /* Translate by slightly less than a half pixel to force a top-left
+ * filling convention. We want the difference to be large enough that
+ * it doesn't get lost due to rounding inside the driver, but small
+ * enough to prevent it from interfering with any anti-aliasing. */
+ xoffset = (63.0f / 64.0f) / cxViewPort;
+ yoffset = -(63.0f / 64.0f) / cyViewPort;
+
+ glTranslatef(xoffset, -yoffset, -1.0f);
+
+ if (fPretransformed)
+ {
+ /* One world coordinate equals one screen pixel; y-inversion no longer an issue */
+ glOrtho(0, cxViewPort, 0, cyViewPort, -1, 1);
+ }
+ else
+ {
+ /* flip y coordinate origin too */
+ glScalef(1.0f, -1.0f, 2.0f);
+
+ /* Apply the supplied projection matrix */
+ glMultMatrixf(matrix);
+ }
+#ifdef DEBUG
+ lastError = glGetError(); \
+ AssertMsgReturn(lastError == GL_NO_ERROR, ("%s (%d): last error 0x%x\n", __FUNCTION__, __LINE__, lastError), VERR_INTERNAL_ERROR);
+#endif
+ return VINF_SUCCESS;
+}