From f215e02bf85f68d3a6106c2a1f4f7f063f819064 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Thu, 11 Apr 2024 10:17:27 +0200 Subject: Adding upstream version 7.0.14-dfsg. Signed-off-by: Daniel Baumann --- src/VBox/Devices/Graphics/shaderlib/shaderapi.c | 804 ++++++++++++++++++++++++ 1 file changed, 804 insertions(+) create mode 100644 src/VBox/Devices/Graphics/shaderlib/shaderapi.c (limited to 'src/VBox/Devices/Graphics/shaderlib/shaderapi.c') diff --git a/src/VBox/Devices/Graphics/shaderlib/shaderapi.c b/src/VBox/Devices/Graphics/shaderlib/shaderapi.c new file mode 100644 index 00000000..fbd77fd4 --- /dev/null +++ b/src/VBox/Devices/Graphics/shaderlib/shaderapi.c @@ -0,0 +1,804 @@ +/* $Id: shaderapi.c $ */ +/** @file + * shaderlib -- interface to WINE's Direct3D shader functions + */ + +/* + * Copyright (C) 2014-2023 Oracle and/or its affiliates. + * + * This file is part of VirtualBox base platform packages, as + * available from https://www.virtualbox.org. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation, in version 3 of the + * License. + * + * This program is distributed in the hope that it will be useful, but + * WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, see . + * + * SPDX-License-Identifier: GPL-3.0-only + */ + +#include +#include +#include +#include +#define WINED3D_EXTERN +#include "wined3d_private.h" + +#include "shaderlib.h" + +#ifdef RT_OS_WINDOWS +# define OGLGETPROCADDRESS wglGetProcAddress + +#elif RT_OS_DARWIN +# include +# 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; +#ifndef VBOX_WITH_VMSVGA + pContext->render_offscreen = false; +#else + /* VMSVGA always renders offscreen. */ + pContext->render_offscreen = true; +#endif + + 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, uint32_t cbShaderData, 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; + } + + object->baseShader.functionLength = cbShaderData; + + 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, uint32_t cbShaderData, 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; + } + + object->baseShader.functionLength = cbShaderData; + + 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; +} -- cgit v1.2.3