/* $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; }