VirtualBox

source: vbox/trunk/src/VBox/Devices/Graphics/DevVGA-SVGA3d-ogl.cpp@ 61497

Last change on this file since 61497 was 59741, checked in by vboxsync, 9 years ago

SVGA3d: Applied patch for supporting pretransformed vertices (SVGA3D_DECLUSAGE_POSITIONT) from trivirt.

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File size: 258.9 KB
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1/* $Id: DevVGA-SVGA3d-ogl.cpp 59741 2016-02-19 15:11:35Z vboxsync $ */
2/** @file
3 * DevVMWare - VMWare SVGA device
4 */
5
6/*
7 * Copyright (C) 2013-2015 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
19/*********************************************************************************************************************************
20* Header Files *
21*********************************************************************************************************************************/
22/* Enable to disassemble defined shaders. (Windows host only) */
23#if defined(RT_OS_WINDOWS) && defined(DEBUG) && 0 /* Disabled as we don't have the DirectX SDK avaible atm. */
24# define DUMP_SHADER_DISASSEMBLY
25#endif
26#ifdef DEBUG_bird
27//# define RTMEM_WRAP_TO_EF_APIS
28#endif
29#define LOG_GROUP LOG_GROUP_DEV_VMSVGA
30#include <VBox/vmm/pdmdev.h>
31#include <VBox/version.h>
32#include <VBox/err.h>
33#include <VBox/log.h>
34#include <VBox/vmm/pgm.h>
35
36#include <iprt/assert.h>
37#include <iprt/semaphore.h>
38#include <iprt/uuid.h>
39#include <iprt/mem.h>
40
41#include <VBox/VBoxVideo.h> /* required by DevVGA.h */
42
43/* should go BEFORE any other DevVGA include to make all DevVGA.h config defines be visible */
44#include "DevVGA.h"
45
46#include "DevVGA-SVGA.h"
47#include "DevVGA-SVGA3d.h"
48#include "DevVGA-SVGA3d-internal.h"
49
50#ifdef DUMP_SHADER_DISASSEMBLY
51# include <d3dx9shader.h>
52#endif
53
54#include <stdlib.h>
55#include <math.h>
56#include <float.h> /* FLT_MIN */
57
58
59/*********************************************************************************************************************************
60* Defined Constants And Macros *
61*********************************************************************************************************************************/
62#ifndef VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE
63# define VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE 1.0
64#endif
65
66#ifdef RT_OS_WINDOWS
67# define OGLGETPROCADDRESS wglGetProcAddress
68
69#elif defined(RT_OS_DARWIN)
70# include <dlfcn.h>
71# define OGLGETPROCADDRESS MyNSGLGetProcAddress
72/** Resolves an OpenGL symbol. */
73static void *MyNSGLGetProcAddress(const char *pszSymbol)
74{
75 /* Another copy in shaderapi.c. */
76 static void *s_pvImage = NULL;
77 if (s_pvImage == NULL)
78 s_pvImage = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY);
79 return s_pvImage ? dlsym(s_pvImage, pszSymbol) : NULL;
80}
81
82#else
83# define OGLGETPROCADDRESS(x) glXGetProcAddress((const GLubyte *)x)
84#endif
85
86/* Invert y-coordinate for OpenGL's bottom left origin. */
87#define D3D_TO_OGL_Y_COORD(ptrSurface, y_coordinate) (ptrSurface->pMipmapLevels[0].size.height - (y_coordinate))
88#define D3D_TO_OGL_Y_COORD_MIPLEVEL(ptrMipLevel, y_coordinate) (ptrMipLevel->size.height - (y_coordinate))
89
90//#define MANUAL_FLIP_SURFACE_DATA
91/* Enable to render the result of DrawPrimitive in a seperate window. */
92//#define DEBUG_GFX_WINDOW
93
94
95/**
96 * Macro for doing something and then checking for errors during initialization.
97 * Uses AssertLogRelMsg.
98 */
99#define VMSVGA3D_INIT_CHECKED(a_Expr) \
100 do \
101 { \
102 a_Expr; \
103 GLenum iGlError = glGetError(); \
104 AssertLogRelMsg(iGlError == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x\n", #a_Expr, iGlError)); \
105 } while (0)
106
107/**
108 * Macro for doing something and then checking for errors during initialization,
109 * doing the same in the other context when enabled.
110 *
111 * This will try both profiles in dual profile builds. Caller must be in the
112 * default context.
113 *
114 * Uses AssertLogRelMsg to indicate trouble.
115 */
116#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
117# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) \
118 do \
119 { \
120 for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
121 a_Expr; \
122 GLenum iGlError = glGetError(); \
123 if (iGlError != GL_NO_ERROR) \
124 { \
125 VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pOtherCtx); \
126 for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
127 a_Expr; \
128 GLenum iGlError2 = glGetError(); \
129 AssertLogRelMsg(iGlError2 == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x / %#x\n", #a_Expr, iGlError, iGlError2)); \
130 VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pContext); \
131 } \
132 } while (0)
133#else
134# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) VMSVGA3D_INIT_CHECKED(a_Expr)
135#endif
136
137
138/*********************************************************************************************************************************
139* Global Variables *
140*********************************************************************************************************************************/
141/* Define the default light parameters as specified by MSDN. */
142/** @todo move out; fetched from Wine */
143const SVGA3dLightData vmsvga3d_default_light =
144{
145 SVGA3D_LIGHTTYPE_DIRECTIONAL, /* type */
146 false, /* inWorldSpace */
147 { 1.0f, 1.0f, 1.0f, 0.0f }, /* diffuse r,g,b,a */
148 { 0.0f, 0.0f, 0.0f, 0.0f }, /* specular r,g,b,a */
149 { 0.0f, 0.0f, 0.0f, 0.0f }, /* ambient r,g,b,a, */
150 { 0.0f, 0.0f, 0.0f }, /* position x,y,z */
151 { 0.0f, 0.0f, 1.0f }, /* direction x,y,z */
152 0.0f, /* range */
153 0.0f, /* falloff */
154 0.0f, 0.0f, 0.0f, /* attenuation 0,1,2 */
155 0.0f, /* theta */
156 0.0f /* phi */
157};
158
159
160/*********************************************************************************************************************************
161* Internal Functions *
162*********************************************************************************************************************************/
163static int vmsvga3dContextDestroyOgl(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid);
164static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha);
165
166/* Generated by VBoxDef2LazyLoad from the VBoxSVGA3D.def and VBoxSVGA3DObjC.def files. */
167extern "C" int ExplicitlyLoadVBoxSVGA3D(bool fResolveAllImports, PRTERRINFO pErrInfo);
168
169
170/**
171 * Checks if the given OpenGL extension is supported.
172 *
173 * @returns true if supported, false if not.
174 * @param pState The VMSVGA3d state.
175 * @param fActualGLVersion The actual OpenGL version we're working against.
176 * @param fMinGLVersion The OpenGL version that introduced this feature
177 * into the core.
178 * @param pszWantedExtension The name of the OpenGL extension we want padded
179 * with one space at each end.
180 * @remarks Init time only.
181 */
182static bool vmsvga3dCheckGLExtension(PVMSVGA3DSTATE pState, float fMinGLVersion, const char *pszWantedExtension)
183{
184 /* check padding. */
185 Assert(pszWantedExtension[0] == ' ');
186 Assert(pszWantedExtension[1] != ' ');
187 Assert(strchr(&pszWantedExtension[1], ' ') + 1 == strchr(pszWantedExtension, '\0'));
188
189 /* Look it up. */
190 bool fRet = false;
191 if (strstr(pState->pszExtensions, pszWantedExtension))
192 fRet = true;
193
194 /* Temporarily. Later start if (fMinGLVersion != 0.0 && fActualGLVersion >= fMinGLVersion) return true; */
195#ifdef RT_OS_DARWIN
196 AssertMsg( fMinGLVersion == 0.0
197 || fRet == (pState->fGLVersion >= fMinGLVersion)
198 || VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE == 2.1,
199 ("%s actual:%d min:%d fRet=%d\n",
200 pszWantedExtension, (int)(pState->fGLVersion * 10), (int)(fMinGLVersion * 10), fRet));
201#else
202 AssertMsg(fMinGLVersion == 0.0 || fRet == (pState->fGLVersion >= fMinGLVersion),
203 ("%s actual:%d min:%d fRet=%d\n",
204 pszWantedExtension, (int)(pState->fGLVersion * 10), (int)(fMinGLVersion * 10), fRet));
205#endif
206 return fRet;
207}
208
209
210/**
211 * Outputs GL_EXTENSIONS list to the release log.
212 */
213static void vmsvga3dLogRelExtensions(const char *pszPrefix, const char *pszExtensions)
214{
215 /* OpenGL 3.0 interface (glGetString(GL_EXTENSIONS) return NULL). */
216 bool fBuffered = RTLogRelSetBuffering(true);
217
218 /*
219 * Determin the column widths first.
220 */
221 size_t acchWidths[4] = { 1, 1, 1, 1 };
222 uint32_t i;
223 const char *psz = pszExtensions;
224 for (i = 0; ; i++)
225 {
226 while (*psz == ' ')
227 psz++;
228 if (!*psz)
229 break;
230
231 const char *pszEnd = strchr(psz, ' ');
232 AssertBreak(pszEnd);
233 size_t cch = pszEnd - psz;
234
235 uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
236 if (acchWidths[iColumn] < cch)
237 acchWidths[iColumn] = cch;
238
239 psz = pszEnd;
240 }
241
242 /*
243 * Output it.
244 */
245 LogRel(("VMSVGA3d: %sOpenGL extensions (%d):", pszPrefix, i));
246 psz = pszExtensions;
247 for (i = 0; ; i++)
248 {
249 while (*psz == ' ')
250 psz++;
251 if (!*psz)
252 break;
253
254 const char *pszEnd = strchr(psz, ' ');
255 AssertBreak(pszEnd);
256 size_t cch = pszEnd - psz;
257
258 uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
259 if (iColumn == 0)
260 LogRel(("\nVMSVGA3d: %-*.*s", acchWidths[iColumn], cch, psz));
261 else if (iColumn != RT_ELEMENTS(acchWidths) - 1)
262 LogRel((" %-*.*s", acchWidths[iColumn], cch, psz));
263 else
264 LogRel((" %.*s", cch, psz));
265
266 psz = pszEnd;
267 }
268
269 RTLogRelSetBuffering(fBuffered);
270 LogRel(("\n"));
271}
272
273/**
274 * Gathers the GL_EXTENSIONS list, storing it as a space padded list at
275 * @a ppszExtensions.
276 *
277 * @returns VINF_SUCCESS or VERR_NO_STR_MEMORY
278 * @param ppszExtensions Pointer to the string pointer. Free with RTStrFree.
279 * @param fGLProfileVersion The OpenGL profile version.
280 */
281static int vmsvga3dGatherExtensions(char **ppszExtensions, float fGLProfileVersion)
282{
283 int rc;
284 *ppszExtensions = NULL;
285
286 /*
287 * Try the old glGetString interface first.
288 */
289 const char *pszExtensions = (const char *)glGetString(GL_EXTENSIONS);
290 if (pszExtensions)
291 {
292 rc = RTStrAAppendExN(ppszExtensions, 3, " ", (size_t)1, pszExtensions, RTSTR_MAX, " ", (size_t)1);
293 AssertLogRelRCReturn(rc, rc);
294 }
295 else
296 {
297 /*
298 * The new interface where each extension string is retrieved separately.
299 * Note! Cannot use VMSVGA3D_INIT_CHECKED_GL_GET_INTEGER_VALUE here because
300 * the above GL_EXTENSIONS error lingers on darwin. sucks.
301 */
302#ifndef GL_NUM_EXTENSIONS
303# define GL_NUM_EXTENSIONS 0x821D
304#endif
305 GLint cExtensions = 1024;
306 glGetIntegerv(GL_NUM_EXTENSIONS, &cExtensions);
307 Assert(cExtensions != 1024);
308
309 PFNGLGETSTRINGIPROC pfnGlGetStringi = (PFNGLGETSTRINGIPROC)OGLGETPROCADDRESS("glGetStringi");
310 AssertLogRelReturn(pfnGlGetStringi, VERR_NOT_SUPPORTED);
311
312 rc = RTStrAAppend(ppszExtensions, " ");
313 for (GLint i = 0; RT_SUCCESS(rc) && i < cExtensions; i++)
314 {
315 const char *pszExt = (const char *)pfnGlGetStringi(GL_EXTENSIONS, i);
316 if (pszExt)
317 rc = RTStrAAppendExN(ppszExtensions, 2, pfnGlGetStringi(GL_EXTENSIONS, i), RTSTR_MAX, " ", (size_t)1);
318 }
319 AssertRCReturn(rc, rc);
320 }
321
322#if 1
323 /*
324 * Add extensions promoted into the core OpenGL profile.
325 */
326 static const struct
327 {
328 float fGLVersion;
329 const char *pszzExtensions;
330 } s_aPromotedExtensions[] =
331 {
332 {
333 1.1f,
334 " GL_EXT_vertex_array \0"
335 " GL_EXT_polygon_offset \0"
336 " GL_EXT_blend_logic_op \0"
337 " GL_EXT_texture \0"
338 " GL_EXT_copy_texture \0"
339 " GL_EXT_subtexture \0"
340 " GL_EXT_texture_object \0"
341 " GL_ARB_framebuffer_object \0"
342 " GL_ARB_map_buffer_range \0"
343 " GL_ARB_vertex_array_object \0"
344 "\0"
345 },
346 {
347 1.2f,
348 " EXT_texture3D \0"
349 " EXT_bgra \0"
350 " EXT_packed_pixels \0"
351 " EXT_rescale_normal \0"
352 " EXT_separate_specular_color \0"
353 " SGIS_texture_edge_clamp \0"
354 " SGIS_texture_lod \0"
355 " EXT_draw_range_elements \0"
356 "\0"
357 },
358 {
359 1.3f,
360 " GL_ARB_texture_compression \0"
361 " GL_ARB_texture_cube_map \0"
362 " GL_ARB_multisample \0"
363 " GL_ARB_multitexture \0"
364 " GL_ARB_texture_env_add \0"
365 " GL_ARB_texture_env_combine \0"
366 " GL_ARB_texture_env_dot3 \0"
367 " GL_ARB_texture_border_clamp \0"
368 " GL_ARB_transpose_matrix \0"
369 "\0"
370 },
371 {
372 1.5f,
373 " GL_SGIS_generate_mipmap \0"
374 /*" GL_NV_blend_equare \0"*/
375 " GL_ARB_depth_texture \0"
376 " GL_ARB_shadow \0"
377 " GL_EXT_fog_coord \0"
378 " GL_EXT_multi_draw_arrays \0"
379 " GL_ARB_point_parameters \0"
380 " GL_EXT_secondary_color \0"
381 " GL_EXT_blend_func_separate \0"
382 " GL_EXT_stencil_wrap \0"
383 " GL_ARB_texture_env_crossbar \0"
384 " GL_EXT_texture_lod_bias \0"
385 " GL_ARB_texture_mirrored_repeat \0"
386 " GL_ARB_window_pos \0"
387 "\0"
388 },
389 {
390 1.6f,
391 " GL_ARB_vertex_buffer_object \0"
392 " GL_ARB_occlusion_query \0"
393 " GL_EXT_shadow_funcs \0"
394 },
395 {
396 2.0f,
397 " GL_ARB_shader_objects \0" /*??*/
398 " GL_ARB_vertex_shader \0" /*??*/
399 " GL_ARB_fragment_shader \0" /*??*/
400 " GL_ARB_shading_language_100 \0" /*??*/
401 " GL_ARB_draw_buffers \0"
402 " GL_ARB_texture_non_power_of_two \0"
403 " GL_ARB_point_sprite \0"
404 " GL_ATI_separate_stencil \0"
405 " GL_EXT_stencil_two_side \0"
406 "\0"
407 },
408 {
409 2.1f,
410 " GL_ARB_pixel_buffer_object \0"
411 " GL_EXT_texture_sRGB \0"
412 "\0"
413 },
414 {
415 3.0f,
416 " GL_ARB_framebuffer_object \0"
417 " GL_ARB_map_buffer_range \0"
418 " GL_ARB_vertex_array_object \0"
419 "\0"
420 },
421 {
422 3.1f,
423 " GL_ARB_copy_buffer \0"
424 " GL_ARB_uniform_buffer_object \0"
425 "\0"
426 },
427 {
428 3.2f,
429 " GL_ARB_vertex_array_bgra \0"
430 " GL_ARB_draw_elements_base_vertex \0"
431 " GL_ARB_fragment_coord_conventions \0"
432 " GL_ARB_provoking_vertex \0"
433 " GL_ARB_seamless_cube_map \0"
434 " GL_ARB_texture_multisample \0"
435 " GL_ARB_depth_clamp \0"
436 " GL_ARB_sync \0"
437 " GL_ARB_geometry_shader4 \0" /*??*/
438 "\0"
439 },
440 {
441 3.3f,
442 " GL_ARB_blend_func_extended \0"
443 " GL_ARB_sampler_objects \0"
444 " GL_ARB_explicit_attrib_location \0"
445 " GL_ARB_occlusion_query2 \0"
446 " GL_ARB_shader_bit_encoding \0"
447 " GL_ARB_texture_rgb10_a2ui \0"
448 " GL_ARB_texture_swizzle \0"
449 " GL_ARB_timer_query \0"
450 " GL_ARB_vertex_type_2_10_10_10_rev \0"
451 "\0"
452 },
453 {
454 4.0f,
455 " GL_ARB_texture_query_lod \0"
456 " GL_ARB_draw_indirect \0"
457 " GL_ARB_gpu_shader5 \0"
458 " GL_ARB_gpu_shader_fp64 \0"
459 " GL_ARB_shader_subroutine \0"
460 " GL_ARB_tessellation_shader \0"
461 " GL_ARB_texture_buffer_object_rgb32 \0"
462 " GL_ARB_texture_cube_map_array \0"
463 " GL_ARB_texture_gather \0"
464 " GL_ARB_transform_feedback2 \0"
465 " GL_ARB_transform_feedback3 \0"
466 "\0"
467 },
468 {
469 4.1f,
470 " GL_ARB_ES2_compatibility \0"
471 " GL_ARB_get_program_binary \0"
472 " GL_ARB_separate_shader_objects \0"
473 " GL_ARB_shader_precision \0"
474 " GL_ARB_vertex_attrib_64bit \0"
475 " GL_ARB_viewport_array \0"
476 "\0"
477 }
478 };
479
480 uint32_t cPromoted = 0;
481 for (uint32_t i = 0; i < RT_ELEMENTS(s_aPromotedExtensions) && s_aPromotedExtensions[i].fGLVersion <= fGLProfileVersion; i++)
482 {
483 const char *pszExt = s_aPromotedExtensions[i].pszzExtensions;
484 while (*pszExt)
485 {
486 size_t cchExt = strlen(pszExt);
487 Assert(cchExt > 3);
488 Assert(pszExt[0] == ' ');
489 Assert(pszExt[1] != ' ');
490 Assert(pszExt[cchExt - 2] != ' ');
491 Assert(pszExt[cchExt - 1] == ' ');
492
493 if (strstr(*ppszExtensions, pszExt) == NULL)
494 {
495 if (cPromoted++ == 0)
496 {
497 rc = RTStrAAppend(ppszExtensions, " <promoted-extensions:> <promoted-extensions:> <promoted-extensions:> ");
498 AssertRCReturn(rc, rc);
499 }
500
501 rc = RTStrAAppend(ppszExtensions, pszExt);
502 AssertRCReturn(rc, rc);
503 }
504
505 pszExt = strchr(pszExt, '\0') + 1;
506 }
507 }
508#endif
509
510 return VINF_SUCCESS;
511}
512
513/**
514 * @interface_method_impl{VBOXVMSVGASHADERIF,pfnSwitchInitProfile}
515 */
516static DECLCALLBACK(void) vmsvga3dShaderIfSwitchInitProfile(PVBOXVMSVGASHADERIF pThis, bool fOtherProfile)
517{
518#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
519 PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
520 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[fOtherProfile ? 2 : 1]);
521#else
522 NOREF(pThis);
523 NOREF(fOtherProfile);
524#endif
525}
526
527
528/**
529 * @interface_method_impl{VBOXVMSVGASHADERIF,pfnGetNextExtension}
530 */
531static DECLCALLBACK(bool) vmsvga3dShaderIfGetNextExtension(PVBOXVMSVGASHADERIF pThis, void **ppvEnumCtx,
532 char *pszBuf, size_t cbBuf, bool fOtherProfile)
533{
534 PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
535 const char *pszCur = *ppvEnumCtx ? (const char *)*ppvEnumCtx
536 : fOtherProfile ? pState->pszOtherExtensions : pState->pszExtensions;
537 while (*pszCur == ' ')
538 pszCur++;
539 if (!*pszCur)
540 return false;
541
542 const char *pszEnd = strchr(pszCur, ' ');
543 AssertReturn(pszEnd, false);
544 size_t cch = pszEnd - pszCur;
545 if (cch < cbBuf)
546 {
547 memcpy(pszBuf, pszCur, cch);
548 pszBuf[cch] = '\0';
549 }
550 else if (cbBuf > 0)
551 {
552 memcpy(pszBuf, "<overflow>", RT_MIN(sizeof("<overflow>"), cbBuf));
553 pszBuf[cbBuf - 1] = '\0';
554 }
555
556 *ppvEnumCtx = (void *)pszEnd;
557 return true;
558}
559
560
561/**
562 * Initializes the VMSVGA3D state during VGA device construction.
563 *
564 * Failure are generally not fatal, 3D support will just be disabled.
565 *
566 * @returns VBox status code.
567 * @param pThis The VGA device state where svga.p3dState will be modified.
568 */
569int vmsvga3dInit(PVGASTATE pThis)
570{
571 AssertCompile(GL_TRUE == 1);
572 AssertCompile(GL_FALSE == 0);
573
574 /*
575 * Load and resolve imports from the external shared libraries.
576 */
577 RTERRINFOSTATIC ErrInfo;
578 int rc = ExplicitlyLoadVBoxSVGA3D(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
579 if (RT_FAILURE(rc))
580 {
581 LogRel(("VMSVGA3d: Error loading VBoxSVGA3D and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
582 return rc;
583 }
584#ifdef RT_OS_DARWIN
585 rc = ExplicitlyLoadVBoxSVGA3DObjC(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
586 if (RT_FAILURE(rc))
587 {
588 LogRel(("VMSVGA3d: Error loading VBoxSVGA3DObjC and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
589 return rc;
590 }
591#endif
592
593 /*
594 * Allocate the state.
595 */
596 pThis->svga.p3dState = (PVMSVGA3DSTATE)RTMemAllocZ(sizeof(VMSVGA3DSTATE));
597 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
598
599#ifdef RT_OS_WINDOWS
600 /* Create event semaphore and async IO thread. */
601 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
602 rc = RTSemEventCreate(&pState->WndRequestSem);
603 if (RT_SUCCESS(rc))
604 {
605 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dWindowThread, pState->WndRequestSem, 0, RTTHREADTYPE_GUI, 0,
606 "VMSVGA3DWND");
607 if (RT_SUCCESS(rc))
608 return VINF_SUCCESS;
609
610 /* bail out. */
611 LogRel(("VMSVGA3d: RTThreadCreate failed: %Rrc\n", rc));
612 RTSemEventDestroy(pState->WndRequestSem);
613 }
614 else
615 LogRel(("VMSVGA3d: RTSemEventCreate failed: %Rrc\n", rc));
616 RTMemFree(pThis->svga.p3dState);
617 pThis->svga.p3dState = NULL;
618 return rc;
619#else
620 return VINF_SUCCESS;
621#endif
622}
623
624/* We must delay window creation until the PowerOn phase. Init is too early and will cause failures. */
625int vmsvga3dPowerOn(PVGASTATE pThis)
626{
627 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
628 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
629 PVMSVGA3DCONTEXT pContext;
630#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
631 PVMSVGA3DCONTEXT pOtherCtx;
632#endif
633 int rc;
634
635 if (pState->fGLVersion != 0.0)
636 return VINF_SUCCESS; /* already initialized (load state) */
637
638 /*
639 * OpenGL function calls aren't possible without a valid current context, so create a fake one here.
640 */
641 rc = vmsvga3dContextDefineOgl(pThis, 1, VMSVGA3D_DEF_CTX_F_INIT);
642 AssertRCReturn(rc, rc);
643
644 pContext = pState->papContexts[1];
645 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
646
647 LogRel(("VMSVGA3d: OpenGL version: %s\n"
648 "VMSVGA3d: OpenGL Vendor: %s\n"
649 "VMSVGA3d: OpenGL Renderer: %s\n"
650 "VMSVGA3d: OpenGL shader language version: %s\n",
651 glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
652 glGetString(GL_SHADING_LANGUAGE_VERSION)));
653
654 rc = vmsvga3dGatherExtensions(&pState->pszExtensions, VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE);
655 AssertRCReturn(rc, rc);
656 vmsvga3dLogRelExtensions("", pState->pszExtensions);
657
658 pState->fGLVersion = atof((const char *)glGetString(GL_VERSION));
659
660
661#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
662 /*
663 * Get the extension list for the alternative profile so we can better
664 * figure out the shader model and stuff.
665 */
666 rc = vmsvga3dContextDefineOgl(pThis, 2, VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
667 AssertLogRelRCReturn(rc, rc);
668 pContext = pState->papContexts[1]; /* Array may have been reallocated. */
669
670 pOtherCtx = pState->papContexts[2];
671 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
672
673 LogRel(("VMSVGA3d: Alternative OpenGL version: %s\n"
674 "VMSVGA3d: Alternative OpenGL Vendor: %s\n"
675 "VMSVGA3d: Alternative OpenGL Renderer: %s\n"
676 "VMSVGA3d: Alternative OpenGL shader language version: %s\n",
677 glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
678 glGetString(GL_SHADING_LANGUAGE_VERSION)));
679
680 rc = vmsvga3dGatherExtensions(&pState->pszOtherExtensions, VBOX_VMSVGA3D_OTHER_OGL_PROFILE);
681 AssertRCReturn(rc, rc);
682 vmsvga3dLogRelExtensions("Alternative ", pState->pszOtherExtensions);
683
684 pState->fOtherGLVersion = atof((const char *)glGetString(GL_VERSION));
685
686 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
687#else
688 pState->pszOtherExtensions = (char *)"";
689 pState->fOtherGLVersion = pState->fGLVersion;
690#endif
691
692
693 if (vmsvga3dCheckGLExtension(pState, 3.0f, " GL_ARB_framebuffer_object "))
694 {
695 pState->ext.glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)OGLGETPROCADDRESS("glIsRenderbuffer");
696 pState->ext.glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)OGLGETPROCADDRESS("glBindRenderbuffer");
697 pState->ext.glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)OGLGETPROCADDRESS("glDeleteRenderbuffers");
698 pState->ext.glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)OGLGETPROCADDRESS("glGenRenderbuffers");
699 pState->ext.glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)OGLGETPROCADDRESS("glRenderbufferStorage");
700 pState->ext.glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)OGLGETPROCADDRESS("glGetRenderbufferParameteriv");
701 pState->ext.glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)OGLGETPROCADDRESS("glIsFramebuffer");
702 pState->ext.glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)OGLGETPROCADDRESS("glBindFramebuffer");
703 pState->ext.glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)OGLGETPROCADDRESS("glDeleteFramebuffers");
704 pState->ext.glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)OGLGETPROCADDRESS("glGenFramebuffers");
705 pState->ext.glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)OGLGETPROCADDRESS("glCheckFramebufferStatus");
706 pState->ext.glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)OGLGETPROCADDRESS("glFramebufferTexture1D");
707 pState->ext.glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)OGLGETPROCADDRESS("glFramebufferTexture2D");
708 pState->ext.glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)OGLGETPROCADDRESS("glFramebufferTexture3D");
709 pState->ext.glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)OGLGETPROCADDRESS("glFramebufferRenderbuffer");
710 pState->ext.glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)OGLGETPROCADDRESS("glGetFramebufferAttachmentParameteriv");
711 pState->ext.glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)OGLGETPROCADDRESS("glGenerateMipmap");
712 pState->ext.glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)OGLGETPROCADDRESS("glBlitFramebuffer");
713 pState->ext.glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)OGLGETPROCADDRESS("glRenderbufferStorageMultisample");
714 pState->ext.glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)OGLGETPROCADDRESS("glFramebufferTextureLayer");
715 }
716 pState->ext.glPointParameterf = (PFNGLPOINTPARAMETERFPROC)OGLGETPROCADDRESS("glPointParameterf");
717 AssertMsgReturn(pState->ext.glPointParameterf, ("glPointParameterf missing"), VERR_NOT_IMPLEMENTED);
718#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x102
719 pState->ext.glBlendColor = (PFNGLBLENDCOLORPROC)OGLGETPROCADDRESS("glBlendColor");
720 AssertMsgReturn(pState->ext.glBlendColor, ("glBlendColor missing"), VERR_NOT_IMPLEMENTED);
721 pState->ext.glBlendEquation = (PFNGLBLENDEQUATIONPROC)OGLGETPROCADDRESS("glBlendEquation");
722 AssertMsgReturn(pState->ext.glBlendEquation, ("glBlendEquation missing"), VERR_NOT_IMPLEMENTED);
723#endif
724 pState->ext.glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)OGLGETPROCADDRESS("glBlendEquationSeparate");
725 AssertMsgReturn(pState->ext.glBlendEquationSeparate, ("glBlendEquationSeparate missing"), VERR_NOT_IMPLEMENTED);
726 pState->ext.glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)OGLGETPROCADDRESS("glBlendFuncSeparate");
727 AssertMsgReturn(pState->ext.glBlendFuncSeparate, ("glBlendFuncSeparate missing"), VERR_NOT_IMPLEMENTED);
728 pState->ext.glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)OGLGETPROCADDRESS("glStencilOpSeparate");
729 AssertMsgReturn(pState->ext.glStencilOpSeparate, ("glStencilOpSeparate missing"), VERR_NOT_IMPLEMENTED);
730 pState->ext.glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)OGLGETPROCADDRESS("glStencilFuncSeparate");
731 AssertMsgReturn(pState->ext.glStencilFuncSeparate, ("glStencilFuncSeparate missing"), VERR_NOT_IMPLEMENTED);
732 pState->ext.glBindBuffer = (PFNGLBINDBUFFERPROC)OGLGETPROCADDRESS("glBindBuffer");
733 AssertMsgReturn(pState->ext.glBindBuffer, ("glBindBuffer missing"), VERR_NOT_IMPLEMENTED);
734 pState->ext.glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)OGLGETPROCADDRESS("glDeleteBuffers");
735 AssertMsgReturn(pState->ext.glDeleteBuffers, ("glDeleteBuffers missing"), VERR_NOT_IMPLEMENTED);
736 pState->ext.glGenBuffers = (PFNGLGENBUFFERSPROC)OGLGETPROCADDRESS("glGenBuffers");
737 AssertMsgReturn(pState->ext.glGenBuffers, ("glGenBuffers missing"), VERR_NOT_IMPLEMENTED);
738 pState->ext.glBufferData = (PFNGLBUFFERDATAPROC)OGLGETPROCADDRESS("glBufferData");
739 AssertMsgReturn(pState->ext.glBufferData, ("glBufferData missing"), VERR_NOT_IMPLEMENTED);
740 pState->ext.glMapBuffer = (PFNGLMAPBUFFERPROC)OGLGETPROCADDRESS("glMapBuffer");
741 AssertMsgReturn(pState->ext.glMapBuffer, ("glMapBuffer missing"), VERR_NOT_IMPLEMENTED);
742 pState->ext.glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)OGLGETPROCADDRESS("glUnmapBuffer");
743 AssertMsgReturn(pState->ext.glUnmapBuffer, ("glUnmapBuffer missing"), VERR_NOT_IMPLEMENTED);
744 pState->ext.glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)OGLGETPROCADDRESS("glEnableVertexAttribArray");
745 AssertMsgReturn(pState->ext.glEnableVertexAttribArray, ("glEnableVertexAttribArray missing"), VERR_NOT_IMPLEMENTED);
746 pState->ext.glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)OGLGETPROCADDRESS("glDisableVertexAttribArray");
747 AssertMsgReturn(pState->ext.glDisableVertexAttribArray, ("glDisableVertexAttribArray missing"), VERR_NOT_IMPLEMENTED);
748 pState->ext.glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)OGLGETPROCADDRESS("glVertexAttribPointer");
749 AssertMsgReturn(pState->ext.glVertexAttribPointer, ("glVertexAttribPointer missing"), VERR_NOT_IMPLEMENTED);
750 pState->ext.glFogCoordPointer = (PFNGLFOGCOORDPOINTERPROC)OGLGETPROCADDRESS("glFogCoordPointer");
751 AssertMsgReturn(pState->ext.glFogCoordPointer, ("glFogCoordPointer missing"), VERR_NOT_IMPLEMENTED);
752 pState->ext.glActiveTexture = (PFNGLACTIVETEXTUREPROC)OGLGETPROCADDRESS("glActiveTexture");
753 AssertMsgReturn(pState->ext.glActiveTexture, ("glActiveTexture missing"), VERR_NOT_IMPLEMENTED);
754#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x103
755 pState->ext.glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)OGLGETPROCADDRESS("glClientActiveTexture");
756 AssertMsgReturn(pState->ext.glClientActiveTexture, ("glClientActiveTexture missing"), VERR_NOT_IMPLEMENTED);
757#endif
758 pState->ext.glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)OGLGETPROCADDRESS("glGetProgramivARB");
759 AssertMsgReturn(pState->ext.glGetProgramivARB, ("glGetProgramivARB missing"), VERR_NOT_IMPLEMENTED);
760
761 /* OpenGL 3.2 core */
762 if (vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_draw_elements_base_vertex "))
763 {
764 pState->ext.glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)OGLGETPROCADDRESS("glDrawElementsBaseVertex");
765 pState->ext.glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)OGLGETPROCADDRESS("glDrawElementsInstancedBaseVertex");
766 }
767 else
768 LogRel(("VMSVGA3d: missing extension GL_ARB_draw_elements_base_vertex\n"));
769
770 /* OpenGL 3.2 core */
771 if (vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_provoking_vertex "))
772 {
773 pState->ext.glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)OGLGETPROCADDRESS("glProvokingVertex");
774 }
775 else
776 LogRel(("VMSVGA3d: missing extension GL_ARB_provoking_vertex\n"));
777
778 /* Extension support */
779#if defined(RT_OS_DARWIN)
780 /** @todo OpenGL version history suggest this, verify... */
781 pState->ext.fEXT_stencil_two_side = vmsvga3dCheckGLExtension(pState, 2.0f, " GL_EXT_stencil_two_side ");
782#else
783 pState->ext.fEXT_stencil_two_side = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_stencil_two_side ");
784#endif
785
786 /*
787 * Initialize the capabilities with sensible defaults.
788 */
789 pState->caps.maxActiveLights = 1;
790 pState->caps.maxTextureBufferSize = 65536;
791 pState->caps.maxTextures = 1;
792 pState->caps.maxClipDistances = 4;
793 pState->caps.maxColorAttachments = 1;
794 pState->caps.maxRectangleTextureSize = 2048;
795 pState->caps.maxTextureAnisotropy = 2;
796 pState->caps.maxVertexShaderInstructions = 1024;
797 pState->caps.maxFragmentShaderInstructions = 1024;
798 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_NONE;
799 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_NONE;
800 pState->caps.flPointSize[0] = 1;
801 pState->caps.flPointSize[1] = 1;
802
803 /*
804 * Query capabilities
805 */
806 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_LIGHTS, &pState->caps.maxActiveLights));
807 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &pState->caps.maxTextureBufferSize));
808 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &pState->caps.maxTextures));
809#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE /* The alternative profile has a higher number here (ati/darwin). */
810 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
811 VMSVGA3D_INIT_CHECKED_BOTH(pState, pOtherCtx, pContext, glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
812 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
813#else
814 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
815#endif
816 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &pState->caps.maxColorAttachments));
817 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE, &pState->caps.maxRectangleTextureSize));
818 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &pState->caps.maxTextureAnisotropy));
819 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pState->caps.flPointSize));
820
821 if (pState->ext.glGetProgramivARB)
822 {
823 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
824 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
825 &pState->caps.maxFragmentShaderTemps));
826 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
827 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
828 &pState->caps.maxFragmentShaderInstructions));
829 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
830 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
831 &pState->caps.maxVertexShaderTemps));
832 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
833 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
834 &pState->caps.maxVertexShaderInstructions));
835 }
836 pState->caps.fS3TCSupported = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_texture_compression_s3tc ");
837
838 /* http://http://www.opengl.org/wiki/Detecting_the_Shader_Model
839 * ARB Assembly Language
840 * These are done through testing the presence of extensions. You should test them in this order:
841 * GL_NV_gpu_program4: SM 4.0 or better.
842 * GL_NV_vertex_program3: SM 3.0 or better.
843 * GL_ARB_fragment_program: SM 2.0 or better.
844 * ATI does not support higher than SM 2.0 functionality in assembly shaders.
845 *
846 */
847 /** @todo distinguish between vertex and pixel shaders??? */
848 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_gpu_program4 ")
849 || strstr(pState->pszOtherExtensions, " GL_NV_gpu_program4 "))
850 {
851 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40;
852 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40;
853 }
854 else
855 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_vertex_program3 ")
856 || strstr(pState->pszOtherExtensions, " GL_NV_vertex_program3 ")
857 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_shader_texture_lod ") /* Wine claims this suggests SM 3.0 support */
858 || strstr(pState->pszOtherExtensions, " GL_ARB_shader_texture_lod ")
859 )
860 {
861 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_30;
862 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_30;
863 }
864 else
865 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_fragment_program ")
866 || strstr(pState->pszOtherExtensions, " GL_ARB_fragment_program "))
867 {
868 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20;
869 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20;
870 }
871 else
872 {
873 LogRel(("VMSVGA3D: WARNING: unknown support for assembly shaders!!\n"));
874 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_11;
875 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_11;
876 }
877
878 if (!vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_vertex_array_bgra "))
879 {
880 /** @todo Intel drivers don't support this extension! */
881 LogRel(("VMSVGA3D: WARNING: Missing required extension GL_ARB_vertex_array_bgra (d3dcolor)!!!\n"));
882 }
883#if 0
884 SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND = 11,
885 SVGA3D_DEVCAP_QUERY_TYPES = 15,
886 SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING = 16,
887 SVGA3D_DEVCAP_MAX_POINT_SIZE = 17,
888 SVGA3D_DEVCAP_MAX_SHADER_TEXTURES = 18,
889 SVGA3D_DEVCAP_MAX_VOLUME_EXTENT = 21,
890 SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT = 22,
891 SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO = 23,
892 SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY = 24,
893 SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT = 25,
894 SVGA3D_DEVCAP_MAX_VERTEX_INDEX = 26,
895 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS = 28,
896 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS = 29,
897 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS = 30,
898 SVGA3D_DEVCAP_TEXTURE_OPS = 31,
899 SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8 = 32,
900 SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8 = 33,
901 SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10 = 34,
902 SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5 = 35,
903 SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5 = 36,
904 SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4 = 37,
905 SVGA3D_DEVCAP_SURFACEFMT_R5G6B5 = 38,
906 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16 = 39,
907 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8 = 40,
908 SVGA3D_DEVCAP_SURFACEFMT_ALPHA8 = 41,
909 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8 = 42,
910 SVGA3D_DEVCAP_SURFACEFMT_Z_D16 = 43,
911 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8 = 44,
912 SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8 = 45,
913 SVGA3D_DEVCAP_SURFACEFMT_DXT1 = 46,
914 SVGA3D_DEVCAP_SURFACEFMT_DXT2 = 47,
915 SVGA3D_DEVCAP_SURFACEFMT_DXT3 = 48,
916 SVGA3D_DEVCAP_SURFACEFMT_DXT4 = 49,
917 SVGA3D_DEVCAP_SURFACEFMT_DXT5 = 50,
918 SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8 = 51,
919 SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10 = 52,
920 SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8 = 53,
921 SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8 = 54,
922 SVGA3D_DEVCAP_SURFACEFMT_CxV8U8 = 55,
923 SVGA3D_DEVCAP_SURFACEFMT_R_S10E5 = 56,
924 SVGA3D_DEVCAP_SURFACEFMT_R_S23E8 = 57,
925 SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5 = 58,
926 SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8 = 59,
927 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5 = 60,
928 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8 = 61,
929 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES = 63,
930 SVGA3D_DEVCAP_SURFACEFMT_V16U16 = 65,
931 SVGA3D_DEVCAP_SURFACEFMT_G16R16 = 66,
932 SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16 = 67,
933 SVGA3D_DEVCAP_SURFACEFMT_UYVY = 68,
934 SVGA3D_DEVCAP_SURFACEFMT_YUY2 = 69,
935 SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES = 70,
936 SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES = 71,
937 SVGA3D_DEVCAP_ALPHATOCOVERAGE = 72,
938 SVGA3D_DEVCAP_SUPERSAMPLE = 73,
939 SVGA3D_DEVCAP_AUTOGENMIPMAPS = 74,
940 SVGA3D_DEVCAP_SURFACEFMT_NV12 = 75,
941 SVGA3D_DEVCAP_SURFACEFMT_AYUV = 76,
942 SVGA3D_DEVCAP_SURFACEFMT_Z_DF16 = 79,
943 SVGA3D_DEVCAP_SURFACEFMT_Z_DF24 = 80,
944 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT = 81,
945 SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM = 82,
946 SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM = 83,
947#endif
948
949 LogRel(("VMSVGA3d: Capabilities:\n"));
950 LogRel(("VMSVGA3d: maxActiveLights=%-2d maxTextures=%-2d maxTextureBufferSize=%d\n",
951 pState->caps.maxActiveLights, pState->caps.maxTextures, pState->caps.maxTextureBufferSize));
952 LogRel(("VMSVGA3d: maxClipDistances=%-2d maxColorAttachments=%-2d maxClipDistances=%d\n",
953 pState->caps.maxClipDistances, pState->caps.maxColorAttachments, pState->caps.maxClipDistances));
954 LogRel(("VMSVGA3d: maxColorAttachments=%-2d maxTextureAnisotropy=%-2d maxRectangleTextureSize=%d\n",
955 pState->caps.maxColorAttachments, pState->caps.maxTextureAnisotropy, pState->caps.maxRectangleTextureSize));
956 LogRel(("VMSVGA3d: maxVertexShaderTemps=%-2d maxVertexShaderInstructions=%d maxFragmentShaderInstructions=%d\n",
957 pState->caps.maxVertexShaderTemps, pState->caps.maxVertexShaderInstructions, pState->caps.maxFragmentShaderInstructions));
958 LogRel(("VMSVGA3d: maxFragmentShaderTemps=%d flPointSize={%d.%02u, %d.%02u}\n",
959 pState->caps.maxFragmentShaderTemps,
960 (int)pState->caps.flPointSize[0], (int)(pState->caps.flPointSize[0] * 100) % 100,
961 (int)pState->caps.flPointSize[1], (int)(pState->caps.flPointSize[1] * 100) % 100));
962 LogRel(("VMSVGA3d: fragmentShaderVersion=%-2d vertexShaderVersion=%-2d fS3TCSupported=%d\n",
963 pState->caps.fragmentShaderVersion, pState->caps.vertexShaderVersion, pState->caps.fS3TCSupported));
964
965
966 /* Initialize the shader library. */
967 pState->ShaderIf.pfnSwitchInitProfile = vmsvga3dShaderIfSwitchInitProfile;
968 pState->ShaderIf.pfnGetNextExtension = vmsvga3dShaderIfGetNextExtension;
969 rc = ShaderInitLib(&pState->ShaderIf);
970 AssertRC(rc);
971
972 /* Cleanup */
973 rc = vmsvga3dContextDestroy(pThis, 1);
974 AssertRC(rc);
975#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
976 rc = vmsvga3dContextDestroy(pThis, 2);
977 AssertRC(rc);
978#endif
979
980 if ( pState->fGLVersion < 3.0
981 && pState->fOtherGLVersion < 3.0 /* darwin: legacy profile hack */)
982 {
983 LogRel(("VMSVGA3d: unsupported OpenGL version; minimum is 3.0\n"));
984 return VERR_NOT_IMPLEMENTED;
985 }
986 if ( !pState->ext.glIsRenderbuffer
987 || !pState->ext.glBindRenderbuffer
988 || !pState->ext.glDeleteRenderbuffers
989 || !pState->ext.glGenRenderbuffers
990 || !pState->ext.glRenderbufferStorage
991 || !pState->ext.glGetRenderbufferParameteriv
992 || !pState->ext.glIsFramebuffer
993 || !pState->ext.glBindFramebuffer
994 || !pState->ext.glDeleteFramebuffers
995 || !pState->ext.glGenFramebuffers
996 || !pState->ext.glCheckFramebufferStatus
997 || !pState->ext.glFramebufferTexture1D
998 || !pState->ext.glFramebufferTexture2D
999 || !pState->ext.glFramebufferTexture3D
1000 || !pState->ext.glFramebufferRenderbuffer
1001 || !pState->ext.glGetFramebufferAttachmentParameteriv
1002 || !pState->ext.glGenerateMipmap
1003 || !pState->ext.glBlitFramebuffer
1004 || !pState->ext.glRenderbufferStorageMultisample
1005 || !pState->ext.glFramebufferTextureLayer)
1006 {
1007 LogRel(("VMSVGA3d: missing required OpenGL extension; aborting\n"));
1008 return VERR_NOT_IMPLEMENTED;
1009 }
1010
1011#ifdef DEBUG_DEBUG_GFX_WINDOW_TEST_CONTEXT
1012 pState->idTestContext = SVGA_ID_INVALID;
1013#endif
1014 return VINF_SUCCESS;
1015}
1016
1017int vmsvga3dReset(PVGASTATE pThis)
1018{
1019 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1020 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
1021
1022 /* Destroy all leftover surfaces. */
1023 for (uint32_t i = 0; i < pState->cSurfaces; i++)
1024 {
1025 if (pState->papSurfaces[i]->id != SVGA3D_INVALID_ID)
1026 vmsvga3dSurfaceDestroy(pThis, pState->papSurfaces[i]->id);
1027 }
1028
1029 /* Destroy all leftover contexts. */
1030 for (uint32_t i = 0; i < pState->cContexts; i++)
1031 {
1032 if (pState->papContexts[i]->id != SVGA3D_INVALID_ID)
1033 vmsvga3dContextDestroy(pThis, pState->papContexts[i]->id);
1034 }
1035
1036 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1037 vmsvga3dContextDestroyOgl(pThis, &pState->SharedCtx, VMSVGA3D_SHARED_CTX_ID);
1038
1039 return VINF_SUCCESS;
1040}
1041
1042int vmsvga3dTerminate(PVGASTATE pThis)
1043{
1044 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1045 AssertReturn(pState, VERR_WRONG_ORDER);
1046 int rc;
1047
1048 rc = vmsvga3dReset(pThis);
1049 AssertRCReturn(rc, rc);
1050
1051 /* Terminate the shader library. */
1052 rc = ShaderDestroyLib();
1053 AssertRC(rc);
1054
1055#ifdef RT_OS_WINDOWS
1056 /* Terminate the window creation thread. */
1057 rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_EXIT, 0, 0);
1058 AssertRCReturn(rc, rc);
1059
1060 RTSemEventDestroy(pState->WndRequestSem);
1061#elif defined(RT_OS_DARWIN)
1062
1063#elif defined(RT_OS_LINUX)
1064 /* signal to the thread that it is supposed to exit */
1065 pState->bTerminate = true;
1066 /* wait for it to terminate */
1067 rc = RTThreadWait(pState->pWindowThread, 10000, NULL);
1068 AssertRC(rc);
1069 XCloseDisplay(pState->display);
1070#endif
1071
1072 RTStrFree(pState->pszExtensions);
1073 pState->pszExtensions = NULL;
1074#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1075 RTStrFree(pState->pszOtherExtensions);
1076#endif
1077 pState->pszOtherExtensions = NULL;
1078
1079 return VINF_SUCCESS;
1080}
1081
1082
1083void vmsvga3dUpdateHostScreenViewport(PVGASTATE pThis, uint32_t idScreen, VMSVGAVIEWPORT const *pOldViewport)
1084{
1085 /** @todo Move the visible framebuffer content here, don't wait for the guest to
1086 * redraw it. */
1087
1088#ifdef RT_OS_DARWIN
1089 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1090 if ( pState
1091 && idScreen == 0
1092 && pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1093 {
1094 vmsvga3dCocoaViewUpdateViewport(pState->SharedCtx.cocoaView);
1095 }
1096#else
1097 NOREF(pThis); NOREF(idScreen);
1098#endif
1099}
1100
1101
1102/**
1103 * Worker for vmsvga3dQueryCaps that figures out supported operations for a
1104 * given surface format capability.
1105 *
1106 * @returns Supported/indented operations (SVGA3DFORMAT_OP_XXX).
1107 * @param pState3D The 3D state.
1108 * @param idx3dCaps The SVGA3D_CAPS_XXX value of the surface format.
1109 *
1110 * @remarks See fromat_cap_table in svga_format.c (mesa/gallium) for a reference
1111 * of implicit guest expectations:
1112 * http://cgit.freedesktop.org/mesa/mesa/tree/src/gallium/drivers/svga/svga_format.c
1113 */
1114static uint32_t vmsvga3dGetSurfaceFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps)
1115{
1116 uint32_t result = 0;
1117
1118 /** @todo missing:
1119 *
1120 * SVGA3DFORMAT_OP_PIXELSIZE
1121 */
1122
1123 switch (idx3dCaps)
1124 {
1125 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1126 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1127 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1128 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1129 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1130 | SVGA3DFORMAT_OP_DISPLAYMODE /* Should not be set for alpha formats. */
1131 | SVGA3DFORMAT_OP_3DACCELERATION; /* implies OP_DISPLAYMODE */
1132 break;
1133
1134 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1135 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1136 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1137 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1138 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1139 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1140 | SVGA3DFORMAT_OP_SAME_FORMAT_UP_TO_ALPHA_RENDERTARGET;
1141 break;
1142 }
1143
1144 /** @todo check hardware caps! */
1145 switch (idx3dCaps)
1146 {
1147 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1148 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1149 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1150 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1151 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1152 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1153 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1154 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1155 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1156 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1157 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1158 result |= SVGA3DFORMAT_OP_TEXTURE
1159 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET
1160 | SVGA3DFORMAT_OP_OFFSCREENPLAIN
1161 | SVGA3DFORMAT_OP_SAME_FORMAT_RENDERTARGET
1162 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1163 | SVGA3DFORMAT_OP_CUBETEXTURE
1164 | SVGA3DFORMAT_OP_SRGBREAD
1165 | SVGA3DFORMAT_OP_SRGBWRITE;
1166 break;
1167
1168 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1169 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1170 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1171 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1172 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1173 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1174 result |= SVGA3DFORMAT_OP_ZSTENCIL
1175 | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH
1176 | SVGA3DFORMAT_OP_TEXTURE /* Necessary for Ubuntu Unity */;
1177 break;
1178
1179 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1180 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1181 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1182 result |= SVGA3DFORMAT_OP_TEXTURE
1183 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1184 | SVGA3DFORMAT_OP_CUBETEXTURE
1185 | SVGA3DFORMAT_OP_SRGBREAD;
1186 break;
1187
1188 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1189 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1190 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1191 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1192 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1193 break;
1194
1195 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1196 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1197 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1198 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1199 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1200 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1201 break;
1202
1203 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1204 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1205 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1206
1207 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1208 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1209 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1210 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1211 break;
1212 }
1213 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1214
1215 return result;
1216}
1217
1218static uint32_t vmsvga3dGetDepthFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps)
1219{
1220 uint32_t result = 0;
1221
1222 /** @todo test this somehow */
1223 result = SVGA3DFORMAT_OP_ZSTENCIL | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH;
1224
1225 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1226 return result;
1227}
1228
1229
1230int vmsvga3dQueryCaps(PVGASTATE pThis, uint32_t idx3dCaps, uint32_t *pu32Val)
1231{
1232 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1233 AssertReturn(pState, VERR_NO_MEMORY);
1234 int rc = VINF_SUCCESS;
1235
1236 *pu32Val = 0;
1237
1238 /*
1239 * The capabilities access by current (2015-03-01) linux sources (gallium,
1240 * vmwgfx, xorg-video-vmware) are annotated, caps without xref annotations
1241 * aren't access.
1242 */
1243
1244 switch (idx3dCaps)
1245 {
1246 /* Linux: vmwgfx_fifo.c in kmod; only used with SVGA_CAP_GBOBJECTS. */
1247 case SVGA3D_DEVCAP_3D:
1248 *pu32Val = 1; /* boolean? */
1249 break;
1250
1251 case SVGA3D_DEVCAP_MAX_LIGHTS:
1252 *pu32Val = pState->caps.maxActiveLights;
1253 break;
1254
1255 case SVGA3D_DEVCAP_MAX_TEXTURES:
1256 *pu32Val = pState->caps.maxTextures;
1257 break;
1258
1259 case SVGA3D_DEVCAP_MAX_CLIP_PLANES:
1260 *pu32Val = pState->caps.maxClipDistances;
1261 break;
1262
1263 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1264 case SVGA3D_DEVCAP_VERTEX_SHADER_VERSION:
1265 *pu32Val = pState->caps.vertexShaderVersion;
1266 break;
1267
1268 case SVGA3D_DEVCAP_VERTEX_SHADER:
1269 /* boolean? */
1270 *pu32Val = (pState->caps.vertexShaderVersion != SVGA3DVSVERSION_NONE);
1271 break;
1272
1273 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1274 case SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION:
1275 *pu32Val = pState->caps.fragmentShaderVersion;
1276 break;
1277
1278 case SVGA3D_DEVCAP_FRAGMENT_SHADER:
1279 /* boolean? */
1280 *pu32Val = (pState->caps.fragmentShaderVersion != SVGA3DPSVERSION_NONE);
1281 break;
1282
1283 case SVGA3D_DEVCAP_S23E8_TEXTURES:
1284 case SVGA3D_DEVCAP_S10E5_TEXTURES:
1285 /* Must be obsolete by now; surface format caps specify the same thing. */
1286 rc = VERR_INVALID_PARAMETER;
1287 break;
1288
1289 case SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND:
1290 break;
1291
1292 /*
1293 * 2. The BUFFER_FORMAT capabilities are deprecated, and they always
1294 * return TRUE. Even on physical hardware that does not support
1295 * these formats natively, the SVGA3D device will provide an emulation
1296 * which should be invisible to the guest OS.
1297 */
1298 case SVGA3D_DEVCAP_D16_BUFFER_FORMAT:
1299 case SVGA3D_DEVCAP_D24S8_BUFFER_FORMAT:
1300 case SVGA3D_DEVCAP_D24X8_BUFFER_FORMAT:
1301 *pu32Val = 1;
1302 break;
1303
1304 case SVGA3D_DEVCAP_QUERY_TYPES:
1305 break;
1306
1307 case SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING:
1308 break;
1309
1310 /* Linux: svga_screen.c in gallium; capped at 80.0, default 1.0. */
1311 case SVGA3D_DEVCAP_MAX_POINT_SIZE:
1312 AssertCompile(sizeof(uint32_t) == sizeof(float));
1313 *(float *)pu32Val = pState->caps.flPointSize[1];
1314 break;
1315
1316 case SVGA3D_DEVCAP_MAX_SHADER_TEXTURES:
1317 /** @todo ?? */
1318 rc = VERR_INVALID_PARAMETER;
1319 break;
1320
1321 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_2D_LEVELS); have default if missing. */
1322 case SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH:
1323 case SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT:
1324 *pu32Val = pState->caps.maxRectangleTextureSize;
1325 break;
1326
1327 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_3D_LEVELS); have default if missing. */
1328 case SVGA3D_DEVCAP_MAX_VOLUME_EXTENT:
1329 //*pu32Val = pCaps->MaxVolumeExtent;
1330 break;
1331
1332 case SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT:
1333 *pu32Val = 32768; /* hardcoded in Wine */
1334 break;
1335
1336 case SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO:
1337 //*pu32Val = pCaps->MaxTextureAspectRatio;
1338 break;
1339
1340 /* Linux: svga_screen.c in gallium (for PIPE_CAPF_MAX_TEXTURE_ANISOTROPY); defaults to 4.0. */
1341 case SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY:
1342 *pu32Val = pState->caps.maxTextureAnisotropy;
1343 break;
1344
1345 case SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT:
1346 case SVGA3D_DEVCAP_MAX_VERTEX_INDEX:
1347 *pu32Val = 0xFFFFF; /* hardcoded in Wine */
1348 break;
1349
1350 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_INSTRUCTIONS); defaults to 512. */
1351 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS:
1352 *pu32Val = pState->caps.maxVertexShaderInstructions;
1353 break;
1354
1355 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS:
1356 *pu32Val = pState->caps.maxFragmentShaderInstructions;
1357 break;
1358
1359 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1360 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS:
1361 *pu32Val = pState->caps.maxVertexShaderTemps;
1362 break;
1363
1364 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_FRAGMENT/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1365 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS:
1366 *pu32Val = pState->caps.maxFragmentShaderTemps;
1367 break;
1368
1369 case SVGA3D_DEVCAP_TEXTURE_OPS:
1370 break;
1371
1372 case SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES:
1373 break;
1374
1375 case SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES:
1376 break;
1377
1378 case SVGA3D_DEVCAP_ALPHATOCOVERAGE:
1379 break;
1380
1381 case SVGA3D_DEVCAP_SUPERSAMPLE:
1382 break;
1383
1384 case SVGA3D_DEVCAP_AUTOGENMIPMAPS:
1385 //*pu32Val = !!(pCaps->Caps2 & D3DCAPS2_CANAUTOGENMIPMAP);
1386 break;
1387
1388 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES:
1389 break;
1390
1391 case SVGA3D_DEVCAP_MAX_RENDER_TARGETS: /** @todo same thing? */
1392 case SVGA3D_DEVCAP_MAX_SIMULTANEOUS_RENDER_TARGETS:
1393 *pu32Val = pState->caps.maxColorAttachments;
1394 break;
1395
1396 /*
1397 * This is the maximum number of SVGA context IDs that the guest
1398 * can define using SVGA_3D_CMD_CONTEXT_DEFINE.
1399 */
1400 case SVGA3D_DEVCAP_MAX_CONTEXT_IDS:
1401 *pu32Val = SVGA3D_MAX_CONTEXT_IDS;
1402 break;
1403
1404 /*
1405 * This is the maximum number of SVGA surface IDs that the guest
1406 * can define using SVGA_3D_CMD_SURFACE_DEFINE*.
1407 */
1408 case SVGA3D_DEVCAP_MAX_SURFACE_IDS:
1409 *pu32Val = SVGA3D_MAX_SURFACE_IDS;
1410 break;
1411
1412#if 0 /* Appeared more recently, not yet implemented. */
1413 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1414 case SVGA3D_DEVCAP_LINE_AA:
1415 break;
1416 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1417 case SVGA3D_DEVCAP_LINE_STIPPLE:
1418 break;
1419 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1420 case SVGA3D_DEVCAP_MAX_LINE_WIDTH:
1421 break;
1422 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1423 case SVGA3D_DEVCAP_MAX_AA_LINE_WIDTH:
1424 break;
1425#endif
1426
1427 /*
1428 * Supported surface formats.
1429 * Linux: svga_format.c in gallium, format_cap_table defines implicit expectations.
1430 */
1431 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1432 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1433 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1434 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1435 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1436 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1437 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1438 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1439 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1440 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1441 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1442 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1443 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1444 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1445 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1446 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1447 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1448 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1449 *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps);
1450 break;
1451
1452 case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
1453 case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
1454 *pu32Val = 0; /* apparently not supported in OpenGL */
1455 break;
1456
1457 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1458 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1459 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1460 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1461 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1462 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1463 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1464 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1465 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1466 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1467 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1468 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1469 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1470 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1471 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1472 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1473 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1474 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1475 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1476 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1477 *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps);
1478 break;
1479
1480 /* Linux: Not referenced in current sources. */
1481 case SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM:
1482 case SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM:
1483 Log(("CAPS: Unknown CAP %s\n", vmsvga3dGetCapString(idx3dCaps)));
1484 rc = VERR_INVALID_PARAMETER;
1485 *pu32Val = 0;
1486 break;
1487
1488 default:
1489 Log(("CAPS: Unexpected CAP %d\n", idx3dCaps));
1490 rc = VERR_INVALID_PARAMETER;
1491 break;
1492 }
1493
1494 Log(("CAPS: %s - %x\n", vmsvga3dGetCapString(idx3dCaps), *pu32Val));
1495 return rc;
1496}
1497
1498/**
1499 * Convert SVGA format value to its OpenGL equivalent
1500 *
1501 * @remarks Clues to be had in format_texture_info table (wined3d/utils.c) with
1502 * help from wined3dformat_from_d3dformat().
1503 */
1504void vmsvga3dSurfaceFormat2OGL(PVMSVGA3DSURFACE pSurface, SVGA3dSurfaceFormat format)
1505{
1506 switch (format)
1507 {
1508 case SVGA3D_X8R8G8B8: /* D3DFMT_X8R8G8B8 - WINED3DFMT_B8G8R8X8_UNORM */
1509 pSurface->internalFormatGL = GL_RGB8;
1510 pSurface->formatGL = GL_BGRA;
1511 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1512 break;
1513 case SVGA3D_A8R8G8B8: /* D3DFMT_A8R8G8B8 - WINED3DFMT_B8G8R8A8_UNORM */
1514 pSurface->internalFormatGL = GL_RGBA8;
1515 pSurface->formatGL = GL_BGRA;
1516 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1517 break;
1518 case SVGA3D_R5G6B5: /* D3DFMT_R5G6B5 - WINED3DFMT_B5G6R5_UNORM */
1519 pSurface->internalFormatGL = GL_RGB5;
1520 pSurface->formatGL = GL_RGB;
1521 pSurface->typeGL = GL_UNSIGNED_SHORT_5_6_5;
1522 AssertMsgFailed(("Test me - SVGA3D_R5G6B5\n"));
1523 break;
1524 case SVGA3D_X1R5G5B5: /* D3DFMT_X1R5G5B5 - WINED3DFMT_B5G5R5X1_UNORM */
1525 pSurface->internalFormatGL = GL_RGB5;
1526 pSurface->formatGL = GL_BGRA;
1527 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1528 AssertMsgFailed(("Test me - SVGA3D_X1R5G5B5\n"));
1529 break;
1530 case SVGA3D_A1R5G5B5: /* D3DFMT_A1R5G5B5 - WINED3DFMT_B5G5R5A1_UNORM */
1531 pSurface->internalFormatGL = GL_RGB5_A1;
1532 pSurface->formatGL = GL_BGRA;
1533 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1534 AssertMsgFailed(("Test me - SVGA3D_A1R5G5B5\n"));
1535 break;
1536 case SVGA3D_A4R4G4B4: /* D3DFMT_A4R4G4B4 - WINED3DFMT_B4G4R4A4_UNORM */
1537 pSurface->internalFormatGL = GL_RGBA4;
1538 pSurface->formatGL = GL_BGRA;
1539 pSurface->typeGL = GL_UNSIGNED_SHORT_4_4_4_4_REV;
1540 AssertMsgFailed(("Test me - SVGA3D_A4R4G4B4\n"));
1541 break;
1542
1543 case SVGA3D_Z_D32: /* D3DFMT_D32 - WINED3DFMT_D32_UNORM */
1544 pSurface->internalFormatGL = GL_DEPTH_COMPONENT32;
1545 pSurface->formatGL = GL_DEPTH_COMPONENT;
1546 pSurface->typeGL = GL_UNSIGNED_INT;
1547 break;
1548 case SVGA3D_Z_D16: /* D3DFMT_D16 - WINED3DFMT_D16_UNORM */
1549 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo Wine suggests GL_DEPTH_COMPONENT24. */
1550 pSurface->formatGL = GL_DEPTH_COMPONENT;
1551 pSurface->typeGL = GL_UNSIGNED_SHORT;
1552 //AssertMsgFailed(("Test me - SVGA3D_Z_D16\n"));
1553 break;
1554 case SVGA3D_Z_D24S8: /* D3DFMT_D24S8 - WINED3DFMT_D24_UNORM_S8_UINT */
1555 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1556 pSurface->formatGL = GL_DEPTH_STENCIL;
1557 pSurface->typeGL = GL_UNSIGNED_INT;
1558 break;
1559 case SVGA3D_Z_D15S1: /* D3DFMT_D15S1 - WINED3DFMT_S1_UINT_D15_UNORM */
1560 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /* @todo ??? */
1561 pSurface->formatGL = GL_DEPTH_STENCIL;
1562 pSurface->typeGL = GL_UNSIGNED_SHORT;
1563 /** @todo Wine sources hints at no hw support for this, so test this one! */
1564 AssertMsgFailed(("Test me - SVGA3D_Z_D15S1\n"));
1565 break;
1566 case SVGA3D_Z_D24X8: /* D3DFMT_D24X8 - WINED3DFMT_X8D24_UNORM */
1567 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1568 pSurface->formatGL = GL_DEPTH_COMPONENT;
1569 pSurface->typeGL = GL_UNSIGNED_INT;
1570 break;
1571
1572 /* Advanced D3D9 depth formats. */
1573 case SVGA3D_Z_DF16: /* D3DFMT_DF16? - not supported */
1574 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16;
1575 pSurface->formatGL = GL_DEPTH_COMPONENT;
1576 pSurface->typeGL = GL_FLOAT;
1577 break;
1578
1579 case SVGA3D_Z_DF24: /* D3DFMT_DF24? - not supported */
1580 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1581 pSurface->formatGL = GL_DEPTH_COMPONENT;
1582 pSurface->typeGL = GL_FLOAT; /* ??? */
1583 break;
1584
1585 case SVGA3D_Z_D24S8_INT: /* D3DFMT_??? - not supported */
1586 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1587 pSurface->formatGL = GL_DEPTH_STENCIL;
1588 pSurface->typeGL = GL_INT; /* ??? */
1589 break;
1590
1591 case SVGA3D_DXT1: /* D3DFMT_DXT1 - WINED3DFMT_DXT1 */
1592 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1593#if 0
1594 pSurface->formatGL = GL_RGBA_S3TC; /* ??? */
1595 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1596#else /* wine suggests: */
1597 pSurface->formatGL = GL_RGBA;
1598 pSurface->typeGL = GL_UNSIGNED_BYTE;
1599 AssertMsgFailed(("Test me - SVGA3D_DXT1\n"));
1600#endif
1601 break;
1602
1603 case SVGA3D_DXT3: /* D3DFMT_DXT3 - WINED3DFMT_DXT3 */
1604 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
1605#if 0 /** @todo this needs testing... */
1606 pSurface->formatGL = GL_RGBA_S3TC; /* ??? */
1607 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1608#else /* wine suggests: */
1609 pSurface->formatGL = GL_RGBA;
1610 pSurface->typeGL = GL_UNSIGNED_BYTE;
1611 AssertMsgFailed(("Test me - SVGA3D_DXT3\n"));
1612#endif
1613 break;
1614
1615 case SVGA3D_DXT5: /* D3DFMT_DXT5 - WINED3DFMT_DXT5 */
1616 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
1617#if 0 /** @todo this needs testing... */
1618 pSurface->formatGL = GL_RGBA_S3TC;
1619 pSurface->typeGL = GL_UNSIGNED_INT;
1620#else /* wine suggests: */
1621 pSurface->formatGL = GL_RGBA;
1622 pSurface->typeGL = GL_UNSIGNED_BYTE;
1623 AssertMsgFailed(("Test me - SVGA3D_DXT5\n"));
1624#endif
1625 break;
1626
1627 case SVGA3D_LUMINANCE8: /* D3DFMT_? - ? */
1628 pSurface->internalFormatGL = GL_LUMINANCE8_EXT;
1629 pSurface->formatGL = GL_LUMINANCE;
1630 pSurface->typeGL = GL_UNSIGNED_BYTE;
1631 break;
1632
1633 case SVGA3D_LUMINANCE16: /* D3DFMT_? - ? */
1634 pSurface->internalFormatGL = GL_LUMINANCE16_EXT;
1635 pSurface->formatGL = GL_LUMINANCE;
1636 pSurface->typeGL = GL_UNSIGNED_SHORT;
1637 break;
1638
1639 case SVGA3D_LUMINANCE4_ALPHA4: /* D3DFMT_? - ? */
1640 pSurface->internalFormatGL = GL_LUMINANCE4_ALPHA4_EXT;
1641 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1642 pSurface->typeGL = GL_UNSIGNED_BYTE;
1643 break;
1644
1645 case SVGA3D_LUMINANCE8_ALPHA8: /* D3DFMT_? - ? */
1646 pSurface->internalFormatGL = GL_LUMINANCE8_ALPHA8_EXT;
1647 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1648 pSurface->typeGL = GL_UNSIGNED_BYTE; /* unsigned_short causes issues even though this type should be 16-bit */
1649 break;
1650
1651 case SVGA3D_ALPHA8: /* D3DFMT_A8? - WINED3DFMT_A8_UNORM? */
1652 pSurface->internalFormatGL = GL_ALPHA8_EXT;
1653 pSurface->formatGL = GL_ALPHA;
1654 pSurface->typeGL = GL_UNSIGNED_BYTE;
1655 break;
1656
1657#if 0
1658
1659 /* Bump-map formats */
1660 case SVGA3D_BUMPU8V8:
1661 return D3DFMT_V8U8;
1662 case SVGA3D_BUMPL6V5U5:
1663 return D3DFMT_L6V5U5;
1664 case SVGA3D_BUMPX8L8V8U8:
1665 return D3DFMT_X8L8V8U8;
1666 case SVGA3D_BUMPL8V8U8:
1667 /* No corresponding D3D9 equivalent. */
1668 AssertFailedReturn(D3DFMT_UNKNOWN);
1669 /* signed bump-map formats */
1670 case SVGA3D_V8U8:
1671 return D3DFMT_V8U8;
1672 case SVGA3D_Q8W8V8U8:
1673 return D3DFMT_Q8W8V8U8;
1674 case SVGA3D_CxV8U8:
1675 return D3DFMT_CxV8U8;
1676 /* mixed bump-map formats */
1677 case SVGA3D_X8L8V8U8:
1678 return D3DFMT_X8L8V8U8;
1679 case SVGA3D_A2W10V10U10:
1680 return D3DFMT_A2W10V10U10;
1681#endif
1682
1683 case SVGA3D_ARGB_S10E5: /* 16-bit floating-point ARGB */ /* D3DFMT_A16B16G16R16F - WINED3DFMT_R16G16B16A16_FLOAT */
1684 pSurface->internalFormatGL = GL_RGBA16F;
1685 pSurface->formatGL = GL_RGBA;
1686#if 0 /* bird: wine uses half float, sounds correct to me... */
1687 pSurface->typeGL = GL_FLOAT;
1688#else
1689 pSurface->typeGL = GL_HALF_FLOAT;
1690 AssertMsgFailed(("Test me - SVGA3D_ARGB_S10E5\n"));
1691#endif
1692 break;
1693
1694 case SVGA3D_ARGB_S23E8: /* 32-bit floating-point ARGB */ /* D3DFMT_A32B32G32R32F - WINED3DFMT_R32G32B32A32_FLOAT */
1695 pSurface->internalFormatGL = GL_RGBA32F;
1696 pSurface->formatGL = GL_RGBA;
1697 pSurface->typeGL = GL_FLOAT; /* ?? - same as wine, so probably correct */
1698 break;
1699
1700 case SVGA3D_A2R10G10B10: /* D3DFMT_A2R10G10B10 - WINED3DFMT_B10G10R10A2_UNORM */
1701 pSurface->internalFormatGL = GL_RGB10_A2; /* ?? - same as wine, so probably correct */
1702#if 0 /* bird: Wine uses GL_BGRA instead of GL_RGBA. */
1703 pSurface->formatGL = GL_RGBA;
1704#else
1705 pSurface->formatGL = GL_BGRA;
1706#endif
1707 pSurface->typeGL = GL_UNSIGNED_INT;
1708 AssertMsgFailed(("Test me - SVGA3D_A2R10G10B10\n"));
1709 break;
1710
1711
1712 /* Single- and dual-component floating point formats */
1713 case SVGA3D_R_S10E5: /* D3DFMT_R16F - WINED3DFMT_R16_FLOAT */
1714 pSurface->internalFormatGL = GL_R16F;
1715 pSurface->formatGL = GL_RED;
1716#if 0 /* bird: wine uses half float, sounds correct to me... */
1717 pSurface->typeGL = GL_FLOAT;
1718#else
1719 pSurface->typeGL = GL_HALF_FLOAT;
1720 AssertMsgFailed(("Test me - SVGA3D_R_S10E5\n"));
1721#endif
1722 break;
1723 case SVGA3D_R_S23E8: /* D3DFMT_R32F - WINED3DFMT_R32_FLOAT */
1724 pSurface->internalFormatGL = GL_R32F;
1725 pSurface->formatGL = GL_RG;
1726 pSurface->typeGL = GL_FLOAT;
1727 break;
1728 case SVGA3D_RG_S10E5: /* D3DFMT_G16R16F - WINED3DFMT_R16G16_FLOAT */
1729 pSurface->internalFormatGL = GL_RG16F;
1730 pSurface->formatGL = GL_RG;
1731#if 0 /* bird: wine uses half float, sounds correct to me... */
1732 pSurface->typeGL = GL_FLOAT;
1733#else
1734 pSurface->typeGL = GL_HALF_FLOAT;
1735 AssertMsgFailed(("Test me - SVGA3D_RG_S10E5\n"));
1736#endif
1737 break;
1738 case SVGA3D_RG_S23E8: /* D3DFMT_G32R32F - WINED3DFMT_R32G32_FLOAT */
1739 pSurface->internalFormatGL = GL_RG32F;
1740 pSurface->formatGL = GL_RG;
1741 pSurface->typeGL = GL_FLOAT;
1742 break;
1743
1744 /*
1745 * Any surface can be used as a buffer object, but SVGA3D_BUFFER is
1746 * the most efficient format to use when creating new surfaces
1747 * expressly for index or vertex data.
1748 */
1749 case SVGA3D_BUFFER:
1750 pSurface->internalFormatGL = -1;
1751 pSurface->formatGL = -1;
1752 pSurface->typeGL = -1;
1753 break;
1754
1755#if 0
1756 return D3DFMT_UNKNOWN;
1757
1758 case SVGA3D_V16U16:
1759 return D3DFMT_V16U16;
1760#endif
1761
1762 case SVGA3D_G16R16: /* D3DFMT_G16R16 - WINED3DFMT_R16G16_UNORM */
1763 pSurface->internalFormatGL = GL_RG16;
1764 pSurface->formatGL = GL_RG;
1765#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1766 pSurface->typeGL = GL_UNSIGNED_INT;
1767#else
1768 pSurface->typeGL = GL_UNSIGNED_SHORT;
1769 AssertMsgFailed(("test me - SVGA3D_G16R16\n"));
1770#endif
1771 break;
1772
1773 case SVGA3D_A16B16G16R16: /* D3DFMT_A16B16G16R16 - WINED3DFMT_R16G16B16A16_UNORM */
1774 pSurface->internalFormatGL = GL_RGBA16;
1775 pSurface->formatGL = GL_RGBA;
1776#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1777 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1778#else
1779 pSurface->typeGL = GL_UNSIGNED_SHORT;
1780 AssertMsgFailed(("Test me - SVGA3D_A16B16G16R16\n"));
1781#endif
1782 break;
1783
1784#if 0
1785 /* Packed Video formats */
1786 case SVGA3D_UYVY:
1787 return D3DFMT_UYVY;
1788 case SVGA3D_YUY2:
1789 return D3DFMT_YUY2;
1790
1791 /* Planar video formats */
1792 case SVGA3D_NV12:
1793 return (D3DFORMAT)MAKEFOURCC('N', 'V', '1', '2');
1794
1795 /* Video format with alpha */
1796 case SVGA3D_AYUV:
1797 return (D3DFORMAT)MAKEFOURCC('A', 'Y', 'U', 'V');
1798
1799 case SVGA3D_BC4_UNORM:
1800 case SVGA3D_BC5_UNORM:
1801 /* Unknown; only in DX10 & 11 */
1802 break;
1803#endif
1804 default:
1805 AssertMsgFailed(("Unsupported format %d\n", format));
1806 break;
1807 }
1808}
1809
1810
1811#if 0
1812/**
1813 * Convert SVGA multi sample count value to its D3D equivalent
1814 */
1815D3DMULTISAMPLE_TYPE vmsvga3dMultipeSampleCount2D3D(uint32_t multisampleCount)
1816{
1817 AssertCompile(D3DMULTISAMPLE_2_SAMPLES == 2);
1818 AssertCompile(D3DMULTISAMPLE_16_SAMPLES == 16);
1819
1820 if (multisampleCount > 16)
1821 return D3DMULTISAMPLE_NONE;
1822
1823 /** @todo exact same mapping as d3d? */
1824 return (D3DMULTISAMPLE_TYPE)multisampleCount;
1825}
1826#endif
1827
1828/**
1829 * Destroy backend specific surface bits (part of SVGA_3D_CMD_SURFACE_DESTROY).
1830 *
1831 * @param pState The VMSVGA3d state.
1832 * @param pSurface The surface being destroyed.
1833 */
1834void vmsvga3dBackSurfaceDestroy(PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface)
1835{
1836 PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
1837 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
1838
1839 switch (pSurface->flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)
1840 {
1841 case SVGA3D_SURFACE_CUBEMAP:
1842 AssertFailed(); /** @todo destroy SVGA3D_SURFACE_CUBEMAP */
1843 break;
1844
1845 case SVGA3D_SURFACE_HINT_INDEXBUFFER:
1846 case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
1847 if (pSurface->oglId.buffer != OPENGL_INVALID_ID)
1848 {
1849 pState->ext.glDeleteBuffers(1, &pSurface->oglId.buffer);
1850 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1851 }
1852 break;
1853
1854 case SVGA3D_SURFACE_HINT_TEXTURE:
1855 case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
1856 if (pSurface->oglId.texture != OPENGL_INVALID_ID)
1857 {
1858 glDeleteTextures(1, &pSurface->oglId.texture);
1859 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1860 }
1861 break;
1862
1863 case SVGA3D_SURFACE_HINT_RENDERTARGET:
1864 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
1865 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_HINT_TEXTURE: /** @todo actual texture surface not supported */
1866 if (pSurface->oglId.renderbuffer != OPENGL_INVALID_ID)
1867 {
1868 pState->ext.glDeleteRenderbuffers(1, &pSurface->oglId.renderbuffer);
1869 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1870 }
1871 break;
1872
1873 default:
1874 AssertMsg(!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurface), ("type=%x\n", (pSurface->flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)));
1875 break;
1876 }
1877}
1878
1879
1880int vmsvga3dSurfaceCopy(PVGASTATE pThis, SVGA3dSurfaceImageId dest, SVGA3dSurfaceImageId src, uint32_t cCopyBoxes, SVGA3dCopyBox *pBox)
1881{
1882 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1883 uint32_t sidSrc = src.sid;
1884 uint32_t sidDest = dest.sid;
1885 int rc = VINF_SUCCESS;
1886
1887 AssertReturn(pState, VERR_NO_MEMORY);
1888 Assert(sidSrc < SVGA3D_MAX_SURFACE_IDS);
1889 AssertReturn(sidSrc < pState->cSurfaces && pState->papSurfaces[sidSrc]->id == sidSrc, VERR_INVALID_PARAMETER);
1890 Assert(sidDest < SVGA3D_MAX_SURFACE_IDS);
1891 AssertReturn(sidDest < pState->cSurfaces && pState->papSurfaces[sidDest]->id == sidDest, VERR_INVALID_PARAMETER);
1892
1893 for (uint32_t i = 0; i < cCopyBoxes; i++)
1894 {
1895 SVGA3dBox destBox, srcBox;
1896
1897 srcBox.x = pBox[i].srcx;
1898 srcBox.y = pBox[i].srcy;
1899 srcBox.z = pBox[i].srcz;
1900 srcBox.w = pBox[i].w;
1901 srcBox.h = pBox[i].h;
1902 srcBox.d = pBox[i].z; /* XXX what about pBox[i].d? */
1903
1904 destBox.x = pBox[i].x;
1905 destBox.y = pBox[i].y;
1906 destBox.z = pBox[i].z;
1907 destBox.w = pBox[i].w;
1908 destBox.h = pBox[i].h;
1909 destBox.z = pBox[i].z; /* XXX initializing destBox.z again? What about pBox[i].d and destBox.d? */
1910
1911 rc = vmsvga3dSurfaceStretchBlt(pThis, &dest, &destBox, &src, &srcBox, SVGA3D_STRETCH_BLT_LINEAR);
1912 AssertRCReturn(rc, rc);
1913 }
1914 return VINF_SUCCESS;
1915}
1916
1917
1918/**
1919 * Save texture unpacking parameters and loads those appropriate for the given
1920 * surface.
1921 *
1922 * @param pState The VMSVGA3D state structure.
1923 * @param pContext The active context.
1924 * @param pSurface The surface.
1925 * @param pSave Where to save stuff.
1926 */
1927void vmsvga3dOglSetUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
1928 PVMSVGAPACKPARAMS pSave)
1929{
1930 /*
1931 * Save (ignore errors, setting the defaults we want and avoids restore).
1932 */
1933 pSave->iAlignment = 1;
1934 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
1935 pSave->cxRow = 0;
1936 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
1937
1938#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
1939 pSave->cyImage = 0;
1940 glGetIntegerv(GL_UNPACK_IMAGE_HEIGHT, &pSave->cyImage);
1941 Assert(pSave->cyImage == 0);
1942
1943 pSave->fSwapBytes = GL_FALSE;
1944 glGetBooleanv(GL_UNPACK_SWAP_BYTES, &pSave->fSwapBytes);
1945 Assert(pSave->fSwapBytes == GL_FALSE);
1946
1947 pSave->fLsbFirst = GL_FALSE;
1948 glGetBooleanv(GL_UNPACK_LSB_FIRST, &pSave->fLsbFirst);
1949 Assert(pSave->fLsbFirst == GL_FALSE);
1950
1951 pSave->cSkipRows = 0;
1952 glGetIntegerv(GL_UNPACK_SKIP_ROWS, &pSave->cSkipRows);
1953 Assert(pSave->cSkipRows == 0);
1954
1955 pSave->cSkipPixels = 0;
1956 glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &pSave->cSkipPixels);
1957 Assert(pSave->cSkipPixels == 0);
1958
1959 pSave->cSkipImages = 0;
1960 glGetIntegerv(GL_UNPACK_SKIP_IMAGES, &pSave->cSkipImages);
1961 Assert(pSave->cSkipImages == 0);
1962
1963 VMSVGA3D_CLEAR_GL_ERRORS();
1964#endif
1965
1966 /*
1967 * Setup unpack.
1968 *
1969 * Note! We use 1 as alignment here because we currently don't do any
1970 * aligning of line pitches anywhere.
1971 */
1972 NOREF(pSurface);
1973 if (pSave->iAlignment != 1)
1974 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1), pState, pContext);
1975 if (pSave->cxRow != 0)
1976 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0), pState, pContext);
1977#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
1978 if (pSave->cyImage != 0)
1979 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0), pState, pContext);
1980 if (pSave->fSwapBytes != 0)
1981 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE), pState, pContext);
1982 if (pSave->fLsbFirst != 0)
1983 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE), pState, pContext);
1984 if (pSave->cSkipRows != 0)
1985 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, 0), pState, pContext);
1986 if (pSave->cSkipPixels != 0)
1987 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0), pState, pContext);
1988 if (pSave->cSkipImages != 0)
1989 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0), pState, pContext);
1990#endif
1991}
1992
1993
1994/**
1995 * Restores texture unpacking parameters.
1996 *
1997 * @param pState The VMSVGA3D state structure.
1998 * @param pContext The active context.
1999 * @param pSurface The surface.
2000 * @param pSave Where stuff was saved.
2001 */
2002void vmsvga3dOglRestoreUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2003 PCVMSVGAPACKPARAMS pSave)
2004{
2005 NOREF(pSurface);
2006 if (pSave->iAlignment != 1)
2007 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2008 if (pSave->cxRow != 0)
2009 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2010#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2011 if (pSave->cyImage != 0)
2012 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2013 if (pSave->fSwapBytes != 0)
2014 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2015 if (pSave->fLsbFirst != 0)
2016 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2017 if (pSave->cSkipRows != 0)
2018 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2019 if (pSave->cSkipPixels != 0)
2020 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2021 if (pSave->cSkipImages != 0)
2022 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2023#endif
2024}
2025
2026
2027/**
2028 * Create D3D/OpenGL texture object for the specified surface.
2029 *
2030 * Surfaces are created when needed.
2031 *
2032 * @param pState The VMSVGA3d state.
2033 * @param pContext The context.
2034 * @param idAssociatedContext Probably the same as pContext->id.
2035 * @param pSurface The surface to create the texture for.
2036 */
2037int vmsvga3dBackCreateTexture(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext,
2038 PVMSVGA3DSURFACE pSurface)
2039{
2040 GLint activeTexture = 0;
2041 uint32_t idPrevCtx = pState->idActiveContext;
2042 pContext = &pState->SharedCtx;
2043 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2044
2045 glGenTextures(1, &pSurface->oglId.texture);
2046 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2047 /** @todo Set the mip map generation filter settings. */
2048
2049 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2050 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2051
2052 /* Must bind texture to the current context in order to change it. */
2053 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2054 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2055
2056 /* Set the unpacking parameters. */
2057 VMSVGAPACKPARAMS SavedParams;
2058 vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams);
2059
2060 /* Set the mipmap base and max level paramters. */
2061 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2062 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2063 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, pSurface->faces[0].numMipLevels);
2064 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2065
2066 if (pSurface->fDirty)
2067 Log(("vmsvga3dBackCreateTexture: sync dirty texture\n"));
2068
2069 /* Always allocate and initialize all mipmap levels; non-initialized mipmap levels used as render targets cause failures. */
2070 for (uint32_t i = 0; i < pSurface->faces[0].numMipLevels; i++)
2071 {
2072 /* Allocate and initialize texture memory. Passing the zero filled pSurfaceData avoids
2073 exposing random host memory to the guest and helps a with the fedora 21 surface
2074 corruption issues (launchpad, background, search field, login). */
2075 if (pSurface->pMipmapLevels[i].fDirty)
2076 Log(("vmsvga3dBackCreateTexture: sync dirty texture mipmap level %d (pitch %x)\n", i, pSurface->pMipmapLevels[i].cbSurfacePitch));
2077
2078 glTexImage2D(GL_TEXTURE_2D,
2079 i,
2080 pSurface->internalFormatGL,
2081 pSurface->pMipmapLevels[i].size.width,
2082 pSurface->pMipmapLevels[i].size.height,
2083 0,
2084 pSurface->formatGL,
2085 pSurface->typeGL,
2086 pSurface->pMipmapLevels[i].pSurfaceData);
2087
2088 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2089
2090 pSurface->pMipmapLevels[i].fDirty = false;
2091 }
2092 pSurface->fDirty = false;
2093
2094 /* Restore unpacking parameters. */
2095 vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams);
2096
2097 /* Restore the old active texture. */
2098 glBindTexture(GL_TEXTURE_2D, activeTexture);
2099 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2100
2101 pSurface->flags |= SVGA3D_SURFACE_HINT_TEXTURE;
2102
2103 if (idPrevCtx < pState->cContexts && pState->papContexts[idPrevCtx]->id == idPrevCtx)
2104 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[idPrevCtx]);
2105 return VINF_SUCCESS;
2106}
2107
2108
2109/**
2110 * Backend worker for implementing SVGA_3D_CMD_SURFACE_STRETCHBLT.
2111 *
2112 * @returns VBox status code.
2113 * @param pThis The VGA device instance.
2114 * @param pState The VMSVGA3d state.
2115 * @param pDstSurface The destination host surface.
2116 * @param uDstMipmap The destination mipmap level (valid).
2117 * @param pDstBox The destination box.
2118 * @param pSrcSurface The source host surface.
2119 * @param uSrcMipmap The source mimap level (valid).
2120 * @param pSrcBox The source box.
2121 * @param enmMode The strecht blt mode .
2122 * @param pContext The VMSVGA3d context (already current for OGL).
2123 */
2124int vmsvga3dBackSurfaceStretchBlt(PVGASTATE pThis, PVMSVGA3DSTATE pState,
2125 PVMSVGA3DSURFACE pDstSurface, uint32_t uDstMipmap, SVGA3dBox const *pDstBox,
2126 PVMSVGA3DSURFACE pSrcSurface, uint32_t uSrcMipmap, SVGA3dBox const *pSrcBox,
2127 SVGA3dStretchBltMode enmMode, PVMSVGA3DCONTEXT pContext)
2128{
2129 /* Activate the read and draw framebuffer objects. */
2130 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
2131 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2132 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, pContext->idDrawFramebuffer);
2133 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2134
2135 /* Bind the source and destination objects to the right place. */
2136 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
2137 pSrcSurface->oglId.texture, uSrcMipmap);
2138 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2139 pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
2140 pDstSurface->oglId.texture, uDstMipmap);
2141 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2142
2143 Log(("src conv. (%d,%d)(%d,%d); dest conv (%d,%d)(%d,%d)\n", pSrcBox->x, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y + pSrcBox->h),
2144 pSrcBox->x + pSrcBox->w, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y), pDstBox->x, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y + pDstBox->h),
2145 pDstBox->x + pDstBox->w, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y)));
2146
2147 pState->ext.glBlitFramebuffer(pSrcBox->x,
2148#ifdef MANUAL_FLIP_SURFACE_DATA
2149 D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y + pSrcBox->h), /* inclusive */
2150#else
2151 pSrcBox->y,
2152#endif
2153 pSrcBox->x + pSrcBox->w, /* exclusive. */
2154#ifdef MANUAL_FLIP_SURFACE_DATA
2155 D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y), /* exclusive */
2156#else
2157 pSrcBox->y + pSrcBox->h,
2158#endif
2159 pDstBox->x,
2160#ifdef MANUAL_FLIP_SURFACE_DATA
2161 D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y + pDstBox->h), /* inclusive. */
2162#else
2163 pDstBox->y,
2164#endif
2165 pDstBox->x + pDstBox->w, /* exclusive. */
2166#ifdef MANUAL_FLIP_SURFACE_DATA
2167 D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y), /* exclusive */
2168#else
2169 pDstBox->y + pDstBox->h,
2170#endif
2171 GL_COLOR_BUFFER_BIT,
2172 (enmMode == SVGA3D_STRETCH_BLT_POINT) ? GL_NEAREST : GL_LINEAR);
2173 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2174
2175 /* Reset the frame buffer association */
2176 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
2177 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2178
2179 return VINF_SUCCESS;
2180}
2181
2182/**
2183 * Save texture packing parameters and loads those appropriate for the given
2184 * surface.
2185 *
2186 * @param pState The VMSVGA3D state structure.
2187 * @param pContext The active context.
2188 * @param pSurface The surface.
2189 * @param pSave Where to save stuff.
2190 */
2191void vmsvga3dOglSetPackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2192 PVMSVGAPACKPARAMS pSave)
2193{
2194 /*
2195 * Save (ignore errors, setting the defaults we want and avoids restore).
2196 */
2197 pSave->iAlignment = 1;
2198 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
2199 pSave->cxRow = 0;
2200 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
2201
2202#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2203 pSave->cyImage = 0;
2204 glGetIntegerv(GL_PACK_IMAGE_HEIGHT, &pSave->cyImage);
2205 Assert(pSave->cyImage == 0);
2206
2207 pSave->fSwapBytes = GL_FALSE;
2208 glGetBooleanv(GL_PACK_SWAP_BYTES, &pSave->fSwapBytes);
2209 Assert(pSave->fSwapBytes == GL_FALSE);
2210
2211 pSave->fLsbFirst = GL_FALSE;
2212 glGetBooleanv(GL_PACK_LSB_FIRST, &pSave->fLsbFirst);
2213 Assert(pSave->fLsbFirst == GL_FALSE);
2214
2215 pSave->cSkipRows = 0;
2216 glGetIntegerv(GL_PACK_SKIP_ROWS, &pSave->cSkipRows);
2217 Assert(pSave->cSkipRows == 0);
2218
2219 pSave->cSkipPixels = 0;
2220 glGetIntegerv(GL_PACK_SKIP_PIXELS, &pSave->cSkipPixels);
2221 Assert(pSave->cSkipPixels == 0);
2222
2223 pSave->cSkipImages = 0;
2224 glGetIntegerv(GL_PACK_SKIP_IMAGES, &pSave->cSkipImages);
2225 Assert(pSave->cSkipImages == 0);
2226
2227 VMSVGA3D_CLEAR_GL_ERRORS();
2228#endif
2229
2230 /*
2231 * Setup unpack.
2232 *
2233 * Note! We use 1 as alignment here because we currently don't do any
2234 * aligning of line pitches anywhere.
2235 */
2236 NOREF(pSurface);
2237 if (pSave->iAlignment != 1)
2238 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 1), pState, pContext);
2239 if (pSave->cxRow != 0)
2240 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, 0), pState, pContext);
2241#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2242 if (pSave->cyImage != 0)
2243 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0), pState, pContext);
2244 if (pSave->fSwapBytes != 0)
2245 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE), pState, pContext);
2246 if (pSave->fLsbFirst != 0)
2247 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, GL_FALSE), pState, pContext);
2248 if (pSave->cSkipRows != 0)
2249 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, 0), pState, pContext);
2250 if (pSave->cSkipPixels != 0)
2251 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, 0), pState, pContext);
2252 if (pSave->cSkipImages != 0)
2253 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, 0), pState, pContext);
2254#endif
2255}
2256
2257
2258/**
2259 * Restores texture packing parameters.
2260 *
2261 * @param pState The VMSVGA3D state structure.
2262 * @param pContext The active context.
2263 * @param pSurface The surface.
2264 * @param pSave Where stuff was saved.
2265 */
2266void vmsvga3dOglRestorePackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2267 PCVMSVGAPACKPARAMS pSave)
2268{
2269 NOREF(pSurface);
2270 if (pSave->iAlignment != 1)
2271 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2272 if (pSave->cxRow != 0)
2273 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2274#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2275 if (pSave->cyImage != 0)
2276 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2277 if (pSave->fSwapBytes != 0)
2278 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2279 if (pSave->fLsbFirst != 0)
2280 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2281 if (pSave->cSkipRows != 0)
2282 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2283 if (pSave->cSkipPixels != 0)
2284 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2285 if (pSave->cSkipImages != 0)
2286 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2287#endif
2288}
2289
2290
2291/**
2292 * Backend worker for implementing SVGA_3D_CMD_SURFACE_DMA that copies one box.
2293 *
2294 * @returns Failure status code or @a rc.
2295 * @param pThis The VGA device instance data.
2296 * @param pState The VMSVGA3d state.
2297 * @param pSurface The host surface.
2298 * @param uHostMipmap The host mipmap level (valid).
2299 * @param GuestPtr The guest pointer.
2300 * @param cbSrcPitch The guest (?) pitch.
2301 * @param transfer The transfer direction.
2302 * @param pBox The box to copy.
2303 * @param pContext The context (for OpenGL).
2304 * @param rc The current rc for all boxes.
2305 * @param iBox The current box number (for Direct 3D).
2306 */
2307int vmsvga3dBackSurfaceDMACopyBox(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface, uint32_t uHostMipmap,
2308 SVGAGuestPtr GuestPtr, uint32_t cbSrcPitch, SVGA3dTransferType transfer,
2309 SVGA3dCopyBox const *pBox, PVMSVGA3DCONTEXT pContext, int rc, int iBox)
2310{
2311 PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->pMipmapLevels[uHostMipmap];
2312
2313 switch (pSurface->flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)
2314 {
2315 case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
2316 case SVGA3D_SURFACE_HINT_TEXTURE:
2317 case SVGA3D_SURFACE_HINT_RENDERTARGET:
2318 {
2319 uint32_t cbSurfacePitch;
2320 uint8_t *pDoubleBuffer, *pBufferStart;
2321 unsigned uDestOffset = 0;
2322
2323 pDoubleBuffer = (uint8_t *)RTMemAlloc(pMipLevel->cbSurface);
2324 AssertReturn(pDoubleBuffer, VERR_NO_MEMORY);
2325
2326 if (transfer == SVGA3D_READ_HOST_VRAM)
2327 {
2328 GLint activeTexture;
2329
2330 /* Must bind texture to the current context in order to read it. */
2331 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2332 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2333
2334 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2335 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2336
2337 /* Set row length and alignment of the input data. */
2338 VMSVGAPACKPARAMS SavedParams;
2339 vmsvga3dOglSetPackParams(pState, pContext, pSurface, &SavedParams);
2340
2341 glGetTexImage(GL_TEXTURE_2D,
2342 uHostMipmap,
2343 pSurface->formatGL,
2344 pSurface->typeGL,
2345 pDoubleBuffer);
2346 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2347
2348 vmsvga3dOglRestorePackParams(pState, pContext, pSurface, &SavedParams);
2349
2350 /* Restore the old active texture. */
2351 glBindTexture(GL_TEXTURE_2D, activeTexture);
2352 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2353
2354 uDestOffset = pBox->x * pSurface->cbBlock + pBox->y * pMipLevel->cbSurfacePitch;
2355 AssertReturnStmt( uDestOffset + pBox->w * pSurface->cbBlock + (pBox->h - 1) * pMipLevel->cbSurfacePitch
2356 <= pMipLevel->cbSurface,
2357 RTMemFree(pDoubleBuffer),
2358 VERR_INTERNAL_ERROR);
2359
2360 cbSurfacePitch = pMipLevel->cbSurfacePitch;
2361
2362#ifdef MANUAL_FLIP_SURFACE_DATA
2363 pBufferStart = pDoubleBuffer
2364 + pBox->x * pSurface->cbBlock
2365 + pMipLevel->cbSurface - pBox->y * cbSurfacePitch
2366 - cbSurfacePitch; /* flip image during copy */
2367#else
2368 pBufferStart = pDoubleBuffer + uDestOffset;
2369#endif
2370 }
2371 else
2372 {
2373 cbSurfacePitch = pBox->w * pSurface->cbBlock;
2374#ifdef MANUAL_FLIP_SURFACE_DATA
2375 pBufferStart = pDoubleBuffer + cbSurfacePitch * pBox->h - cbSurfacePitch; /* flip image during copy */
2376#else
2377 pBufferStart = pDoubleBuffer;
2378#endif
2379 }
2380
2381 rc = vmsvgaGMRTransfer(pThis,
2382 transfer,
2383 pBufferStart,
2384#ifdef MANUAL_FLIP_SURFACE_DATA
2385 -(int32_t)cbSurfacePitch,
2386#else
2387 (int32_t)cbSurfacePitch,
2388#endif
2389 GuestPtr,
2390 pBox->srcx * pSurface->cbBlock + pBox->srcy * cbSrcPitch,
2391 cbSrcPitch,
2392 pBox->w * pSurface->cbBlock,
2393 pBox->h);
2394 AssertRC(rc);
2395
2396 /* Update the opengl surface data. */
2397 if (transfer == SVGA3D_WRITE_HOST_VRAM)
2398 {
2399 GLint activeTexture = 0;
2400
2401 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2402 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2403
2404 /* Must bind texture to the current context in order to change it. */
2405 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2406 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2407
2408 Log(("vmsvga3dSurfaceDMA: copy texture mipmap level %d (pitch %x)\n", uHostMipmap, pMipLevel->cbSurfacePitch));
2409
2410 /* Set row length and alignment of the input data. */
2411 VMSVGAPACKPARAMS SavedParams;
2412 vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams); /** @todo do we need to set ROW_LENGTH to w here? */
2413
2414 glTexSubImage2D(GL_TEXTURE_2D,
2415 uHostMipmap,
2416 pBox->x,
2417 pBox->y,
2418 pBox->w,
2419 pBox->h,
2420 pSurface->formatGL,
2421 pSurface->typeGL,
2422 pDoubleBuffer);
2423
2424 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2425
2426 /* Restore old values. */
2427 vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams);
2428
2429 /* Restore the old active texture. */
2430 glBindTexture(GL_TEXTURE_2D, activeTexture);
2431 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2432 }
2433
2434 Log4(("first line:\n%.*Rhxd\n", pBox->w * pSurface->cbBlock, pDoubleBuffer));
2435
2436 /* Free the double buffer. */
2437 RTMemFree(pDoubleBuffer);
2438 break;
2439 }
2440
2441 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
2442 AssertFailed(); /** @todo DMA SVGA3D_SURFACE_HINT_DEPTHSTENCIL */
2443 break;
2444
2445 case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
2446 case SVGA3D_SURFACE_HINT_INDEXBUFFER:
2447 {
2448 Assert(pBox->h == 1);
2449
2450 VMSVGA3D_CLEAR_GL_ERRORS();
2451 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pSurface->oglId.buffer);
2452 if (VMSVGA3D_GL_IS_SUCCESS(pContext))
2453 {
2454 GLenum enmGlTransfer = (transfer == SVGA3D_READ_HOST_VRAM) ? GL_READ_ONLY : GL_WRITE_ONLY;
2455 uint8_t *pbData = (uint8_t *)pState->ext.glMapBuffer(GL_ARRAY_BUFFER, enmGlTransfer);
2456 if (RT_LIKELY(pbData != NULL))
2457 {
2458#if defined(VBOX_STRICT) && defined(RT_OS_DARWIN)
2459 GLint cbStrictBufSize;
2460 glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &cbStrictBufSize);
2461 Assert(VMSVGA3D_GL_IS_SUCCESS(pContext));
2462 AssertMsg(cbStrictBufSize >= (int32_t)pMipLevel->cbSurface,
2463 ("cbStrictBufSize=%#x cbSurface=%#x pContext->id=%#x\n", (uint32_t)cbStrictBufSize, pMipLevel->cbSurface, pContext->id));
2464#endif
2465
2466 unsigned offDst = pBox->x * pSurface->cbBlock + pBox->y * pMipLevel->cbSurfacePitch;
2467 if (RT_LIKELY( offDst + pBox->w * pSurface->cbBlock + (pBox->h - 1) * pMipLevel->cbSurfacePitch
2468 <= pMipLevel->cbSurface))
2469 {
2470 Log(("Lock %s memory for rectangle (%d,%d)(%d,%d)\n", (pSurface->flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_VERTEXBUFFER ? "vertex" : "index",
2471 pBox->x, pBox->y, pBox->x + pBox->w, pBox->y + pBox->h));
2472
2473 rc = vmsvgaGMRTransfer(pThis,
2474 transfer,
2475 pbData + offDst,
2476 pMipLevel->cbSurfacePitch,
2477 GuestPtr,
2478 pBox->srcx * pSurface->cbBlock + pBox->srcy * cbSrcPitch,
2479 cbSrcPitch,
2480 pBox->w * pSurface->cbBlock,
2481 pBox->h);
2482 AssertRC(rc);
2483
2484 Log4(("first line:\n%.*Rhxd\n", cbSrcPitch, pbData));
2485 }
2486 else
2487 {
2488 AssertFailed();
2489 rc = VERR_INTERNAL_ERROR;
2490 }
2491
2492 pState->ext.glUnmapBuffer(GL_ARRAY_BUFFER);
2493 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2494 }
2495 else
2496 VMSVGA3D_GL_GET_AND_COMPLAIN(pState, pContext, ("glMapBuffer(GL_ARRAY_BUFFER, %#x) -> NULL\n", enmGlTransfer));
2497 }
2498 else
2499 VMSVGA3D_GL_COMPLAIN(pState, pContext, ("glBindBuffer(GL_ARRAY_BUFFER, %#x)\n", pSurface->oglId.buffer));
2500 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
2501 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2502 break;
2503 }
2504
2505 default:
2506 AssertFailed();
2507 break;
2508 }
2509
2510 return rc;
2511}
2512
2513
2514int vmsvga3dSurfaceBlitToScreen(PVGASTATE pThis, uint32_t dest, SVGASignedRect destRect, SVGA3dSurfaceImageId src, SVGASignedRect srcRect, uint32_t cRects, SVGASignedRect *pRect)
2515{
2516 /* Requires SVGA_FIFO_CAP_SCREEN_OBJECT support */
2517 Log(("vmsvga3dSurfaceBlitToScreen: dest=%d (%d,%d)(%d,%d) surface=%x (face=%d, mipmap=%d) (%d,%d)(%d,%d) cRects=%d\n", dest, destRect.left, destRect.top, destRect.right, destRect.bottom, src.sid, src.face, src.mipmap, srcRect.left, srcRect.top, srcRect.right, srcRect.bottom, cRects));
2518 for (uint32_t i = 0; i < cRects; i++)
2519 {
2520 Log(("vmsvga3dSurfaceBlitToScreen: clipping rect %d (%d,%d)(%d,%d)\n", i, pRect[i].left, pRect[i].top, pRect[i].right, pRect[i].bottom));
2521 }
2522
2523 /** @todo Only screen 0 for now. */
2524 AssertReturn(dest == 0, VERR_INTERNAL_ERROR);
2525 AssertReturn(src.mipmap == 0 && src.face == 0, VERR_INVALID_PARAMETER);
2526 /** @todo scaling */
2527 AssertReturn(destRect.right - destRect.left == srcRect.right - srcRect.left && destRect.bottom - destRect.top == srcRect.bottom - srcRect.top, VERR_INVALID_PARAMETER);
2528
2529 if (cRects == 0)
2530 {
2531 /* easy case; no clipping */
2532 SVGA3dCopyBox box;
2533 SVGA3dGuestImage dst;
2534
2535 box.x = destRect.left;
2536 box.y = destRect.top;
2537 box.z = 0;
2538 box.w = destRect.right - destRect.left;
2539 box.h = destRect.bottom - destRect.top;
2540 box.d = 1;
2541 box.srcx = srcRect.left;
2542 box.srcy = srcRect.top;
2543 box.srcz = 0;
2544
2545 dst.ptr.gmrId = SVGA_GMR_FRAMEBUFFER;
2546 dst.ptr.offset = 0;
2547 dst.pitch = pThis->svga.cbScanline;
2548
2549 int rc = vmsvga3dSurfaceDMA(pThis, dst, src, SVGA3D_READ_HOST_VRAM, 1, &box);
2550 AssertRCReturn(rc, rc);
2551
2552 vgaR3UpdateDisplay(pThis, box.x, box.y, box.w, box.h);
2553 return VINF_SUCCESS;
2554 }
2555 else
2556 {
2557 SVGA3dGuestImage dst;
2558 SVGA3dCopyBox box;
2559
2560 box.srcz = 0;
2561 box.z = 0;
2562 box.d = 1;
2563
2564 dst.ptr.gmrId = SVGA_GMR_FRAMEBUFFER;
2565 dst.ptr.offset = 0;
2566 dst.pitch = pThis->svga.cbScanline;
2567
2568 /** @todo merge into one SurfaceDMA call */
2569 for (uint32_t i = 0; i < cRects; i++)
2570 {
2571 /* The clipping rectangle is relative to the top-left corner of srcRect & destRect. Adjust here. */
2572 box.srcx = srcRect.left + pRect[i].left;
2573 box.srcy = srcRect.top + pRect[i].top;
2574
2575 box.x = pRect[i].left + destRect.left;
2576 box.y = pRect[i].top + destRect.top;
2577 box.z = 0;
2578 box.w = pRect[i].right - pRect[i].left;
2579 box.h = pRect[i].bottom - pRect[i].top;
2580
2581 int rc = vmsvga3dSurfaceDMA(pThis, dst, src, SVGA3D_READ_HOST_VRAM, 1, &box);
2582 AssertRCReturn(rc, rc);
2583
2584 vgaR3UpdateDisplay(pThis, box.x, box.y, box.w, box.h);
2585 }
2586
2587 return VINF_SUCCESS;
2588 }
2589}
2590
2591int vmsvga3dGenerateMipmaps(PVGASTATE pThis, uint32_t sid, SVGA3dTextureFilter filter)
2592{
2593 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
2594 PVMSVGA3DSURFACE pSurface;
2595 int rc = VINF_SUCCESS;
2596 PVMSVGA3DCONTEXT pContext;
2597 uint32_t cid;
2598 GLint activeTexture = 0;
2599
2600 AssertReturn(pState, VERR_NO_MEMORY);
2601 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
2602 AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER);
2603
2604 pSurface = pState->papSurfaces[sid];
2605
2606 Assert(filter != SVGA3D_TEX_FILTER_FLATCUBIC);
2607 Assert(filter != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
2608 pSurface->autogenFilter = filter;
2609
2610 Log(("vmsvga3dGenerateMipmaps: sid=%x filter=%d\n", sid, filter));
2611
2612 cid = SVGA3D_INVALID_ID;
2613 pContext = &pState->SharedCtx;
2614 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2615
2616 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
2617 {
2618 /* Unknown surface type; turn it into a texture. */
2619 Log(("vmsvga3dGenerateMipmaps: unknown src surface id=%x type=%d format=%d -> create texture\n", sid, pSurface->flags, pSurface->format));
2620 rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface);
2621 AssertRCReturn(rc, rc);
2622 }
2623 else
2624 {
2625 /** @todo new filter */
2626 AssertFailed();
2627 }
2628
2629 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2630 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2631
2632 /* Must bind texture to the current context in order to change it. */
2633 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2634 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2635
2636 /* Generate the mip maps. */
2637 pState->ext.glGenerateMipmap(GL_TEXTURE_2D);
2638 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2639
2640 /* Restore the old texture. */
2641 glBindTexture(GL_TEXTURE_2D, activeTexture);
2642 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2643
2644 return VINF_SUCCESS;
2645}
2646
2647int vmsvga3dCommandPresent(PVGASTATE pThis, uint32_t sid, uint32_t cRects, SVGA3dCopyRect *pRect)
2648{
2649 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
2650 PVMSVGA3DSURFACE pSurface;
2651 int rc = VINF_SUCCESS;
2652 PVMSVGA3DCONTEXT pContext;
2653 uint32_t cid;
2654
2655 AssertReturn(pState, VERR_NO_MEMORY);
2656 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
2657 AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER);
2658
2659 pSurface = pState->papSurfaces[sid];
2660
2661 Log(("vmsvga3dCommandPresent: sid=%x cRects=%d\n", sid, cRects));
2662 for (uint32_t i=0; i < cRects; i++)
2663 Log(("vmsvga3dCommandPresent: rectangle %d src=(%d,%d) (%d,%d)(%d,%d)\n", i, pRect[i].srcx, pRect[i].srcy, pRect[i].x, pRect[i].y, pRect[i].x + pRect[i].w, pRect[i].y + pRect[i].h));
2664
2665 pContext = &pState->SharedCtx;
2666 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2667 cid = pContext->id;
2668 VMSVGA3D_CLEAR_GL_ERRORS();
2669
2670#if 0 /* Can't make sense of this. SVGA3dCopyRect doesn't allow scaling. non-blit-cube path change to not use it. */
2671 /*
2672 * Source surface different size?
2673 */
2674 RTRECT2 srcViewPort;
2675 if ( pSurface->pMipmapLevels[0].size.width != pThis->svga.uWidth
2676 || pSurface->pMipmapLevels[0].size.height != pThis->svga.uHeight)
2677 {
2678 float xMultiplier = (float)pSurface->pMipmapLevels[0].size.width / (float)pThis->svga.uWidth;
2679 float yMultiplier = (float)pSurface->pMipmapLevels[0].size.height / (float)pThis->svga.uHeight;
2680
2681 LogFlow(("size (%d vs %d, %d vs %d) multiplier (" FLOAT_FMT_STR ", " FLOAT_FMT_STR ")\n",
2682 pSurface->pMipmapLevels[0].size.width, pThis->svga.uWidth,
2683 pSurface->pMipmapLevels[0].size.height, pThis->svga.uHeight,
2684 FLOAT_FMT_ARGS(xMultiplier), FLOAT_FMT_ARGS(yMultiplier) ));
2685
2686 srcViewPort.x = (uint32_t)((float)pThis->svga.viewport.x * xMultiplier);
2687 srcViewPort.y = (uint32_t)((float)pThis->svga.viewport.y * yMultiplier);
2688 srcViewPort.cx = (uint32_t)((float)pThis->svga.viewport.cx * xMultiplier);
2689 srcViewPort.cy = (uint32_t)((float)pThis->svga.viewport.cy * yMultiplier);
2690 }
2691 else
2692 {
2693 srcViewPort.x = pThis->svga.viewport.x;
2694 srcViewPort.y = pThis->svga.viewport.y;
2695 srcViewPort.cx = pThis->svga.viewport.cx;
2696 srcViewPort.cy = pThis->svga.viewport.cy;
2697 }
2698 RTRECT SrcViewPortRect;
2699 SrcViewPortRect.xLeft = srcViewPort.x;
2700 SrcViewPortRect.xRight = srcViewPort.x + srcViewPort.cx;
2701 SrcViewPortRect.yBottom = srcViewPort.y;
2702 SrcViewPortRect.yTop = srcViewPort.y + srcViewPort.cy;
2703#endif
2704
2705
2706#if 0//ndef RT_OS_DARWIN /* blit-cube fails in this path... */
2707 /*
2708 * Note! this path is slightly faster than the glBlitFrameBuffer path below.
2709 */
2710 SVGA3dCopyRect rect;
2711 uint32_t oldVShader, oldPShader;
2712 GLint oldTextureId;
2713
2714 if (cRects == 0)
2715 {
2716 rect.x = rect.y = rect.srcx = rect.srcy = 0;
2717 rect.w = pSurface->pMipmapLevels[0].size.width;
2718 rect.h = pSurface->pMipmapLevels[0].size.height;
2719 pRect = &rect;
2720 cRects = 1;
2721 }
2722
2723 //glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
2724
2725#if 0
2726 glDisable(GL_CULL_FACE);
2727 glDisable(GL_BLEND);
2728 glDisable(GL_ALPHA_TEST);
2729 glDisable(GL_SCISSOR_TEST);
2730 glDisable(GL_STENCIL_TEST);
2731 glEnable(GL_DEPTH_TEST);
2732 glDepthFunc(GL_ALWAYS);
2733 glDepthMask(GL_TRUE);
2734 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2735 glViewport(0, 0, pSurface->pMipmapLevels[0].size.width, pSurface->pMipmapLevels[0].size.height);
2736#endif
2737
2738 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTextureId), pState, pContext);
2739
2740 oldVShader = pContext->state.shidVertex;
2741 oldPShader = pContext->state.shidPixel;
2742 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_VS, SVGA_ID_INVALID);
2743 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_PS, SVGA_ID_INVALID);
2744
2745 /* Flush shader changes. */
2746 if (pContext->pShaderContext)
2747 ShaderUpdateState(pContext->pShaderContext, 0);
2748
2749 /* Activate the read and draw framebuffer objects. */
2750 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer), pState, pContext);
2751 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 /* back buffer */), pState, pContext);
2752
2753 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glActiveTexture(GL_TEXTURE0), pState, pContext);
2754 VMSVGA3D_ASSERT_GL_CALL(glEnable(GL_TEXTURE_2D), pState, pContext);;
2755 VMSVGA3D_ASSERT_GL_CALL(glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture), pState, pContext);
2756
2757 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR), pState, pContext);
2758 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR), pState, pContext);;
2759
2760#if 0
2761 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP), pState, pContext);;
2762 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP), pState, pContext);;
2763#endif
2764
2765 /* Reset the transformation matrices. */
2766 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_MODELVIEW), pState, pContext);
2767 VMSVGA3D_ASSERT_GL_CALL(glPushMatrix(), pState, pContext);
2768 VMSVGA3D_ASSERT_GL_CALL(glLoadIdentity(), pState, pContext);
2769 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_PROJECTION), pState, pContext);
2770 VMSVGA3D_ASSERT_GL_CALL(glPushMatrix(), pState, pContext);
2771 VMSVGA3D_ASSERT_GL_CALL(glLoadIdentity(), pState, pContext);
2772 VMSVGA3D_ASSERT_GL_CALL(glScalef(1.0f, -1.0f, 1.0f), pState, pContext);
2773 VMSVGA3D_ASSERT_GL_CALL(glOrtho(0, pThis->svga.uWidth, pThis->svga.uHeight, 0, 0.0, -1.0), pState, pContext);
2774
2775 for (uint32_t i = 0; i < cRects; i++)
2776 {
2777 float left, right, top, bottom; /* Texture coordinates */
2778 int vertexLeft, vertexRight, vertexTop, vertexBottom;
2779
2780 pRect[i].srcx = RT_MAX(pRect[i].srcx, (uint32_t)RT_MAX(srcViewPort.x, 0));
2781 pRect[i].srcy = RT_MAX(pRect[i].srcy, (uint32_t)RT_MAX(srcViewPort.y, 0));
2782 pRect[i].x = RT_MAX(pRect[i].x, pThis->svga.viewport.x) - pThis->svga.viewport.x;
2783 pRect[i].y = RT_MAX(pRect[i].y, pThis->svga.viewport.y) - pThis->svga.viewport.y;
2784 pRect[i].w = pThis->svga.viewport.cx;
2785 pRect[i].h = pThis->svga.viewport.cy;
2786
2787 if ( pRect[i].x + pRect[i].w <= pThis->svga.viewport.x
2788 || pThis->svga.viewport.x + pThis->svga.viewport.cx <= pRect[i].x
2789 || pRect[i].y + pRect[i].h <= pThis->svga.viewport.y
2790 || pThis->svga.viewport.y + pThis->svga.viewport.cy <= pRect[i].y)
2791 {
2792 /* Intersection is empty; skip */
2793 continue;
2794 }
2795
2796 left = pRect[i].srcx;
2797 right = pRect[i].srcx + pRect[i].w;
2798 top = pRect[i].srcy + pRect[i].h;
2799 bottom = pRect[i].srcy;
2800
2801 left /= pSurface->pMipmapLevels[0].size.width;
2802 right /= pSurface->pMipmapLevels[0].size.width;
2803 top /= pSurface->pMipmapLevels[0].size.height;
2804 bottom /= pSurface->pMipmapLevels[0].size.height;
2805
2806 vertexLeft = pRect[i].x;
2807 vertexRight = pRect[i].x + pRect[i].w;
2808 vertexTop = ((uint32_t)pThis->svga.uHeight >= pRect[i].y + pRect[i].h) ? pThis->svga.uHeight - pRect[i].y - pRect[i].h : 0;
2809 vertexBottom = pThis->svga.uHeight - pRect[i].y;
2810
2811 Log(("view port (%d,%d)(%d,%d)\n", srcViewPort.x, srcViewPort.y, srcViewPort.cx, srcViewPort.cy));
2812 Log(("vertex (%d,%d) (%d,%d) (%d,%d) (%d,%d)\n", vertexLeft, vertexBottom, vertexLeft, vertexTop, vertexRight, vertexTop, vertexRight, vertexBottom));
2813 Log(("texture (%d,%d) (%d,%d) (%d,%d) (%d,%d)\n", pRect[i].srcx, pSurface->pMipmapLevels[0].size.height - (pRect[i].srcy + pRect[i].h), pRect[i].srcx, pSurface->pMipmapLevels[0].size.height - pRect[i].srcy, pRect[i].srcx + pRect[i].w, pSurface->pMipmapLevels[0].size.height - pRect[i].srcy, pRect[i].srcx + pRect[i].w, pSurface->pMipmapLevels[0].size.height - (pRect[i].srcy + pRect[i].h)));
2814
2815 glBegin(GL_QUADS);
2816
2817 /* bottom left */
2818 glTexCoord2f(left, bottom);
2819 glVertex2i(vertexLeft, vertexBottom);
2820
2821 /* top left */
2822 glTexCoord2f(left, top);
2823 glVertex2i(vertexLeft, vertexTop);
2824
2825 /* top right */
2826 glTexCoord2f(right, top);
2827 glVertex2i(vertexRight, vertexTop);
2828
2829 /* bottom right */
2830 glTexCoord2f(right, bottom);
2831 glVertex2i(vertexRight, vertexBottom);
2832
2833 VMSVGA3D_ASSERT_GL_CALL(glEnd(), pState, pContext);
2834 }
2835
2836 /* Restore old settings. */
2837 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_PROJECTION), pState, pContext);
2838 VMSVGA3D_ASSERT_GL_CALL(glPopMatrix(), pState, pContext);
2839 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_MODELVIEW), pState, pContext);
2840 VMSVGA3D_ASSERT_GL_CALL(glPopMatrix(), pState, pContext);
2841
2842 //VMSVGA3D_ASSERT_GL_CALL(glPopAttrib(), pState, pContext);
2843
2844 VMSVGA3D_ASSERT_GL_CALL(glBindTexture(GL_TEXTURE_2D, oldTextureId), pState, pContext);
2845 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_VS, oldVShader);
2846 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_PS, oldPShader);
2847
2848#else
2849 /*
2850 * glBlitFramebuffer variant.
2851 */
2852 /* Activate the read and draw framebuffer objects. */
2853 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
2854 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2855 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 /* back buffer */);
2856 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2857
2858 /* Bind the source objects to the right place. */
2859 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pSurface->oglId.texture, 0 /* level 0 */);
2860 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2861
2862
2863 /* Read the destination viewport specs in one go to try avoid some unnecessary update races. */
2864 VMSVGAVIEWPORT const DstViewport = pThis->svga.viewport;
2865 ASMCompilerBarrier(); /* paranoia */
2866 Assert(DstViewport.yHighWC >= DstViewport.yLowWC);
2867
2868 /* If there are no recangles specified, just grab a screenful. */
2869 SVGA3dCopyRect DummyRect;
2870 if (cRects != 0)
2871 { /* likely */ }
2872 else
2873 {
2874 /** @todo Find the usecase for this or check what the original device does.
2875 * The original code was doing some scaling based on the surface
2876 * size... */
2877# ifdef DEBUG_bird
2878 AssertMsgFailed(("No rects to present. Who is doing that and what do they actually expect?\n"));
2879# endif
2880 DummyRect.x = DummyRect.srcx = 0;
2881 DummyRect.y = DummyRect.srcy = 0;
2882 DummyRect.w = pThis->svga.uWidth;
2883 DummyRect.h = pThis->svga.uHeight;
2884 cRects = 1;
2885 pRect = &DummyRect;
2886 }
2887
2888 /*
2889 * Blit the surface rectangle(s) to the back buffer.
2890 */
2891 uint32_t const cxSurface = pSurface->pMipmapLevels[0].size.width;
2892 uint32_t const cySurface = pSurface->pMipmapLevels[0].size.height;
2893 for (uint32_t i = 0; i < cRects; i++)
2894 {
2895 SVGA3dCopyRect ClippedRect = pRect[i];
2896
2897 /*
2898 * Do some sanity checking and limit width and height, all so we
2899 * don't need to think about wrap-arounds below.
2900 */
2901 if (RT_LIKELY( ClippedRect.w
2902 && ClippedRect.x < VMSVGA_MAX_X
2903 && ClippedRect.srcx < VMSVGA_MAX_X
2904 && ClippedRect.h
2905 && ClippedRect.y < VMSVGA_MAX_Y
2906 && ClippedRect.srcy < VMSVGA_MAX_Y
2907 ))
2908 { /* likely */ }
2909 else
2910 continue;
2911
2912 if (RT_LIKELY(ClippedRect.w < VMSVGA_MAX_Y))
2913 { /* likely */ }
2914 else
2915 ClippedRect.w = VMSVGA_MAX_Y;
2916 if (RT_LIKELY(ClippedRect.w < VMSVGA_MAX_Y))
2917 { /* likely */ }
2918 else
2919 ClippedRect.w = VMSVGA_MAX_Y;
2920
2921
2922 /*
2923 * Source surface clipping (paranoia). Straight forward.
2924 */
2925 if (RT_LIKELY(ClippedRect.srcx < cxSurface))
2926 { /* likely */ }
2927 else
2928 continue;
2929 if (RT_LIKELY(ClippedRect.srcx + ClippedRect.w <= cxSurface))
2930 { /* likely */ }
2931 else
2932 {
2933 AssertFailed(); /* remove if annoying. */
2934 ClippedRect.w = cxSurface - ClippedRect.srcx;
2935 }
2936
2937 if (RT_LIKELY(ClippedRect.srcy < cySurface))
2938 { /* likely */ }
2939 else
2940 continue;
2941 if (RT_LIKELY(ClippedRect.srcy + ClippedRect.h <= cySurface))
2942 { /* likely */ }
2943 else
2944 {
2945 AssertFailed(); /* remove if annoying. */
2946 ClippedRect.h = cySurface - ClippedRect.srcy;
2947 }
2948
2949 /*
2950 * Destination viewport clipping - real PITA.
2951 *
2952 * We have to take the following into account here:
2953 * - The source image is Y inverted.
2954 * - The destination framebuffer is in world and not window coordinates,
2955 * just like the source surface. This means working in the first quadrant.
2956 * - The viewport is in window coordinate, that is fourth quadrant and
2957 * negated Y values.
2958 * - The destination framebuffer is not scrolled, so we have to blit
2959 * what's visible into the top of the framebuffer.
2960 *
2961 *
2962 * To illustrate:
2963 *
2964 * source destination 0123456789
2965 * 8 ^---------- 8 ^---------- 0 ----------->
2966 * 7 | | 7 | | 1 | |
2967 * 6 | | 6 | ******* | 2 | ******* |
2968 * 5 | *** | 5 | * | 3 | * |
2969 * 4 | * | => 4 | * | => 4 | * |
2970 * 3 | * | 3 | *** | 5 | *** |
2971 * 2 | ******* | 2 | | 6 | |
2972 * 1 | | 1 | | 7 | |
2973 * 0 -----------> 0 -----------> 8 v----------
2974 * 0123456789 0123456789 Destination window
2975 *
2976 * From the above, it follows that a destination viewport given in
2977 * window coordinates matches the source exactly when srcy = srcx = 0.
2978 *
2979 * Example (Y only):
2980 * ySrc = 0
2981 * yDst = 0
2982 * cyCopy = 9
2983 * cyScreen = cyCopy
2984 * cySurface >= cyCopy
2985 * yViewport = 5
2986 * cyViewport = 2 (i.e. '| *** |'
2987 * '| |' )
2988 * yWCViewportHi = cxScreen - yViewport = 9 - 5 = 4
2989 * yWCViewportLow = cxScreen - yViewport - cyViewport = 4 - 2 = 2
2990 *
2991 * We can see from the illustration that the final result should be:
2992 * SrcRect = (0,7) (11, 5) (cy=2 from y=5)
2993 * DstRect = (0,2) (11, 4)
2994 *
2995 * Let's postpone the switching of SrcRect.yBottom/yTop to make it
2996 * easier to follow:
2997 * SrcRect = (0,5) (11, 7)
2998 *
2999 * From the top, Y values only:
3000 * 0. Copy = { .yDst = 0, .ySrc = 0, .cy = 9 }
3001 *
3002 * 1. CopyRect.yDst (=0) is lower than yWCViewportLow:
3003 * cyAdjust = yWCViewportLow - CopyRect.yDst = 2;
3004 * Copy.yDst += cyAdjust = 2;
3005 * Copy.ySrc = unchanged;
3006 * Copy.cx -= cyAdjust = 7;
3007 * => Copy = { .yDst = 2, .ySrc = 0, .cy = 7 }
3008 *
3009 * 2. CopyRect.yDst + CopyRect.cx (=9) is higher than yWCViewportHi:
3010 * cyAdjust = CopyRect.yDst + CopyRect.cx - yWCViewportHi = 9 - 4 = 5
3011 * Copy.yDst = unchanged;
3012 * Copy.ySrc += cyAdjust = 5;
3013 * Copy.cx -= cyAdjust = 2;
3014 * => Copy = { .yDst = 2, .ySrc = 5, .cy = 2 }
3015 *
3016 * Update: On darwin, it turns out that when we call [NSOpenGLContext updates]
3017 * when the view is resized, moved and otherwise messed with,
3018 * the visible part of the framebuffer is actually the bottom
3019 * one. It's easy to adjust for this, just have to adjust the
3020 * destination rectangle such that yBottom is zero.
3021 */
3022 /* X - no inversion, so kind of simple. */
3023 if (ClippedRect.x >= DstViewport.x)
3024 {
3025 if (ClippedRect.x + ClippedRect.w <= DstViewport.xRight)
3026 { /* typical */ }
3027 else if (ClippedRect.x < DstViewport.xRight)
3028 ClippedRect.w = DstViewport.xRight - ClippedRect.x;
3029 else
3030 continue;
3031 }
3032 else
3033 {
3034 uint32_t cxAdjust = DstViewport.x - ClippedRect.x;
3035 if (cxAdjust < ClippedRect.w)
3036 {
3037 ClippedRect.w -= cxAdjust;
3038 ClippedRect.x += cxAdjust;
3039 ClippedRect.srcx += cxAdjust;
3040 }
3041 else
3042 continue;
3043
3044 if (ClippedRect.x + ClippedRect.w <= DstViewport.xRight)
3045 { /* typical */ }
3046 else
3047 ClippedRect.w = DstViewport.xRight - ClippedRect.x;
3048 }
3049
3050 /* Y - complicated, see above. */
3051 if (ClippedRect.y >= DstViewport.yLowWC)
3052 {
3053 if (ClippedRect.y + ClippedRect.h <= DstViewport.yHighWC)
3054 { /* typical */ }
3055 else if (ClippedRect.y < DstViewport.yHighWC)
3056 {
3057 /* adjustment #2 */
3058 uint32_t cyAdjust = ClippedRect.y + ClippedRect.h - DstViewport.yHighWC;
3059 ClippedRect.srcy += cyAdjust;
3060 ClippedRect.h -= cyAdjust;
3061 }
3062 else
3063 continue;
3064 }
3065 else
3066 {
3067 /* adjustment #1 */
3068 uint32_t cyAdjust = DstViewport.yLowWC - ClippedRect.y;
3069 if (cyAdjust < ClippedRect.h)
3070 {
3071 ClippedRect.y += cyAdjust;
3072 ClippedRect.h -= cyAdjust;
3073 }
3074 else
3075 continue;
3076
3077 if (ClippedRect.y + ClippedRect.h <= DstViewport.yHighWC)
3078 { /* typical */ }
3079 else
3080 {
3081 /* adjustment #2 */
3082 cyAdjust = ClippedRect.y + ClippedRect.h - DstViewport.yHighWC;
3083 ClippedRect.srcy += cyAdjust;
3084 ClippedRect.h -= cyAdjust;
3085 }
3086 }
3087
3088 /* Calc source rectangle with y flipping wrt destination. */
3089 RTRECT SrcRect;
3090 SrcRect.xLeft = ClippedRect.srcx;
3091 SrcRect.xRight = ClippedRect.srcx + ClippedRect.w;
3092 SrcRect.yBottom = ClippedRect.srcy + ClippedRect.h;
3093 SrcRect.yTop = ClippedRect.srcy;
3094
3095 /* Calc destination rectangle. */
3096 RTRECT DstRect;
3097 DstRect.xLeft = ClippedRect.x;
3098 DstRect.xRight = ClippedRect.x + ClippedRect.w;
3099 DstRect.yBottom = ClippedRect.y;
3100 DstRect.yTop = ClippedRect.y + ClippedRect.h;
3101
3102 /* Adjust for viewport. */
3103 DstRect.xLeft -= DstViewport.x;
3104 DstRect.xRight -= DstViewport.x;
3105# ifdef RT_OS_DARWIN /* We actually seeing the bottom of the FB, not the top as on windows and X11. */
3106 DstRect.yTop -= DstRect.yBottom;
3107 DstRect.yBottom = 0;
3108# else
3109 DstRect.yBottom += DstViewport.y;
3110 DstRect.yTop += DstViewport.y;
3111# endif
3112
3113 Log(("SrcRect: (%d,%d)(%d,%d) DstRect: (%d,%d)(%d,%d)\n",
3114 SrcRect.xLeft, SrcRect.yBottom, SrcRect.xRight, SrcRect.yTop,
3115 DstRect.xLeft, DstRect.yBottom, DstRect.xRight, DstRect.yTop));
3116 pState->ext.glBlitFramebuffer(SrcRect.xLeft, SrcRect.yBottom, SrcRect.xRight, SrcRect.yTop,
3117 DstRect.xLeft, DstRect.yBottom, DstRect.xRight, DstRect.yTop,
3118 GL_COLOR_BUFFER_BIT, GL_LINEAR);
3119 }
3120
3121#endif
3122
3123 /*
3124 * Flip the front and back buffers.
3125 */
3126#ifdef RT_OS_WINDOWS
3127 BOOL ret = SwapBuffers(pContext->hdc);
3128 AssertMsg(ret, ("SwapBuffers failed with %d\n", GetLastError()));
3129#elif defined(RT_OS_DARWIN)
3130 vmsvga3dCocoaSwapBuffers(pContext->cocoaView, pContext->cocoaContext);
3131#else
3132 /* show the window if not already done */
3133 if (!pContext->fMapped)
3134 {
3135 XMapWindow(pState->display, pContext->window);
3136 pContext->fMapped = true;
3137 }
3138 /* now swap the buffers, i.e. display the rendering result */
3139 glXSwapBuffers(pState->display, pContext->window);
3140#endif
3141
3142 /*
3143 * Now we can reset the frame buffer association. Doing it earlier means no
3144 * output on darwin.
3145 */
3146 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer), pState, pContext);
3147 return VINF_SUCCESS;
3148}
3149
3150#ifdef RT_OS_LINUX
3151/**
3152 * X11 event handling thread
3153 * @param ThreadSelf thread handle
3154 * @param pvUser pointer to pState structure
3155 * @returns VBox status code
3156 */
3157DECLCALLBACK(int) vmsvga3dXEventThread(RTTHREAD ThreadSelf, void *pvUser)
3158{
3159 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pvUser;
3160 while (!pState->bTerminate)
3161 {
3162 while (XPending(pState->display) > 0)
3163 {
3164 XEvent event;
3165 XNextEvent(pState->display, &event);
3166
3167 switch (event.type)
3168 {
3169 default:
3170 break;
3171 }
3172 }
3173 /* sleep for 16ms to not burn too many cycles */
3174 RTThreadSleep(16);
3175 }
3176 return VINF_SUCCESS;
3177}
3178#endif // RT_OS_LINUX
3179
3180
3181/**
3182 * Create a new 3d context
3183 *
3184 * @returns VBox status code.
3185 * @param pThis VGA device instance data.
3186 * @param cid Context id
3187 * @param fFlags VMSVGA3D_DEF_CTX_F_XXX.
3188 */
3189int vmsvga3dContextDefineOgl(PVGASTATE pThis, uint32_t cid, uint32_t fFlags)
3190{
3191 int rc;
3192 PVMSVGA3DCONTEXT pContext;
3193 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3194
3195 AssertReturn(pState, VERR_NO_MEMORY);
3196 AssertReturn( cid < SVGA3D_MAX_CONTEXT_IDS
3197 || (cid == VMSVGA3D_SHARED_CTX_ID && (fFlags & VMSVGA3D_DEF_CTX_F_SHARED_CTX)), VERR_INVALID_PARAMETER);
3198#if !defined(VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE) || !(defined(RT_OS_DARWIN))
3199 AssertReturn(!(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE), VERR_INTERNAL_ERROR_3);
3200#endif
3201
3202 Log(("vmsvga3dContextDefine id %x\n", cid));
3203#ifdef DEBUG_DEBUG_GFX_WINDOW_TEST_CONTEXT
3204 if (pState->idTestContext == SVGA_ID_INVALID)
3205 {
3206 pState->idTestContext = 207;
3207 rc = vmsvga3dContextDefine(pThis, pState->idTestContext);
3208 AssertRCReturn(rc, rc);
3209 }
3210#endif
3211
3212 if (cid == VMSVGA3D_SHARED_CTX_ID)
3213 pContext = &pState->SharedCtx;
3214 else
3215 {
3216 if (cid >= pState->cContexts)
3217 {
3218 /* Grow the array. */
3219 uint32_t cNew = RT_ALIGN(cid + 15, 16);
3220 void *pvNew = RTMemRealloc(pState->papContexts, sizeof(pState->papContexts[0]) * cNew);
3221 AssertReturn(pvNew, VERR_NO_MEMORY);
3222 pState->papContexts = (PVMSVGA3DCONTEXT *)pvNew;
3223 while (pState->cContexts < cNew)
3224 {
3225 pContext = (PVMSVGA3DCONTEXT)RTMemAllocZ(sizeof(*pContext));
3226 AssertReturn(pContext, VERR_NO_MEMORY);
3227 pContext->id = SVGA3D_INVALID_ID;
3228 pState->papContexts[pState->cContexts++] = pContext;
3229 }
3230 }
3231 /* If one already exists with this id, then destroy it now. */
3232 if (pState->papContexts[cid]->id != SVGA3D_INVALID_ID)
3233 vmsvga3dContextDestroy(pThis, cid);
3234
3235 pContext = pState->papContexts[cid];
3236 }
3237
3238 /*
3239 * Find or create the shared context if needed (necessary for sharing e.g. textures between contexts).
3240 */
3241 PVMSVGA3DCONTEXT pSharedCtx = NULL;
3242 if (!(fFlags & (VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_SHARED_CTX)))
3243 {
3244 pSharedCtx = &pState->SharedCtx;
3245 if (pSharedCtx->id != VMSVGA3D_SHARED_CTX_ID)
3246 {
3247 rc = vmsvga3dContextDefineOgl(pThis, VMSVGA3D_SHARED_CTX_ID, VMSVGA3D_DEF_CTX_F_SHARED_CTX);
3248 AssertLogRelRCReturn(rc, rc);
3249 }
3250 }
3251
3252 /*
3253 * Initialize the context.
3254 */
3255 memset(pContext, 0, sizeof(*pContext));
3256 pContext->id = cid;
3257 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTexture); i++)
3258 pContext->aSidActiveTexture[i] = SVGA3D_INVALID_ID;
3259
3260 pContext->sidRenderTarget = SVGA3D_INVALID_ID;
3261 pContext->state.shidVertex = SVGA3D_INVALID_ID;
3262 pContext->state.shidPixel = SVGA3D_INVALID_ID;
3263 pContext->idFramebuffer = OPENGL_INVALID_ID;
3264 pContext->idReadFramebuffer = OPENGL_INVALID_ID;
3265 pContext->idDrawFramebuffer = OPENGL_INVALID_ID;
3266
3267 rc = ShaderContextCreate(&pContext->pShaderContext);
3268 AssertRCReturn(rc, rc);
3269
3270 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->state.aRenderTargets); i++)
3271 pContext->state.aRenderTargets[i] = SVGA3D_INVALID_ID;
3272
3273 AssertReturn(pThis->svga.u64HostWindowId, VERR_INTERNAL_ERROR);
3274
3275#ifdef RT_OS_WINDOWS
3276 /* Create a context window. */
3277 CREATESTRUCT cs;
3278 cs.lpCreateParams = NULL;
3279 cs.dwExStyle = WS_EX_NOACTIVATE | WS_EX_NOPARENTNOTIFY | WS_EX_TRANSPARENT;
3280# ifdef DEBUG_GFX_WINDOW
3281 cs.lpszName = (char *)RTMemAllocZ(256);
3282 RTStrPrintf((char *)cs.lpszName, 256, "Context %d OpenGL Window", cid);
3283# else
3284 cs.lpszName = NULL;
3285# endif
3286 cs.lpszClass = 0;
3287# ifdef DEBUG_GFX_WINDOW
3288 cs.style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE | WS_CAPTION;
3289# else
3290 cs.style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_DISABLED | WS_CHILD | WS_VISIBLE;
3291# endif
3292 cs.x = 0;
3293 cs.y = 0;
3294 cs.cx = pThis->svga.uWidth;
3295 cs.cy = pThis->svga.uHeight;
3296 cs.hwndParent = (HWND)pThis->svga.u64HostWindowId;
3297 cs.hMenu = NULL;
3298 cs.hInstance = pState->hInstance;
3299
3300 rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_CREATEWINDOW, (WPARAM)&pContext->hwnd, (LPARAM)&cs);
3301 AssertRCReturn(rc, rc);
3302
3303 pContext->hdc = GetDC(pContext->hwnd);
3304 AssertMsgReturn(pContext->hdc, ("GetDC %x failed with %d\n", pContext->hwnd, GetLastError()), VERR_INTERNAL_ERROR);
3305
3306 PIXELFORMATDESCRIPTOR pfd = {
3307 sizeof(PIXELFORMATDESCRIPTOR), /* size of this pfd */
3308 1, /* version number */
3309 PFD_DRAW_TO_WINDOW | /* support window */
3310 PFD_DOUBLEBUFFER | /* support double buffering */
3311 PFD_SUPPORT_OPENGL, /* support OpenGL */
3312 PFD_TYPE_RGBA, /* RGBA type */
3313 24, /* 24-bit color depth */
3314 0, 0, 0, 0, 0, 0, /* color bits ignored */
3315 8, /* alpha buffer */
3316 0, /* shift bit ignored */
3317 0, /* no accumulation buffer */
3318 0, 0, 0, 0, /* accum bits ignored */
3319 16, /* set depth buffer */
3320 16, /* set stencil buffer */
3321 0, /* no auxiliary buffer */
3322 PFD_MAIN_PLANE, /* main layer */
3323 0, /* reserved */
3324 0, 0, 0 /* layer masks ignored */
3325 };
3326 int pixelFormat;
3327 BOOL ret;
3328
3329 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3330 /** @todo is this really necessary?? */
3331 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3332 AssertMsgReturn(pixelFormat != 0, ("ChoosePixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3333
3334 ret = SetPixelFormat(pContext->hdc, pixelFormat, &pfd);
3335 AssertMsgReturn(ret == TRUE, ("SetPixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3336
3337 pContext->hglrc = wglCreateContext(pContext->hdc);
3338 AssertMsgReturn(pContext->hglrc, ("wglCreateContext %x failed with %d\n", pContext->hdc, GetLastError()), VERR_INTERNAL_ERROR);
3339
3340 if (pSharedCtx)
3341 {
3342 ret = wglShareLists(pSharedCtx->hglrc, pContext->hglrc);
3343 AssertMsg(ret == TRUE, ("wglShareLists(%p, %p) failed with %d\n", pSharedCtx->hglrc, pContext->hglrc, GetLastError()));
3344 }
3345
3346#elif defined(RT_OS_DARWIN)
3347 pContext->fOtherProfile = RT_BOOL(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
3348
3349 NativeNSOpenGLContextRef pShareContext = pSharedCtx ? pSharedCtx->cocoaContext : NULL;
3350 NativeNSViewRef pHostView = (NativeNSViewRef)pThis->svga.u64HostWindowId;
3351 vmsvga3dCocoaCreateViewAndContext(&pContext->cocoaView, &pContext->cocoaContext,
3352 pSharedCtx ? NULL : pHostView, /* Only attach one subview, the one we'll present in. */ /** @todo screen objects and stuff. */
3353 pThis->svga.uWidth, pThis->svga.uHeight,
3354 pShareContext, pContext->fOtherProfile);
3355
3356#else
3357 Window hostWindow = (Window)pThis->svga.u64HostWindowId;
3358
3359 if (pState->display == NULL)
3360 {
3361 /* get an X display and make sure we have glX 1.3 */
3362 pState->display = XOpenDisplay(0);
3363 Assert(pState->display);
3364 int glxMajor, glxMinor;
3365 Bool ret = glXQueryVersion(pState->display, &glxMajor, &glxMinor);
3366 AssertMsgReturn(ret && glxMajor == 1 && glxMinor >= 3, ("glX >=1.3 not present"), VERR_INTERNAL_ERROR);
3367 /* start our X event handling thread */
3368 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dXEventThread, pState, 0, RTTHREADTYPE_GUI, RTTHREADFLAGS_WAITABLE, "VMSVGA3DXEVENT");
3369 if (RT_FAILURE(rc))
3370 {
3371 AssertMsgFailed(("%s: Async IO Thread creation for 3d window handling failed rc=%d\n", __FUNCTION__, rc));
3372 return rc;
3373 }
3374 }
3375 int attrib[] =
3376 {
3377 GLX_RGBA,
3378 GLX_RED_SIZE, 1,
3379 GLX_GREEN_SIZE, 1,
3380 GLX_BLUE_SIZE, 1,
3381 //GLX_ALPHA_SIZE, 1, this flips the bbos screen
3382 GLX_DOUBLEBUFFER,
3383 None
3384 };
3385 XVisualInfo *vi = glXChooseVisual(pState->display, DefaultScreen(pState->display), attrib);
3386 XSetWindowAttributes swa;
3387 swa.colormap = XCreateColormap(pState->display, XDefaultRootWindow(pState->display), vi->visual, AllocNone);
3388 swa.border_pixel = 0;
3389 swa.background_pixel = 0;
3390 swa.event_mask = StructureNotifyMask | ExposureMask;
3391 unsigned long flags = CWBorderPixel | CWBackPixel | CWColormap | CWEventMask;
3392 pContext->window = XCreateWindow(pState->display, hostWindow,//XDefaultRootWindow(pState->display),//hostWindow,
3393 0, 0, pThis->svga.uWidth, pThis->svga.uHeight,
3394 0, vi->depth, InputOutput,
3395 vi->visual, flags, &swa);
3396 AssertMsgReturn(pContext->window, ("XCreateWindow failed"), VERR_INTERNAL_ERROR);
3397 uint32_t cardinal_alpha = (uint32_t) (0.5 * (uint32_t)-1) ;
3398
3399 /* the window is hidden by default and only mapped when CommandPresent is executed on it */
3400
3401 GLXContext shareContext = pSharedCtx ? pSharedCtx->glxContext : NULL;
3402 pContext->glxContext = glXCreateContext(pState->display, vi, shareContext, GL_TRUE);
3403 AssertMsgReturn(pContext->glxContext, ("glXCreateContext failed"), VERR_INTERNAL_ERROR);
3404#endif
3405
3406 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3407
3408 /* NULL during the first PowerOn call. */
3409 if (pState->ext.glGenFramebuffers)
3410 {
3411 /* Create a framebuffer object for this context. */
3412 pState->ext.glGenFramebuffers(1, &pContext->idFramebuffer);
3413 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3414
3415 /* Bind the object to the framebuffer target. */
3416 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
3417 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3418
3419 /* Create read and draw framebuffer objects for this context. */
3420 pState->ext.glGenFramebuffers(1, &pContext->idReadFramebuffer);
3421 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3422
3423 pState->ext.glGenFramebuffers(1, &pContext->idDrawFramebuffer);
3424 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3425
3426 }
3427#if 0
3428 /** @todo move to shader lib!!! */
3429 /* Clear the screen */
3430 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3431
3432 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
3433 glClearIndex(0);
3434 glClearDepth(1);
3435 glClearStencil(0xffff);
3436 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
3437 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
3438 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
3439 if (pState->ext.glProvokingVertex)
3440 pState->ext.glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
3441 /** @todo move to shader lib!!! */
3442#endif
3443 return VINF_SUCCESS;
3444}
3445
3446
3447/**
3448 * Create a new 3d context
3449 *
3450 * @returns VBox status code.
3451 * @param pThis VGA device instance data.
3452 * @param cid Context id
3453 */
3454int vmsvga3dContextDefine(PVGASTATE pThis, uint32_t cid)
3455{
3456 return vmsvga3dContextDefineOgl(pThis, cid, 0/*fFlags*/);
3457}
3458
3459/**
3460 * Destroys a 3d context.
3461 *
3462 * @returns VBox status code.
3463 * @param pThis VGA device instance data.
3464 * @param pContext The context to destroy.
3465 * @param cid Context id
3466 */
3467static int vmsvga3dContextDestroyOgl(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid)
3468{
3469 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3470 AssertReturn(pState, VERR_NO_MEMORY);
3471 AssertReturn(pContext, VERR_INVALID_PARAMETER);
3472 AssertReturn(pContext->id == cid, VERR_INVALID_PARAMETER);
3473 Log(("vmsvga3dContextDestroyOgl id %x\n", cid));
3474
3475 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3476
3477 /* Destroy all leftover pixel shaders. */
3478 for (uint32_t i = 0; i < pContext->cPixelShaders; i++)
3479 {
3480 if (pContext->paPixelShader[i].id != SVGA3D_INVALID_ID)
3481 vmsvga3dShaderDestroy(pThis, pContext->paPixelShader[i].cid, pContext->paPixelShader[i].id, pContext->paPixelShader[i].type);
3482 }
3483 if (pContext->paPixelShader)
3484 RTMemFree(pContext->paPixelShader);
3485
3486 /* Destroy all leftover vertex shaders. */
3487 for (uint32_t i = 0; i < pContext->cVertexShaders; i++)
3488 {
3489 if (pContext->paVertexShader[i].id != SVGA3D_INVALID_ID)
3490 vmsvga3dShaderDestroy(pThis, pContext->paVertexShader[i].cid, pContext->paVertexShader[i].id, pContext->paVertexShader[i].type);
3491 }
3492 if (pContext->paVertexShader)
3493 RTMemFree(pContext->paVertexShader);
3494
3495 if (pContext->state.paVertexShaderConst)
3496 RTMemFree(pContext->state.paVertexShaderConst);
3497 if (pContext->state.paPixelShaderConst)
3498 RTMemFree(pContext->state.paPixelShaderConst);
3499
3500 if (pContext->pShaderContext)
3501 {
3502 int rc = ShaderContextDestroy(pContext->pShaderContext);
3503 AssertRC(rc);
3504 }
3505
3506 if (pContext->idFramebuffer != OPENGL_INVALID_ID)
3507 {
3508 /* Unbind the object from the framebuffer target. */
3509 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, 0 /* back buffer */);
3510 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3511 pState->ext.glDeleteFramebuffers(1, &pContext->idFramebuffer);
3512 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3513
3514 if (pContext->idReadFramebuffer != OPENGL_INVALID_ID)
3515 {
3516 pState->ext.glDeleteFramebuffers(1, &pContext->idReadFramebuffer);
3517 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3518 }
3519 if (pContext->idDrawFramebuffer != OPENGL_INVALID_ID)
3520 {
3521 pState->ext.glDeleteFramebuffers(1, &pContext->idDrawFramebuffer);
3522 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3523 }
3524 }
3525#ifdef RT_OS_WINDOWS
3526 wglMakeCurrent(pContext->hdc, NULL);
3527 wglDeleteContext(pContext->hglrc);
3528 ReleaseDC(pContext->hwnd, pContext->hdc);
3529
3530 /* Destroy the window we've created. */
3531 int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_DESTROYWINDOW, (WPARAM)pContext->hwnd, 0);
3532 AssertRC(rc);
3533#elif defined(RT_OS_DARWIN)
3534 vmsvga3dCocoaDestroyViewAndContext(pContext->cocoaView, pContext->cocoaContext);
3535#elif defined(RT_OS_LINUX)
3536 glXMakeCurrent(pState->display, None, NULL);
3537 glXDestroyContext(pState->display, pContext->glxContext);
3538 XDestroyWindow(pState->display, pContext->window);
3539#endif
3540
3541 memset(pContext, 0, sizeof(*pContext));
3542 pContext->id = SVGA3D_INVALID_ID;
3543
3544 VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
3545 return VINF_SUCCESS;
3546}
3547
3548/**
3549 * Destroy an existing 3d context
3550 *
3551 * @returns VBox status code.
3552 * @param pThis VGA device instance data.
3553 * @param cid Context id
3554 */
3555int vmsvga3dContextDestroy(PVGASTATE pThis, uint32_t cid)
3556{
3557 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3558 AssertReturn(pState, VERR_WRONG_ORDER);
3559
3560 /*
3561 * Resolve the context and hand it to the common worker function.
3562 */
3563 if ( cid < pState->cContexts
3564 && pState->papContexts[cid]->id == cid)
3565 return vmsvga3dContextDestroyOgl(pThis, pState->papContexts[cid], cid);
3566
3567 AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER);
3568 return VINF_SUCCESS;
3569}
3570
3571/**
3572 * Worker for vmsvga3dChangeMode that resizes a context.
3573 *
3574 * @param pThis The VGA device instance data.
3575 * @param pState The VMSVGA3d state.
3576 * @param pContext The context.
3577 */
3578static void vmsvga3dChangeModeOneContext(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
3579{
3580#ifdef RT_OS_WINDOWS
3581 /* Resize the window. */
3582 CREATESTRUCT cs;
3583 RT_ZERO(cs);
3584 cs.cx = pThis->svga.uWidth;
3585 cs.cy = pThis->svga.uHeight;
3586 int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_RESIZEWINDOW, (WPARAM)pContext->hwnd, (LPARAM)&cs);
3587 AssertRC(rc);
3588
3589#elif defined(RT_OS_DARWIN)
3590 vmsvga3dCocoaViewSetSize(pContext->cocoaView, pThis->svga.uWidth, pThis->svga.uHeight);
3591
3592#elif defined(RT_OS_LINUX)
3593 XWindowChanges wc;
3594 wc.width = pThis->svga.uWidth;
3595 wc.height = pThis->svga.uHeight;
3596 XConfigureWindow(pState->display, pContext->window, CWWidth | CWHeight, &wc);
3597#endif
3598}
3599
3600/* Handle resize */
3601int vmsvga3dChangeMode(PVGASTATE pThis)
3602{
3603 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3604 AssertReturn(pState, VERR_NO_MEMORY);
3605
3606 /* Resize the shared context too. */
3607 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
3608 vmsvga3dChangeModeOneContext(pThis, pState, &pState->SharedCtx);
3609
3610 /* Resize all active contexts. */
3611 for (uint32_t i = 0; i < pState->cContexts; i++)
3612 {
3613 PVMSVGA3DCONTEXT pContext = pState->papContexts[i];
3614 if (pContext->id != SVGA3D_INVALID_ID)
3615 vmsvga3dChangeModeOneContext(pThis, pState, pContext);
3616 }
3617
3618 return VINF_SUCCESS;
3619}
3620
3621
3622int vmsvga3dSetTransform(PVGASTATE pThis, uint32_t cid, SVGA3dTransformType type, float matrix[16])
3623{
3624 PVMSVGA3DCONTEXT pContext;
3625 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3626 AssertReturn(pState, VERR_NO_MEMORY);
3627 bool fModelViewChanged = false;
3628
3629 Log(("vmsvga3dSetTransform cid=%x %s\n", cid, vmsvgaTransformToString(type)));
3630
3631 if ( cid >= pState->cContexts
3632 || pState->papContexts[cid]->id != cid)
3633 {
3634 Log(("vmsvga3dSetTransform invalid context id!\n"));
3635 return VERR_INVALID_PARAMETER;
3636 }
3637 pContext = pState->papContexts[cid];
3638 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3639
3640 /* Save this matrix for vm state save/restore. */
3641 pContext->state.aTransformState[type].fValid = true;
3642 memcpy(pContext->state.aTransformState[type].matrix, matrix, sizeof(pContext->state.aTransformState[type].matrix));
3643 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_TRANSFORM;
3644
3645 Log(("Matrix [%d %d %d %d]\n", (int)(matrix[0] * 10.0), (int)(matrix[1] * 10.0), (int)(matrix[2] * 10.0), (int)(matrix[3] * 10.0)));
3646 Log((" [%d %d %d %d]\n", (int)(matrix[4] * 10.0), (int)(matrix[5] * 10.0), (int)(matrix[6] * 10.0), (int)(matrix[7] * 10.0)));
3647 Log((" [%d %d %d %d]\n", (int)(matrix[8] * 10.0), (int)(matrix[9] * 10.0), (int)(matrix[10] * 10.0), (int)(matrix[11] * 10.0)));
3648 Log((" [%d %d %d %d]\n", (int)(matrix[12] * 10.0), (int)(matrix[13] * 10.0), (int)(matrix[14] * 10.0), (int)(matrix[15] * 10.0)));
3649
3650 switch (type)
3651 {
3652 case SVGA3D_TRANSFORM_VIEW:
3653 /* View * World = Model View */
3654 glMatrixMode(GL_MODELVIEW);
3655 glLoadMatrixf(matrix);
3656 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].fValid)
3657 glMultMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].matrix);
3658 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3659 fModelViewChanged = true;
3660 break;
3661
3662 case SVGA3D_TRANSFORM_PROJECTION:
3663 {
3664 int rc = ShaderTransformProjection(pContext->state.RectViewPort.w, pContext->state.RectViewPort.h, matrix, false /* fPretransformed */);
3665 AssertRCReturn(rc, rc);
3666 break;
3667 }
3668
3669 case SVGA3D_TRANSFORM_TEXTURE0:
3670 glMatrixMode(GL_TEXTURE);
3671 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3672 glLoadMatrixf(matrix);
3673 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3674 break;
3675
3676 case SVGA3D_TRANSFORM_TEXTURE1:
3677 case SVGA3D_TRANSFORM_TEXTURE2:
3678 case SVGA3D_TRANSFORM_TEXTURE3:
3679 case SVGA3D_TRANSFORM_TEXTURE4:
3680 case SVGA3D_TRANSFORM_TEXTURE5:
3681 case SVGA3D_TRANSFORM_TEXTURE6:
3682 case SVGA3D_TRANSFORM_TEXTURE7:
3683 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_TEXTUREx transform!!\n"));
3684 return VERR_INVALID_PARAMETER;
3685
3686 case SVGA3D_TRANSFORM_WORLD:
3687 /* View * World = Model View */
3688 glMatrixMode(GL_MODELVIEW);
3689 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid)
3690 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
3691 else
3692 glLoadIdentity();
3693 glMultMatrixf(matrix);
3694 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3695 fModelViewChanged = true;
3696 break;
3697
3698 case SVGA3D_TRANSFORM_WORLD1:
3699 case SVGA3D_TRANSFORM_WORLD2:
3700 case SVGA3D_TRANSFORM_WORLD3:
3701 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_WORLDx transform!!\n"));
3702 return VERR_INVALID_PARAMETER;
3703
3704 default:
3705 Log(("vmsvga3dSetTransform: unknown type!!\n"));
3706 return VERR_INVALID_PARAMETER;
3707 }
3708
3709 /* Apparently we need to reset the light and clip data after modifying the modelview matrix. */
3710 if (fModelViewChanged)
3711 {
3712 /* Reprogram the clip planes. */
3713 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aClipPlane); j++)
3714 {
3715 if (pContext->state.aClipPlane[j].fValid == true)
3716 vmsvga3dSetClipPlane(pThis, cid, j, pContext->state.aClipPlane[j].plane);
3717 }
3718
3719 /* Reprogram the light data. */
3720 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aLightData); j++)
3721 {
3722 if (pContext->state.aLightData[j].fValidData == true)
3723 vmsvga3dSetLightData(pThis, cid, j, &pContext->state.aLightData[j].data);
3724 }
3725 }
3726
3727 return VINF_SUCCESS;
3728}
3729
3730int vmsvga3dSetZRange(PVGASTATE pThis, uint32_t cid, SVGA3dZRange zRange)
3731{
3732 PVMSVGA3DCONTEXT pContext;
3733 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3734 AssertReturn(pState, VERR_NO_MEMORY);
3735
3736 Log(("vmsvga3dSetZRange cid=%x min=%d max=%d\n", cid, (uint32_t)(zRange.min * 100.0), (uint32_t)(zRange.max * 100.0)));
3737
3738 if ( cid >= pState->cContexts
3739 || pState->papContexts[cid]->id != cid)
3740 {
3741 Log(("vmsvga3dSetZRange invalid context id!\n"));
3742 return VERR_INVALID_PARAMETER;
3743 }
3744 pContext = pState->papContexts[cid];
3745 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3746
3747 pContext->state.zRange = zRange;
3748 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_ZRANGE;
3749
3750 if (zRange.min < -1.0)
3751 zRange.min = -1.0;
3752 if (zRange.max > 1.0)
3753 zRange.max = 1.0;
3754
3755 glDepthRange((GLdouble)zRange.min, (GLdouble)zRange.max);
3756 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3757 return VINF_SUCCESS;
3758}
3759
3760/**
3761 * Convert SVGA blend op value to its OpenGL equivalent
3762 */
3763static GLenum vmsvga3dBlendOp2GL(uint32_t blendOp)
3764{
3765 switch (blendOp)
3766 {
3767 case SVGA3D_BLENDOP_ZERO:
3768 return GL_ZERO;
3769 case SVGA3D_BLENDOP_ONE:
3770 return GL_ONE;
3771 case SVGA3D_BLENDOP_SRCCOLOR:
3772 return GL_SRC_COLOR;
3773 case SVGA3D_BLENDOP_INVSRCCOLOR:
3774 return GL_ONE_MINUS_SRC_COLOR;
3775 case SVGA3D_BLENDOP_SRCALPHA:
3776 return GL_SRC_ALPHA;
3777 case SVGA3D_BLENDOP_INVSRCALPHA:
3778 return GL_ONE_MINUS_SRC_ALPHA;
3779 case SVGA3D_BLENDOP_DESTALPHA:
3780 return GL_DST_ALPHA;
3781 case SVGA3D_BLENDOP_INVDESTALPHA:
3782 return GL_ONE_MINUS_DST_ALPHA;
3783 case SVGA3D_BLENDOP_DESTCOLOR:
3784 return GL_DST_COLOR;
3785 case SVGA3D_BLENDOP_INVDESTCOLOR:
3786 return GL_ONE_MINUS_DST_COLOR;
3787 case SVGA3D_BLENDOP_SRCALPHASAT:
3788 return GL_SRC_ALPHA_SATURATE;
3789 case SVGA3D_BLENDOP_BLENDFACTOR:
3790 return GL_CONSTANT_ALPHA; /** @todo correct?? */
3791 case SVGA3D_BLENDOP_INVBLENDFACTOR:
3792 return GL_ONE_MINUS_CONSTANT_ALPHA; /** @todo correct?? */
3793 default:
3794 AssertFailed();
3795 return GL_ONE;
3796 }
3797}
3798
3799static GLenum vmsvga3dBlendEquation2GL(uint32_t blendEq)
3800{
3801 switch (blendEq)
3802 {
3803 case SVGA3D_BLENDEQ_ADD:
3804 return GL_FUNC_ADD;
3805 case SVGA3D_BLENDEQ_SUBTRACT:
3806 return GL_FUNC_SUBTRACT;
3807 case SVGA3D_BLENDEQ_REVSUBTRACT:
3808 return GL_FUNC_REVERSE_SUBTRACT;
3809 case SVGA3D_BLENDEQ_MINIMUM:
3810 return GL_MIN;
3811 case SVGA3D_BLENDEQ_MAXIMUM:
3812 return GL_MAX;
3813 default:
3814 AssertMsgFailed(("blendEq=%d (%#x)\n", blendEq, blendEq));
3815 return GL_FUNC_ADD;
3816 }
3817}
3818
3819static GLenum vmsvgaCmpFunc2GL(uint32_t cmpFunc)
3820{
3821 switch (cmpFunc)
3822 {
3823 case SVGA3D_CMP_NEVER:
3824 return GL_NEVER;
3825 case SVGA3D_CMP_LESS:
3826 return GL_LESS;
3827 case SVGA3D_CMP_EQUAL:
3828 return GL_EQUAL;
3829 case SVGA3D_CMP_LESSEQUAL:
3830 return GL_LEQUAL;
3831 case SVGA3D_CMP_GREATER:
3832 return GL_GREATER;
3833 case SVGA3D_CMP_NOTEQUAL:
3834 return GL_NOTEQUAL;
3835 case SVGA3D_CMP_GREATEREQUAL:
3836 return GL_GEQUAL;
3837 case SVGA3D_CMP_ALWAYS:
3838 return GL_ALWAYS;
3839 default:
3840 AssertFailed();
3841 return GL_LESS;
3842 }
3843}
3844
3845static GLenum vmsvgaStencipOp2GL(uint32_t stencilOp)
3846{
3847 switch (stencilOp)
3848 {
3849 case SVGA3D_STENCILOP_KEEP:
3850 return GL_KEEP;
3851 case SVGA3D_STENCILOP_ZERO:
3852 return GL_ZERO;
3853 case SVGA3D_STENCILOP_REPLACE:
3854 return GL_REPLACE;
3855 case SVGA3D_STENCILOP_INCRSAT:
3856 return GL_INCR_WRAP;
3857 case SVGA3D_STENCILOP_DECRSAT:
3858 return GL_DECR_WRAP;
3859 case SVGA3D_STENCILOP_INVERT:
3860 return GL_INVERT;
3861 case SVGA3D_STENCILOP_INCR:
3862 return GL_INCR;
3863 case SVGA3D_STENCILOP_DECR:
3864 return GL_DECR;
3865 default:
3866 AssertFailed();
3867 return GL_KEEP;
3868 }
3869}
3870
3871int vmsvga3dSetRenderState(PVGASTATE pThis, uint32_t cid, uint32_t cRenderStates, SVGA3dRenderState *pRenderState)
3872{
3873 uint32_t val;
3874 PVMSVGA3DCONTEXT pContext;
3875 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3876 AssertReturn(pState, VERR_NO_MEMORY);
3877
3878 Log(("vmsvga3dSetRenderState cid=%x cRenderStates=%d\n", cid, cRenderStates));
3879
3880 if ( cid >= pState->cContexts
3881 || pState->papContexts[cid]->id != cid)
3882 {
3883 Log(("vmsvga3dSetRenderState invalid context id!\n"));
3884 return VERR_INVALID_PARAMETER;
3885 }
3886 pContext = pState->papContexts[cid];
3887 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3888
3889 for (unsigned i = 0; i < cRenderStates; i++)
3890 {
3891 GLenum enableCap = ~0U;
3892 Log(("vmsvga3dSetRenderState: cid=%x state=%s (%d) val=%x\n", cid, vmsvga3dGetRenderStateName(pRenderState[i].state), pRenderState[i].state, pRenderState[i].uintValue));
3893 /* Save the render state for vm state saving. */
3894 if (pRenderState[i].state < SVGA3D_RS_MAX)
3895 pContext->state.aRenderState[pRenderState[i].state] = pRenderState[i];
3896
3897 switch (pRenderState[i].state)
3898 {
3899 case SVGA3D_RS_ZENABLE: /* SVGA3dBool */
3900 enableCap = GL_DEPTH_TEST;
3901 val = pRenderState[i].uintValue;
3902 break;
3903
3904 case SVGA3D_RS_ZWRITEENABLE: /* SVGA3dBool */
3905 glDepthMask(!!pRenderState[i].uintValue);
3906 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3907 break;
3908
3909 case SVGA3D_RS_ALPHATESTENABLE: /* SVGA3dBool */
3910 enableCap = GL_ALPHA_TEST;
3911 val = pRenderState[i].uintValue;
3912 break;
3913
3914 case SVGA3D_RS_DITHERENABLE: /* SVGA3dBool */
3915 enableCap = GL_DITHER;
3916 val = pRenderState[i].uintValue;
3917 break;
3918
3919 case SVGA3D_RS_FOGENABLE: /* SVGA3dBool */
3920 enableCap = GL_FOG;
3921 val = pRenderState[i].uintValue;
3922 break;
3923
3924 case SVGA3D_RS_SPECULARENABLE: /* SVGA3dBool */
3925 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3926 break;
3927
3928 case SVGA3D_RS_LIGHTINGENABLE: /* SVGA3dBool */
3929 enableCap = GL_LIGHTING;
3930 val = pRenderState[i].uintValue;
3931 break;
3932
3933 case SVGA3D_RS_NORMALIZENORMALS: /* SVGA3dBool */
3934 /* not applicable */
3935 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3936 break;
3937
3938 case SVGA3D_RS_POINTSPRITEENABLE: /* SVGA3dBool */
3939 enableCap = GL_POINT_SPRITE_ARB;
3940 val = pRenderState[i].uintValue;
3941 break;
3942
3943 case SVGA3D_RS_POINTSIZE: /* float */
3944 /** @todo we need to apply scaling for point sizes below the min or above the max; see Wine) */
3945 if (pRenderState[i].floatValue < pState->caps.flPointSize[0])
3946 pRenderState[i].floatValue = pState->caps.flPointSize[0];
3947 if (pRenderState[i].floatValue > pState->caps.flPointSize[1])
3948 pRenderState[i].floatValue = pState->caps.flPointSize[1];
3949
3950 glPointSize(pRenderState[i].floatValue);
3951 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3952 Log(("SVGA3D_RS_POINTSIZE: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3953 break;
3954
3955 case SVGA3D_RS_POINTSIZEMIN: /* float */
3956 pState->ext.glPointParameterf(GL_POINT_SIZE_MIN, pRenderState[i].floatValue);
3957 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3958 Log(("SVGA3D_RS_POINTSIZEMIN: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3959 break;
3960
3961 case SVGA3D_RS_POINTSIZEMAX: /* float */
3962 pState->ext.glPointParameterf(GL_POINT_SIZE_MAX, pRenderState[i].floatValue);
3963 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3964 Log(("SVGA3D_RS_POINTSIZEMAX: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3965 break;
3966
3967 case SVGA3D_RS_POINTSCALEENABLE: /* SVGA3dBool */
3968 case SVGA3D_RS_POINTSCALE_A: /* float */
3969 case SVGA3D_RS_POINTSCALE_B: /* float */
3970 case SVGA3D_RS_POINTSCALE_C: /* float */
3971 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3972 break;
3973
3974 case SVGA3D_RS_AMBIENT: /* SVGA3dColor */
3975 {
3976 GLfloat color[4]; /* red, green, blue, alpha */
3977
3978 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
3979
3980 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color);
3981 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3982 break;
3983 }
3984
3985 case SVGA3D_RS_CLIPPLANEENABLE: /* SVGA3dClipPlanes */
3986 {
3987 AssertCompile(SVGA3D_CLIPPLANE_MAX == (1 << 5));
3988 for (uint32_t j = 0; j <= 5; j++)
3989 {
3990 if (pRenderState[i].uintValue & RT_BIT(j))
3991 glEnable(GL_CLIP_PLANE0 + j);
3992 else
3993 glDisable(GL_CLIP_PLANE0 + j);
3994 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3995 }
3996 break;
3997 }
3998
3999 case SVGA3D_RS_FOGCOLOR: /* SVGA3dColor */
4000 {
4001 GLfloat color[4]; /* red, green, blue, alpha */
4002
4003 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
4004
4005 glFogfv(GL_FOG_COLOR, color);
4006 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4007 break;
4008 }
4009
4010 case SVGA3D_RS_FOGSTART: /* float */
4011 glFogf(GL_FOG_START, pRenderState[i].floatValue);
4012 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4013 break;
4014
4015 case SVGA3D_RS_FOGEND: /* float */
4016 glFogf(GL_FOG_END, pRenderState[i].floatValue);
4017 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4018 break;
4019
4020 case SVGA3D_RS_FOGDENSITY: /* float */
4021 glFogf(GL_FOG_DENSITY, pRenderState[i].floatValue);
4022 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4023 break;
4024
4025 case SVGA3D_RS_RANGEFOGENABLE: /* SVGA3dBool */
4026 glFogi(GL_FOG_COORD_SRC, (pRenderState[i].uintValue) ? GL_FOG_COORD : GL_FRAGMENT_DEPTH);
4027 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4028 break;
4029
4030 case SVGA3D_RS_FOGMODE: /* SVGA3dFogMode */
4031 {
4032 SVGA3dFogMode mode;
4033 mode.uintValue = pRenderState[i].uintValue;
4034
4035 enableCap = GL_FOG_MODE;
4036 switch (mode.s.function)
4037 {
4038 case SVGA3D_FOGFUNC_EXP:
4039 val = GL_EXP;
4040 break;
4041 case SVGA3D_FOGFUNC_EXP2:
4042 val = GL_EXP2;
4043 break;
4044 case SVGA3D_FOGFUNC_LINEAR:
4045 val = GL_LINEAR;
4046 break;
4047 default:
4048 AssertMsgFailedReturn(("Unexpected fog function %d\n", mode.s.function), VERR_INTERNAL_ERROR);
4049 break;
4050 }
4051
4052 /** @todo how to switch between vertex and pixel fog modes??? */
4053 Assert(mode.s.type == SVGA3D_FOGTYPE_PIXEL);
4054#if 0
4055 /* The fog type determines the render state. */
4056 switch (mode.s.type)
4057 {
4058 case SVGA3D_FOGTYPE_VERTEX:
4059 renderState = D3DRS_FOGVERTEXMODE;
4060 break;
4061 case SVGA3D_FOGTYPE_PIXEL:
4062 renderState = D3DRS_FOGTABLEMODE;
4063 break;
4064 default:
4065 AssertMsgFailedReturn(("Unexpected fog type %d\n", mode.s.type), VERR_INTERNAL_ERROR);
4066 break;
4067 }
4068#endif
4069
4070 /* Set the fog base to depth or range. */
4071 switch (mode.s.base)
4072 {
4073 case SVGA3D_FOGBASE_DEPTHBASED:
4074 glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
4075 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4076 break;
4077 case SVGA3D_FOGBASE_RANGEBASED:
4078 glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
4079 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4080 break;
4081 default:
4082 /* ignore */
4083 AssertMsgFailed(("Unexpected fog base %d\n", mode.s.base));
4084 break;
4085 }
4086 break;
4087 }
4088
4089 case SVGA3D_RS_FILLMODE: /* SVGA3dFillMode */
4090 {
4091 SVGA3dFillMode mode;
4092
4093 mode.uintValue = pRenderState[i].uintValue;
4094
4095 switch (mode.s.mode)
4096 {
4097 case SVGA3D_FILLMODE_POINT:
4098 val = GL_POINT;
4099 break;
4100 case SVGA3D_FILLMODE_LINE:
4101 val = GL_LINE;
4102 break;
4103 case SVGA3D_FILLMODE_FILL:
4104 val = GL_FILL;
4105 break;
4106 default:
4107 AssertMsgFailedReturn(("Unexpected fill mode %d\n", mode.s.mode), VERR_INTERNAL_ERROR);
4108 break;
4109 }
4110 /* @note only front and back faces */
4111 Assert(mode.s.face == SVGA3D_FACE_FRONT_BACK);
4112 glPolygonMode(GL_FRONT_AND_BACK, val);
4113 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4114 break;
4115 }
4116
4117 case SVGA3D_RS_SHADEMODE: /* SVGA3dShadeMode */
4118 switch (pRenderState[i].uintValue)
4119 {
4120 case SVGA3D_SHADEMODE_FLAT:
4121 val = GL_FLAT;
4122 break;
4123
4124 case SVGA3D_SHADEMODE_SMOOTH:
4125 val = GL_SMOOTH;
4126 break;
4127
4128 default:
4129 AssertMsgFailedReturn(("Unexpected shade mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
4130 break;
4131 }
4132
4133 glShadeModel(val);
4134 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4135 break;
4136
4137 case SVGA3D_RS_LINEPATTERN: /* SVGA3dLinePattern */
4138 /* No longer supported by d3d; mesagl comments suggest not all backends support it */
4139 /** @todo */
4140 Log(("WARNING: SVGA3D_RS_LINEPATTERN %x not supported!!\n", pRenderState[i].uintValue));
4141 /*
4142 renderState = D3DRS_LINEPATTERN;
4143 val = pRenderState[i].uintValue;
4144 */
4145 break;
4146
4147 case SVGA3D_RS_LINEAA: /* SVGA3dBool */
4148 enableCap = GL_LINE_SMOOTH;
4149 val = pRenderState[i].uintValue;
4150 break;
4151
4152 case SVGA3D_RS_LINEWIDTH: /* float */
4153 glLineWidth(pRenderState[i].floatValue);
4154 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4155 break;
4156
4157 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
4158 {
4159 /* Refresh the blending state based on the new enable setting. */
4160 SVGA3dRenderState renderstate[2];
4161
4162 renderstate[0].state = SVGA3D_RS_SRCBLEND;
4163 renderstate[0].uintValue = pContext->state.aRenderState[SVGA3D_RS_SRCBLEND].uintValue;
4164 renderstate[1].state = SVGA3D_RS_BLENDEQUATION;
4165 renderstate[1].uintValue = pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue;
4166
4167 int rc = vmsvga3dSetRenderState(pThis, cid, 2, renderstate);
4168 AssertRCReturn(rc, rc);
4169
4170 if (pContext->state.aRenderState[SVGA3D_RS_BLENDENABLE].uintValue != 0)
4171 continue; /* ignore if blend is already enabled */
4172 /* no break */
4173 }
4174
4175 case SVGA3D_RS_BLENDENABLE: /* SVGA3dBool */
4176 enableCap = GL_BLEND;
4177 val = pRenderState[i].uintValue;
4178 break;
4179
4180 case SVGA3D_RS_SRCBLENDALPHA: /* SVGA3dBlendOp */
4181 case SVGA3D_RS_DSTBLENDALPHA: /* SVGA3dBlendOp */
4182 case SVGA3D_RS_SRCBLEND: /* SVGA3dBlendOp */
4183 case SVGA3D_RS_DSTBLEND: /* SVGA3dBlendOp */
4184 {
4185 GLint srcRGB, srcAlpha, dstRGB, dstAlpha;
4186 GLint blendop = vmsvga3dBlendOp2GL(pRenderState[i].uintValue);
4187
4188 glGetIntegerv(GL_BLEND_SRC_RGB, &srcRGB);
4189 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4190 glGetIntegerv(GL_BLEND_DST_RGB, &dstRGB);
4191 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4192 glGetIntegerv(GL_BLEND_DST_ALPHA, &dstAlpha);
4193 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4194 glGetIntegerv(GL_BLEND_SRC_ALPHA, &srcAlpha);
4195 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4196
4197 switch (pRenderState[i].state)
4198 {
4199 case SVGA3D_RS_SRCBLEND:
4200 srcRGB = blendop;
4201 break;
4202 case SVGA3D_RS_DSTBLEND:
4203 dstRGB = blendop;
4204 break;
4205 case SVGA3D_RS_SRCBLENDALPHA:
4206 srcAlpha = blendop;
4207 break;
4208 case SVGA3D_RS_DSTBLENDALPHA:
4209 dstAlpha = blendop;
4210 break;
4211 default:
4212 /* not possible; shut up gcc */
4213 AssertFailed();
4214 break;
4215 }
4216
4217 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4218 pState->ext.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
4219 else
4220 glBlendFunc(srcRGB, dstRGB);
4221 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4222 break;
4223 }
4224
4225 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4226 case SVGA3D_RS_BLENDEQUATION: /* SVGA3dBlendEquation */
4227 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4228 pState->ext.glBlendEquationSeparate(vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue),
4229 vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATIONALPHA].uintValue));
4230 else
4231 {
4232#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
4233 glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4234#else
4235 pState->ext.glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4236#endif
4237 }
4238 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4239 break;
4240
4241 case SVGA3D_RS_BLENDCOLOR: /* SVGA3dColor */
4242 {
4243 GLfloat red, green, blue, alpha;
4244
4245 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &red, &green, &blue, &alpha);
4246
4247#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
4248 glBlendColor(red, green, blue, alpha);
4249#else
4250 pState->ext.glBlendColor(red, green, blue, alpha);
4251#endif
4252 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4253 break;
4254 }
4255
4256 case SVGA3D_RS_CULLMODE: /* SVGA3dFace */
4257 {
4258 GLenum mode = GL_BACK; /* default for OpenGL */
4259
4260 switch (pRenderState[i].uintValue)
4261 {
4262 case SVGA3D_FACE_NONE:
4263 break;
4264 case SVGA3D_FACE_FRONT:
4265 mode = GL_FRONT;
4266 break;
4267 case SVGA3D_FACE_BACK:
4268 mode = GL_BACK;
4269 break;
4270 case SVGA3D_FACE_FRONT_BACK:
4271 mode = GL_FRONT_AND_BACK;
4272 break;
4273 default:
4274 AssertMsgFailedReturn(("Unexpected cull mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
4275 break;
4276 }
4277 enableCap = GL_CULL_FACE;
4278 if (pRenderState[i].uintValue != SVGA3D_FACE_NONE)
4279 {
4280 glCullFace(mode);
4281 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4282 val = 1;
4283 }
4284 else
4285 val = 0;
4286 break;
4287 }
4288
4289 case SVGA3D_RS_ZFUNC: /* SVGA3dCmpFunc */
4290 glDepthFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue));
4291 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4292 break;
4293
4294 case SVGA3D_RS_ALPHAFUNC: /* SVGA3dCmpFunc */
4295 {
4296 GLclampf ref;
4297
4298 glGetFloatv(GL_ALPHA_TEST_REF, &ref);
4299 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4300 glAlphaFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref);
4301 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4302 break;
4303 }
4304
4305 case SVGA3D_RS_ALPHAREF: /* float (0.0 .. 1.0) */
4306 {
4307 GLint func;
4308
4309 glGetIntegerv(GL_ALPHA_TEST_FUNC, &func);
4310 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4311 glAlphaFunc(func, pRenderState[i].floatValue);
4312 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4313 break;
4314 }
4315
4316 case SVGA3D_RS_STENCILENABLE: /* SVGA3dBool */
4317 enableCap = GL_STENCIL_TEST;
4318 val = pRenderState[i].uintValue;
4319 break;
4320
4321 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4322 case SVGA3D_RS_STENCILREF: /* uint32_t */
4323 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4324 {
4325 GLint func, ref;
4326 GLuint mask;
4327
4328 glGetIntegerv(GL_STENCIL_FUNC, &func);
4329 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4330 glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask);
4331 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4332 glGetIntegerv(GL_STENCIL_REF, &ref);
4333 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4334
4335 switch (pRenderState[i].state)
4336 {
4337 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4338 func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue);
4339 break;
4340
4341 case SVGA3D_RS_STENCILREF: /* uint32_t */
4342 ref = pRenderState[i].uintValue;
4343 break;
4344
4345 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4346 mask = pRenderState[i].uintValue;
4347 break;
4348
4349 default:
4350 /* not possible; shut up gcc */
4351 AssertFailed();
4352 break;
4353 }
4354
4355 glStencilFunc(func, ref, mask);
4356 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4357 break;
4358 }
4359
4360 case SVGA3D_RS_STENCILWRITEMASK: /* uint32_t */
4361 glStencilMask(pRenderState[i].uintValue);
4362 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4363 break;
4364
4365 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4366 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4367 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4368 {
4369 GLint sfail, dpfail, dppass;
4370 GLenum stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4371
4372 glGetIntegerv(GL_STENCIL_FAIL, &sfail);
4373 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4374 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &dpfail);
4375 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4376 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &dppass);
4377 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4378
4379 switch (pRenderState[i].state)
4380 {
4381 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4382 sfail = stencilop;
4383 break;
4384 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4385 dpfail = stencilop;
4386 break;
4387 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4388 dppass = stencilop;
4389 break;
4390 default:
4391 /* not possible; shut up gcc */
4392 AssertFailed();
4393 break;
4394 }
4395 glStencilOp(sfail, dpfail, dppass);
4396 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4397 break;
4398 }
4399
4400 case SVGA3D_RS_STENCILENABLE2SIDED: /* SVGA3dBool */
4401 /* @note GL_EXT_stencil_two_side required! */
4402 if (pState->ext.fEXT_stencil_two_side)
4403 {
4404 enableCap = GL_STENCIL_TEST_TWO_SIDE_EXT;
4405 val = pRenderState[i].uintValue;
4406 }
4407 else
4408 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_STENCILENABLE2SIDED\n"));
4409 break;
4410
4411 case SVGA3D_RS_CCWSTENCILFUNC: /* SVGA3dCmpFunc */
4412 {
4413 /** @todo SVGA3D_RS_STENCILFAIL/ZFAIL/PASS for front & back faces
4414 * SVGA3D_RS_CCWSTENCILFAIL/ZFAIL/PASS for back faces ??
4415 */
4416 GLint ref;
4417 GLuint mask;
4418
4419 glGetIntegerv(GL_STENCIL_BACK_VALUE_MASK, (GLint *)&mask);
4420 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4421 glGetIntegerv(GL_STENCIL_BACK_REF, &ref);
4422 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4423
4424 pState->ext.glStencilFuncSeparate(GL_BACK, vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref, mask);
4425 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4426 break;
4427 }
4428
4429 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4430 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4431 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4432 {
4433 /** @todo SVGA3D_RS_STENCILFAIL/ZFAIL/PASS for front & back faces
4434 * SVGA3D_RS_CCWSTENCILFAIL/ZFAIL/PASS for back faces ??
4435 */
4436 GLint sfail, dpfail, dppass;
4437 GLenum stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4438
4439 glGetIntegerv(GL_STENCIL_BACK_FAIL, &sfail);
4440 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4441 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &dpfail);
4442 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4443 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &dppass);
4444 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4445
4446 switch (pRenderState[i].state)
4447 {
4448 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4449 sfail = stencilop;
4450 break;
4451 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4452 dpfail = stencilop;
4453 break;
4454 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4455 dppass = stencilop;
4456 break;
4457 default:
4458 /* not possible; shut up gcc */
4459 AssertFailed();
4460 break;
4461 }
4462 pState->ext.glStencilOpSeparate(GL_BACK, sfail, dpfail, dppass);
4463 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4464 break;
4465 }
4466
4467 case SVGA3D_RS_ZBIAS: /* float */
4468 /** @todo unknown meaning; depth bias is not identical
4469 renderState = D3DRS_DEPTHBIAS;
4470 val = pRenderState[i].uintValue;
4471 */
4472 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_ZBIAS\n"));
4473 break;
4474
4475 case SVGA3D_RS_DEPTHBIAS: /* float */
4476 {
4477 GLfloat factor;
4478
4479 /** @todo not sure if the d3d & ogl definitions are identical. */
4480
4481 /* Do not change the factor part. */
4482 glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &factor);
4483 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4484
4485 glPolygonOffset(factor, pRenderState[i].floatValue);
4486 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4487 break;
4488 }
4489
4490 case SVGA3D_RS_SLOPESCALEDEPTHBIAS: /* float */
4491 {
4492 GLfloat units;
4493
4494 /** @todo not sure if the d3d & ogl definitions are identical. */
4495
4496 /* Do not change the factor part. */
4497 glGetFloatv(GL_POLYGON_OFFSET_UNITS, &units);
4498 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4499
4500 glPolygonOffset(pRenderState[i].floatValue, units);
4501 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4502 break;
4503 }
4504
4505 case SVGA3D_RS_COLORWRITEENABLE: /* SVGA3dColorMask */
4506 {
4507 GLboolean red, green, blue, alpha;
4508 SVGA3dColorMask mask;
4509
4510 mask.uintValue = pRenderState[i].uintValue;
4511
4512 red = mask.s.red;
4513 green = mask.s.green;
4514 blue = mask.s.blue;
4515 alpha = mask.s.alpha;
4516
4517 glColorMask(red, green, blue, alpha);
4518 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4519 break;
4520 }
4521
4522 case SVGA3D_RS_COLORWRITEENABLE1: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4523 case SVGA3D_RS_COLORWRITEENABLE2: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4524 case SVGA3D_RS_COLORWRITEENABLE3: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4525 Log(("vmsvga3dSetRenderState: WARNING SVGA3D_RS_COLORWRITEENABLEx not supported!!\n"));
4526 break;
4527
4528 case SVGA3D_RS_SCISSORTESTENABLE: /* SVGA3dBool */
4529 enableCap = GL_SCISSOR_TEST;
4530 val = pRenderState[i].uintValue;
4531 break;
4532
4533#if 0
4534 case SVGA3D_RS_DIFFUSEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4535 AssertCompile(D3DMCS_COLOR2 == SVGA3D_VERTEXMATERIAL_SPECULAR);
4536 renderState = D3DRS_DIFFUSEMATERIALSOURCE;
4537 val = pRenderState[i].uintValue;
4538 break;
4539
4540 case SVGA3D_RS_SPECULARMATERIALSOURCE: /* SVGA3dVertexMaterial */
4541 renderState = D3DRS_SPECULARMATERIALSOURCE;
4542 val = pRenderState[i].uintValue;
4543 break;
4544
4545 case SVGA3D_RS_AMBIENTMATERIALSOURCE: /* SVGA3dVertexMaterial */
4546 renderState = D3DRS_AMBIENTMATERIALSOURCE;
4547 val = pRenderState[i].uintValue;
4548 break;
4549
4550 case SVGA3D_RS_EMISSIVEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4551 renderState = D3DRS_EMISSIVEMATERIALSOURCE;
4552 val = pRenderState[i].uintValue;
4553 break;
4554#endif
4555
4556 case SVGA3D_RS_WRAP3: /* SVGA3dWrapFlags */
4557 case SVGA3D_RS_WRAP4: /* SVGA3dWrapFlags */
4558 case SVGA3D_RS_WRAP5: /* SVGA3dWrapFlags */
4559 case SVGA3D_RS_WRAP6: /* SVGA3dWrapFlags */
4560 case SVGA3D_RS_WRAP7: /* SVGA3dWrapFlags */
4561 case SVGA3D_RS_WRAP8: /* SVGA3dWrapFlags */
4562 case SVGA3D_RS_WRAP9: /* SVGA3dWrapFlags */
4563 case SVGA3D_RS_WRAP10: /* SVGA3dWrapFlags */
4564 case SVGA3D_RS_WRAP11: /* SVGA3dWrapFlags */
4565 case SVGA3D_RS_WRAP12: /* SVGA3dWrapFlags */
4566 case SVGA3D_RS_WRAP13: /* SVGA3dWrapFlags */
4567 case SVGA3D_RS_WRAP14: /* SVGA3dWrapFlags */
4568 case SVGA3D_RS_WRAP15: /* SVGA3dWrapFlags */
4569 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_WRAPx (x >= 3)\n"));
4570 break;
4571
4572 case SVGA3D_RS_LASTPIXEL: /* SVGA3dBool */
4573 case SVGA3D_RS_TWEENFACTOR: /* float */
4574 case SVGA3D_RS_INDEXEDVERTEXBLENDENABLE: /* SVGA3dBool */
4575 case SVGA3D_RS_VERTEXBLEND: /* SVGA3dVertexBlendFlags */
4576 Log(("vmsvga3dSetRenderState: WARNING not applicable!!\n"));
4577 break;
4578
4579 case SVGA3D_RS_MULTISAMPLEANTIALIAS: /* SVGA3dBool */
4580 enableCap = GL_MULTISAMPLE;
4581 val = pRenderState[i].uintValue;
4582 break;
4583
4584 case SVGA3D_RS_MULTISAMPLEMASK: /* uint32_t */
4585 case SVGA3D_RS_ANTIALIASEDLINEENABLE: /* SVGA3dBool */
4586 Log(("vmsvga3dSetRenderState: WARNING not applicable??!!\n"));
4587 break;
4588
4589 case SVGA3D_RS_COORDINATETYPE: /* SVGA3dCoordinateType */
4590 Assert(pRenderState[i].uintValue == SVGA3D_COORDINATE_LEFTHANDED);
4591 /** @todo setup a view matrix to scale the world space by -1 in the z-direction for right handed coordinates. */
4592 /*
4593 renderState = D3DRS_COORDINATETYPE;
4594 val = pRenderState[i].uintValue;
4595 */
4596 break;
4597
4598 case SVGA3D_RS_FRONTWINDING: /* SVGA3dFrontWinding */
4599 Assert(pRenderState[i].uintValue == SVGA3D_FRONTWINDING_CW);
4600 /* Invert the selected mode because of y-inversion (?) */
4601 glFrontFace((pRenderState[i].uintValue != SVGA3D_FRONTWINDING_CW) ? GL_CW : GL_CCW);
4602 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4603 break;
4604
4605 case SVGA3D_RS_OUTPUTGAMMA: /* float */
4606 //AssertFailed();
4607 /*
4608 D3DRS_SRGBWRITEENABLE ??
4609 renderState = D3DRS_OUTPUTGAMMA;
4610 val = pRenderState[i].uintValue;
4611 */
4612 break;
4613
4614#if 0
4615
4616 case SVGA3D_RS_VERTEXMATERIALENABLE: /* SVGA3dBool */
4617 //AssertFailed();
4618 renderState = D3DRS_INDEXEDVERTEXBLENDENABLE; /* correct?? */
4619 val = pRenderState[i].uintValue;
4620 break;
4621
4622 case SVGA3D_RS_TEXTUREFACTOR: /* SVGA3dColor */
4623 renderState = D3DRS_TEXTUREFACTOR;
4624 val = pRenderState[i].uintValue;
4625 break;
4626
4627 case SVGA3D_RS_LOCALVIEWER: /* SVGA3dBool */
4628 renderState = D3DRS_LOCALVIEWER;
4629 val = pRenderState[i].uintValue;
4630 break;
4631
4632 case SVGA3D_RS_ZVISIBLE: /* SVGA3dBool */
4633 AssertFailed();
4634 /*
4635 renderState = D3DRS_ZVISIBLE;
4636 val = pRenderState[i].uintValue;
4637 */
4638 break;
4639
4640 case SVGA3D_RS_CLIPPING: /* SVGA3dBool */
4641 renderState = D3DRS_CLIPPING;
4642 val = pRenderState[i].uintValue;
4643 break;
4644
4645 case SVGA3D_RS_WRAP0: /* SVGA3dWrapFlags */
4646 glTexParameter GL_TEXTURE_WRAP_S
4647 Assert(SVGA3D_WRAPCOORD_3 == D3DWRAPCOORD_3);
4648 renderState = D3DRS_WRAP0;
4649 val = pRenderState[i].uintValue;
4650 break;
4651
4652 case SVGA3D_RS_WRAP1: /* SVGA3dWrapFlags */
4653 glTexParameter GL_TEXTURE_WRAP_T
4654 renderState = D3DRS_WRAP1;
4655 val = pRenderState[i].uintValue;
4656 break;
4657
4658 case SVGA3D_RS_WRAP2: /* SVGA3dWrapFlags */
4659 glTexParameter GL_TEXTURE_WRAP_R
4660 renderState = D3DRS_WRAP2;
4661 val = pRenderState[i].uintValue;
4662 break;
4663
4664
4665 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
4666 renderState = D3DRS_SEPARATEALPHABLENDENABLE;
4667 val = pRenderState[i].uintValue;
4668 break;
4669
4670
4671 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4672 renderState = D3DRS_BLENDOPALPHA;
4673 val = pRenderState[i].uintValue;
4674 break;
4675
4676 case SVGA3D_RS_TRANSPARENCYANTIALIAS: /* SVGA3dTransparencyAntialiasType */
4677 AssertFailed();
4678 /*
4679 renderState = D3DRS_TRANSPARENCYANTIALIAS;
4680 val = pRenderState[i].uintValue;
4681 */
4682 break;
4683
4684#endif
4685 default:
4686 AssertFailed();
4687 break;
4688 }
4689
4690 if (enableCap != ~0U)
4691 {
4692 if (val)
4693 glEnable(enableCap);
4694 else
4695 glDisable(enableCap);
4696 }
4697 }
4698
4699 return VINF_SUCCESS;
4700}
4701
4702int vmsvga3dSetRenderTarget(PVGASTATE pThis, uint32_t cid, SVGA3dRenderTargetType type, SVGA3dSurfaceImageId target)
4703{
4704 PVMSVGA3DCONTEXT pContext;
4705 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
4706 PVMSVGA3DSURFACE pRenderTarget;
4707
4708 AssertReturn(pState, VERR_NO_MEMORY);
4709 AssertReturn(type < SVGA3D_RT_MAX, VERR_INVALID_PARAMETER);
4710 AssertReturn(target.face == 0, VERR_INVALID_PARAMETER);
4711
4712 Log(("vmsvga3dSetRenderTarget cid=%x type=%x surface id=%x\n", cid, type, target.sid));
4713
4714 if ( cid >= pState->cContexts
4715 || pState->papContexts[cid]->id != cid)
4716 {
4717 Log(("vmsvga3dSetRenderTarget invalid context id!\n"));
4718 return VERR_INVALID_PARAMETER;
4719 }
4720 pContext = pState->papContexts[cid];
4721 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4722
4723 /* Save for vm state save/restore. */
4724 pContext->state.aRenderTargets[type] = target.sid;
4725
4726 if (target.sid == SVGA3D_INVALID_ID)
4727 {
4728 /* Disable render target. */
4729 switch (type)
4730 {
4731 case SVGA3D_RT_DEPTH:
4732 case SVGA3D_RT_STENCIL:
4733 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
4734 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4735 break;
4736
4737 case SVGA3D_RT_COLOR0:
4738 case SVGA3D_RT_COLOR1:
4739 case SVGA3D_RT_COLOR2:
4740 case SVGA3D_RT_COLOR3:
4741 case SVGA3D_RT_COLOR4:
4742 case SVGA3D_RT_COLOR5:
4743 case SVGA3D_RT_COLOR6:
4744 case SVGA3D_RT_COLOR7:
4745 pContext->sidRenderTarget = SVGA3D_INVALID_ID;
4746 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, 0, 0, 0);
4747 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4748 break;
4749
4750 default:
4751 AssertFailedReturn(VERR_INVALID_PARAMETER);
4752 }
4753 return VINF_SUCCESS;
4754 }
4755
4756 AssertReturn(target.sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
4757 AssertReturn(target.sid < pState->cSurfaces && pState->papSurfaces[target.sid]->id == target.sid, VERR_INVALID_PARAMETER);
4758 pRenderTarget = pState->papSurfaces[target.sid];
4759
4760 switch (type)
4761 {
4762 case SVGA3D_RT_DEPTH:
4763 case SVGA3D_RT_STENCIL:
4764 AssertReturn(target.mipmap == 0, VERR_INVALID_PARAMETER);
4765 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4766 {
4767 Log(("vmsvga3dSetRenderTarget: create renderbuffer to be used as render target; surface id=%x type=%d format=%d\n", target.sid, pRenderTarget->flags, pRenderTarget->internalFormatGL));
4768 pContext = &pState->SharedCtx;
4769 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4770
4771 pState->ext.glGenRenderbuffers(1, &pRenderTarget->oglId.renderbuffer);
4772 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4773
4774 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4775 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4776
4777 pState->ext.glRenderbufferStorage(GL_RENDERBUFFER,
4778 pRenderTarget->internalFormatGL,
4779 pRenderTarget->pMipmapLevels[0].size.width,
4780 pRenderTarget->pMipmapLevels[0].size.height);
4781 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4782
4783 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, OPENGL_INVALID_ID);
4784 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4785
4786 pContext = pState->papContexts[cid];
4787 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4788 pRenderTarget->idWeakContextAssociation = cid;
4789 }
4790
4791 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4792 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4793 Assert(!pRenderTarget->fDirty);
4794 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4795
4796 pRenderTarget->flags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
4797
4798 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4799 (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT,
4800 GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4801 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4802 break;
4803
4804 case SVGA3D_RT_COLOR0:
4805 case SVGA3D_RT_COLOR1:
4806 case SVGA3D_RT_COLOR2:
4807 case SVGA3D_RT_COLOR3:
4808 case SVGA3D_RT_COLOR4:
4809 case SVGA3D_RT_COLOR5:
4810 case SVGA3D_RT_COLOR6:
4811 case SVGA3D_RT_COLOR7:
4812 {
4813 /* A texture surface can be used as a render target to fill it and later on used as a texture. */
4814 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4815 {
4816 Log(("vmsvga3dSetRenderTarget: create texture to be used as render target; surface id=%x type=%d format=%d -> create texture\n", target.sid, pRenderTarget->flags, pRenderTarget->format));
4817 int rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pRenderTarget);
4818 AssertRCReturn(rc, rc);
4819 }
4820
4821 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4822 Assert(!pRenderTarget->fDirty);
4823
4824 pRenderTarget->flags |= SVGA3D_SURFACE_HINT_RENDERTARGET;
4825
4826 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, GL_TEXTURE_2D, pRenderTarget->oglId.texture, target.mipmap);
4827 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4828
4829 pContext->sidRenderTarget = target.sid;
4830
4831#ifdef DEBUG
4832 GLenum status = pState->ext.glCheckFramebufferStatus(GL_FRAMEBUFFER);
4833 if (status != GL_FRAMEBUFFER_COMPLETE)
4834 Log(("vmsvga3dSetRenderTarget: WARNING: glCheckFramebufferStatus returned %x\n", status));
4835#endif
4836 /** @todo use glDrawBuffers too? */
4837 break;
4838 }
4839
4840 default:
4841 AssertFailedReturn(VERR_INVALID_PARAMETER);
4842 }
4843
4844 return VINF_SUCCESS;
4845}
4846
4847#if 0
4848/**
4849 * Convert SVGA texture combiner value to its D3D equivalent
4850 */
4851static DWORD vmsvga3dTextureCombiner2D3D(uint32_t value)
4852{
4853 switch (value)
4854 {
4855 case SVGA3D_TC_DISABLE:
4856 return D3DTOP_DISABLE;
4857 case SVGA3D_TC_SELECTARG1:
4858 return D3DTOP_SELECTARG1;
4859 case SVGA3D_TC_SELECTARG2:
4860 return D3DTOP_SELECTARG2;
4861 case SVGA3D_TC_MODULATE:
4862 return D3DTOP_MODULATE;
4863 case SVGA3D_TC_ADD:
4864 return D3DTOP_ADD;
4865 case SVGA3D_TC_ADDSIGNED:
4866 return D3DTOP_ADDSIGNED;
4867 case SVGA3D_TC_SUBTRACT:
4868 return D3DTOP_SUBTRACT;
4869 case SVGA3D_TC_BLENDTEXTUREALPHA:
4870 return D3DTOP_BLENDTEXTUREALPHA;
4871 case SVGA3D_TC_BLENDDIFFUSEALPHA:
4872 return D3DTOP_BLENDDIFFUSEALPHA;
4873 case SVGA3D_TC_BLENDCURRENTALPHA:
4874 return D3DTOP_BLENDCURRENTALPHA;
4875 case SVGA3D_TC_BLENDFACTORALPHA:
4876 return D3DTOP_BLENDFACTORALPHA;
4877 case SVGA3D_TC_MODULATE2X:
4878 return D3DTOP_MODULATE2X;
4879 case SVGA3D_TC_MODULATE4X:
4880 return D3DTOP_MODULATE4X;
4881 case SVGA3D_TC_DSDT:
4882 AssertFailed(); /** @todo ??? */
4883 return D3DTOP_DISABLE;
4884 case SVGA3D_TC_DOTPRODUCT3:
4885 return D3DTOP_DOTPRODUCT3;
4886 case SVGA3D_TC_BLENDTEXTUREALPHAPM:
4887 return D3DTOP_BLENDTEXTUREALPHAPM;
4888 case SVGA3D_TC_ADDSIGNED2X:
4889 return D3DTOP_ADDSIGNED2X;
4890 case SVGA3D_TC_ADDSMOOTH:
4891 return D3DTOP_ADDSMOOTH;
4892 case SVGA3D_TC_PREMODULATE:
4893 return D3DTOP_PREMODULATE;
4894 case SVGA3D_TC_MODULATEALPHA_ADDCOLOR:
4895 return D3DTOP_MODULATEALPHA_ADDCOLOR;
4896 case SVGA3D_TC_MODULATECOLOR_ADDALPHA:
4897 return D3DTOP_MODULATECOLOR_ADDALPHA;
4898 case SVGA3D_TC_MODULATEINVALPHA_ADDCOLOR:
4899 return D3DTOP_MODULATEINVALPHA_ADDCOLOR;
4900 case SVGA3D_TC_MODULATEINVCOLOR_ADDALPHA:
4901 return D3DTOP_MODULATEINVCOLOR_ADDALPHA;
4902 case SVGA3D_TC_BUMPENVMAPLUMINANCE:
4903 return D3DTOP_BUMPENVMAPLUMINANCE;
4904 case SVGA3D_TC_MULTIPLYADD:
4905 return D3DTOP_MULTIPLYADD;
4906 case SVGA3D_TC_LERP:
4907 return D3DTOP_LERP;
4908 default:
4909 AssertFailed();
4910 return D3DTOP_DISABLE;
4911 }
4912}
4913
4914/**
4915 * Convert SVGA texture arg data value to its D3D equivalent
4916 */
4917static DWORD vmsvga3dTextureArgData2D3D(uint32_t value)
4918{
4919 switch (value)
4920 {
4921 case SVGA3D_TA_CONSTANT:
4922 return D3DTA_CONSTANT;
4923 case SVGA3D_TA_PREVIOUS:
4924 return D3DTA_CURRENT; /* current = previous */
4925 case SVGA3D_TA_DIFFUSE:
4926 return D3DTA_DIFFUSE;
4927 case SVGA3D_TA_TEXTURE:
4928 return D3DTA_TEXTURE;
4929 case SVGA3D_TA_SPECULAR:
4930 return D3DTA_SPECULAR;
4931 default:
4932 AssertFailed();
4933 return 0;
4934 }
4935}
4936
4937/**
4938 * Convert SVGA texture transform flag value to its D3D equivalent
4939 */
4940static DWORD vmsvga3dTextTransformFlags2D3D(uint32_t value)
4941{
4942 switch (value)
4943 {
4944 case SVGA3D_TEX_TRANSFORM_OFF:
4945 return D3DTTFF_DISABLE;
4946 case SVGA3D_TEX_TRANSFORM_S:
4947 return D3DTTFF_COUNT1; /** @todo correct? */
4948 case SVGA3D_TEX_TRANSFORM_T:
4949 return D3DTTFF_COUNT2; /** @todo correct? */
4950 case SVGA3D_TEX_TRANSFORM_R:
4951 return D3DTTFF_COUNT3; /** @todo correct? */
4952 case SVGA3D_TEX_TRANSFORM_Q:
4953 return D3DTTFF_COUNT4; /** @todo correct? */
4954 case SVGA3D_TEX_PROJECTED:
4955 return D3DTTFF_PROJECTED;
4956 default:
4957 AssertFailed();
4958 return 0;
4959 }
4960}
4961#endif
4962
4963static GLenum vmsvga3dTextureAddress2OGL(SVGA3dTextureAddress value)
4964{
4965 switch (value)
4966 {
4967 case SVGA3D_TEX_ADDRESS_WRAP:
4968 return GL_REPEAT;
4969 case SVGA3D_TEX_ADDRESS_MIRROR:
4970 return GL_MIRRORED_REPEAT;
4971 case SVGA3D_TEX_ADDRESS_CLAMP:
4972 return GL_CLAMP_TO_EDGE;
4973 case SVGA3D_TEX_ADDRESS_BORDER:
4974 return GL_CLAMP_TO_BORDER;
4975 case SVGA3D_TEX_ADDRESS_MIRRORONCE:
4976 AssertFailed();
4977 return GL_CLAMP_TO_EDGE_SGIS; /** @todo correct? */
4978
4979 case SVGA3D_TEX_ADDRESS_EDGE:
4980 case SVGA3D_TEX_ADDRESS_INVALID:
4981 default:
4982 AssertFailed();
4983 return GL_REPEAT; /* default */
4984 }
4985}
4986
4987static GLenum vmsvga3dTextureFilter2OGL(SVGA3dTextureFilter value)
4988{
4989 switch (value)
4990 {
4991 case SVGA3D_TEX_FILTER_NONE:
4992 case SVGA3D_TEX_FILTER_LINEAR:
4993 return GL_LINEAR;
4994 case SVGA3D_TEX_FILTER_NEAREST:
4995 return GL_NEAREST;
4996 case SVGA3D_TEX_FILTER_ANISOTROPIC:
4997 /** @todo */
4998 case SVGA3D_TEX_FILTER_FLATCUBIC: // Deprecated, not implemented
4999 case SVGA3D_TEX_FILTER_GAUSSIANCUBIC: // Deprecated, not implemented
5000 case SVGA3D_TEX_FILTER_PYRAMIDALQUAD: // Not currently implemented
5001 case SVGA3D_TEX_FILTER_GAUSSIANQUAD: // Not currently implemented
5002 default:
5003 AssertFailed();
5004 return GL_LINEAR; /* default */
5005 }
5006}
5007
5008uint32_t vmsvga3dSVGA3dColor2RGBA(SVGA3dColor value)
5009{
5010 /* flip the red and blue bytes */
5011 uint8_t blue = value & 0xff;
5012 uint8_t red = (value >> 16) & 0xff;
5013 return (value & 0xff00ff00) | red | (blue << 16);
5014}
5015
5016int vmsvga3dSetTextureState(PVGASTATE pThis, uint32_t cid, uint32_t cTextureStates, SVGA3dTextureState *pTextureState)
5017{
5018 GLenum val;
5019 GLenum currentStage = ~0L;
5020 PVMSVGA3DCONTEXT pContext;
5021 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5022 AssertReturn(pState, VERR_NO_MEMORY);
5023
5024 Log(("vmsvga3dSetTextureState %x cTextureState=%d\n", cid, cTextureStates));
5025
5026 if ( cid >= pState->cContexts
5027 || pState->papContexts[cid]->id != cid)
5028 {
5029 Log(("vmsvga3dSetTextureState invalid context id!\n"));
5030 return VERR_INVALID_PARAMETER;
5031 }
5032 pContext = pState->papContexts[cid];
5033 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5034
5035 for (unsigned i = 0; i < cTextureStates; i++)
5036 {
5037 GLenum textureType = ~0U;
5038 GLenum samplerType = ~0U;
5039
5040 Log(("vmsvga3dSetTextureState: cid=%x stage=%d type=%s (%x) val=%x\n", cid, pTextureState[i].stage, vmsvga3dTextureStateToString(pTextureState[i].name), pTextureState[i].name, pTextureState[i].value));
5041 /* Record the texture state for vm state saving. */
5042 if ( pTextureState[i].stage < SVGA3D_MAX_TEXTURE_STAGE
5043 && pTextureState[i].name < SVGA3D_TS_MAX)
5044 {
5045 pContext->state.aTextureState[pTextureState[i].stage][pTextureState[i].name] = pTextureState[i];
5046 }
5047
5048 /* Active the right texture unit for subsequent texture state changes. */
5049 if (pTextureState[i].stage != currentStage || i == 0)
5050 {
5051 /** @todo Is this the appropriate limit for all kinds of textures? It is the
5052 * size of aSidActiveTexture and for binding/unbinding we cannot exceed it. */
5053 if (pTextureState[i].stage < SVGA3D_MAX_TEXTURE_STAGE)
5054 {
5055 pState->ext.glActiveTexture(GL_TEXTURE0 + pTextureState[i].stage);
5056 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5057 currentStage = pTextureState[i].stage;
5058 }
5059 else
5060 {
5061 AssertMsgFailed(("pTextureState[%d].stage=%#x name=%#x\n", i, pTextureState[i].stage, pTextureState[i].name));
5062 continue;
5063 }
5064 }
5065
5066 switch (pTextureState[i].name)
5067 {
5068 case SVGA3D_TS_BUMPENVMAT00: /* float */
5069 case SVGA3D_TS_BUMPENVMAT01: /* float */
5070 case SVGA3D_TS_BUMPENVMAT10: /* float */
5071 case SVGA3D_TS_BUMPENVMAT11: /* float */
5072 case SVGA3D_TS_BUMPENVLSCALE: /* float */
5073 case SVGA3D_TS_BUMPENVLOFFSET: /* float */
5074 Log(("vmsvga3dSetTextureState: bump mapping texture options not supported!!\n"));
5075 break;
5076
5077 case SVGA3D_TS_COLOROP: /* SVGA3dTextureCombiner */
5078 case SVGA3D_TS_COLORARG0: /* SVGA3dTextureArgData */
5079 case SVGA3D_TS_COLORARG1: /* SVGA3dTextureArgData */
5080 case SVGA3D_TS_COLORARG2: /* SVGA3dTextureArgData */
5081 case SVGA3D_TS_ALPHAOP: /* SVGA3dTextureCombiner */
5082 case SVGA3D_TS_ALPHAARG0: /* SVGA3dTextureArgData */
5083 case SVGA3D_TS_ALPHAARG1: /* SVGA3dTextureArgData */
5084 case SVGA3D_TS_ALPHAARG2: /* SVGA3dTextureArgData */
5085 /** @todo not used by MesaGL */
5086 Log(("vmsvga3dSetTextureState: colorop/alphaop not yet supported!!\n"));
5087 break;
5088#if 0
5089
5090 case SVGA3D_TS_TEXCOORDINDEX: /* uint32_t */
5091 textureType = D3DTSS_TEXCOORDINDEX;
5092 val = pTextureState[i].value;
5093 break;
5094
5095 case SVGA3D_TS_TEXTURETRANSFORMFLAGS: /* SVGA3dTexTransformFlags */
5096 textureType = D3DTSS_TEXTURETRANSFORMFLAGS;
5097 val = vmsvga3dTextTransformFlags2D3D(pTextureState[i].value);
5098 break;
5099#endif
5100
5101 case SVGA3D_TS_BIND_TEXTURE: /* SVGA3dSurfaceId */
5102 if (pTextureState[i].value == SVGA3D_INVALID_ID)
5103 {
5104 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture surface id=%x replacing=%x\n",
5105 currentStage, pTextureState[i].value, pContext->aSidActiveTexture[currentStage]));
5106
5107 pContext->aSidActiveTexture[currentStage] = SVGA3D_INVALID_ID;
5108 /* Unselect the currently associated texture. */
5109 glBindTexture(GL_TEXTURE_2D, 0);
5110 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5111 /* Necessary for the fixed pipeline. */
5112 glDisable(GL_TEXTURE_2D);
5113 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5114 }
5115 else
5116 {
5117 uint32_t sid = pTextureState[i].value;
5118
5119 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
5120 AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER);
5121
5122 PVMSVGA3DSURFACE pSurface = pState->papSurfaces[sid];
5123
5124 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture surface id=%x (%d,%d) replacing=%x\n",
5125 currentStage, pTextureState[i].value, pSurface->pMipmapLevels[0].size.width,
5126 pSurface->pMipmapLevels[0].size.height, pContext->aSidActiveTexture[currentStage]));
5127
5128 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
5129 {
5130 Log(("CreateTexture (%d,%d) level=%d\n", pSurface->pMipmapLevels[0].size.width, pSurface->pMipmapLevels[0].size.height, pSurface->faces[0].numMipLevels));
5131 int rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface);
5132 AssertRCReturn(rc, rc);
5133 }
5134
5135 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
5136 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5137
5138 /* Necessary for the fixed pipeline. */
5139 glEnable(GL_TEXTURE_2D);
5140 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5141
5142 if (pContext->aSidActiveTexture[currentStage] != sid)
5143 {
5144 /* Recreate the texture state as glBindTexture resets them all (sigh). */
5145 for (uint32_t iStage = 0; iStage < SVGA3D_MAX_TEXTURE_STAGE; iStage++)
5146 {
5147 for (uint32_t j = 0; j < SVGA3D_TS_MAX; j++)
5148 {
5149 SVGA3dTextureState *pTextureStateIter = &pContext->state.aTextureState[iStage][j];
5150
5151 if ( pTextureStateIter->name != SVGA3D_TS_INVALID
5152 && pTextureStateIter->name != SVGA3D_TS_BIND_TEXTURE)
5153 vmsvga3dSetTextureState(pThis, pContext->id, 1, pTextureStateIter);
5154 }
5155 }
5156 }
5157 pContext->aSidActiveTexture[currentStage] = sid;
5158 }
5159 /* Finished; continue with the next one. */
5160 continue;
5161
5162 case SVGA3D_TS_ADDRESSW: /* SVGA3dTextureAddress */
5163 textureType = GL_TEXTURE_WRAP_R; /* R = W */
5164 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5165 break;
5166
5167 case SVGA3D_TS_ADDRESSU: /* SVGA3dTextureAddress */
5168 textureType = GL_TEXTURE_WRAP_S; /* S = U */
5169 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5170 break;
5171
5172 case SVGA3D_TS_ADDRESSV: /* SVGA3dTextureAddress */
5173 textureType = GL_TEXTURE_WRAP_T; /* T = V */
5174 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5175 break;
5176
5177 case SVGA3D_TS_MIPFILTER: /* SVGA3dTextureFilter */
5178 case SVGA3D_TS_MINFILTER: /* SVGA3dTextureFilter */
5179 {
5180 uint32_t mipFilter = pContext->state.aTextureState[currentStage][SVGA3D_TS_MIPFILTER].value;
5181 uint32_t minFilter = pContext->state.aTextureState[currentStage][SVGA3D_TS_MINFILTER].value;
5182
5183 /* If SVGA3D_TS_MIPFILTER is set to NONE, then use SVGA3D_TS_MIPFILTER, otherwise SVGA3D_TS_MIPFILTER enables mipmap minification. */
5184 textureType = GL_TEXTURE_MIN_FILTER;
5185 if (mipFilter != SVGA3D_TEX_FILTER_NONE)
5186 {
5187 if (minFilter == SVGA3D_TEX_FILTER_NEAREST)
5188 {
5189 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
5190 val = GL_NEAREST_MIPMAP_LINEAR;
5191 else
5192 val = GL_NEAREST_MIPMAP_NEAREST;
5193 }
5194 else
5195 {
5196 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
5197 val = GL_LINEAR_MIPMAP_LINEAR;
5198 else
5199 val = GL_LINEAR_MIPMAP_NEAREST;
5200 }
5201 }
5202 else
5203 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)minFilter);
5204 break;
5205 }
5206
5207 case SVGA3D_TS_MAGFILTER: /* SVGA3dTextureFilter */
5208 textureType = GL_TEXTURE_MAG_FILTER;
5209 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)pTextureState[i].value);
5210 Assert(val == GL_NEAREST || val == GL_LINEAR);
5211 break;
5212
5213 case SVGA3D_TS_BORDERCOLOR: /* SVGA3dColor */
5214 {
5215 GLfloat color[4]; /* red, green, blue, alpha */
5216
5217 vmsvgaColor2GLFloatArray(pTextureState[i].value, &color[0], &color[1], &color[2], &color[3]);
5218
5219 glTexParameterfv(GL_TEXTURE_2D /** @todo flexible type */, GL_TEXTURE_BORDER_COLOR, color); /* Identical; default 0.0 identical too */
5220 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5221 break;
5222 }
5223
5224 case SVGA3D_TS_TEXTURE_LOD_BIAS: /* float */
5225 glTexParameterf(GL_TEXTURE_2D /** @todo flexible type */, GL_TEXTURE_LOD_BIAS, pTextureState[i].value); /* Identical; default 0.0 identical too */
5226 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5227 break;
5228
5229 case SVGA3D_TS_TEXTURE_MIPMAP_LEVEL: /* uint32_t */
5230 textureType = GL_TEXTURE_BASE_LEVEL;
5231 val = pTextureState[i].value;
5232 break;
5233
5234#if 0
5235 case SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL: /* uint32_t */
5236 samplerType = D3DSAMP_MAXANISOTROPY;
5237 val = pTextureState[i].value; /* Identical?? */
5238 break;
5239
5240 case SVGA3D_TS_GAMMA: /* float */
5241 samplerType = D3DSAMP_SRGBTEXTURE;
5242 /* Boolean in D3D */
5243 if (pTextureState[i].floatValue == 1.0f)
5244 val = FALSE;
5245 else
5246 val = TRUE;
5247 break;
5248#endif
5249 /* Internal commands, that don't map directly to the SetTextureStageState API. */
5250 case SVGA3D_TS_TEXCOORDGEN: /* SVGA3dTextureCoordGen */
5251 AssertFailed();
5252 break;
5253
5254 default:
5255 //AssertFailed();
5256 break;
5257 }
5258
5259 if (textureType != ~0U)
5260 {
5261 glTexParameteri(GL_TEXTURE_2D /** @todo flexible type */, textureType, val);
5262 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5263 }
5264 }
5265
5266 return VINF_SUCCESS;
5267}
5268
5269int vmsvga3dSetMaterial(PVGASTATE pThis, uint32_t cid, SVGA3dFace face, SVGA3dMaterial *pMaterial)
5270{
5271 PVMSVGA3DCONTEXT pContext;
5272 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5273 AssertReturn(pState, VERR_NO_MEMORY);
5274 GLenum oglFace;
5275
5276 Log(("vmsvga3dSetMaterial cid=%x face %d\n", cid, face));
5277
5278 if ( cid >= pState->cContexts
5279 || pState->papContexts[cid]->id != cid)
5280 {
5281 Log(("vmsvga3dSetMaterial invalid context id!\n"));
5282 return VERR_INVALID_PARAMETER;
5283 }
5284 pContext = pState->papContexts[cid];
5285 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5286
5287 switch (face)
5288 {
5289 case SVGA3D_FACE_NONE:
5290 case SVGA3D_FACE_FRONT:
5291 oglFace = GL_FRONT;
5292 break;
5293
5294 case SVGA3D_FACE_BACK:
5295 oglFace = GL_BACK;
5296 break;
5297
5298 case SVGA3D_FACE_FRONT_BACK:
5299 oglFace = GL_FRONT_AND_BACK;
5300 break;
5301
5302 default:
5303 AssertFailedReturn(VERR_INVALID_PARAMETER);
5304 }
5305
5306 /* Save for vm state save/restore. */
5307 pContext->state.aMaterial[face].fValid = true;
5308 pContext->state.aMaterial[face].material = *pMaterial;
5309 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_MATERIAL;
5310
5311 glMaterialfv(oglFace, GL_DIFFUSE, pMaterial->diffuse);
5312 glMaterialfv(oglFace, GL_AMBIENT, pMaterial->ambient);
5313 glMaterialfv(oglFace, GL_SPECULAR, pMaterial->specular);
5314 glMaterialfv(oglFace, GL_EMISSION, pMaterial->emissive);
5315 glMaterialfv(oglFace, GL_SHININESS, &pMaterial->shininess);
5316 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5317
5318 return VINF_SUCCESS;
5319}
5320
5321/** @todo Move into separate library as we are using logic from Wine here. */
5322int vmsvga3dSetLightData(PVGASTATE pThis, uint32_t cid, uint32_t index, SVGA3dLightData *pData)
5323{
5324 PVMSVGA3DCONTEXT pContext;
5325 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5326 AssertReturn(pState, VERR_NO_MEMORY);
5327 float QuadAttenuation;
5328
5329 Log(("vmsvga3dSetLightData cid=%x index=%d type=%d\n", cid, index, pData->type));
5330
5331 if ( cid >= pState->cContexts
5332 || pState->papContexts[cid]->id != cid)
5333 {
5334 Log(("vmsvga3dSetLightData invalid context id!\n"));
5335 return VERR_INVALID_PARAMETER;
5336 }
5337 pContext = pState->papContexts[cid];
5338 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5339
5340 /* Store for vm state save/restore */
5341 if (index < SVGA3D_MAX_LIGHTS)
5342 {
5343 pContext->state.aLightData[index].fValidData = true;
5344 pContext->state.aLightData[index].data = *pData;
5345 }
5346 else
5347 AssertFailed();
5348
5349 if ( pData->attenuation0 < 0.0f
5350 || pData->attenuation1 < 0.0f
5351 || pData->attenuation2 < 0.0f)
5352 {
5353 Log(("vmsvga3dSetLightData: invalid negative attenuation values!!\n"));
5354 return VINF_SUCCESS; /* ignore; could crash the GL driver */
5355 }
5356
5357 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d */
5358 glMatrixMode(GL_MODELVIEW);
5359 glPushMatrix();
5360 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5361
5362 glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, pData->diffuse);
5363 glLightfv(GL_LIGHT0 + index, GL_SPECULAR, pData->specular);
5364 glLightfv(GL_LIGHT0 + index, GL_AMBIENT, pData->ambient);
5365
5366 if (pData->range * pData->range >= FLT_MIN)
5367 QuadAttenuation = 1.4f / (pData->range * pData->range);
5368 else
5369 QuadAttenuation = 0.0f;
5370
5371 switch (pData->type)
5372 {
5373 case SVGA3D_LIGHTTYPE_POINT:
5374 {
5375 GLfloat position[4];
5376
5377 position[0] = pData->position[0];
5378 position[1] = pData->position[1];
5379 position[2] = pData->position[2];
5380 position[3] = 1.0f;
5381
5382 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5383 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5384
5385 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5386 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5387
5388 /* Attenuation - Are these right? guessing... */
5389 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5390 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5391
5392 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5393 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5394
5395 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5396 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5397
5398 /** @todo range */
5399 break;
5400 }
5401
5402 case SVGA3D_LIGHTTYPE_SPOT1:
5403 {
5404 GLfloat exponent;
5405 GLfloat position[4];
5406 const GLfloat pi = 4.0f * atanf(1.0f);
5407
5408 position[0] = pData->position[0];
5409 position[1] = pData->position[1];
5410 position[2] = pData->position[2];
5411 position[3] = 1.0f;
5412
5413 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5414 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5415
5416 position[0] = pData->direction[0];
5417 position[1] = pData->direction[1];
5418 position[2] = pData->direction[2];
5419 position[3] = 1.0f;
5420
5421 glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, position);
5422 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5423
5424 /*
5425 * opengl-ish and d3d-ish spot lights use too different models for the
5426 * light "intensity" as a function of the angle towards the main light direction,
5427 * so we only can approximate very roughly.
5428 * however spot lights are rather rarely used in games (if ever used at all).
5429 * furthermore if still used, probably nobody pays attention to such details.
5430 */
5431 if (pData->falloff == 0)
5432 {
5433 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
5434 * falloff resp. exponent parameter as an exponent, so the spot light lighting
5435 * will always be 1.0 for both of them, and we don't have to care for the
5436 * rest of the rather complex calculation
5437 */
5438 exponent = 0.0f;
5439 }
5440 else
5441 {
5442 float rho = pData->theta + (pData->phi - pData->theta) / (2 * pData->falloff);
5443 if (rho < 0.0001f)
5444 rho = 0.0001f;
5445 exponent = -0.3f/log(cos(rho/2));
5446 }
5447 if (exponent > 128.0f)
5448 exponent = 128.0f;
5449
5450 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, exponent);
5451 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5452
5453 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, pData->phi * 90.0 / pi);
5454 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5455
5456 /* Attenuation - Are these right? guessing... */
5457 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5458 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5459
5460 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5461 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5462
5463 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5464 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5465
5466 /** @todo range */
5467 break;
5468 }
5469
5470 case SVGA3D_LIGHTTYPE_DIRECTIONAL:
5471 {
5472 GLfloat position[4];
5473
5474 position[0] = -pData->direction[0];
5475 position[1] = -pData->direction[1];
5476 position[2] = -pData->direction[2];
5477 position[3] = 0.0f;
5478
5479 glLightfv(GL_LIGHT0 + index, GL_POSITION, position); /* Note gl uses w position of 0 for direction! */
5480 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5481
5482 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5483 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5484
5485 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, 0.0f);
5486 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5487 break;
5488 }
5489
5490 case SVGA3D_LIGHTTYPE_SPOT2:
5491 default:
5492 Log(("Unsupported light type!!\n"));
5493 return VERR_INVALID_PARAMETER;
5494 }
5495
5496 /* Restore the modelview matrix */
5497 glPopMatrix();
5498
5499 return VINF_SUCCESS;
5500}
5501
5502int vmsvga3dSetLightEnabled(PVGASTATE pThis, uint32_t cid, uint32_t index, uint32_t enabled)
5503{
5504 PVMSVGA3DCONTEXT pContext;
5505 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5506 AssertReturn(pState, VERR_NO_MEMORY);
5507
5508 Log(("vmsvga3dSetLightEnabled cid=%x %d -> %d\n", cid, index, enabled));
5509
5510 if ( cid >= pState->cContexts
5511 || pState->papContexts[cid]->id != cid)
5512 {
5513 Log(("vmsvga3dSetLightEnabled invalid context id!\n"));
5514 return VERR_INVALID_PARAMETER;
5515 }
5516 pContext = pState->papContexts[cid];
5517 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5518
5519 /* Store for vm state save/restore */
5520 if (index < SVGA3D_MAX_LIGHTS)
5521 pContext->state.aLightData[index].fEnabled = !!enabled;
5522 else
5523 AssertFailed();
5524
5525 if (enabled)
5526 {
5527 /* Load the default settings if none have been set yet. */
5528 if (!pContext->state.aLightData[index].fValidData)
5529 vmsvga3dSetLightData(pThis, cid, index, (SVGA3dLightData *)&vmsvga3d_default_light);
5530 glEnable(GL_LIGHT0 + index);
5531 }
5532 else
5533 glDisable(GL_LIGHT0 + index);
5534
5535 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5536 return VINF_SUCCESS;
5537}
5538
5539int vmsvga3dSetViewPort(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5540{
5541 PVMSVGA3DCONTEXT pContext;
5542 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5543 AssertReturn(pState, VERR_NO_MEMORY);
5544
5545 Log(("vmsvga3dSetViewPort cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5546
5547 if ( cid >= pState->cContexts
5548 || pState->papContexts[cid]->id != cid)
5549 {
5550 Log(("vmsvga3dSetViewPort invalid context id!\n"));
5551 return VERR_INVALID_PARAMETER;
5552 }
5553 pContext = pState->papContexts[cid];
5554 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5555
5556 /* Save for vm state save/restore. */
5557 pContext->state.RectViewPort = *pRect;
5558 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VIEWPORT;
5559
5560 /** @todo y-inversion for partial viewport coordinates? */
5561 glViewport(pRect->x, pRect->y, pRect->w, pRect->h);
5562 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5563
5564 /* Reset the projection matrix as that relies on the viewport setting. */
5565 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5566 {
5567 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5568 }
5569 else
5570 {
5571 float matrix[16];
5572
5573 /* identity matrix if no matrix set. */
5574 memset(matrix, 0, sizeof(matrix));
5575 matrix[0] = 1.0;
5576 matrix[5] = 1.0;
5577 matrix[10] = 1.0;
5578 matrix[15] = 1.0;
5579 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, matrix);
5580 }
5581
5582 return VINF_SUCCESS;
5583}
5584
5585int vmsvga3dSetClipPlane(PVGASTATE pThis, uint32_t cid, uint32_t index, float plane[4])
5586{
5587 PVMSVGA3DCONTEXT pContext;
5588 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5589 AssertReturn(pState, VERR_NO_MEMORY);
5590 double oglPlane[4];
5591
5592 Log(("vmsvga3dSetClipPlane cid=%x %d (%d,%d)(%d,%d)\n", cid, index, (unsigned)(plane[0] * 100.0), (unsigned)(plane[1] * 100.0), (unsigned)(plane[2] * 100.0), (unsigned)(plane[3] * 100.0)));
5593 AssertReturn(index < SVGA3D_CLIPPLANE_MAX, VERR_INVALID_PARAMETER);
5594
5595 if ( cid >= pState->cContexts
5596 || pState->papContexts[cid]->id != cid)
5597 {
5598 Log(("vmsvga3dSetClipPlane invalid context id!\n"));
5599 return VERR_INVALID_PARAMETER;
5600 }
5601 pContext = pState->papContexts[cid];
5602 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5603
5604 /* Store for vm state save/restore. */
5605 pContext->state.aClipPlane[index].fValid = true;
5606 memcpy(pContext->state.aClipPlane[index].plane, plane, sizeof(pContext->state.aClipPlane[index].plane));
5607
5608 /** @todo clip plane affected by model view in OpenGL & view in D3D + vertex shader -> not transformed (see Wine; state.c clipplane) */
5609 oglPlane[0] = (double)plane[0];
5610 oglPlane[1] = (double)plane[1];
5611 oglPlane[2] = (double)plane[2];
5612 oglPlane[3] = (double)plane[3];
5613
5614 glClipPlane(GL_CLIP_PLANE0 + index, oglPlane);
5615 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5616
5617 return VINF_SUCCESS;
5618}
5619
5620int vmsvga3dSetScissorRect(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5621{
5622 PVMSVGA3DCONTEXT pContext;
5623 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5624 AssertReturn(pState, VERR_NO_MEMORY);
5625
5626 Log(("vmsvga3dSetScissorRect cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5627
5628 if ( cid >= pState->cContexts
5629 || pState->papContexts[cid]->id != cid)
5630 {
5631 Log(("vmsvga3dSetScissorRect invalid context id!\n"));
5632 return VERR_INVALID_PARAMETER;
5633 }
5634 pContext = pState->papContexts[cid];
5635 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5636
5637 /* Store for vm state save/restore. */
5638 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_SCISSORRECT;
5639 pContext->state.RectScissor = *pRect;
5640
5641 glScissor(pRect->x, pRect->y, pRect->w, pRect->h);
5642 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5643
5644 return VINF_SUCCESS;
5645}
5646
5647static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha)
5648{
5649 /* Convert byte color components to float (0-1.0) */
5650 *pAlpha = (GLfloat)(color >> 24) / 255.0;
5651 *pRed = (GLfloat)((color >> 16) & 0xff) / 255.0;
5652 *pGreen = (GLfloat)((color >> 8) & 0xff) / 255.0;
5653 *pBlue = (GLfloat)(color & 0xff) / 255.0;
5654}
5655
5656int vmsvga3dCommandClear(PVGASTATE pThis, uint32_t cid, SVGA3dClearFlag clearFlag, uint32_t color, float depth, uint32_t stencil,
5657 uint32_t cRects, SVGA3dRect *pRect)
5658{
5659 GLbitfield mask = 0;
5660 PVMSVGA3DCONTEXT pContext;
5661 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5662 AssertReturn(pState, VERR_NO_MEMORY);
5663 GLboolean fDepthWriteEnabled = GL_FALSE;
5664
5665 Log(("vmsvga3dCommandClear cid=%x clearFlag=%x color=%x depth=%d stencil=%x cRects=%d\n", cid, clearFlag, color, (uint32_t)(depth * 100.0), stencil, cRects));
5666
5667 if ( cid >= pState->cContexts
5668 || pState->papContexts[cid]->id != cid)
5669 {
5670 Log(("vmsvga3dCommandClear invalid context id!\n"));
5671 return VERR_INVALID_PARAMETER;
5672 }
5673 pContext = pState->papContexts[cid];
5674 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5675
5676 if (clearFlag & SVGA3D_CLEAR_COLOR)
5677 {
5678 GLfloat red, green, blue, alpha;
5679
5680 vmsvgaColor2GLFloatArray(color, &red, &green, &blue, &alpha);
5681
5682 /* Set the color clear value. */
5683 glClearColor(red, green, blue, alpha);
5684
5685 mask |= GL_COLOR_BUFFER_BIT;
5686 }
5687 if (clearFlag & SVGA3D_CLEAR_STENCIL)
5688 {
5689 /** @todo possibly the same problem as with glDepthMask */
5690 glClearStencil(stencil);
5691 mask |= GL_STENCIL_BUFFER_BIT;
5692 }
5693 if (clearFlag & SVGA3D_CLEAR_DEPTH)
5694 {
5695 glClearDepth((GLdouble)depth);
5696 mask |= GL_DEPTH_BUFFER_BIT;
5697
5698 /* glClear will not clear the depth buffer if writing is disabled. */
5699 glGetBooleanv(GL_DEPTH_WRITEMASK, &fDepthWriteEnabled);
5700 if (fDepthWriteEnabled == GL_FALSE)
5701 glDepthMask(GL_TRUE);
5702 }
5703
5704 if (cRects)
5705 {
5706 /* Save the current scissor test bit and scissor box. */
5707 glPushAttrib(GL_SCISSOR_BIT);
5708 glEnable(GL_SCISSOR_TEST);
5709 for (unsigned i=0; i < cRects; i++)
5710 {
5711 Log(("vmsvga3dCommandClear: rect %d (%d,%d)(%d,%d)\n", i, pRect[i].x, pRect[i].y, pRect[i].x + pRect[i].w, pRect[i].y + pRect[i].h));
5712 glScissor(pRect[i].x, pRect[i].y, pRect[i].w, pRect[i].h);
5713 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5714 glClear(mask);
5715 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5716 }
5717 /* Restore the old scissor test bit and box */
5718 glPopAttrib();
5719 }
5720 else
5721 {
5722 glClear(mask);
5723 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5724 }
5725
5726 /* Restore depth write state. */
5727 if ( (clearFlag & SVGA3D_CLEAR_DEPTH)
5728 && fDepthWriteEnabled == GL_FALSE)
5729 glDepthMask(GL_FALSE);
5730
5731 return VINF_SUCCESS;
5732}
5733
5734/* Convert VMWare vertex declaration to its OpenGL equivalent. */
5735int vmsvga3dVertexDecl2OGL(SVGA3dVertexArrayIdentity &identity, GLint &size, GLenum &type, GLboolean &normalized)
5736{
5737 normalized = GL_FALSE;
5738 switch (identity.type)
5739 {
5740 case SVGA3D_DECLTYPE_FLOAT1:
5741 size = 1;
5742 type = GL_FLOAT;
5743 break;
5744 case SVGA3D_DECLTYPE_FLOAT2:
5745 size = 2;
5746 type = GL_FLOAT;
5747 break;
5748 case SVGA3D_DECLTYPE_FLOAT3:
5749 size = 3;
5750 type = GL_FLOAT;
5751 break;
5752 case SVGA3D_DECLTYPE_FLOAT4:
5753 size = 4;
5754 type = GL_FLOAT;
5755 break;
5756
5757 case SVGA3D_DECLTYPE_D3DCOLOR:
5758 size = GL_BGRA; /* @note requires GL_ARB_vertex_array_bgra */
5759 type = GL_UNSIGNED_BYTE;
5760 normalized = GL_TRUE; /* glVertexAttribPointer fails otherwise */
5761 break;
5762
5763 case SVGA3D_DECLTYPE_UBYTE4N:
5764 normalized = GL_TRUE;
5765 /* no break */
5766 case SVGA3D_DECLTYPE_UBYTE4:
5767 size = 4;
5768 type = GL_UNSIGNED_BYTE;
5769 break;
5770
5771 case SVGA3D_DECLTYPE_SHORT2N:
5772 normalized = GL_TRUE;
5773 /* no break */
5774 case SVGA3D_DECLTYPE_SHORT2:
5775 size = 2;
5776 type = GL_SHORT;
5777 break;
5778
5779 case SVGA3D_DECLTYPE_SHORT4N:
5780 normalized = GL_TRUE;
5781 /* no break */
5782 case SVGA3D_DECLTYPE_SHORT4:
5783 size = 4;
5784 type = GL_SHORT;
5785 break;
5786
5787 case SVGA3D_DECLTYPE_USHORT4N:
5788 normalized = GL_TRUE;
5789 size = 4;
5790 type = GL_UNSIGNED_SHORT;
5791 break;
5792
5793 case SVGA3D_DECLTYPE_USHORT2N:
5794 normalized = GL_TRUE;
5795 size = 2;
5796 type = GL_UNSIGNED_SHORT;
5797 break;
5798
5799 case SVGA3D_DECLTYPE_UDEC3:
5800 size = 3;
5801 type = GL_UNSIGNED_INT_2_10_10_10_REV; /** @todo correct? */
5802 break;
5803
5804 case SVGA3D_DECLTYPE_DEC3N:
5805 normalized = true;
5806 size = 3;
5807 type = GL_INT_2_10_10_10_REV; /** @todo correct? */
5808 break;
5809
5810 case SVGA3D_DECLTYPE_FLOAT16_2:
5811 size = 2;
5812 type = GL_HALF_FLOAT;
5813 break;
5814 case SVGA3D_DECLTYPE_FLOAT16_4:
5815 size = 4;
5816 type = GL_HALF_FLOAT;
5817 break;
5818 default:
5819 AssertFailedReturn(VERR_INVALID_PARAMETER);
5820 }
5821
5822 //pVertexElement->Method = identity.method;
5823 //pVertexElement->Usage = identity.usage;
5824
5825 return VINF_SUCCESS;
5826}
5827
5828/* Convert VMWare primitive type to its OpenGL equivalent. */
5829/* Calculate the vertex count based on the primitive type and nr of primitives. */
5830int vmsvga3dPrimitiveType2OGL(SVGA3dPrimitiveType PrimitiveType, GLenum *pMode, uint32_t cPrimitiveCount, uint32_t *pcVertices)
5831{
5832 switch (PrimitiveType)
5833 {
5834 case SVGA3D_PRIMITIVE_TRIANGLELIST:
5835 *pMode = GL_TRIANGLES;
5836 *pcVertices = cPrimitiveCount * 3;
5837 break;
5838 case SVGA3D_PRIMITIVE_POINTLIST:
5839 *pMode = GL_POINTS;
5840 *pcVertices = cPrimitiveCount;
5841 break;
5842 case SVGA3D_PRIMITIVE_LINELIST:
5843 *pMode = GL_LINES;
5844 *pcVertices = cPrimitiveCount * 2;
5845 break;
5846 case SVGA3D_PRIMITIVE_LINESTRIP:
5847 *pMode = GL_LINE_STRIP;
5848 *pcVertices = cPrimitiveCount + 1;
5849 break;
5850 case SVGA3D_PRIMITIVE_TRIANGLESTRIP:
5851 *pMode = GL_TRIANGLE_STRIP;
5852 *pcVertices = cPrimitiveCount + 2;
5853 break;
5854 case SVGA3D_PRIMITIVE_TRIANGLEFAN:
5855 *pMode = GL_TRIANGLE_FAN;
5856 *pcVertices = cPrimitiveCount + 2;
5857 break;
5858 default:
5859 return VERR_INVALID_PARAMETER;
5860 }
5861 return VINF_SUCCESS;
5862}
5863
5864int vmsvga3dResetTransformMatrices(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext)
5865{
5866 int rc;
5867
5868 /* Reset the view matrix (also takes the world matrix into account). */
5869 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid == true)
5870 {
5871 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5872 }
5873 else
5874 {
5875 float matrix[16];
5876
5877 /* identity matrix if no matrix set. */
5878 memset(matrix, 0, sizeof(matrix));
5879 matrix[0] = 1.0;
5880 matrix[5] = 1.0;
5881 matrix[10] = 1.0;
5882 matrix[15] = 1.0;
5883 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, matrix);
5884 }
5885
5886 /* Reset the projection matrix. */
5887 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5888 {
5889 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5890 }
5891 else
5892 {
5893 float matrix[16];
5894
5895 /* identity matrix if no matrix set. */
5896 memset(matrix, 0, sizeof(matrix));
5897 matrix[0] = 1.0;
5898 matrix[5] = 1.0;
5899 matrix[10] = 1.0;
5900 matrix[15] = 1.0;
5901 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, matrix);
5902 }
5903 AssertRC(rc);
5904 return rc;
5905}
5906
5907int vmsvga3dDrawPrimitivesProcessVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
5908{
5909 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5910 unsigned sidVertex = pVertexDecl[0].array.surfaceId;
5911 PVMSVGA3DSURFACE pVertexSurface;
5912
5913 AssertReturn(sidVertex < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
5914 AssertReturn(sidVertex < pState->cSurfaces && pState->papSurfaces[sidVertex]->id == sidVertex, VERR_INVALID_PARAMETER);
5915
5916 pVertexSurface = pState->papSurfaces[sidVertex];
5917 Log(("vmsvga3dDrawPrimitives: vertex surface %x\n", sidVertex));
5918
5919 /* Create and/or bind the vertex buffer. */
5920 if (pVertexSurface->oglId.buffer == OPENGL_INVALID_ID)
5921 {
5922 Log(("vmsvga3dDrawPrimitives: create vertex buffer fDirty=%d size=%x bytes\n", pVertexSurface->fDirty, pVertexSurface->pMipmapLevels[0].cbSurface));
5923 PVMSVGA3DCONTEXT pSavedCtx = pContext;
5924 pContext = &pState->SharedCtx;
5925 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5926
5927 pState->ext.glGenBuffers(1, &pVertexSurface->oglId.buffer);
5928 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5929
5930 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
5931 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5932
5933 Assert(pVertexSurface->fDirty);
5934 /** @todo rethink usage dynamic/static */
5935 pState->ext.glBufferData(GL_ARRAY_BUFFER, pVertexSurface->pMipmapLevels[0].cbSurface, pVertexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
5936 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5937
5938 pVertexSurface->pMipmapLevels[0].fDirty = false;
5939 pVertexSurface->fDirty = false;
5940
5941 pVertexSurface->flags |= SVGA3D_SURFACE_HINT_VERTEXBUFFER;
5942
5943 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, OPENGL_INVALID_ID);
5944 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5945
5946 pContext = pSavedCtx;
5947 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5948 }
5949
5950 Assert(pVertexSurface->fDirty == false);
5951 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
5952 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5953
5954 /* Setup the vertex declarations. */
5955 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
5956 {
5957 GLint size;
5958 GLenum type;
5959 GLboolean normalized;
5960 GLuint index = iVertexDeclBase + iVertex;
5961
5962 Log(("vmsvga3dDrawPrimitives: array index %d type=%s (%d) method=%s (%d) usage=%s (%d) usageIndex=%d stride=%d offset=%d\n", index, vmsvgaDeclType2String(pVertexDecl[iVertex].identity.type), pVertexDecl[iVertex].identity.type, vmsvgaDeclMethod2String(pVertexDecl[iVertex].identity.method), pVertexDecl[iVertex].identity.method, vmsvgaDeclUsage2String(pVertexDecl[iVertex].identity.usage), pVertexDecl[iVertex].identity.usage, pVertexDecl[iVertex].identity.usageIndex, pVertexDecl[iVertex].array.stride, pVertexDecl[iVertex].array.offset));
5963
5964 int rc = vmsvga3dVertexDecl2OGL(pVertexDecl[iVertex].identity, size, type, normalized);
5965 AssertRCReturn(rc, rc);
5966
5967 if (pContext->state.shidVertex != SVGA_ID_INVALID)
5968 {
5969 /* Use numbered vertex arrays when shaders are active. */
5970 pState->ext.glEnableVertexAttribArray(index);
5971 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5972 pState->ext.glVertexAttribPointer(index, size, type, normalized, pVertexDecl[iVertex].array.stride,
5973 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
5974 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5975 /** @todo case SVGA3D_DECLUSAGE_COLOR: color component order not identical!! test GL_BGRA!! */
5976 }
5977 else
5978 {
5979 /* Use the predefined selection of vertex streams for the fixed pipeline. */
5980 switch (pVertexDecl[iVertex].identity.usage)
5981 {
5982 case SVGA3D_DECLUSAGE_POSITIONT:
5983 case SVGA3D_DECLUSAGE_POSITION:
5984 {
5985 glEnableClientState(GL_VERTEX_ARRAY);
5986 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5987 glVertexPointer(size, type, pVertexDecl[iVertex].array.stride,
5988 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
5989 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5990 break;
5991 }
5992 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
5993 AssertFailed();
5994 break;
5995 case SVGA3D_DECLUSAGE_BLENDINDICES:
5996 AssertFailed();
5997 break;
5998 case SVGA3D_DECLUSAGE_NORMAL:
5999 glEnableClientState(GL_NORMAL_ARRAY);
6000 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6001 glNormalPointer(type, pVertexDecl[iVertex].array.stride,
6002 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6003 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6004 break;
6005 case SVGA3D_DECLUSAGE_PSIZE:
6006 AssertFailed();
6007 break;
6008 case SVGA3D_DECLUSAGE_TEXCOORD:
6009 /* Specify the affected texture unit. */
6010#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
6011 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6012#else
6013 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6014#endif
6015 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
6016 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6017 glTexCoordPointer(size, type, pVertexDecl[iVertex].array.stride,
6018 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6019 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6020 break;
6021 case SVGA3D_DECLUSAGE_TANGENT:
6022 AssertFailed();
6023 break;
6024 case SVGA3D_DECLUSAGE_BINORMAL:
6025 AssertFailed();
6026 break;
6027 case SVGA3D_DECLUSAGE_TESSFACTOR:
6028 AssertFailed();
6029 break;
6030 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! test GL_BGRA!! */
6031 glEnableClientState(GL_COLOR_ARRAY);
6032 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6033 glColorPointer(size, type, pVertexDecl[iVertex].array.stride,
6034 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6035 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6036 break;
6037 case SVGA3D_DECLUSAGE_FOG:
6038 glEnableClientState(GL_FOG_COORD_ARRAY);
6039 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6040 pState->ext.glFogCoordPointer(type, pVertexDecl[iVertex].array.stride,
6041 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6042 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6043 break;
6044 case SVGA3D_DECLUSAGE_DEPTH:
6045 AssertFailed();
6046 break;
6047 case SVGA3D_DECLUSAGE_SAMPLE:
6048 AssertFailed();
6049 break;
6050 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6051 }
6052 }
6053
6054#ifdef LOG_ENABLED
6055 if (pVertexDecl[iVertex].array.stride == 0)
6056 Log(("vmsvga3dDrawPrimitives: stride == 0! Can be valid\n"));
6057#endif
6058 }
6059
6060 return VINF_SUCCESS;
6061}
6062
6063int vmsvga3dDrawPrimitivesCleanupVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
6064{
6065 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6066
6067 /* Clean up the vertex declarations. */
6068 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6069 {
6070 if (pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT)
6071 {
6072 /* Reset the transformation matrices in case of a switch back from pretransformed mode. */
6073 Log(("vmsvga3dDrawPrimitivesCleanupVertexDecls: reset world and projection matrices after transformation reset (pre-transformed -> transformed)\n"));
6074 vmsvga3dResetTransformMatrices(pThis, pContext);
6075 }
6076
6077 if (pContext->state.shidVertex != SVGA_ID_INVALID)
6078 {
6079 /* Use numbered vertex arrays when shaders are active. */
6080 pState->ext.glDisableVertexAttribArray(iVertexDeclBase + iVertex);
6081 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6082 }
6083 else
6084 {
6085 /* Use the predefined selection of vertex streams for the fixed pipeline. */
6086 switch (pVertexDecl[iVertex].identity.usage)
6087 {
6088 case SVGA3D_DECLUSAGE_POSITION:
6089 case SVGA3D_DECLUSAGE_POSITIONT:
6090 glDisableClientState(GL_VERTEX_ARRAY);
6091 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6092 break;
6093 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
6094 break;
6095 case SVGA3D_DECLUSAGE_BLENDINDICES:
6096 break;
6097 case SVGA3D_DECLUSAGE_NORMAL:
6098 glDisableClientState(GL_NORMAL_ARRAY);
6099 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6100 break;
6101 case SVGA3D_DECLUSAGE_PSIZE:
6102 break;
6103 case SVGA3D_DECLUSAGE_TEXCOORD:
6104 /* Specify the affected texture unit. */
6105#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
6106 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6107#else
6108 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6109#endif
6110 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
6111 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6112 break;
6113 case SVGA3D_DECLUSAGE_TANGENT:
6114 break;
6115 case SVGA3D_DECLUSAGE_BINORMAL:
6116 break;
6117 case SVGA3D_DECLUSAGE_TESSFACTOR:
6118 break;
6119 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! */
6120 glDisableClientState(GL_COLOR_ARRAY);
6121 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6122 break;
6123 case SVGA3D_DECLUSAGE_FOG:
6124 glDisableClientState(GL_FOG_COORD_ARRAY);
6125 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6126 break;
6127 case SVGA3D_DECLUSAGE_DEPTH:
6128 break;
6129 case SVGA3D_DECLUSAGE_SAMPLE:
6130 break;
6131 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6132 }
6133 }
6134 }
6135 /* Unbind the vertex buffer after usage. */
6136 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
6137 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6138 return VINF_SUCCESS;
6139}
6140
6141int vmsvga3dDrawPrimitives(PVGASTATE pThis, uint32_t cid, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl, uint32_t numRanges, SVGA3dPrimitiveRange *pRange, uint32_t cVertexDivisor, SVGA3dVertexDivisor *pVertexDivisor)
6142{
6143 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6144 PVMSVGA3DCONTEXT pContext;
6145 AssertReturn(pState, VERR_INTERNAL_ERROR);
6146 int rc = VERR_NOT_IMPLEMENTED;
6147 uint32_t iCurrentVertex;
6148
6149 Log(("vmsvga3dDrawPrimitives cid=%x numVertexDecls=%d numRanges=%d, cVertexDivisor=%d\n", cid, numVertexDecls, numRanges, cVertexDivisor));
6150
6151 AssertReturn(numVertexDecls && numVertexDecls <= SVGA3D_MAX_VERTEX_ARRAYS, VERR_INVALID_PARAMETER);
6152 AssertReturn(numRanges && numRanges <= SVGA3D_MAX_DRAW_PRIMITIVE_RANGES, VERR_INVALID_PARAMETER);
6153 AssertReturn(!cVertexDivisor || cVertexDivisor == numVertexDecls, VERR_INVALID_PARAMETER);
6154 /** @todo Non-zero cVertexDivisor */
6155 Assert(!cVertexDivisor);
6156
6157 if ( cid >= pState->cContexts
6158 || pState->papContexts[cid]->id != cid)
6159 {
6160 Log(("vmsvga3dDrawPrimitives invalid context id!\n"));
6161 return VERR_INVALID_PARAMETER;
6162 }
6163 pContext = pState->papContexts[cid];
6164 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6165
6166 /* Check for pretransformed vertex declarations. */
6167 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6168 {
6169 switch (pVertexDecl[iVertex].identity.usage)
6170 {
6171 case SVGA3D_DECLUSAGE_POSITIONT:
6172 Log(("ShaderSetPositionTransformed: (%d,%d)\n", pContext->state.RectViewPort.w, pContext->state.RectViewPort.h));
6173 case SVGA3D_DECLUSAGE_POSITION:
6174 ShaderSetPositionTransformed(pContext->pShaderContext, pContext->state.RectViewPort.w, pContext->state.RectViewPort.h,
6175 pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT);
6176 break;
6177 }
6178 }
6179
6180 /* Flush any shader changes; after (!) checking the vertex declarations to deal with pre-transformed vertices. */
6181 if (pContext->pShaderContext)
6182 {
6183 uint32_t rtHeight = 0;
6184
6185 if (pContext->sidRenderTarget != SVGA_ID_INVALID)
6186 {
6187 PVMSVGA3DSURFACE pRenderTarget = pState->papSurfaces[pContext->sidRenderTarget];
6188 rtHeight = pRenderTarget->pMipmapLevels[0].size.height;
6189 }
6190
6191 ShaderUpdateState(pContext->pShaderContext, rtHeight);
6192 }
6193
6194 /* Process all vertex declarations. Each vertex buffer is represented by one stream. */
6195 iCurrentVertex = 0;
6196 while (iCurrentVertex < numVertexDecls)
6197 {
6198 uint32_t sidVertex = SVGA_ID_INVALID;
6199 uint32_t iVertex;
6200
6201 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6202 {
6203 if ( sidVertex != SVGA_ID_INVALID
6204 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6205 )
6206 break;
6207 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6208 }
6209
6210 rc = vmsvga3dDrawPrimitivesProcessVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
6211 AssertRCReturn(rc, rc);
6212
6213 iCurrentVertex = iVertex;
6214 }
6215
6216 /* Now draw the primitives. */
6217 for (unsigned iPrimitive = 0; iPrimitive < numRanges; iPrimitive++)
6218 {
6219 GLenum modeDraw;
6220 unsigned sidIndex = pRange[iPrimitive].indexArray.surfaceId;
6221 PVMSVGA3DSURFACE pIndexSurface = NULL;
6222 unsigned cVertices;
6223
6224 Log(("Primitive %d: type %s\n", iPrimitive, vmsvga3dPrimitiveType2String(pRange[iPrimitive].primType)));
6225 rc = vmsvga3dPrimitiveType2OGL(pRange[iPrimitive].primType, &modeDraw, pRange[iPrimitive].primitiveCount, &cVertices);
6226 if (RT_FAILURE(rc))
6227 {
6228 AssertRC(rc);
6229 goto internal_error;
6230 }
6231
6232 if (sidIndex != SVGA3D_INVALID_ID)
6233 {
6234 AssertMsg(pRange[iPrimitive].indexWidth == sizeof(uint32_t) || pRange[iPrimitive].indexWidth == sizeof(uint16_t), ("Unsupported primitive width %d\n", pRange[iPrimitive].indexWidth));
6235
6236 if ( sidIndex >= SVGA3D_MAX_SURFACE_IDS
6237 || sidIndex >= pState->cSurfaces
6238 || pState->papSurfaces[sidIndex]->id != sidIndex)
6239 {
6240 Assert(sidIndex < SVGA3D_MAX_SURFACE_IDS);
6241 Assert(sidIndex < pState->cSurfaces && pState->papSurfaces[sidIndex]->id == sidIndex);
6242 rc = VERR_INVALID_PARAMETER;
6243 goto internal_error;
6244 }
6245 pIndexSurface = pState->papSurfaces[sidIndex];
6246 Log(("vmsvga3dDrawPrimitives: index surface %x\n", sidIndex));
6247
6248 if (pIndexSurface->oglId.buffer == OPENGL_INVALID_ID)
6249 {
6250 Log(("vmsvga3dDrawPrimitives: create index buffer fDirty=%d size=%x bytes\n", pIndexSurface->fDirty, pIndexSurface->pMipmapLevels[0].cbSurface));
6251 pContext = &pState->SharedCtx;
6252 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6253
6254 pState->ext.glGenBuffers(1, &pIndexSurface->oglId.buffer);
6255 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6256
6257 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6258 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6259
6260 Assert(pIndexSurface->fDirty);
6261
6262 /** @todo rethink usage dynamic/static */
6263 pState->ext.glBufferData(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->pMipmapLevels[0].cbSurface, pIndexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
6264 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6265
6266 pIndexSurface->pMipmapLevels[0].fDirty = false;
6267 pIndexSurface->fDirty = false;
6268
6269 pIndexSurface->flags |= SVGA3D_SURFACE_HINT_INDEXBUFFER;
6270
6271 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, OPENGL_INVALID_ID);
6272 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6273
6274 pContext = pState->papContexts[cid];
6275 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6276 }
6277 Assert(pIndexSurface->fDirty == false);
6278
6279 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6280 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6281 }
6282
6283 if (!pIndexSurface)
6284 {
6285 /* Render without an index buffer */
6286 Log(("DrawPrimitive %x cPrimitives=%d cVertices=%d index index bias=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pRange[iPrimitive].indexBias));
6287 glDrawArrays(modeDraw, pRange[iPrimitive].indexBias, cVertices);
6288 }
6289 else
6290 {
6291 GLenum indexType;
6292
6293 Assert(pRange[iPrimitive].indexBias >= 0); /** @todo indexBias */
6294 Assert(pRange[iPrimitive].indexWidth == pRange[iPrimitive].indexArray.stride);
6295
6296 if (pRange[iPrimitive].indexWidth == sizeof(uint8_t))
6297 {
6298 indexType = GL_UNSIGNED_BYTE;
6299 }
6300 else
6301 if (pRange[iPrimitive].indexWidth == sizeof(uint16_t))
6302 {
6303 indexType = GL_UNSIGNED_SHORT;
6304 }
6305 else
6306 {
6307 Assert(pRange[iPrimitive].indexWidth == sizeof(uint32_t));
6308 indexType = GL_UNSIGNED_INT;
6309 }
6310
6311 /* Render with an index buffer */
6312 Log(("DrawIndexedPrimitive %x cPrimitives=%d cVertices=%d hint.first=%d hint.last=%d index offset=%d primitivecount=%d index width=%d index bias=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pVertexDecl[0].rangeHint.first, pVertexDecl[0].rangeHint.last, pRange[iPrimitive].indexArray.offset, pRange[iPrimitive].primitiveCount, pRange[iPrimitive].indexWidth, pRange[iPrimitive].indexBias));
6313 if (pRange[iPrimitive].indexBias == 0)
6314 glDrawElements(modeDraw,
6315 cVertices,
6316 indexType,
6317 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset); /* byte offset in indices buffer */
6318 else
6319 pState->ext.glDrawElementsBaseVertex(modeDraw,
6320 cVertices,
6321 indexType,
6322 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
6323 pRange[iPrimitive].indexBias); /* basevertex */
6324
6325 /* Unbind the index buffer after usage. */
6326 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
6327 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6328 }
6329 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6330 }
6331
6332internal_error:
6333
6334 /* Deactivate the vertex declarations. */
6335 iCurrentVertex = 0;
6336 while (iCurrentVertex < numVertexDecls)
6337 {
6338 uint32_t sidVertex = SVGA_ID_INVALID;
6339 uint32_t iVertex;
6340
6341 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6342 {
6343 if ( sidVertex != SVGA_ID_INVALID
6344 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6345 )
6346 break;
6347 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6348 }
6349
6350 rc = vmsvga3dDrawPrimitivesCleanupVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
6351 AssertRCReturn(rc, rc);
6352
6353 iCurrentVertex = iVertex;
6354 }
6355#ifdef DEBUG
6356 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTexture); i++)
6357 {
6358 if (pContext->aSidActiveTexture[i] != SVGA3D_INVALID_ID)
6359 {
6360 GLint activeTexture = 0;
6361 GLint activeTextureUnit = 0;
6362
6363 glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureUnit);
6364 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6365 pState->ext.glActiveTexture(GL_TEXTURE0 + i);
6366 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6367
6368 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
6369 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6370 pState->ext.glActiveTexture(activeTextureUnit);
6371 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6372
6373# if 0 /* Aren't we checking whether 'activeTexture' on texture unit 'i' matches what we expected? This works if only one unit is active, but if both are it _will_ fail for one of them. */
6374 if (pContext->aSidActiveTexture[activeTextureUnit - GL_TEXTURE0] != SVGA3D_INVALID_ID)
6375 {
6376 PVMSVGA3DSURFACE pTexture;
6377 pTexture = pState->papSurfaces[pContext->aSidActiveTexture[activeTextureUnit - GL_TEXTURE0]];
6378
6379 AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture, ("%x vs %x unit %d - %d\n", pTexture->oglId.texture, activeTexture, i, activeTextureUnit - GL_TEXTURE0));
6380 }
6381# else
6382 PVMSVGA3DSURFACE pTexture = pState->papSurfaces[pContext->aSidActiveTexture[i]];
6383 AssertMsg(pTexture->id == pContext->aSidActiveTexture[i], ("%x vs %x\n", pTexture->id == pContext->aSidActiveTexture[i]));
6384 AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture,
6385 ("%x vs %x unit %d (active unit %d) sid=%x\n", pTexture->oglId.texture, activeTexture, i,
6386 activeTextureUnit - GL_TEXTURE0, pContext->aSidActiveTexture[i]));
6387# endif
6388 }
6389 }
6390#endif
6391
6392#ifdef DEBUG_GFX_WINDOW
6393 if (pContext->sidRenderTarget)
6394 {
6395 SVGA3dCopyRect rect;
6396
6397 rect.srcx = rect.srcy = rect.x = rect.y = 0;
6398 rect.w = pContext->state.RectViewPort.w;
6399 rect.h = pContext->state.RectViewPort.h;
6400 vmsvga3dCommandPresent(pThis, pContext->sidRenderTarget, 0, NULL);
6401 }
6402#endif
6403
6404 return rc;
6405}
6406
6407
6408int vmsvga3dShaderDefine(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type, uint32_t cbData, uint32_t *pShaderData)
6409{
6410 PVMSVGA3DCONTEXT pContext;
6411 PVMSVGA3DSHADER pShader;
6412 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6413 AssertReturn(pState, VERR_NO_MEMORY);
6414 int rc;
6415
6416 Log(("vmsvga3dShaderDefine cid=%x shid=%x type=%s cbData=%x\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cbData));
6417 Log3(("shader code:\n%.*Rhxd\n", cbData, pShaderData));
6418
6419 if ( cid >= pState->cContexts
6420 || pState->papContexts[cid]->id != cid)
6421 {
6422 Log(("vmsvga3dShaderDefine invalid context id!\n"));
6423 return VERR_INVALID_PARAMETER;
6424 }
6425 pContext = pState->papContexts[cid];
6426 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6427
6428 AssertReturn(shid < SVGA3D_MAX_SHADER_IDS, VERR_INVALID_PARAMETER);
6429 if (type == SVGA3D_SHADERTYPE_VS)
6430 {
6431 if (shid >= pContext->cVertexShaders)
6432 {
6433 void *pvNew = RTMemRealloc(pContext->paVertexShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6434 AssertReturn(pvNew, VERR_NO_MEMORY);
6435 pContext->paVertexShader = (PVMSVGA3DSHADER)pvNew;
6436 memset(&pContext->paVertexShader[pContext->cVertexShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cVertexShaders));
6437 for (uint32_t i = pContext->cVertexShaders; i < shid + 1; i++)
6438 pContext->paVertexShader[i].id = SVGA3D_INVALID_ID;
6439 pContext->cVertexShaders = shid + 1;
6440 }
6441 /* If one already exists with this id, then destroy it now. */
6442 if (pContext->paVertexShader[shid].id != SVGA3D_INVALID_ID)
6443 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paVertexShader[shid].type);
6444
6445 pShader = &pContext->paVertexShader[shid];
6446 }
6447 else
6448 {
6449 Assert(type == SVGA3D_SHADERTYPE_PS);
6450 if (shid >= pContext->cPixelShaders)
6451 {
6452 void *pvNew = RTMemRealloc(pContext->paPixelShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6453 AssertReturn(pvNew, VERR_NO_MEMORY);
6454 pContext->paPixelShader = (PVMSVGA3DSHADER)pvNew;
6455 memset(&pContext->paPixelShader[pContext->cPixelShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cPixelShaders));
6456 for (uint32_t i = pContext->cPixelShaders; i < shid + 1; i++)
6457 pContext->paPixelShader[i].id = SVGA3D_INVALID_ID;
6458 pContext->cPixelShaders = shid + 1;
6459 }
6460 /* If one already exists with this id, then destroy it now. */
6461 if (pContext->paPixelShader[shid].id != SVGA3D_INVALID_ID)
6462 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paPixelShader[shid].type);
6463
6464 pShader = &pContext->paPixelShader[shid];
6465 }
6466
6467 memset(pShader, 0, sizeof(*pShader));
6468 pShader->id = shid;
6469 pShader->cid = cid;
6470 pShader->type = type;
6471 pShader->cbData = cbData;
6472 pShader->pShaderProgram = RTMemAllocZ(cbData);
6473 AssertReturn(pShader->pShaderProgram, VERR_NO_MEMORY);
6474 memcpy(pShader->pShaderProgram, pShaderData, cbData);
6475
6476#ifdef DUMP_SHADER_DISASSEMBLY
6477 LPD3DXBUFFER pDisassembly;
6478 HRESULT hr = D3DXDisassembleShader((const DWORD *)pShaderData, FALSE, NULL, &pDisassembly);
6479 if (hr == D3D_OK)
6480 {
6481 Log(("Shader disassembly:\n%s\n", pDisassembly->GetBufferPointer()));
6482 pDisassembly->Release();
6483 }
6484#endif
6485
6486 switch (type)
6487 {
6488 case SVGA3D_SHADERTYPE_VS:
6489 rc = ShaderCreateVertexShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pVertexShader);
6490 break;
6491
6492 case SVGA3D_SHADERTYPE_PS:
6493 rc = ShaderCreatePixelShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pPixelShader);
6494 break;
6495
6496 default:
6497 AssertFailedReturn(VERR_INVALID_PARAMETER);
6498 }
6499 if (rc != VINF_SUCCESS)
6500 {
6501 RTMemFree(pShader->pShaderProgram);
6502 memset(pShader, 0, sizeof(*pShader));
6503 pShader->id = SVGA3D_INVALID_ID;
6504 }
6505
6506 return rc;
6507}
6508
6509int vmsvga3dShaderDestroy(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type)
6510{
6511 PVMSVGA3DCONTEXT pContext;
6512 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6513 AssertReturn(pState, VERR_NO_MEMORY);
6514 PVMSVGA3DSHADER pShader = NULL;
6515 int rc;
6516
6517 Log(("vmsvga3dShaderDestroy cid=%x shid=%x type=%s\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL"));
6518
6519 if ( cid >= pState->cContexts
6520 || pState->papContexts[cid]->id != cid)
6521 {
6522 Log(("vmsvga3dShaderDestroy invalid context id!\n"));
6523 return VERR_INVALID_PARAMETER;
6524 }
6525 pContext = pState->papContexts[cid];
6526 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6527
6528 if (type == SVGA3D_SHADERTYPE_VS)
6529 {
6530 if ( shid < pContext->cVertexShaders
6531 && pContext->paVertexShader[shid].id == shid)
6532 {
6533 pShader = &pContext->paVertexShader[shid];
6534 rc = ShaderDestroyVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6535 AssertRC(rc);
6536 }
6537 }
6538 else
6539 {
6540 Assert(type == SVGA3D_SHADERTYPE_PS);
6541 if ( shid < pContext->cPixelShaders
6542 && pContext->paPixelShader[shid].id == shid)
6543 {
6544 pShader = &pContext->paPixelShader[shid];
6545 rc = ShaderDestroyPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6546 AssertRC(rc);
6547 }
6548 }
6549
6550 if (pShader)
6551 {
6552 if (pShader->pShaderProgram)
6553 RTMemFree(pShader->pShaderProgram);
6554 memset(pShader, 0, sizeof(*pShader));
6555 pShader->id = SVGA3D_INVALID_ID;
6556 }
6557 else
6558 AssertFailedReturn(VERR_INVALID_PARAMETER);
6559
6560 return VINF_SUCCESS;
6561}
6562
6563int vmsvga3dShaderSet(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid, SVGA3dShaderType type, uint32_t shid)
6564{
6565 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6566 AssertReturn(pState, VERR_NO_MEMORY);
6567 int rc;
6568
6569 Log(("vmsvga3dShaderSet cid=%x type=%s shid=%d\n", cid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", shid));
6570
6571 if ( !pContext
6572 && cid < pState->cContexts
6573 && pState->papContexts[cid]->id == cid)
6574 pContext = pState->papContexts[cid];
6575 else if (!pContext)
6576 {
6577 AssertMsgFailed(("cid=%#x cContexts=%#x\n", cid, pState->cContexts));
6578 Log(("vmsvga3dShaderSet invalid context id!\n"));
6579 return VERR_INVALID_PARAMETER;
6580 }
6581 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6582
6583 if (type == SVGA3D_SHADERTYPE_VS)
6584 {
6585 /* Save for vm state save/restore. */
6586 pContext->state.shidVertex = shid;
6587 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VERTEXSHADER;
6588
6589 if ( shid < pContext->cVertexShaders
6590 && pContext->paVertexShader[shid].id == shid)
6591 {
6592 PVMSVGA3DSHADER pShader = &pContext->paVertexShader[shid];
6593 Assert(type == pShader->type);
6594
6595 rc = ShaderSetVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6596 AssertRCReturn(rc, rc);
6597 }
6598 else
6599 if (shid == SVGA_ID_INVALID)
6600 {
6601 /* Unselect shader. */
6602 rc = ShaderSetVertexShader(pContext->pShaderContext, NULL);
6603 AssertRCReturn(rc, rc);
6604 }
6605 else
6606 AssertFailedReturn(VERR_INVALID_PARAMETER);
6607 }
6608 else
6609 {
6610 /* Save for vm state save/restore. */
6611 pContext->state.shidPixel = shid;
6612 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_PIXELSHADER;
6613
6614 Assert(type == SVGA3D_SHADERTYPE_PS);
6615 if ( shid < pContext->cPixelShaders
6616 && pContext->paPixelShader[shid].id == shid)
6617 {
6618 PVMSVGA3DSHADER pShader = &pContext->paPixelShader[shid];
6619 Assert(type == pShader->type);
6620
6621 rc = ShaderSetPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6622 AssertRCReturn(rc, rc);
6623 }
6624 else
6625 if (shid == SVGA_ID_INVALID)
6626 {
6627 /* Unselect shader. */
6628 rc = ShaderSetPixelShader(pContext->pShaderContext, NULL);
6629 AssertRCReturn(rc, rc);
6630 }
6631 else
6632 AssertFailedReturn(VERR_INVALID_PARAMETER);
6633 }
6634
6635 return VINF_SUCCESS;
6636}
6637
6638int vmsvga3dShaderSetConst(PVGASTATE pThis, uint32_t cid, uint32_t reg, SVGA3dShaderType type, SVGA3dShaderConstType ctype, uint32_t cRegisters, uint32_t *pValues)
6639{
6640 PVMSVGA3DCONTEXT pContext;
6641 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6642 AssertReturn(pState, VERR_NO_MEMORY);
6643 int rc;
6644
6645 Log(("vmsvga3dShaderSetConst cid=%x reg=%x type=%s cregs=%d ctype=%x\n", cid, reg, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cRegisters, ctype));
6646
6647 if ( cid >= pState->cContexts
6648 || pState->papContexts[cid]->id != cid)
6649 {
6650 Log(("vmsvga3dShaderSetConst invalid context id!\n"));
6651 return VERR_INVALID_PARAMETER;
6652 }
6653 pContext = pState->papContexts[cid];
6654 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6655
6656 for (uint32_t i = 0; i < cRegisters; i++)
6657 {
6658#ifdef LOG_ENABLED
6659 switch (ctype)
6660 {
6661 case SVGA3D_CONST_TYPE_FLOAT:
6662 {
6663 float *pValuesF = (float *)pValues;
6664 Log(("Constant %d: value=%d-%d-%d-%d\n", reg + i, (int)(pValuesF[i*4 + 0] * 100.0), (int)(pValuesF[i*4 + 1] * 100.0), (int)(pValuesF[i*4 + 2] * 100.0), (int)(pValuesF[i*4 + 3] * 100.0)));
6665 break;
6666 }
6667
6668 case SVGA3D_CONST_TYPE_INT:
6669 Log(("Constant %d: value=%x-%x-%x-%x\n", reg + i, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]));
6670 break;
6671
6672 case SVGA3D_CONST_TYPE_BOOL:
6673 Log(("Constant %d: value=%x-%x-%x-%x\n", reg + i, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]));
6674 break;
6675 }
6676#endif
6677 vmsvga3dSaveShaderConst(pContext, reg + i, type, ctype, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]);
6678 }
6679
6680 switch (type)
6681 {
6682 case SVGA3D_SHADERTYPE_VS:
6683 switch (ctype)
6684 {
6685 case SVGA3D_CONST_TYPE_FLOAT:
6686 rc = ShaderSetVertexShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6687 break;
6688
6689 case SVGA3D_CONST_TYPE_INT:
6690 rc = ShaderSetVertexShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6691 break;
6692
6693 case SVGA3D_CONST_TYPE_BOOL:
6694 rc = ShaderSetVertexShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6695 break;
6696
6697 default:
6698 AssertFailedReturn(VERR_INVALID_PARAMETER);
6699 }
6700 AssertRCReturn(rc, rc);
6701 break;
6702
6703 case SVGA3D_SHADERTYPE_PS:
6704 switch (ctype)
6705 {
6706 case SVGA3D_CONST_TYPE_FLOAT:
6707 rc = ShaderSetPixelShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6708 break;
6709
6710 case SVGA3D_CONST_TYPE_INT:
6711 rc = ShaderSetPixelShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6712 break;
6713
6714 case SVGA3D_CONST_TYPE_BOOL:
6715 rc = ShaderSetPixelShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6716 break;
6717
6718 default:
6719 AssertFailedReturn(VERR_INVALID_PARAMETER);
6720 }
6721 AssertRCReturn(rc, rc);
6722 break;
6723
6724 default:
6725 AssertFailedReturn(VERR_INVALID_PARAMETER);
6726 }
6727
6728 return VINF_SUCCESS;
6729}
6730
6731
6732int vmsvga3dQueryBegin(PVGASTATE pThis, uint32_t cid, SVGA3dQueryType type)
6733{
6734 AssertFailed();
6735 return VERR_NOT_IMPLEMENTED;
6736}
6737
6738int vmsvga3dQueryEnd(PVGASTATE pThis, uint32_t cid, SVGA3dQueryType type, SVGAGuestPtr guestResult)
6739{
6740 AssertFailed();
6741 return VERR_NOT_IMPLEMENTED;
6742}
6743
6744int vmsvga3dQueryWait(PVGASTATE pThis, uint32_t cid, SVGA3dQueryType type, SVGAGuestPtr guestResult)
6745{
6746 AssertFailed();
6747 return VERR_NOT_IMPLEMENTED;
6748}
6749
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