/* $Id: DevVGA-SVGA3d-ogl.cpp 59741 2016-02-19 15:11:35Z vboxsync $ */ /** @file * DevVMWare - VMWare SVGA device */ /* * Copyright (C) 2013-2015 Oracle Corporation * * This file is part of VirtualBox Open Source Edition (OSE), as * available from http://www.virtualbox.org. This file is free software; * you can redistribute it and/or modify it under the terms of the GNU * General Public License (GPL) as published by the Free Software * Foundation, in version 2 as it comes in the "COPYING" file of the * VirtualBox OSE distribution. VirtualBox OSE is distributed in the * hope that it will be useful, but WITHOUT ANY WARRANTY of any kind. */ /********************************************************************************************************************************* * Header Files * *********************************************************************************************************************************/ /* Enable to disassemble defined shaders. (Windows host only) */ #if defined(RT_OS_WINDOWS) && defined(DEBUG) && 0 /* Disabled as we don't have the DirectX SDK avaible atm. */ # define DUMP_SHADER_DISASSEMBLY #endif #ifdef DEBUG_bird //# define RTMEM_WRAP_TO_EF_APIS #endif #define LOG_GROUP LOG_GROUP_DEV_VMSVGA #include #include #include #include #include #include #include #include #include #include /* required by DevVGA.h */ /* should go BEFORE any other DevVGA include to make all DevVGA.h config defines be visible */ #include "DevVGA.h" #include "DevVGA-SVGA.h" #include "DevVGA-SVGA3d.h" #include "DevVGA-SVGA3d-internal.h" #ifdef DUMP_SHADER_DISASSEMBLY # include #endif #include #include #include /* FLT_MIN */ /********************************************************************************************************************************* * Defined Constants And Macros * *********************************************************************************************************************************/ #ifndef VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE # define VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE 1.0 #endif #ifdef RT_OS_WINDOWS # define OGLGETPROCADDRESS wglGetProcAddress #elif defined(RT_OS_DARWIN) # include # define OGLGETPROCADDRESS MyNSGLGetProcAddress /** Resolves an OpenGL symbol. */ static void *MyNSGLGetProcAddress(const char *pszSymbol) { /* Another copy in shaderapi.c. */ static void *s_pvImage = NULL; if (s_pvImage == NULL) s_pvImage = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY); return s_pvImage ? dlsym(s_pvImage, pszSymbol) : NULL; } #else # define OGLGETPROCADDRESS(x) glXGetProcAddress((const GLubyte *)x) #endif /* Invert y-coordinate for OpenGL's bottom left origin. */ #define D3D_TO_OGL_Y_COORD(ptrSurface, y_coordinate) (ptrSurface->pMipmapLevels[0].size.height - (y_coordinate)) #define D3D_TO_OGL_Y_COORD_MIPLEVEL(ptrMipLevel, y_coordinate) (ptrMipLevel->size.height - (y_coordinate)) //#define MANUAL_FLIP_SURFACE_DATA /* Enable to render the result of DrawPrimitive in a seperate window. */ //#define DEBUG_GFX_WINDOW /** * Macro for doing something and then checking for errors during initialization. * Uses AssertLogRelMsg. */ #define VMSVGA3D_INIT_CHECKED(a_Expr) \ do \ { \ a_Expr; \ GLenum iGlError = glGetError(); \ AssertLogRelMsg(iGlError == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x\n", #a_Expr, iGlError)); \ } while (0) /** * Macro for doing something and then checking for errors during initialization, * doing the same in the other context when enabled. * * This will try both profiles in dual profile builds. Caller must be in the * default context. * * Uses AssertLogRelMsg to indicate trouble. */ #ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE # define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) \ do \ { \ for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \ a_Expr; \ GLenum iGlError = glGetError(); \ if (iGlError != GL_NO_ERROR) \ { \ VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pOtherCtx); \ for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \ a_Expr; \ GLenum iGlError2 = glGetError(); \ AssertLogRelMsg(iGlError2 == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x / %#x\n", #a_Expr, iGlError, iGlError2)); \ VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pContext); \ } \ } while (0) #else # define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) VMSVGA3D_INIT_CHECKED(a_Expr) #endif /********************************************************************************************************************************* * Global Variables * *********************************************************************************************************************************/ /* Define the default light parameters as specified by MSDN. */ /** @todo move out; fetched from Wine */ const SVGA3dLightData vmsvga3d_default_light = { SVGA3D_LIGHTTYPE_DIRECTIONAL, /* type */ false, /* inWorldSpace */ { 1.0f, 1.0f, 1.0f, 0.0f }, /* diffuse r,g,b,a */ { 0.0f, 0.0f, 0.0f, 0.0f }, /* specular r,g,b,a */ { 0.0f, 0.0f, 0.0f, 0.0f }, /* ambient r,g,b,a, */ { 0.0f, 0.0f, 0.0f }, /* position x,y,z */ { 0.0f, 0.0f, 1.0f }, /* direction x,y,z */ 0.0f, /* range */ 0.0f, /* falloff */ 0.0f, 0.0f, 0.0f, /* attenuation 0,1,2 */ 0.0f, /* theta */ 0.0f /* phi */ }; /********************************************************************************************************************************* * Internal Functions * *********************************************************************************************************************************/ static int vmsvga3dContextDestroyOgl(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid); static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha); /* Generated by VBoxDef2LazyLoad from the VBoxSVGA3D.def and VBoxSVGA3DObjC.def files. */ extern "C" int ExplicitlyLoadVBoxSVGA3D(bool fResolveAllImports, PRTERRINFO pErrInfo); /** * Checks if the given OpenGL extension is supported. * * @returns true if supported, false if not. * @param pState The VMSVGA3d state. * @param fActualGLVersion The actual OpenGL version we're working against. * @param fMinGLVersion The OpenGL version that introduced this feature * into the core. * @param pszWantedExtension The name of the OpenGL extension we want padded * with one space at each end. * @remarks Init time only. */ static bool vmsvga3dCheckGLExtension(PVMSVGA3DSTATE pState, float fMinGLVersion, const char *pszWantedExtension) { /* check padding. */ Assert(pszWantedExtension[0] == ' '); Assert(pszWantedExtension[1] != ' '); Assert(strchr(&pszWantedExtension[1], ' ') + 1 == strchr(pszWantedExtension, '\0')); /* Look it up. */ bool fRet = false; if (strstr(pState->pszExtensions, pszWantedExtension)) fRet = true; /* Temporarily. Later start if (fMinGLVersion != 0.0 && fActualGLVersion >= fMinGLVersion) return true; */ #ifdef RT_OS_DARWIN AssertMsg( fMinGLVersion == 0.0 || fRet == (pState->fGLVersion >= fMinGLVersion) || VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE == 2.1, ("%s actual:%d min:%d fRet=%d\n", pszWantedExtension, (int)(pState->fGLVersion * 10), (int)(fMinGLVersion * 10), fRet)); #else AssertMsg(fMinGLVersion == 0.0 || fRet == (pState->fGLVersion >= fMinGLVersion), ("%s actual:%d min:%d fRet=%d\n", pszWantedExtension, (int)(pState->fGLVersion * 10), (int)(fMinGLVersion * 10), fRet)); #endif return fRet; } /** * Outputs GL_EXTENSIONS list to the release log. */ static void vmsvga3dLogRelExtensions(const char *pszPrefix, const char *pszExtensions) { /* OpenGL 3.0 interface (glGetString(GL_EXTENSIONS) return NULL). */ bool fBuffered = RTLogRelSetBuffering(true); /* * Determin the column widths first. */ size_t acchWidths[4] = { 1, 1, 1, 1 }; uint32_t i; const char *psz = pszExtensions; for (i = 0; ; i++) { while (*psz == ' ') psz++; if (!*psz) break; const char *pszEnd = strchr(psz, ' '); AssertBreak(pszEnd); size_t cch = pszEnd - psz; uint32_t iColumn = i % RT_ELEMENTS(acchWidths); if (acchWidths[iColumn] < cch) acchWidths[iColumn] = cch; psz = pszEnd; } /* * Output it. */ LogRel(("VMSVGA3d: %sOpenGL extensions (%d):", pszPrefix, i)); psz = pszExtensions; for (i = 0; ; i++) { while (*psz == ' ') psz++; if (!*psz) break; const char *pszEnd = strchr(psz, ' '); AssertBreak(pszEnd); size_t cch = pszEnd - psz; uint32_t iColumn = i % RT_ELEMENTS(acchWidths); if (iColumn == 0) LogRel(("\nVMSVGA3d: %-*.*s", acchWidths[iColumn], cch, psz)); else if (iColumn != RT_ELEMENTS(acchWidths) - 1) LogRel((" %-*.*s", acchWidths[iColumn], cch, psz)); else LogRel((" %.*s", cch, psz)); psz = pszEnd; } RTLogRelSetBuffering(fBuffered); LogRel(("\n")); } /** * Gathers the GL_EXTENSIONS list, storing it as a space padded list at * @a ppszExtensions. * * @returns VINF_SUCCESS or VERR_NO_STR_MEMORY * @param ppszExtensions Pointer to the string pointer. Free with RTStrFree. * @param fGLProfileVersion The OpenGL profile version. */ static int vmsvga3dGatherExtensions(char **ppszExtensions, float fGLProfileVersion) { int rc; *ppszExtensions = NULL; /* * Try the old glGetString interface first. */ const char *pszExtensions = (const char *)glGetString(GL_EXTENSIONS); if (pszExtensions) { rc = RTStrAAppendExN(ppszExtensions, 3, " ", (size_t)1, pszExtensions, RTSTR_MAX, " ", (size_t)1); AssertLogRelRCReturn(rc, rc); } else { /* * The new interface where each extension string is retrieved separately. * Note! Cannot use VMSVGA3D_INIT_CHECKED_GL_GET_INTEGER_VALUE here because * the above GL_EXTENSIONS error lingers on darwin. sucks. */ #ifndef GL_NUM_EXTENSIONS # define GL_NUM_EXTENSIONS 0x821D #endif GLint cExtensions = 1024; glGetIntegerv(GL_NUM_EXTENSIONS, &cExtensions); Assert(cExtensions != 1024); PFNGLGETSTRINGIPROC pfnGlGetStringi = (PFNGLGETSTRINGIPROC)OGLGETPROCADDRESS("glGetStringi"); AssertLogRelReturn(pfnGlGetStringi, VERR_NOT_SUPPORTED); rc = RTStrAAppend(ppszExtensions, " "); for (GLint i = 0; RT_SUCCESS(rc) && i < cExtensions; i++) { const char *pszExt = (const char *)pfnGlGetStringi(GL_EXTENSIONS, i); if (pszExt) rc = RTStrAAppendExN(ppszExtensions, 2, pfnGlGetStringi(GL_EXTENSIONS, i), RTSTR_MAX, " ", (size_t)1); } AssertRCReturn(rc, rc); } #if 1 /* * Add extensions promoted into the core OpenGL profile. */ static const struct { float fGLVersion; const char *pszzExtensions; } s_aPromotedExtensions[] = { { 1.1f, " GL_EXT_vertex_array \0" " GL_EXT_polygon_offset \0" " GL_EXT_blend_logic_op \0" " GL_EXT_texture \0" " GL_EXT_copy_texture \0" " GL_EXT_subtexture \0" " GL_EXT_texture_object \0" " GL_ARB_framebuffer_object \0" " GL_ARB_map_buffer_range \0" " GL_ARB_vertex_array_object \0" "\0" }, { 1.2f, " EXT_texture3D \0" " EXT_bgra \0" " EXT_packed_pixels \0" " EXT_rescale_normal \0" " EXT_separate_specular_color \0" " SGIS_texture_edge_clamp \0" " SGIS_texture_lod \0" " EXT_draw_range_elements \0" "\0" }, { 1.3f, " GL_ARB_texture_compression \0" " GL_ARB_texture_cube_map \0" " GL_ARB_multisample \0" " GL_ARB_multitexture \0" " GL_ARB_texture_env_add \0" " GL_ARB_texture_env_combine \0" " GL_ARB_texture_env_dot3 \0" " GL_ARB_texture_border_clamp \0" " GL_ARB_transpose_matrix \0" "\0" }, { 1.5f, " GL_SGIS_generate_mipmap \0" /*" GL_NV_blend_equare \0"*/ " GL_ARB_depth_texture \0" " GL_ARB_shadow \0" " GL_EXT_fog_coord \0" " GL_EXT_multi_draw_arrays \0" " GL_ARB_point_parameters \0" " GL_EXT_secondary_color \0" " GL_EXT_blend_func_separate \0" " GL_EXT_stencil_wrap \0" " GL_ARB_texture_env_crossbar \0" " GL_EXT_texture_lod_bias \0" " GL_ARB_texture_mirrored_repeat \0" " GL_ARB_window_pos \0" "\0" }, { 1.6f, " GL_ARB_vertex_buffer_object \0" " GL_ARB_occlusion_query \0" " GL_EXT_shadow_funcs \0" }, { 2.0f, " GL_ARB_shader_objects \0" /*??*/ " GL_ARB_vertex_shader \0" /*??*/ " GL_ARB_fragment_shader \0" /*??*/ " GL_ARB_shading_language_100 \0" /*??*/ " GL_ARB_draw_buffers \0" " GL_ARB_texture_non_power_of_two \0" " GL_ARB_point_sprite \0" " GL_ATI_separate_stencil \0" " GL_EXT_stencil_two_side \0" "\0" }, { 2.1f, " GL_ARB_pixel_buffer_object \0" " GL_EXT_texture_sRGB \0" "\0" }, { 3.0f, " GL_ARB_framebuffer_object \0" " GL_ARB_map_buffer_range \0" " GL_ARB_vertex_array_object \0" "\0" }, { 3.1f, " GL_ARB_copy_buffer \0" " GL_ARB_uniform_buffer_object \0" "\0" }, { 3.2f, " GL_ARB_vertex_array_bgra \0" " GL_ARB_draw_elements_base_vertex \0" " GL_ARB_fragment_coord_conventions \0" " GL_ARB_provoking_vertex \0" " GL_ARB_seamless_cube_map \0" " GL_ARB_texture_multisample \0" " GL_ARB_depth_clamp \0" " GL_ARB_sync \0" " GL_ARB_geometry_shader4 \0" /*??*/ "\0" }, { 3.3f, " GL_ARB_blend_func_extended \0" " GL_ARB_sampler_objects \0" " GL_ARB_explicit_attrib_location \0" " GL_ARB_occlusion_query2 \0" " GL_ARB_shader_bit_encoding \0" " GL_ARB_texture_rgb10_a2ui \0" " GL_ARB_texture_swizzle \0" " GL_ARB_timer_query \0" " GL_ARB_vertex_type_2_10_10_10_rev \0" "\0" }, { 4.0f, " GL_ARB_texture_query_lod \0" " GL_ARB_draw_indirect \0" " GL_ARB_gpu_shader5 \0" " GL_ARB_gpu_shader_fp64 \0" " GL_ARB_shader_subroutine \0" " GL_ARB_tessellation_shader \0" " GL_ARB_texture_buffer_object_rgb32 \0" " GL_ARB_texture_cube_map_array \0" " GL_ARB_texture_gather \0" " GL_ARB_transform_feedback2 \0" " GL_ARB_transform_feedback3 \0" "\0" }, { 4.1f, " GL_ARB_ES2_compatibility \0" " GL_ARB_get_program_binary \0" " GL_ARB_separate_shader_objects \0" " GL_ARB_shader_precision \0" " GL_ARB_vertex_attrib_64bit \0" " GL_ARB_viewport_array \0" "\0" } }; uint32_t cPromoted = 0; for (uint32_t i = 0; i < RT_ELEMENTS(s_aPromotedExtensions) && s_aPromotedExtensions[i].fGLVersion <= fGLProfileVersion; i++) { const char *pszExt = s_aPromotedExtensions[i].pszzExtensions; while (*pszExt) { size_t cchExt = strlen(pszExt); Assert(cchExt > 3); Assert(pszExt[0] == ' '); Assert(pszExt[1] != ' '); Assert(pszExt[cchExt - 2] != ' '); Assert(pszExt[cchExt - 1] == ' '); if (strstr(*ppszExtensions, pszExt) == NULL) { if (cPromoted++ == 0) { rc = RTStrAAppend(ppszExtensions, " "); AssertRCReturn(rc, rc); } rc = RTStrAAppend(ppszExtensions, pszExt); AssertRCReturn(rc, rc); } pszExt = strchr(pszExt, '\0') + 1; } } #endif return VINF_SUCCESS; } /** * @interface_method_impl{VBOXVMSVGASHADERIF,pfnSwitchInitProfile} */ static DECLCALLBACK(void) vmsvga3dShaderIfSwitchInitProfile(PVBOXVMSVGASHADERIF pThis, bool fOtherProfile) { #ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf); VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[fOtherProfile ? 2 : 1]); #else NOREF(pThis); NOREF(fOtherProfile); #endif } /** * @interface_method_impl{VBOXVMSVGASHADERIF,pfnGetNextExtension} */ static DECLCALLBACK(bool) vmsvga3dShaderIfGetNextExtension(PVBOXVMSVGASHADERIF pThis, void **ppvEnumCtx, char *pszBuf, size_t cbBuf, bool fOtherProfile) { PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf); const char *pszCur = *ppvEnumCtx ? (const char *)*ppvEnumCtx : fOtherProfile ? pState->pszOtherExtensions : pState->pszExtensions; while (*pszCur == ' ') pszCur++; if (!*pszCur) return false; const char *pszEnd = strchr(pszCur, ' '); AssertReturn(pszEnd, false); size_t cch = pszEnd - pszCur; if (cch < cbBuf) { memcpy(pszBuf, pszCur, cch); pszBuf[cch] = '\0'; } else if (cbBuf > 0) { memcpy(pszBuf, "", RT_MIN(sizeof(""), cbBuf)); pszBuf[cbBuf - 1] = '\0'; } *ppvEnumCtx = (void *)pszEnd; return true; } /** * Initializes the VMSVGA3D state during VGA device construction. * * Failure are generally not fatal, 3D support will just be disabled. * * @returns VBox status code. * @param pThis The VGA device state where svga.p3dState will be modified. */ int vmsvga3dInit(PVGASTATE pThis) { AssertCompile(GL_TRUE == 1); AssertCompile(GL_FALSE == 0); /* * Load and resolve imports from the external shared libraries. */ RTERRINFOSTATIC ErrInfo; int rc = ExplicitlyLoadVBoxSVGA3D(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo)); if (RT_FAILURE(rc)) { LogRel(("VMSVGA3d: Error loading VBoxSVGA3D and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg)); return rc; } #ifdef RT_OS_DARWIN rc = ExplicitlyLoadVBoxSVGA3DObjC(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo)); if (RT_FAILURE(rc)) { LogRel(("VMSVGA3d: Error loading VBoxSVGA3DObjC and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg)); return rc; } #endif /* * Allocate the state. */ pThis->svga.p3dState = (PVMSVGA3DSTATE)RTMemAllocZ(sizeof(VMSVGA3DSTATE)); AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY); #ifdef RT_OS_WINDOWS /* Create event semaphore and async IO thread. */ PVMSVGA3DSTATE pState = pThis->svga.p3dState; rc = RTSemEventCreate(&pState->WndRequestSem); if (RT_SUCCESS(rc)) { rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dWindowThread, pState->WndRequestSem, 0, RTTHREADTYPE_GUI, 0, "VMSVGA3DWND"); if (RT_SUCCESS(rc)) return VINF_SUCCESS; /* bail out. */ LogRel(("VMSVGA3d: RTThreadCreate failed: %Rrc\n", rc)); RTSemEventDestroy(pState->WndRequestSem); } else LogRel(("VMSVGA3d: RTSemEventCreate failed: %Rrc\n", rc)); RTMemFree(pThis->svga.p3dState); pThis->svga.p3dState = NULL; return rc; #else return VINF_SUCCESS; #endif } /* We must delay window creation until the PowerOn phase. Init is too early and will cause failures. */ int vmsvga3dPowerOn(PVGASTATE pThis) { PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY); PVMSVGA3DCONTEXT pContext; #ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE PVMSVGA3DCONTEXT pOtherCtx; #endif int rc; if (pState->fGLVersion != 0.0) return VINF_SUCCESS; /* already initialized (load state) */ /* * OpenGL function calls aren't possible without a valid current context, so create a fake one here. */ rc = vmsvga3dContextDefineOgl(pThis, 1, VMSVGA3D_DEF_CTX_F_INIT); AssertRCReturn(rc, rc); pContext = pState->papContexts[1]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); LogRel(("VMSVGA3d: OpenGL version: %s\n" "VMSVGA3d: OpenGL Vendor: %s\n" "VMSVGA3d: OpenGL Renderer: %s\n" "VMSVGA3d: OpenGL shader language version: %s\n", glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER), glGetString(GL_SHADING_LANGUAGE_VERSION))); rc = vmsvga3dGatherExtensions(&pState->pszExtensions, VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE); AssertRCReturn(rc, rc); vmsvga3dLogRelExtensions("", pState->pszExtensions); pState->fGLVersion = atof((const char *)glGetString(GL_VERSION)); #ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE /* * Get the extension list for the alternative profile so we can better * figure out the shader model and stuff. */ rc = vmsvga3dContextDefineOgl(pThis, 2, VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_OTHER_PROFILE); AssertLogRelRCReturn(rc, rc); pContext = pState->papContexts[1]; /* Array may have been reallocated. */ pOtherCtx = pState->papContexts[2]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx); LogRel(("VMSVGA3d: Alternative OpenGL version: %s\n" "VMSVGA3d: Alternative OpenGL Vendor: %s\n" "VMSVGA3d: Alternative OpenGL Renderer: %s\n" "VMSVGA3d: Alternative OpenGL shader language version: %s\n", glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER), glGetString(GL_SHADING_LANGUAGE_VERSION))); rc = vmsvga3dGatherExtensions(&pState->pszOtherExtensions, VBOX_VMSVGA3D_OTHER_OGL_PROFILE); AssertRCReturn(rc, rc); vmsvga3dLogRelExtensions("Alternative ", pState->pszOtherExtensions); pState->fOtherGLVersion = atof((const char *)glGetString(GL_VERSION)); VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); #else pState->pszOtherExtensions = (char *)""; pState->fOtherGLVersion = pState->fGLVersion; #endif if (vmsvga3dCheckGLExtension(pState, 3.0f, " GL_ARB_framebuffer_object ")) { pState->ext.glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)OGLGETPROCADDRESS("glIsRenderbuffer"); pState->ext.glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)OGLGETPROCADDRESS("glBindRenderbuffer"); pState->ext.glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)OGLGETPROCADDRESS("glDeleteRenderbuffers"); pState->ext.glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)OGLGETPROCADDRESS("glGenRenderbuffers"); pState->ext.glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)OGLGETPROCADDRESS("glRenderbufferStorage"); pState->ext.glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)OGLGETPROCADDRESS("glGetRenderbufferParameteriv"); pState->ext.glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)OGLGETPROCADDRESS("glIsFramebuffer"); pState->ext.glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)OGLGETPROCADDRESS("glBindFramebuffer"); pState->ext.glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)OGLGETPROCADDRESS("glDeleteFramebuffers"); pState->ext.glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)OGLGETPROCADDRESS("glGenFramebuffers"); pState->ext.glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)OGLGETPROCADDRESS("glCheckFramebufferStatus"); pState->ext.glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)OGLGETPROCADDRESS("glFramebufferTexture1D"); pState->ext.glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)OGLGETPROCADDRESS("glFramebufferTexture2D"); pState->ext.glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)OGLGETPROCADDRESS("glFramebufferTexture3D"); pState->ext.glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)OGLGETPROCADDRESS("glFramebufferRenderbuffer"); pState->ext.glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)OGLGETPROCADDRESS("glGetFramebufferAttachmentParameteriv"); pState->ext.glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)OGLGETPROCADDRESS("glGenerateMipmap"); pState->ext.glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)OGLGETPROCADDRESS("glBlitFramebuffer"); pState->ext.glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)OGLGETPROCADDRESS("glRenderbufferStorageMultisample"); pState->ext.glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)OGLGETPROCADDRESS("glFramebufferTextureLayer"); } pState->ext.glPointParameterf = (PFNGLPOINTPARAMETERFPROC)OGLGETPROCADDRESS("glPointParameterf"); AssertMsgReturn(pState->ext.glPointParameterf, ("glPointParameterf missing"), VERR_NOT_IMPLEMENTED); #if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x102 pState->ext.glBlendColor = (PFNGLBLENDCOLORPROC)OGLGETPROCADDRESS("glBlendColor"); AssertMsgReturn(pState->ext.glBlendColor, ("glBlendColor missing"), VERR_NOT_IMPLEMENTED); pState->ext.glBlendEquation = (PFNGLBLENDEQUATIONPROC)OGLGETPROCADDRESS("glBlendEquation"); AssertMsgReturn(pState->ext.glBlendEquation, ("glBlendEquation missing"), VERR_NOT_IMPLEMENTED); #endif pState->ext.glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)OGLGETPROCADDRESS("glBlendEquationSeparate"); AssertMsgReturn(pState->ext.glBlendEquationSeparate, ("glBlendEquationSeparate missing"), VERR_NOT_IMPLEMENTED); pState->ext.glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)OGLGETPROCADDRESS("glBlendFuncSeparate"); AssertMsgReturn(pState->ext.glBlendFuncSeparate, ("glBlendFuncSeparate missing"), VERR_NOT_IMPLEMENTED); pState->ext.glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)OGLGETPROCADDRESS("glStencilOpSeparate"); AssertMsgReturn(pState->ext.glStencilOpSeparate, ("glStencilOpSeparate missing"), VERR_NOT_IMPLEMENTED); pState->ext.glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)OGLGETPROCADDRESS("glStencilFuncSeparate"); AssertMsgReturn(pState->ext.glStencilFuncSeparate, ("glStencilFuncSeparate missing"), VERR_NOT_IMPLEMENTED); pState->ext.glBindBuffer = (PFNGLBINDBUFFERPROC)OGLGETPROCADDRESS("glBindBuffer"); AssertMsgReturn(pState->ext.glBindBuffer, ("glBindBuffer missing"), VERR_NOT_IMPLEMENTED); pState->ext.glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)OGLGETPROCADDRESS("glDeleteBuffers"); AssertMsgReturn(pState->ext.glDeleteBuffers, ("glDeleteBuffers missing"), VERR_NOT_IMPLEMENTED); pState->ext.glGenBuffers = (PFNGLGENBUFFERSPROC)OGLGETPROCADDRESS("glGenBuffers"); AssertMsgReturn(pState->ext.glGenBuffers, ("glGenBuffers missing"), VERR_NOT_IMPLEMENTED); pState->ext.glBufferData = (PFNGLBUFFERDATAPROC)OGLGETPROCADDRESS("glBufferData"); AssertMsgReturn(pState->ext.glBufferData, ("glBufferData missing"), VERR_NOT_IMPLEMENTED); pState->ext.glMapBuffer = (PFNGLMAPBUFFERPROC)OGLGETPROCADDRESS("glMapBuffer"); AssertMsgReturn(pState->ext.glMapBuffer, ("glMapBuffer missing"), VERR_NOT_IMPLEMENTED); pState->ext.glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)OGLGETPROCADDRESS("glUnmapBuffer"); AssertMsgReturn(pState->ext.glUnmapBuffer, ("glUnmapBuffer missing"), VERR_NOT_IMPLEMENTED); pState->ext.glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)OGLGETPROCADDRESS("glEnableVertexAttribArray"); AssertMsgReturn(pState->ext.glEnableVertexAttribArray, ("glEnableVertexAttribArray missing"), VERR_NOT_IMPLEMENTED); pState->ext.glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)OGLGETPROCADDRESS("glDisableVertexAttribArray"); AssertMsgReturn(pState->ext.glDisableVertexAttribArray, ("glDisableVertexAttribArray missing"), VERR_NOT_IMPLEMENTED); pState->ext.glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)OGLGETPROCADDRESS("glVertexAttribPointer"); AssertMsgReturn(pState->ext.glVertexAttribPointer, ("glVertexAttribPointer missing"), VERR_NOT_IMPLEMENTED); pState->ext.glFogCoordPointer = (PFNGLFOGCOORDPOINTERPROC)OGLGETPROCADDRESS("glFogCoordPointer"); AssertMsgReturn(pState->ext.glFogCoordPointer, ("glFogCoordPointer missing"), VERR_NOT_IMPLEMENTED); pState->ext.glActiveTexture = (PFNGLACTIVETEXTUREPROC)OGLGETPROCADDRESS("glActiveTexture"); AssertMsgReturn(pState->ext.glActiveTexture, ("glActiveTexture missing"), VERR_NOT_IMPLEMENTED); #if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x103 pState->ext.glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)OGLGETPROCADDRESS("glClientActiveTexture"); AssertMsgReturn(pState->ext.glClientActiveTexture, ("glClientActiveTexture missing"), VERR_NOT_IMPLEMENTED); #endif pState->ext.glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)OGLGETPROCADDRESS("glGetProgramivARB"); AssertMsgReturn(pState->ext.glGetProgramivARB, ("glGetProgramivARB missing"), VERR_NOT_IMPLEMENTED); /* OpenGL 3.2 core */ if (vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_draw_elements_base_vertex ")) { pState->ext.glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)OGLGETPROCADDRESS("glDrawElementsBaseVertex"); pState->ext.glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)OGLGETPROCADDRESS("glDrawElementsInstancedBaseVertex"); } else LogRel(("VMSVGA3d: missing extension GL_ARB_draw_elements_base_vertex\n")); /* OpenGL 3.2 core */ if (vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_provoking_vertex ")) { pState->ext.glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)OGLGETPROCADDRESS("glProvokingVertex"); } else LogRel(("VMSVGA3d: missing extension GL_ARB_provoking_vertex\n")); /* Extension support */ #if defined(RT_OS_DARWIN) /** @todo OpenGL version history suggest this, verify... */ pState->ext.fEXT_stencil_two_side = vmsvga3dCheckGLExtension(pState, 2.0f, " GL_EXT_stencil_two_side "); #else pState->ext.fEXT_stencil_two_side = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_stencil_two_side "); #endif /* * Initialize the capabilities with sensible defaults. */ pState->caps.maxActiveLights = 1; pState->caps.maxTextureBufferSize = 65536; pState->caps.maxTextures = 1; pState->caps.maxClipDistances = 4; pState->caps.maxColorAttachments = 1; pState->caps.maxRectangleTextureSize = 2048; pState->caps.maxTextureAnisotropy = 2; pState->caps.maxVertexShaderInstructions = 1024; pState->caps.maxFragmentShaderInstructions = 1024; pState->caps.vertexShaderVersion = SVGA3DVSVERSION_NONE; pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_NONE; pState->caps.flPointSize[0] = 1; pState->caps.flPointSize[1] = 1; /* * Query capabilities */ VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_LIGHTS, &pState->caps.maxActiveLights)); VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &pState->caps.maxTextureBufferSize)); VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &pState->caps.maxTextures)); #ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE /* The alternative profile has a higher number here (ati/darwin). */ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx); VMSVGA3D_INIT_CHECKED_BOTH(pState, pOtherCtx, pContext, glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances)); VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); #else VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances)); #endif VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &pState->caps.maxColorAttachments)); VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE, &pState->caps.maxRectangleTextureSize)); VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &pState->caps.maxTextureAnisotropy)); VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pState->caps.flPointSize)); if (pState->ext.glGetProgramivARB) { VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &pState->caps.maxFragmentShaderTemps)); VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &pState->caps.maxFragmentShaderInstructions)); VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &pState->caps.maxVertexShaderTemps)); VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &pState->caps.maxVertexShaderInstructions)); } pState->caps.fS3TCSupported = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_texture_compression_s3tc "); /* http://http://www.opengl.org/wiki/Detecting_the_Shader_Model * ARB Assembly Language * These are done through testing the presence of extensions. You should test them in this order: * GL_NV_gpu_program4: SM 4.0 or better. * GL_NV_vertex_program3: SM 3.0 or better. * GL_ARB_fragment_program: SM 2.0 or better. * ATI does not support higher than SM 2.0 functionality in assembly shaders. * */ /** @todo distinguish between vertex and pixel shaders??? */ if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_gpu_program4 ") || strstr(pState->pszOtherExtensions, " GL_NV_gpu_program4 ")) { pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40; pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40; } else if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_vertex_program3 ") || strstr(pState->pszOtherExtensions, " GL_NV_vertex_program3 ") || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_shader_texture_lod ") /* Wine claims this suggests SM 3.0 support */ || strstr(pState->pszOtherExtensions, " GL_ARB_shader_texture_lod ") ) { pState->caps.vertexShaderVersion = SVGA3DVSVERSION_30; pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_30; } else if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_fragment_program ") || strstr(pState->pszOtherExtensions, " GL_ARB_fragment_program ")) { pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20; pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20; } else { LogRel(("VMSVGA3D: WARNING: unknown support for assembly shaders!!\n")); pState->caps.vertexShaderVersion = SVGA3DVSVERSION_11; pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_11; } if (!vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_vertex_array_bgra ")) { /** @todo Intel drivers don't support this extension! */ LogRel(("VMSVGA3D: WARNING: Missing required extension GL_ARB_vertex_array_bgra (d3dcolor)!!!\n")); } #if 0 SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND = 11, SVGA3D_DEVCAP_QUERY_TYPES = 15, SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING = 16, SVGA3D_DEVCAP_MAX_POINT_SIZE = 17, SVGA3D_DEVCAP_MAX_SHADER_TEXTURES = 18, SVGA3D_DEVCAP_MAX_VOLUME_EXTENT = 21, SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT = 22, SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO = 23, SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY = 24, SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT = 25, SVGA3D_DEVCAP_MAX_VERTEX_INDEX = 26, SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS = 28, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS = 29, SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS = 30, SVGA3D_DEVCAP_TEXTURE_OPS = 31, SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8 = 32, SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8 = 33, SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10 = 34, SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5 = 35, SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5 = 36, SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4 = 37, SVGA3D_DEVCAP_SURFACEFMT_R5G6B5 = 38, SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16 = 39, SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8 = 40, SVGA3D_DEVCAP_SURFACEFMT_ALPHA8 = 41, SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8 = 42, SVGA3D_DEVCAP_SURFACEFMT_Z_D16 = 43, SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8 = 44, SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8 = 45, SVGA3D_DEVCAP_SURFACEFMT_DXT1 = 46, SVGA3D_DEVCAP_SURFACEFMT_DXT2 = 47, SVGA3D_DEVCAP_SURFACEFMT_DXT3 = 48, SVGA3D_DEVCAP_SURFACEFMT_DXT4 = 49, SVGA3D_DEVCAP_SURFACEFMT_DXT5 = 50, SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8 = 51, SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10 = 52, SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8 = 53, SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8 = 54, SVGA3D_DEVCAP_SURFACEFMT_CxV8U8 = 55, SVGA3D_DEVCAP_SURFACEFMT_R_S10E5 = 56, SVGA3D_DEVCAP_SURFACEFMT_R_S23E8 = 57, SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5 = 58, SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8 = 59, SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5 = 60, SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8 = 61, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES = 63, SVGA3D_DEVCAP_SURFACEFMT_V16U16 = 65, SVGA3D_DEVCAP_SURFACEFMT_G16R16 = 66, SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16 = 67, SVGA3D_DEVCAP_SURFACEFMT_UYVY = 68, SVGA3D_DEVCAP_SURFACEFMT_YUY2 = 69, SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES = 70, SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES = 71, SVGA3D_DEVCAP_ALPHATOCOVERAGE = 72, SVGA3D_DEVCAP_SUPERSAMPLE = 73, SVGA3D_DEVCAP_AUTOGENMIPMAPS = 74, SVGA3D_DEVCAP_SURFACEFMT_NV12 = 75, SVGA3D_DEVCAP_SURFACEFMT_AYUV = 76, SVGA3D_DEVCAP_SURFACEFMT_Z_DF16 = 79, SVGA3D_DEVCAP_SURFACEFMT_Z_DF24 = 80, SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT = 81, SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM = 82, SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM = 83, #endif LogRel(("VMSVGA3d: Capabilities:\n")); LogRel(("VMSVGA3d: maxActiveLights=%-2d maxTextures=%-2d maxTextureBufferSize=%d\n", pState->caps.maxActiveLights, pState->caps.maxTextures, pState->caps.maxTextureBufferSize)); LogRel(("VMSVGA3d: maxClipDistances=%-2d maxColorAttachments=%-2d maxClipDistances=%d\n", pState->caps.maxClipDistances, pState->caps.maxColorAttachments, pState->caps.maxClipDistances)); LogRel(("VMSVGA3d: maxColorAttachments=%-2d maxTextureAnisotropy=%-2d maxRectangleTextureSize=%d\n", pState->caps.maxColorAttachments, pState->caps.maxTextureAnisotropy, pState->caps.maxRectangleTextureSize)); LogRel(("VMSVGA3d: maxVertexShaderTemps=%-2d maxVertexShaderInstructions=%d maxFragmentShaderInstructions=%d\n", pState->caps.maxVertexShaderTemps, pState->caps.maxVertexShaderInstructions, pState->caps.maxFragmentShaderInstructions)); LogRel(("VMSVGA3d: maxFragmentShaderTemps=%d flPointSize={%d.%02u, %d.%02u}\n", pState->caps.maxFragmentShaderTemps, (int)pState->caps.flPointSize[0], (int)(pState->caps.flPointSize[0] * 100) % 100, (int)pState->caps.flPointSize[1], (int)(pState->caps.flPointSize[1] * 100) % 100)); LogRel(("VMSVGA3d: fragmentShaderVersion=%-2d vertexShaderVersion=%-2d fS3TCSupported=%d\n", pState->caps.fragmentShaderVersion, pState->caps.vertexShaderVersion, pState->caps.fS3TCSupported)); /* Initialize the shader library. */ pState->ShaderIf.pfnSwitchInitProfile = vmsvga3dShaderIfSwitchInitProfile; pState->ShaderIf.pfnGetNextExtension = vmsvga3dShaderIfGetNextExtension; rc = ShaderInitLib(&pState->ShaderIf); AssertRC(rc); /* Cleanup */ rc = vmsvga3dContextDestroy(pThis, 1); AssertRC(rc); #ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE rc = vmsvga3dContextDestroy(pThis, 2); AssertRC(rc); #endif if ( pState->fGLVersion < 3.0 && pState->fOtherGLVersion < 3.0 /* darwin: legacy profile hack */) { LogRel(("VMSVGA3d: unsupported OpenGL version; minimum is 3.0\n")); return VERR_NOT_IMPLEMENTED; } if ( !pState->ext.glIsRenderbuffer || !pState->ext.glBindRenderbuffer || !pState->ext.glDeleteRenderbuffers || !pState->ext.glGenRenderbuffers || !pState->ext.glRenderbufferStorage || !pState->ext.glGetRenderbufferParameteriv || !pState->ext.glIsFramebuffer || !pState->ext.glBindFramebuffer || !pState->ext.glDeleteFramebuffers || !pState->ext.glGenFramebuffers || !pState->ext.glCheckFramebufferStatus || !pState->ext.glFramebufferTexture1D || !pState->ext.glFramebufferTexture2D || !pState->ext.glFramebufferTexture3D || !pState->ext.glFramebufferRenderbuffer || !pState->ext.glGetFramebufferAttachmentParameteriv || !pState->ext.glGenerateMipmap || !pState->ext.glBlitFramebuffer || !pState->ext.glRenderbufferStorageMultisample || !pState->ext.glFramebufferTextureLayer) { LogRel(("VMSVGA3d: missing required OpenGL extension; aborting\n")); return VERR_NOT_IMPLEMENTED; } #ifdef DEBUG_DEBUG_GFX_WINDOW_TEST_CONTEXT pState->idTestContext = SVGA_ID_INVALID; #endif return VINF_SUCCESS; } int vmsvga3dReset(PVGASTATE pThis) { PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY); /* Destroy all leftover surfaces. */ for (uint32_t i = 0; i < pState->cSurfaces; i++) { if (pState->papSurfaces[i]->id != SVGA3D_INVALID_ID) vmsvga3dSurfaceDestroy(pThis, pState->papSurfaces[i]->id); } /* Destroy all leftover contexts. */ for (uint32_t i = 0; i < pState->cContexts; i++) { if (pState->papContexts[i]->id != SVGA3D_INVALID_ID) vmsvga3dContextDestroy(pThis, pState->papContexts[i]->id); } if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID) vmsvga3dContextDestroyOgl(pThis, &pState->SharedCtx, VMSVGA3D_SHARED_CTX_ID); return VINF_SUCCESS; } int vmsvga3dTerminate(PVGASTATE pThis) { PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_WRONG_ORDER); int rc; rc = vmsvga3dReset(pThis); AssertRCReturn(rc, rc); /* Terminate the shader library. */ rc = ShaderDestroyLib(); AssertRC(rc); #ifdef RT_OS_WINDOWS /* Terminate the window creation thread. */ rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_EXIT, 0, 0); AssertRCReturn(rc, rc); RTSemEventDestroy(pState->WndRequestSem); #elif defined(RT_OS_DARWIN) #elif defined(RT_OS_LINUX) /* signal to the thread that it is supposed to exit */ pState->bTerminate = true; /* wait for it to terminate */ rc = RTThreadWait(pState->pWindowThread, 10000, NULL); AssertRC(rc); XCloseDisplay(pState->display); #endif RTStrFree(pState->pszExtensions); pState->pszExtensions = NULL; #ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE RTStrFree(pState->pszOtherExtensions); #endif pState->pszOtherExtensions = NULL; return VINF_SUCCESS; } void vmsvga3dUpdateHostScreenViewport(PVGASTATE pThis, uint32_t idScreen, VMSVGAVIEWPORT const *pOldViewport) { /** @todo Move the visible framebuffer content here, don't wait for the guest to * redraw it. */ #ifdef RT_OS_DARWIN PVMSVGA3DSTATE pState = pThis->svga.p3dState; if ( pState && idScreen == 0 && pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID) { vmsvga3dCocoaViewUpdateViewport(pState->SharedCtx.cocoaView); } #else NOREF(pThis); NOREF(idScreen); #endif } /** * Worker for vmsvga3dQueryCaps that figures out supported operations for a * given surface format capability. * * @returns Supported/indented operations (SVGA3DFORMAT_OP_XXX). * @param pState3D The 3D state. * @param idx3dCaps The SVGA3D_CAPS_XXX value of the surface format. * * @remarks See fromat_cap_table in svga_format.c (mesa/gallium) for a reference * of implicit guest expectations: * http://cgit.freedesktop.org/mesa/mesa/tree/src/gallium/drivers/svga/svga_format.c */ static uint32_t vmsvga3dGetSurfaceFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps) { uint32_t result = 0; /** @todo missing: * * SVGA3DFORMAT_OP_PIXELSIZE */ switch (idx3dCaps) { case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8: case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5: case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5: result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB | SVGA3DFORMAT_OP_CONVERT_TO_ARGB | SVGA3DFORMAT_OP_DISPLAYMODE /* Should not be set for alpha formats. */ | SVGA3DFORMAT_OP_3DACCELERATION; /* implies OP_DISPLAYMODE */ break; case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8: case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10: case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5: case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4: result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB | SVGA3DFORMAT_OP_CONVERT_TO_ARGB | SVGA3DFORMAT_OP_SAME_FORMAT_UP_TO_ALPHA_RENDERTARGET; break; } /** @todo check hardware caps! */ switch (idx3dCaps) { case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8: case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8: case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10: case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5: case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5: case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4: case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5: case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16: case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8: case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8: case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8: result |= SVGA3DFORMAT_OP_TEXTURE | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET | SVGA3DFORMAT_OP_OFFSCREENPLAIN | SVGA3DFORMAT_OP_SAME_FORMAT_RENDERTARGET | SVGA3DFORMAT_OP_VOLUMETEXTURE | SVGA3DFORMAT_OP_CUBETEXTURE | SVGA3DFORMAT_OP_SRGBREAD | SVGA3DFORMAT_OP_SRGBWRITE; break; case SVGA3D_DEVCAP_SURFACEFMT_Z_D16: case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8: case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8: case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16: case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24: case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT: result |= SVGA3DFORMAT_OP_ZSTENCIL | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH | SVGA3DFORMAT_OP_TEXTURE /* Necessary for Ubuntu Unity */; break; case SVGA3D_DEVCAP_SURFACEFMT_DXT1: case SVGA3D_DEVCAP_SURFACEFMT_DXT3: case SVGA3D_DEVCAP_SURFACEFMT_DXT5: result |= SVGA3DFORMAT_OP_TEXTURE | SVGA3DFORMAT_OP_VOLUMETEXTURE | SVGA3DFORMAT_OP_CUBETEXTURE | SVGA3DFORMAT_OP_SRGBREAD; break; case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8: case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10: case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8: case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8: case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8: break; case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5: case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8: case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5: case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8: case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5: case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8: break; case SVGA3D_DEVCAP_SURFACEFMT_V16U16: case SVGA3D_DEVCAP_SURFACEFMT_G16R16: case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16: case SVGA3D_DEVCAP_SURFACEFMT_UYVY: case SVGA3D_DEVCAP_SURFACEFMT_YUY2: case SVGA3D_DEVCAP_SURFACEFMT_NV12: case SVGA3D_DEVCAP_SURFACEFMT_AYUV: break; } Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result))); return result; } static uint32_t vmsvga3dGetDepthFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps) { uint32_t result = 0; /** @todo test this somehow */ result = SVGA3DFORMAT_OP_ZSTENCIL | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH; Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result))); return result; } int vmsvga3dQueryCaps(PVGASTATE pThis, uint32_t idx3dCaps, uint32_t *pu32Val) { PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); int rc = VINF_SUCCESS; *pu32Val = 0; /* * The capabilities access by current (2015-03-01) linux sources (gallium, * vmwgfx, xorg-video-vmware) are annotated, caps without xref annotations * aren't access. */ switch (idx3dCaps) { /* Linux: vmwgfx_fifo.c in kmod; only used with SVGA_CAP_GBOBJECTS. */ case SVGA3D_DEVCAP_3D: *pu32Val = 1; /* boolean? */ break; case SVGA3D_DEVCAP_MAX_LIGHTS: *pu32Val = pState->caps.maxActiveLights; break; case SVGA3D_DEVCAP_MAX_TEXTURES: *pu32Val = pState->caps.maxTextures; break; case SVGA3D_DEVCAP_MAX_CLIP_PLANES: *pu32Val = pState->caps.maxClipDistances; break; /* Linux: svga_screen.c in gallium; 3.0 or later required. */ case SVGA3D_DEVCAP_VERTEX_SHADER_VERSION: *pu32Val = pState->caps.vertexShaderVersion; break; case SVGA3D_DEVCAP_VERTEX_SHADER: /* boolean? */ *pu32Val = (pState->caps.vertexShaderVersion != SVGA3DVSVERSION_NONE); break; /* Linux: svga_screen.c in gallium; 3.0 or later required. */ case SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION: *pu32Val = pState->caps.fragmentShaderVersion; break; case SVGA3D_DEVCAP_FRAGMENT_SHADER: /* boolean? */ *pu32Val = (pState->caps.fragmentShaderVersion != SVGA3DPSVERSION_NONE); break; case SVGA3D_DEVCAP_S23E8_TEXTURES: case SVGA3D_DEVCAP_S10E5_TEXTURES: /* Must be obsolete by now; surface format caps specify the same thing. */ rc = VERR_INVALID_PARAMETER; break; case SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND: break; /* * 2. The BUFFER_FORMAT capabilities are deprecated, and they always * return TRUE. Even on physical hardware that does not support * these formats natively, the SVGA3D device will provide an emulation * which should be invisible to the guest OS. */ case SVGA3D_DEVCAP_D16_BUFFER_FORMAT: case SVGA3D_DEVCAP_D24S8_BUFFER_FORMAT: case SVGA3D_DEVCAP_D24X8_BUFFER_FORMAT: *pu32Val = 1; break; case SVGA3D_DEVCAP_QUERY_TYPES: break; case SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING: break; /* Linux: svga_screen.c in gallium; capped at 80.0, default 1.0. */ case SVGA3D_DEVCAP_MAX_POINT_SIZE: AssertCompile(sizeof(uint32_t) == sizeof(float)); *(float *)pu32Val = pState->caps.flPointSize[1]; break; case SVGA3D_DEVCAP_MAX_SHADER_TEXTURES: /** @todo ?? */ rc = VERR_INVALID_PARAMETER; break; /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_2D_LEVELS); have default if missing. */ case SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH: case SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT: *pu32Val = pState->caps.maxRectangleTextureSize; break; /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_3D_LEVELS); have default if missing. */ case SVGA3D_DEVCAP_MAX_VOLUME_EXTENT: //*pu32Val = pCaps->MaxVolumeExtent; break; case SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT: *pu32Val = 32768; /* hardcoded in Wine */ break; case SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO: //*pu32Val = pCaps->MaxTextureAspectRatio; break; /* Linux: svga_screen.c in gallium (for PIPE_CAPF_MAX_TEXTURE_ANISOTROPY); defaults to 4.0. */ case SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY: *pu32Val = pState->caps.maxTextureAnisotropy; break; case SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT: case SVGA3D_DEVCAP_MAX_VERTEX_INDEX: *pu32Val = 0xFFFFF; /* hardcoded in Wine */ break; /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_INSTRUCTIONS); defaults to 512. */ case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS: *pu32Val = pState->caps.maxVertexShaderInstructions; break; case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS: *pu32Val = pState->caps.maxFragmentShaderInstructions; break; /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */ case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS: *pu32Val = pState->caps.maxVertexShaderTemps; break; /* Linux: svga_screen.c in gallium (for PIPE_SHADER_FRAGMENT/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */ case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS: *pu32Val = pState->caps.maxFragmentShaderTemps; break; case SVGA3D_DEVCAP_TEXTURE_OPS: break; case SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES: break; case SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES: break; case SVGA3D_DEVCAP_ALPHATOCOVERAGE: break; case SVGA3D_DEVCAP_SUPERSAMPLE: break; case SVGA3D_DEVCAP_AUTOGENMIPMAPS: //*pu32Val = !!(pCaps->Caps2 & D3DCAPS2_CANAUTOGENMIPMAP); break; case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES: break; case SVGA3D_DEVCAP_MAX_RENDER_TARGETS: /** @todo same thing? */ case SVGA3D_DEVCAP_MAX_SIMULTANEOUS_RENDER_TARGETS: *pu32Val = pState->caps.maxColorAttachments; break; /* * This is the maximum number of SVGA context IDs that the guest * can define using SVGA_3D_CMD_CONTEXT_DEFINE. */ case SVGA3D_DEVCAP_MAX_CONTEXT_IDS: *pu32Val = SVGA3D_MAX_CONTEXT_IDS; break; /* * This is the maximum number of SVGA surface IDs that the guest * can define using SVGA_3D_CMD_SURFACE_DEFINE*. */ case SVGA3D_DEVCAP_MAX_SURFACE_IDS: *pu32Val = SVGA3D_MAX_SURFACE_IDS; break; #if 0 /* Appeared more recently, not yet implemented. */ /* Linux: svga_screen.c in gallium; defaults to FALSE. */ case SVGA3D_DEVCAP_LINE_AA: break; /* Linux: svga_screen.c in gallium; defaults to FALSE. */ case SVGA3D_DEVCAP_LINE_STIPPLE: break; /* Linux: svga_screen.c in gallium; defaults to 1.0. */ case SVGA3D_DEVCAP_MAX_LINE_WIDTH: break; /* Linux: svga_screen.c in gallium; defaults to 1.0. */ case SVGA3D_DEVCAP_MAX_AA_LINE_WIDTH: break; #endif /* * Supported surface formats. * Linux: svga_format.c in gallium, format_cap_table defines implicit expectations. */ case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8: case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8: case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10: case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5: case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5: case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4: case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5: case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16: case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8: case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8: case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8: case SVGA3D_DEVCAP_SURFACEFMT_Z_D16: case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8: case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8: case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16: case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24: case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT: case SVGA3D_DEVCAP_SURFACEFMT_DXT1: *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps); break; case SVGA3D_DEVCAP_SURFACEFMT_DXT2: case SVGA3D_DEVCAP_SURFACEFMT_DXT4: *pu32Val = 0; /* apparently not supported in OpenGL */ break; case SVGA3D_DEVCAP_SURFACEFMT_DXT3: case SVGA3D_DEVCAP_SURFACEFMT_DXT5: case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8: case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10: case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8: case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8: case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8: case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5: case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8: case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5: case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8: case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5: case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8: case SVGA3D_DEVCAP_SURFACEFMT_V16U16: case SVGA3D_DEVCAP_SURFACEFMT_G16R16: case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16: case SVGA3D_DEVCAP_SURFACEFMT_UYVY: case SVGA3D_DEVCAP_SURFACEFMT_YUY2: case SVGA3D_DEVCAP_SURFACEFMT_NV12: case SVGA3D_DEVCAP_SURFACEFMT_AYUV: *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps); break; /* Linux: Not referenced in current sources. */ case SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM: case SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM: Log(("CAPS: Unknown CAP %s\n", vmsvga3dGetCapString(idx3dCaps))); rc = VERR_INVALID_PARAMETER; *pu32Val = 0; break; default: Log(("CAPS: Unexpected CAP %d\n", idx3dCaps)); rc = VERR_INVALID_PARAMETER; break; } Log(("CAPS: %s - %x\n", vmsvga3dGetCapString(idx3dCaps), *pu32Val)); return rc; } /** * Convert SVGA format value to its OpenGL equivalent * * @remarks Clues to be had in format_texture_info table (wined3d/utils.c) with * help from wined3dformat_from_d3dformat(). */ void vmsvga3dSurfaceFormat2OGL(PVMSVGA3DSURFACE pSurface, SVGA3dSurfaceFormat format) { switch (format) { case SVGA3D_X8R8G8B8: /* D3DFMT_X8R8G8B8 - WINED3DFMT_B8G8R8X8_UNORM */ pSurface->internalFormatGL = GL_RGB8; pSurface->formatGL = GL_BGRA; pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV; break; case SVGA3D_A8R8G8B8: /* D3DFMT_A8R8G8B8 - WINED3DFMT_B8G8R8A8_UNORM */ pSurface->internalFormatGL = GL_RGBA8; pSurface->formatGL = GL_BGRA; pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV; break; case SVGA3D_R5G6B5: /* D3DFMT_R5G6B5 - WINED3DFMT_B5G6R5_UNORM */ pSurface->internalFormatGL = GL_RGB5; pSurface->formatGL = GL_RGB; pSurface->typeGL = GL_UNSIGNED_SHORT_5_6_5; AssertMsgFailed(("Test me - SVGA3D_R5G6B5\n")); break; case SVGA3D_X1R5G5B5: /* D3DFMT_X1R5G5B5 - WINED3DFMT_B5G5R5X1_UNORM */ pSurface->internalFormatGL = GL_RGB5; pSurface->formatGL = GL_BGRA; pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV; AssertMsgFailed(("Test me - SVGA3D_X1R5G5B5\n")); break; case SVGA3D_A1R5G5B5: /* D3DFMT_A1R5G5B5 - WINED3DFMT_B5G5R5A1_UNORM */ pSurface->internalFormatGL = GL_RGB5_A1; pSurface->formatGL = GL_BGRA; pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV; AssertMsgFailed(("Test me - SVGA3D_A1R5G5B5\n")); break; case SVGA3D_A4R4G4B4: /* D3DFMT_A4R4G4B4 - WINED3DFMT_B4G4R4A4_UNORM */ pSurface->internalFormatGL = GL_RGBA4; pSurface->formatGL = GL_BGRA; pSurface->typeGL = GL_UNSIGNED_SHORT_4_4_4_4_REV; AssertMsgFailed(("Test me - SVGA3D_A4R4G4B4\n")); break; case SVGA3D_Z_D32: /* D3DFMT_D32 - WINED3DFMT_D32_UNORM */ pSurface->internalFormatGL = GL_DEPTH_COMPONENT32; pSurface->formatGL = GL_DEPTH_COMPONENT; pSurface->typeGL = GL_UNSIGNED_INT; break; case SVGA3D_Z_D16: /* D3DFMT_D16 - WINED3DFMT_D16_UNORM */ pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo Wine suggests GL_DEPTH_COMPONENT24. */ pSurface->formatGL = GL_DEPTH_COMPONENT; pSurface->typeGL = GL_UNSIGNED_SHORT; //AssertMsgFailed(("Test me - SVGA3D_Z_D16\n")); break; case SVGA3D_Z_D24S8: /* D3DFMT_D24S8 - WINED3DFMT_D24_UNORM_S8_UINT */ pSurface->internalFormatGL = GL_DEPTH24_STENCIL8; pSurface->formatGL = GL_DEPTH_STENCIL; pSurface->typeGL = GL_UNSIGNED_INT; break; case SVGA3D_Z_D15S1: /* D3DFMT_D15S1 - WINED3DFMT_S1_UINT_D15_UNORM */ pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /* @todo ??? */ pSurface->formatGL = GL_DEPTH_STENCIL; pSurface->typeGL = GL_UNSIGNED_SHORT; /** @todo Wine sources hints at no hw support for this, so test this one! */ AssertMsgFailed(("Test me - SVGA3D_Z_D15S1\n")); break; case SVGA3D_Z_D24X8: /* D3DFMT_D24X8 - WINED3DFMT_X8D24_UNORM */ pSurface->internalFormatGL = GL_DEPTH_COMPONENT24; pSurface->formatGL = GL_DEPTH_COMPONENT; pSurface->typeGL = GL_UNSIGNED_INT; break; /* Advanced D3D9 depth formats. */ case SVGA3D_Z_DF16: /* D3DFMT_DF16? - not supported */ pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; pSurface->formatGL = GL_DEPTH_COMPONENT; pSurface->typeGL = GL_FLOAT; break; case SVGA3D_Z_DF24: /* D3DFMT_DF24? - not supported */ pSurface->internalFormatGL = GL_DEPTH_COMPONENT24; pSurface->formatGL = GL_DEPTH_COMPONENT; pSurface->typeGL = GL_FLOAT; /* ??? */ break; case SVGA3D_Z_D24S8_INT: /* D3DFMT_??? - not supported */ pSurface->internalFormatGL = GL_DEPTH24_STENCIL8; pSurface->formatGL = GL_DEPTH_STENCIL; pSurface->typeGL = GL_INT; /* ??? */ break; case SVGA3D_DXT1: /* D3DFMT_DXT1 - WINED3DFMT_DXT1 */ pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; #if 0 pSurface->formatGL = GL_RGBA_S3TC; /* ??? */ pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */ #else /* wine suggests: */ pSurface->formatGL = GL_RGBA; pSurface->typeGL = GL_UNSIGNED_BYTE; AssertMsgFailed(("Test me - SVGA3D_DXT1\n")); #endif break; case SVGA3D_DXT3: /* D3DFMT_DXT3 - WINED3DFMT_DXT3 */ pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; #if 0 /** @todo this needs testing... */ pSurface->formatGL = GL_RGBA_S3TC; /* ??? */ pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */ #else /* wine suggests: */ pSurface->formatGL = GL_RGBA; pSurface->typeGL = GL_UNSIGNED_BYTE; AssertMsgFailed(("Test me - SVGA3D_DXT3\n")); #endif break; case SVGA3D_DXT5: /* D3DFMT_DXT5 - WINED3DFMT_DXT5 */ pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; #if 0 /** @todo this needs testing... */ pSurface->formatGL = GL_RGBA_S3TC; pSurface->typeGL = GL_UNSIGNED_INT; #else /* wine suggests: */ pSurface->formatGL = GL_RGBA; pSurface->typeGL = GL_UNSIGNED_BYTE; AssertMsgFailed(("Test me - SVGA3D_DXT5\n")); #endif break; case SVGA3D_LUMINANCE8: /* D3DFMT_? - ? */ pSurface->internalFormatGL = GL_LUMINANCE8_EXT; pSurface->formatGL = GL_LUMINANCE; pSurface->typeGL = GL_UNSIGNED_BYTE; break; case SVGA3D_LUMINANCE16: /* D3DFMT_? - ? */ pSurface->internalFormatGL = GL_LUMINANCE16_EXT; pSurface->formatGL = GL_LUMINANCE; pSurface->typeGL = GL_UNSIGNED_SHORT; break; case SVGA3D_LUMINANCE4_ALPHA4: /* D3DFMT_? - ? */ pSurface->internalFormatGL = GL_LUMINANCE4_ALPHA4_EXT; pSurface->formatGL = GL_LUMINANCE_ALPHA; pSurface->typeGL = GL_UNSIGNED_BYTE; break; case SVGA3D_LUMINANCE8_ALPHA8: /* D3DFMT_? - ? */ pSurface->internalFormatGL = GL_LUMINANCE8_ALPHA8_EXT; pSurface->formatGL = GL_LUMINANCE_ALPHA; pSurface->typeGL = GL_UNSIGNED_BYTE; /* unsigned_short causes issues even though this type should be 16-bit */ break; case SVGA3D_ALPHA8: /* D3DFMT_A8? - WINED3DFMT_A8_UNORM? */ pSurface->internalFormatGL = GL_ALPHA8_EXT; pSurface->formatGL = GL_ALPHA; pSurface->typeGL = GL_UNSIGNED_BYTE; break; #if 0 /* Bump-map formats */ case SVGA3D_BUMPU8V8: return D3DFMT_V8U8; case SVGA3D_BUMPL6V5U5: return D3DFMT_L6V5U5; case SVGA3D_BUMPX8L8V8U8: return D3DFMT_X8L8V8U8; case SVGA3D_BUMPL8V8U8: /* No corresponding D3D9 equivalent. */ AssertFailedReturn(D3DFMT_UNKNOWN); /* signed bump-map formats */ case SVGA3D_V8U8: return D3DFMT_V8U8; case SVGA3D_Q8W8V8U8: return D3DFMT_Q8W8V8U8; case SVGA3D_CxV8U8: return D3DFMT_CxV8U8; /* mixed bump-map formats */ case SVGA3D_X8L8V8U8: return D3DFMT_X8L8V8U8; case SVGA3D_A2W10V10U10: return D3DFMT_A2W10V10U10; #endif case SVGA3D_ARGB_S10E5: /* 16-bit floating-point ARGB */ /* D3DFMT_A16B16G16R16F - WINED3DFMT_R16G16B16A16_FLOAT */ pSurface->internalFormatGL = GL_RGBA16F; pSurface->formatGL = GL_RGBA; #if 0 /* bird: wine uses half float, sounds correct to me... */ pSurface->typeGL = GL_FLOAT; #else pSurface->typeGL = GL_HALF_FLOAT; AssertMsgFailed(("Test me - SVGA3D_ARGB_S10E5\n")); #endif break; case SVGA3D_ARGB_S23E8: /* 32-bit floating-point ARGB */ /* D3DFMT_A32B32G32R32F - WINED3DFMT_R32G32B32A32_FLOAT */ pSurface->internalFormatGL = GL_RGBA32F; pSurface->formatGL = GL_RGBA; pSurface->typeGL = GL_FLOAT; /* ?? - same as wine, so probably correct */ break; case SVGA3D_A2R10G10B10: /* D3DFMT_A2R10G10B10 - WINED3DFMT_B10G10R10A2_UNORM */ pSurface->internalFormatGL = GL_RGB10_A2; /* ?? - same as wine, so probably correct */ #if 0 /* bird: Wine uses GL_BGRA instead of GL_RGBA. */ pSurface->formatGL = GL_RGBA; #else pSurface->formatGL = GL_BGRA; #endif pSurface->typeGL = GL_UNSIGNED_INT; AssertMsgFailed(("Test me - SVGA3D_A2R10G10B10\n")); break; /* Single- and dual-component floating point formats */ case SVGA3D_R_S10E5: /* D3DFMT_R16F - WINED3DFMT_R16_FLOAT */ pSurface->internalFormatGL = GL_R16F; pSurface->formatGL = GL_RED; #if 0 /* bird: wine uses half float, sounds correct to me... */ pSurface->typeGL = GL_FLOAT; #else pSurface->typeGL = GL_HALF_FLOAT; AssertMsgFailed(("Test me - SVGA3D_R_S10E5\n")); #endif break; case SVGA3D_R_S23E8: /* D3DFMT_R32F - WINED3DFMT_R32_FLOAT */ pSurface->internalFormatGL = GL_R32F; pSurface->formatGL = GL_RG; pSurface->typeGL = GL_FLOAT; break; case SVGA3D_RG_S10E5: /* D3DFMT_G16R16F - WINED3DFMT_R16G16_FLOAT */ pSurface->internalFormatGL = GL_RG16F; pSurface->formatGL = GL_RG; #if 0 /* bird: wine uses half float, sounds correct to me... */ pSurface->typeGL = GL_FLOAT; #else pSurface->typeGL = GL_HALF_FLOAT; AssertMsgFailed(("Test me - SVGA3D_RG_S10E5\n")); #endif break; case SVGA3D_RG_S23E8: /* D3DFMT_G32R32F - WINED3DFMT_R32G32_FLOAT */ pSurface->internalFormatGL = GL_RG32F; pSurface->formatGL = GL_RG; pSurface->typeGL = GL_FLOAT; break; /* * Any surface can be used as a buffer object, but SVGA3D_BUFFER is * the most efficient format to use when creating new surfaces * expressly for index or vertex data. */ case SVGA3D_BUFFER: pSurface->internalFormatGL = -1; pSurface->formatGL = -1; pSurface->typeGL = -1; break; #if 0 return D3DFMT_UNKNOWN; case SVGA3D_V16U16: return D3DFMT_V16U16; #endif case SVGA3D_G16R16: /* D3DFMT_G16R16 - WINED3DFMT_R16G16_UNORM */ pSurface->internalFormatGL = GL_RG16; pSurface->formatGL = GL_RG; #if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */ pSurface->typeGL = GL_UNSIGNED_INT; #else pSurface->typeGL = GL_UNSIGNED_SHORT; AssertMsgFailed(("test me - SVGA3D_G16R16\n")); #endif break; case SVGA3D_A16B16G16R16: /* D3DFMT_A16B16G16R16 - WINED3DFMT_R16G16B16A16_UNORM */ pSurface->internalFormatGL = GL_RGBA16; pSurface->formatGL = GL_RGBA; #if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */ pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */ #else pSurface->typeGL = GL_UNSIGNED_SHORT; AssertMsgFailed(("Test me - SVGA3D_A16B16G16R16\n")); #endif break; #if 0 /* Packed Video formats */ case SVGA3D_UYVY: return D3DFMT_UYVY; case SVGA3D_YUY2: return D3DFMT_YUY2; /* Planar video formats */ case SVGA3D_NV12: return (D3DFORMAT)MAKEFOURCC('N', 'V', '1', '2'); /* Video format with alpha */ case SVGA3D_AYUV: return (D3DFORMAT)MAKEFOURCC('A', 'Y', 'U', 'V'); case SVGA3D_BC4_UNORM: case SVGA3D_BC5_UNORM: /* Unknown; only in DX10 & 11 */ break; #endif default: AssertMsgFailed(("Unsupported format %d\n", format)); break; } } #if 0 /** * Convert SVGA multi sample count value to its D3D equivalent */ D3DMULTISAMPLE_TYPE vmsvga3dMultipeSampleCount2D3D(uint32_t multisampleCount) { AssertCompile(D3DMULTISAMPLE_2_SAMPLES == 2); AssertCompile(D3DMULTISAMPLE_16_SAMPLES == 16); if (multisampleCount > 16) return D3DMULTISAMPLE_NONE; /** @todo exact same mapping as d3d? */ return (D3DMULTISAMPLE_TYPE)multisampleCount; } #endif /** * Destroy backend specific surface bits (part of SVGA_3D_CMD_SURFACE_DESTROY). * * @param pState The VMSVGA3d state. * @param pSurface The surface being destroyed. */ void vmsvga3dBackSurfaceDestroy(PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface) { PVMSVGA3DCONTEXT pContext = &pState->SharedCtx; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); switch (pSurface->flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) { case SVGA3D_SURFACE_CUBEMAP: AssertFailed(); /** @todo destroy SVGA3D_SURFACE_CUBEMAP */ break; case SVGA3D_SURFACE_HINT_INDEXBUFFER: case SVGA3D_SURFACE_HINT_VERTEXBUFFER: if (pSurface->oglId.buffer != OPENGL_INVALID_ID) { pState->ext.glDeleteBuffers(1, &pSurface->oglId.buffer); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); } break; case SVGA3D_SURFACE_HINT_TEXTURE: case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET: if (pSurface->oglId.texture != OPENGL_INVALID_ID) { glDeleteTextures(1, &pSurface->oglId.texture); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); } break; case SVGA3D_SURFACE_HINT_RENDERTARGET: case SVGA3D_SURFACE_HINT_DEPTHSTENCIL: case SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_HINT_TEXTURE: /** @todo actual texture surface not supported */ if (pSurface->oglId.renderbuffer != OPENGL_INVALID_ID) { pState->ext.glDeleteRenderbuffers(1, &pSurface->oglId.renderbuffer); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); } break; default: AssertMsg(!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurface), ("type=%x\n", (pSurface->flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK))); break; } } int vmsvga3dSurfaceCopy(PVGASTATE pThis, SVGA3dSurfaceImageId dest, SVGA3dSurfaceImageId src, uint32_t cCopyBoxes, SVGA3dCopyBox *pBox) { PVMSVGA3DSTATE pState = pThis->svga.p3dState; uint32_t sidSrc = src.sid; uint32_t sidDest = dest.sid; int rc = VINF_SUCCESS; AssertReturn(pState, VERR_NO_MEMORY); Assert(sidSrc < SVGA3D_MAX_SURFACE_IDS); AssertReturn(sidSrc < pState->cSurfaces && pState->papSurfaces[sidSrc]->id == sidSrc, VERR_INVALID_PARAMETER); Assert(sidDest < SVGA3D_MAX_SURFACE_IDS); AssertReturn(sidDest < pState->cSurfaces && pState->papSurfaces[sidDest]->id == sidDest, VERR_INVALID_PARAMETER); for (uint32_t i = 0; i < cCopyBoxes; i++) { SVGA3dBox destBox, srcBox; srcBox.x = pBox[i].srcx; srcBox.y = pBox[i].srcy; srcBox.z = pBox[i].srcz; srcBox.w = pBox[i].w; srcBox.h = pBox[i].h; srcBox.d = pBox[i].z; /* XXX what about pBox[i].d? */ destBox.x = pBox[i].x; destBox.y = pBox[i].y; destBox.z = pBox[i].z; destBox.w = pBox[i].w; destBox.h = pBox[i].h; destBox.z = pBox[i].z; /* XXX initializing destBox.z again? What about pBox[i].d and destBox.d? */ rc = vmsvga3dSurfaceStretchBlt(pThis, &dest, &destBox, &src, &srcBox, SVGA3D_STRETCH_BLT_LINEAR); AssertRCReturn(rc, rc); } return VINF_SUCCESS; } /** * Save texture unpacking parameters and loads those appropriate for the given * surface. * * @param pState The VMSVGA3D state structure. * @param pContext The active context. * @param pSurface The surface. * @param pSave Where to save stuff. */ void vmsvga3dOglSetUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface, PVMSVGAPACKPARAMS pSave) { /* * Save (ignore errors, setting the defaults we want and avoids restore). */ pSave->iAlignment = 1; VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext); pSave->cxRow = 0; VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext); #ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING pSave->cyImage = 0; glGetIntegerv(GL_UNPACK_IMAGE_HEIGHT, &pSave->cyImage); Assert(pSave->cyImage == 0); pSave->fSwapBytes = GL_FALSE; glGetBooleanv(GL_UNPACK_SWAP_BYTES, &pSave->fSwapBytes); Assert(pSave->fSwapBytes == GL_FALSE); pSave->fLsbFirst = GL_FALSE; glGetBooleanv(GL_UNPACK_LSB_FIRST, &pSave->fLsbFirst); Assert(pSave->fLsbFirst == GL_FALSE); pSave->cSkipRows = 0; glGetIntegerv(GL_UNPACK_SKIP_ROWS, &pSave->cSkipRows); Assert(pSave->cSkipRows == 0); pSave->cSkipPixels = 0; glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &pSave->cSkipPixels); Assert(pSave->cSkipPixels == 0); pSave->cSkipImages = 0; glGetIntegerv(GL_UNPACK_SKIP_IMAGES, &pSave->cSkipImages); Assert(pSave->cSkipImages == 0); VMSVGA3D_CLEAR_GL_ERRORS(); #endif /* * Setup unpack. * * Note! We use 1 as alignment here because we currently don't do any * aligning of line pitches anywhere. */ NOREF(pSurface); if (pSave->iAlignment != 1) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1), pState, pContext); if (pSave->cxRow != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0), pState, pContext); #ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING if (pSave->cyImage != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0), pState, pContext); if (pSave->fSwapBytes != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE), pState, pContext); if (pSave->fLsbFirst != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE), pState, pContext); if (pSave->cSkipRows != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, 0), pState, pContext); if (pSave->cSkipPixels != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0), pState, pContext); if (pSave->cSkipImages != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0), pState, pContext); #endif } /** * Restores texture unpacking parameters. * * @param pState The VMSVGA3D state structure. * @param pContext The active context. * @param pSurface The surface. * @param pSave Where stuff was saved. */ void vmsvga3dOglRestoreUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface, PCVMSVGAPACKPARAMS pSave) { NOREF(pSurface); if (pSave->iAlignment != 1) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, pSave->iAlignment), pState, pContext); if (pSave->cxRow != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, pSave->cxRow), pState, pContext); #ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING if (pSave->cyImage != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext); if (pSave->fSwapBytes != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext); if (pSave->fLsbFirst != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext); if (pSave->cSkipRows != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext); if (pSave->cSkipPixels != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext); if (pSave->cSkipImages != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext); #endif } /** * Create D3D/OpenGL texture object for the specified surface. * * Surfaces are created when needed. * * @param pState The VMSVGA3d state. * @param pContext The context. * @param idAssociatedContext Probably the same as pContext->id. * @param pSurface The surface to create the texture for. */ int vmsvga3dBackCreateTexture(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext, PVMSVGA3DSURFACE pSurface) { GLint activeTexture = 0; uint32_t idPrevCtx = pState->idActiveContext; pContext = &pState->SharedCtx; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); glGenTextures(1, &pSurface->oglId.texture); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); /** @todo Set the mip map generation filter settings. */ glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); /* Must bind texture to the current context in order to change it. */ glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); /* Set the unpacking parameters. */ VMSVGAPACKPARAMS SavedParams; vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams); /* Set the mipmap base and max level paramters. */ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, pSurface->faces[0].numMipLevels); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); if (pSurface->fDirty) Log(("vmsvga3dBackCreateTexture: sync dirty texture\n")); /* Always allocate and initialize all mipmap levels; non-initialized mipmap levels used as render targets cause failures. */ for (uint32_t i = 0; i < pSurface->faces[0].numMipLevels; i++) { /* Allocate and initialize texture memory. Passing the zero filled pSurfaceData avoids exposing random host memory to the guest and helps a with the fedora 21 surface corruption issues (launchpad, background, search field, login). */ if (pSurface->pMipmapLevels[i].fDirty) Log(("vmsvga3dBackCreateTexture: sync dirty texture mipmap level %d (pitch %x)\n", i, pSurface->pMipmapLevels[i].cbSurfacePitch)); glTexImage2D(GL_TEXTURE_2D, i, pSurface->internalFormatGL, pSurface->pMipmapLevels[i].size.width, pSurface->pMipmapLevels[i].size.height, 0, pSurface->formatGL, pSurface->typeGL, pSurface->pMipmapLevels[i].pSurfaceData); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pSurface->pMipmapLevels[i].fDirty = false; } pSurface->fDirty = false; /* Restore unpacking parameters. */ vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams); /* Restore the old active texture. */ glBindTexture(GL_TEXTURE_2D, activeTexture); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pSurface->flags |= SVGA3D_SURFACE_HINT_TEXTURE; if (idPrevCtx < pState->cContexts && pState->papContexts[idPrevCtx]->id == idPrevCtx) VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[idPrevCtx]); return VINF_SUCCESS; } /** * Backend worker for implementing SVGA_3D_CMD_SURFACE_STRETCHBLT. * * @returns VBox status code. * @param pThis The VGA device instance. * @param pState The VMSVGA3d state. * @param pDstSurface The destination host surface. * @param uDstMipmap The destination mipmap level (valid). * @param pDstBox The destination box. * @param pSrcSurface The source host surface. * @param uSrcMipmap The source mimap level (valid). * @param pSrcBox The source box. * @param enmMode The strecht blt mode . * @param pContext The VMSVGA3d context (already current for OGL). */ int vmsvga3dBackSurfaceStretchBlt(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pDstSurface, uint32_t uDstMipmap, SVGA3dBox const *pDstBox, PVMSVGA3DSURFACE pSrcSurface, uint32_t uSrcMipmap, SVGA3dBox const *pSrcBox, SVGA3dStretchBltMode enmMode, PVMSVGA3DCONTEXT pContext) { /* Activate the read and draw framebuffer objects. */ pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, pContext->idDrawFramebuffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); /* Bind the source and destination objects to the right place. */ pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pSrcSurface->oglId.texture, uSrcMipmap); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pDstSurface->oglId.texture, uDstMipmap); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); 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), pSrcBox->x + pSrcBox->w, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y), pDstBox->x, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y + pDstBox->h), pDstBox->x + pDstBox->w, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y))); pState->ext.glBlitFramebuffer(pSrcBox->x, #ifdef MANUAL_FLIP_SURFACE_DATA D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y + pSrcBox->h), /* inclusive */ #else pSrcBox->y, #endif pSrcBox->x + pSrcBox->w, /* exclusive. */ #ifdef MANUAL_FLIP_SURFACE_DATA D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y), /* exclusive */ #else pSrcBox->y + pSrcBox->h, #endif pDstBox->x, #ifdef MANUAL_FLIP_SURFACE_DATA D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y + pDstBox->h), /* inclusive. */ #else pDstBox->y, #endif pDstBox->x + pDstBox->w, /* exclusive. */ #ifdef MANUAL_FLIP_SURFACE_DATA D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y), /* exclusive */ #else pDstBox->y + pDstBox->h, #endif GL_COLOR_BUFFER_BIT, (enmMode == SVGA3D_STRETCH_BLT_POINT) ? GL_NEAREST : GL_LINEAR); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); /* Reset the frame buffer association */ pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); return VINF_SUCCESS; } /** * Save texture packing parameters and loads those appropriate for the given * surface. * * @param pState The VMSVGA3D state structure. * @param pContext The active context. * @param pSurface The surface. * @param pSave Where to save stuff. */ void vmsvga3dOglSetPackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface, PVMSVGAPACKPARAMS pSave) { /* * Save (ignore errors, setting the defaults we want and avoids restore). */ pSave->iAlignment = 1; VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext); pSave->cxRow = 0; VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext); #ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING pSave->cyImage = 0; glGetIntegerv(GL_PACK_IMAGE_HEIGHT, &pSave->cyImage); Assert(pSave->cyImage == 0); pSave->fSwapBytes = GL_FALSE; glGetBooleanv(GL_PACK_SWAP_BYTES, &pSave->fSwapBytes); Assert(pSave->fSwapBytes == GL_FALSE); pSave->fLsbFirst = GL_FALSE; glGetBooleanv(GL_PACK_LSB_FIRST, &pSave->fLsbFirst); Assert(pSave->fLsbFirst == GL_FALSE); pSave->cSkipRows = 0; glGetIntegerv(GL_PACK_SKIP_ROWS, &pSave->cSkipRows); Assert(pSave->cSkipRows == 0); pSave->cSkipPixels = 0; glGetIntegerv(GL_PACK_SKIP_PIXELS, &pSave->cSkipPixels); Assert(pSave->cSkipPixels == 0); pSave->cSkipImages = 0; glGetIntegerv(GL_PACK_SKIP_IMAGES, &pSave->cSkipImages); Assert(pSave->cSkipImages == 0); VMSVGA3D_CLEAR_GL_ERRORS(); #endif /* * Setup unpack. * * Note! We use 1 as alignment here because we currently don't do any * aligning of line pitches anywhere. */ NOREF(pSurface); if (pSave->iAlignment != 1) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 1), pState, pContext); if (pSave->cxRow != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, 0), pState, pContext); #ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING if (pSave->cyImage != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0), pState, pContext); if (pSave->fSwapBytes != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE), pState, pContext); if (pSave->fLsbFirst != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, GL_FALSE), pState, pContext); if (pSave->cSkipRows != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, 0), pState, pContext); if (pSave->cSkipPixels != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, 0), pState, pContext); if (pSave->cSkipImages != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, 0), pState, pContext); #endif } /** * Restores texture packing parameters. * * @param pState The VMSVGA3D state structure. * @param pContext The active context. * @param pSurface The surface. * @param pSave Where stuff was saved. */ void vmsvga3dOglRestorePackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface, PCVMSVGAPACKPARAMS pSave) { NOREF(pSurface); if (pSave->iAlignment != 1) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, pSave->iAlignment), pState, pContext); if (pSave->cxRow != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, pSave->cxRow), pState, pContext); #ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING if (pSave->cyImage != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext); if (pSave->fSwapBytes != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext); if (pSave->fLsbFirst != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext); if (pSave->cSkipRows != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext); if (pSave->cSkipPixels != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext); if (pSave->cSkipImages != 0) VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext); #endif } /** * Backend worker for implementing SVGA_3D_CMD_SURFACE_DMA that copies one box. * * @returns Failure status code or @a rc. * @param pThis The VGA device instance data. * @param pState The VMSVGA3d state. * @param pSurface The host surface. * @param uHostMipmap The host mipmap level (valid). * @param GuestPtr The guest pointer. * @param cbSrcPitch The guest (?) pitch. * @param transfer The transfer direction. * @param pBox The box to copy. * @param pContext The context (for OpenGL). * @param rc The current rc for all boxes. * @param iBox The current box number (for Direct 3D). */ int vmsvga3dBackSurfaceDMACopyBox(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface, uint32_t uHostMipmap, SVGAGuestPtr GuestPtr, uint32_t cbSrcPitch, SVGA3dTransferType transfer, SVGA3dCopyBox const *pBox, PVMSVGA3DCONTEXT pContext, int rc, int iBox) { PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->pMipmapLevels[uHostMipmap]; switch (pSurface->flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) { case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET: case SVGA3D_SURFACE_HINT_TEXTURE: case SVGA3D_SURFACE_HINT_RENDERTARGET: { uint32_t cbSurfacePitch; uint8_t *pDoubleBuffer, *pBufferStart; unsigned uDestOffset = 0; pDoubleBuffer = (uint8_t *)RTMemAlloc(pMipLevel->cbSurface); AssertReturn(pDoubleBuffer, VERR_NO_MEMORY); if (transfer == SVGA3D_READ_HOST_VRAM) { GLint activeTexture; /* Must bind texture to the current context in order to read it. */ glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); /* Set row length and alignment of the input data. */ VMSVGAPACKPARAMS SavedParams; vmsvga3dOglSetPackParams(pState, pContext, pSurface, &SavedParams); glGetTexImage(GL_TEXTURE_2D, uHostMipmap, pSurface->formatGL, pSurface->typeGL, pDoubleBuffer); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); vmsvga3dOglRestorePackParams(pState, pContext, pSurface, &SavedParams); /* Restore the old active texture. */ glBindTexture(GL_TEXTURE_2D, activeTexture); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); uDestOffset = pBox->x * pSurface->cbBlock + pBox->y * pMipLevel->cbSurfacePitch; AssertReturnStmt( uDestOffset + pBox->w * pSurface->cbBlock + (pBox->h - 1) * pMipLevel->cbSurfacePitch <= pMipLevel->cbSurface, RTMemFree(pDoubleBuffer), VERR_INTERNAL_ERROR); cbSurfacePitch = pMipLevel->cbSurfacePitch; #ifdef MANUAL_FLIP_SURFACE_DATA pBufferStart = pDoubleBuffer + pBox->x * pSurface->cbBlock + pMipLevel->cbSurface - pBox->y * cbSurfacePitch - cbSurfacePitch; /* flip image during copy */ #else pBufferStart = pDoubleBuffer + uDestOffset; #endif } else { cbSurfacePitch = pBox->w * pSurface->cbBlock; #ifdef MANUAL_FLIP_SURFACE_DATA pBufferStart = pDoubleBuffer + cbSurfacePitch * pBox->h - cbSurfacePitch; /* flip image during copy */ #else pBufferStart = pDoubleBuffer; #endif } rc = vmsvgaGMRTransfer(pThis, transfer, pBufferStart, #ifdef MANUAL_FLIP_SURFACE_DATA -(int32_t)cbSurfacePitch, #else (int32_t)cbSurfacePitch, #endif GuestPtr, pBox->srcx * pSurface->cbBlock + pBox->srcy * cbSrcPitch, cbSrcPitch, pBox->w * pSurface->cbBlock, pBox->h); AssertRC(rc); /* Update the opengl surface data. */ if (transfer == SVGA3D_WRITE_HOST_VRAM) { GLint activeTexture = 0; glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); /* Must bind texture to the current context in order to change it. */ glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); Log(("vmsvga3dSurfaceDMA: copy texture mipmap level %d (pitch %x)\n", uHostMipmap, pMipLevel->cbSurfacePitch)); /* Set row length and alignment of the input data. */ VMSVGAPACKPARAMS SavedParams; vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams); /** @todo do we need to set ROW_LENGTH to w here? */ glTexSubImage2D(GL_TEXTURE_2D, uHostMipmap, pBox->x, pBox->y, pBox->w, pBox->h, pSurface->formatGL, pSurface->typeGL, pDoubleBuffer); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); /* Restore old values. */ vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams); /* Restore the old active texture. */ glBindTexture(GL_TEXTURE_2D, activeTexture); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); } Log4(("first line:\n%.*Rhxd\n", pBox->w * pSurface->cbBlock, pDoubleBuffer)); /* Free the double buffer. */ RTMemFree(pDoubleBuffer); break; } case SVGA3D_SURFACE_HINT_DEPTHSTENCIL: AssertFailed(); /** @todo DMA SVGA3D_SURFACE_HINT_DEPTHSTENCIL */ break; case SVGA3D_SURFACE_HINT_VERTEXBUFFER: case SVGA3D_SURFACE_HINT_INDEXBUFFER: { Assert(pBox->h == 1); VMSVGA3D_CLEAR_GL_ERRORS(); pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pSurface->oglId.buffer); if (VMSVGA3D_GL_IS_SUCCESS(pContext)) { GLenum enmGlTransfer = (transfer == SVGA3D_READ_HOST_VRAM) ? GL_READ_ONLY : GL_WRITE_ONLY; uint8_t *pbData = (uint8_t *)pState->ext.glMapBuffer(GL_ARRAY_BUFFER, enmGlTransfer); if (RT_LIKELY(pbData != NULL)) { #if defined(VBOX_STRICT) && defined(RT_OS_DARWIN) GLint cbStrictBufSize; glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &cbStrictBufSize); Assert(VMSVGA3D_GL_IS_SUCCESS(pContext)); AssertMsg(cbStrictBufSize >= (int32_t)pMipLevel->cbSurface, ("cbStrictBufSize=%#x cbSurface=%#x pContext->id=%#x\n", (uint32_t)cbStrictBufSize, pMipLevel->cbSurface, pContext->id)); #endif unsigned offDst = pBox->x * pSurface->cbBlock + pBox->y * pMipLevel->cbSurfacePitch; if (RT_LIKELY( offDst + pBox->w * pSurface->cbBlock + (pBox->h - 1) * pMipLevel->cbSurfacePitch <= pMipLevel->cbSurface)) { Log(("Lock %s memory for rectangle (%d,%d)(%d,%d)\n", (pSurface->flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_VERTEXBUFFER ? "vertex" : "index", pBox->x, pBox->y, pBox->x + pBox->w, pBox->y + pBox->h)); rc = vmsvgaGMRTransfer(pThis, transfer, pbData + offDst, pMipLevel->cbSurfacePitch, GuestPtr, pBox->srcx * pSurface->cbBlock + pBox->srcy * cbSrcPitch, cbSrcPitch, pBox->w * pSurface->cbBlock, pBox->h); AssertRC(rc); Log4(("first line:\n%.*Rhxd\n", cbSrcPitch, pbData)); } else { AssertFailed(); rc = VERR_INTERNAL_ERROR; } pState->ext.glUnmapBuffer(GL_ARRAY_BUFFER); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); } else VMSVGA3D_GL_GET_AND_COMPLAIN(pState, pContext, ("glMapBuffer(GL_ARRAY_BUFFER, %#x) -> NULL\n", enmGlTransfer)); } else VMSVGA3D_GL_COMPLAIN(pState, pContext, ("glBindBuffer(GL_ARRAY_BUFFER, %#x)\n", pSurface->oglId.buffer)); pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; } default: AssertFailed(); break; } return rc; } int vmsvga3dSurfaceBlitToScreen(PVGASTATE pThis, uint32_t dest, SVGASignedRect destRect, SVGA3dSurfaceImageId src, SVGASignedRect srcRect, uint32_t cRects, SVGASignedRect *pRect) { /* Requires SVGA_FIFO_CAP_SCREEN_OBJECT support */ 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)); for (uint32_t i = 0; i < cRects; i++) { Log(("vmsvga3dSurfaceBlitToScreen: clipping rect %d (%d,%d)(%d,%d)\n", i, pRect[i].left, pRect[i].top, pRect[i].right, pRect[i].bottom)); } /** @todo Only screen 0 for now. */ AssertReturn(dest == 0, VERR_INTERNAL_ERROR); AssertReturn(src.mipmap == 0 && src.face == 0, VERR_INVALID_PARAMETER); /** @todo scaling */ AssertReturn(destRect.right - destRect.left == srcRect.right - srcRect.left && destRect.bottom - destRect.top == srcRect.bottom - srcRect.top, VERR_INVALID_PARAMETER); if (cRects == 0) { /* easy case; no clipping */ SVGA3dCopyBox box; SVGA3dGuestImage dst; box.x = destRect.left; box.y = destRect.top; box.z = 0; box.w = destRect.right - destRect.left; box.h = destRect.bottom - destRect.top; box.d = 1; box.srcx = srcRect.left; box.srcy = srcRect.top; box.srcz = 0; dst.ptr.gmrId = SVGA_GMR_FRAMEBUFFER; dst.ptr.offset = 0; dst.pitch = pThis->svga.cbScanline; int rc = vmsvga3dSurfaceDMA(pThis, dst, src, SVGA3D_READ_HOST_VRAM, 1, &box); AssertRCReturn(rc, rc); vgaR3UpdateDisplay(pThis, box.x, box.y, box.w, box.h); return VINF_SUCCESS; } else { SVGA3dGuestImage dst; SVGA3dCopyBox box; box.srcz = 0; box.z = 0; box.d = 1; dst.ptr.gmrId = SVGA_GMR_FRAMEBUFFER; dst.ptr.offset = 0; dst.pitch = pThis->svga.cbScanline; /** @todo merge into one SurfaceDMA call */ for (uint32_t i = 0; i < cRects; i++) { /* The clipping rectangle is relative to the top-left corner of srcRect & destRect. Adjust here. */ box.srcx = srcRect.left + pRect[i].left; box.srcy = srcRect.top + pRect[i].top; box.x = pRect[i].left + destRect.left; box.y = pRect[i].top + destRect.top; box.z = 0; box.w = pRect[i].right - pRect[i].left; box.h = pRect[i].bottom - pRect[i].top; int rc = vmsvga3dSurfaceDMA(pThis, dst, src, SVGA3D_READ_HOST_VRAM, 1, &box); AssertRCReturn(rc, rc); vgaR3UpdateDisplay(pThis, box.x, box.y, box.w, box.h); } return VINF_SUCCESS; } } int vmsvga3dGenerateMipmaps(PVGASTATE pThis, uint32_t sid, SVGA3dTextureFilter filter) { PVMSVGA3DSTATE pState = pThis->svga.p3dState; PVMSVGA3DSURFACE pSurface; int rc = VINF_SUCCESS; PVMSVGA3DCONTEXT pContext; uint32_t cid; GLint activeTexture = 0; AssertReturn(pState, VERR_NO_MEMORY); AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER); AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER); pSurface = pState->papSurfaces[sid]; Assert(filter != SVGA3D_TEX_FILTER_FLATCUBIC); Assert(filter != SVGA3D_TEX_FILTER_GAUSSIANCUBIC); pSurface->autogenFilter = filter; Log(("vmsvga3dGenerateMipmaps: sid=%x filter=%d\n", sid, filter)); cid = SVGA3D_INVALID_ID; pContext = &pState->SharedCtx; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); if (pSurface->oglId.texture == OPENGL_INVALID_ID) { /* Unknown surface type; turn it into a texture. */ Log(("vmsvga3dGenerateMipmaps: unknown src surface id=%x type=%d format=%d -> create texture\n", sid, pSurface->flags, pSurface->format)); rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface); AssertRCReturn(rc, rc); } else { /** @todo new filter */ AssertFailed(); } glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); /* Must bind texture to the current context in order to change it. */ glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); /* Generate the mip maps. */ pState->ext.glGenerateMipmap(GL_TEXTURE_2D); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); /* Restore the old texture. */ glBindTexture(GL_TEXTURE_2D, activeTexture); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); return VINF_SUCCESS; } int vmsvga3dCommandPresent(PVGASTATE pThis, uint32_t sid, uint32_t cRects, SVGA3dCopyRect *pRect) { PVMSVGA3DSTATE pState = pThis->svga.p3dState; PVMSVGA3DSURFACE pSurface; int rc = VINF_SUCCESS; PVMSVGA3DCONTEXT pContext; uint32_t cid; AssertReturn(pState, VERR_NO_MEMORY); AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER); AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER); pSurface = pState->papSurfaces[sid]; Log(("vmsvga3dCommandPresent: sid=%x cRects=%d\n", sid, cRects)); for (uint32_t i=0; i < cRects; i++) 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)); pContext = &pState->SharedCtx; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); cid = pContext->id; VMSVGA3D_CLEAR_GL_ERRORS(); #if 0 /* Can't make sense of this. SVGA3dCopyRect doesn't allow scaling. non-blit-cube path change to not use it. */ /* * Source surface different size? */ RTRECT2 srcViewPort; if ( pSurface->pMipmapLevels[0].size.width != pThis->svga.uWidth || pSurface->pMipmapLevels[0].size.height != pThis->svga.uHeight) { float xMultiplier = (float)pSurface->pMipmapLevels[0].size.width / (float)pThis->svga.uWidth; float yMultiplier = (float)pSurface->pMipmapLevels[0].size.height / (float)pThis->svga.uHeight; LogFlow(("size (%d vs %d, %d vs %d) multiplier (" FLOAT_FMT_STR ", " FLOAT_FMT_STR ")\n", pSurface->pMipmapLevels[0].size.width, pThis->svga.uWidth, pSurface->pMipmapLevels[0].size.height, pThis->svga.uHeight, FLOAT_FMT_ARGS(xMultiplier), FLOAT_FMT_ARGS(yMultiplier) )); srcViewPort.x = (uint32_t)((float)pThis->svga.viewport.x * xMultiplier); srcViewPort.y = (uint32_t)((float)pThis->svga.viewport.y * yMultiplier); srcViewPort.cx = (uint32_t)((float)pThis->svga.viewport.cx * xMultiplier); srcViewPort.cy = (uint32_t)((float)pThis->svga.viewport.cy * yMultiplier); } else { srcViewPort.x = pThis->svga.viewport.x; srcViewPort.y = pThis->svga.viewport.y; srcViewPort.cx = pThis->svga.viewport.cx; srcViewPort.cy = pThis->svga.viewport.cy; } RTRECT SrcViewPortRect; SrcViewPortRect.xLeft = srcViewPort.x; SrcViewPortRect.xRight = srcViewPort.x + srcViewPort.cx; SrcViewPortRect.yBottom = srcViewPort.y; SrcViewPortRect.yTop = srcViewPort.y + srcViewPort.cy; #endif #if 0//ndef RT_OS_DARWIN /* blit-cube fails in this path... */ /* * Note! this path is slightly faster than the glBlitFrameBuffer path below. */ SVGA3dCopyRect rect; uint32_t oldVShader, oldPShader; GLint oldTextureId; if (cRects == 0) { rect.x = rect.y = rect.srcx = rect.srcy = 0; rect.w = pSurface->pMipmapLevels[0].size.width; rect.h = pSurface->pMipmapLevels[0].size.height; pRect = ▭ cRects = 1; } //glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT); #if 0 glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glDisable(GL_SCISSOR_TEST); glDisable(GL_STENCIL_TEST); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); glDepthMask(GL_TRUE); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glViewport(0, 0, pSurface->pMipmapLevels[0].size.width, pSurface->pMipmapLevels[0].size.height); #endif VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTextureId), pState, pContext); oldVShader = pContext->state.shidVertex; oldPShader = pContext->state.shidPixel; vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_VS, SVGA_ID_INVALID); vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_PS, SVGA_ID_INVALID); /* Flush shader changes. */ if (pContext->pShaderContext) ShaderUpdateState(pContext->pShaderContext, 0); /* Activate the read and draw framebuffer objects. */ VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer), pState, pContext); VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 /* back buffer */), pState, pContext); VMSVGA3D_ASSERT_GL_CALL(pState->ext.glActiveTexture(GL_TEXTURE0), pState, pContext); VMSVGA3D_ASSERT_GL_CALL(glEnable(GL_TEXTURE_2D), pState, pContext);; VMSVGA3D_ASSERT_GL_CALL(glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture), pState, pContext); VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR), pState, pContext); VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR), pState, pContext);; #if 0 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP), pState, pContext);; VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP), pState, pContext);; #endif /* Reset the transformation matrices. */ VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_MODELVIEW), pState, pContext); VMSVGA3D_ASSERT_GL_CALL(glPushMatrix(), pState, pContext); VMSVGA3D_ASSERT_GL_CALL(glLoadIdentity(), pState, pContext); VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_PROJECTION), pState, pContext); VMSVGA3D_ASSERT_GL_CALL(glPushMatrix(), pState, pContext); VMSVGA3D_ASSERT_GL_CALL(glLoadIdentity(), pState, pContext); VMSVGA3D_ASSERT_GL_CALL(glScalef(1.0f, -1.0f, 1.0f), pState, pContext); VMSVGA3D_ASSERT_GL_CALL(glOrtho(0, pThis->svga.uWidth, pThis->svga.uHeight, 0, 0.0, -1.0), pState, pContext); for (uint32_t i = 0; i < cRects; i++) { float left, right, top, bottom; /* Texture coordinates */ int vertexLeft, vertexRight, vertexTop, vertexBottom; pRect[i].srcx = RT_MAX(pRect[i].srcx, (uint32_t)RT_MAX(srcViewPort.x, 0)); pRect[i].srcy = RT_MAX(pRect[i].srcy, (uint32_t)RT_MAX(srcViewPort.y, 0)); pRect[i].x = RT_MAX(pRect[i].x, pThis->svga.viewport.x) - pThis->svga.viewport.x; pRect[i].y = RT_MAX(pRect[i].y, pThis->svga.viewport.y) - pThis->svga.viewport.y; pRect[i].w = pThis->svga.viewport.cx; pRect[i].h = pThis->svga.viewport.cy; if ( pRect[i].x + pRect[i].w <= pThis->svga.viewport.x || pThis->svga.viewport.x + pThis->svga.viewport.cx <= pRect[i].x || pRect[i].y + pRect[i].h <= pThis->svga.viewport.y || pThis->svga.viewport.y + pThis->svga.viewport.cy <= pRect[i].y) { /* Intersection is empty; skip */ continue; } left = pRect[i].srcx; right = pRect[i].srcx + pRect[i].w; top = pRect[i].srcy + pRect[i].h; bottom = pRect[i].srcy; left /= pSurface->pMipmapLevels[0].size.width; right /= pSurface->pMipmapLevels[0].size.width; top /= pSurface->pMipmapLevels[0].size.height; bottom /= pSurface->pMipmapLevels[0].size.height; vertexLeft = pRect[i].x; vertexRight = pRect[i].x + pRect[i].w; vertexTop = ((uint32_t)pThis->svga.uHeight >= pRect[i].y + pRect[i].h) ? pThis->svga.uHeight - pRect[i].y - pRect[i].h : 0; vertexBottom = pThis->svga.uHeight - pRect[i].y; Log(("view port (%d,%d)(%d,%d)\n", srcViewPort.x, srcViewPort.y, srcViewPort.cx, srcViewPort.cy)); Log(("vertex (%d,%d) (%d,%d) (%d,%d) (%d,%d)\n", vertexLeft, vertexBottom, vertexLeft, vertexTop, vertexRight, vertexTop, vertexRight, vertexBottom)); 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))); glBegin(GL_QUADS); /* bottom left */ glTexCoord2f(left, bottom); glVertex2i(vertexLeft, vertexBottom); /* top left */ glTexCoord2f(left, top); glVertex2i(vertexLeft, vertexTop); /* top right */ glTexCoord2f(right, top); glVertex2i(vertexRight, vertexTop); /* bottom right */ glTexCoord2f(right, bottom); glVertex2i(vertexRight, vertexBottom); VMSVGA3D_ASSERT_GL_CALL(glEnd(), pState, pContext); } /* Restore old settings. */ VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_PROJECTION), pState, pContext); VMSVGA3D_ASSERT_GL_CALL(glPopMatrix(), pState, pContext); VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_MODELVIEW), pState, pContext); VMSVGA3D_ASSERT_GL_CALL(glPopMatrix(), pState, pContext); //VMSVGA3D_ASSERT_GL_CALL(glPopAttrib(), pState, pContext); VMSVGA3D_ASSERT_GL_CALL(glBindTexture(GL_TEXTURE_2D, oldTextureId), pState, pContext); vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_VS, oldVShader); vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_PS, oldPShader); #else /* * glBlitFramebuffer variant. */ /* Activate the read and draw framebuffer objects. */ pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 /* back buffer */); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); /* Bind the source objects to the right place. */ pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pSurface->oglId.texture, 0 /* level 0 */); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); /* Read the destination viewport specs in one go to try avoid some unnecessary update races. */ VMSVGAVIEWPORT const DstViewport = pThis->svga.viewport; ASMCompilerBarrier(); /* paranoia */ Assert(DstViewport.yHighWC >= DstViewport.yLowWC); /* If there are no recangles specified, just grab a screenful. */ SVGA3dCopyRect DummyRect; if (cRects != 0) { /* likely */ } else { /** @todo Find the usecase for this or check what the original device does. * The original code was doing some scaling based on the surface * size... */ # ifdef DEBUG_bird AssertMsgFailed(("No rects to present. Who is doing that and what do they actually expect?\n")); # endif DummyRect.x = DummyRect.srcx = 0; DummyRect.y = DummyRect.srcy = 0; DummyRect.w = pThis->svga.uWidth; DummyRect.h = pThis->svga.uHeight; cRects = 1; pRect = &DummyRect; } /* * Blit the surface rectangle(s) to the back buffer. */ uint32_t const cxSurface = pSurface->pMipmapLevels[0].size.width; uint32_t const cySurface = pSurface->pMipmapLevels[0].size.height; for (uint32_t i = 0; i < cRects; i++) { SVGA3dCopyRect ClippedRect = pRect[i]; /* * Do some sanity checking and limit width and height, all so we * don't need to think about wrap-arounds below. */ if (RT_LIKELY( ClippedRect.w && ClippedRect.x < VMSVGA_MAX_X && ClippedRect.srcx < VMSVGA_MAX_X && ClippedRect.h && ClippedRect.y < VMSVGA_MAX_Y && ClippedRect.srcy < VMSVGA_MAX_Y )) { /* likely */ } else continue; if (RT_LIKELY(ClippedRect.w < VMSVGA_MAX_Y)) { /* likely */ } else ClippedRect.w = VMSVGA_MAX_Y; if (RT_LIKELY(ClippedRect.w < VMSVGA_MAX_Y)) { /* likely */ } else ClippedRect.w = VMSVGA_MAX_Y; /* * Source surface clipping (paranoia). Straight forward. */ if (RT_LIKELY(ClippedRect.srcx < cxSurface)) { /* likely */ } else continue; if (RT_LIKELY(ClippedRect.srcx + ClippedRect.w <= cxSurface)) { /* likely */ } else { AssertFailed(); /* remove if annoying. */ ClippedRect.w = cxSurface - ClippedRect.srcx; } if (RT_LIKELY(ClippedRect.srcy < cySurface)) { /* likely */ } else continue; if (RT_LIKELY(ClippedRect.srcy + ClippedRect.h <= cySurface)) { /* likely */ } else { AssertFailed(); /* remove if annoying. */ ClippedRect.h = cySurface - ClippedRect.srcy; } /* * Destination viewport clipping - real PITA. * * We have to take the following into account here: * - The source image is Y inverted. * - The destination framebuffer is in world and not window coordinates, * just like the source surface. This means working in the first quadrant. * - The viewport is in window coordinate, that is fourth quadrant and * negated Y values. * - The destination framebuffer is not scrolled, so we have to blit * what's visible into the top of the framebuffer. * * * To illustrate: * * source destination 0123456789 * 8 ^---------- 8 ^---------- 0 -----------> * 7 | | 7 | | 1 | | * 6 | | 6 | ******* | 2 | ******* | * 5 | *** | 5 | * | 3 | * | * 4 | * | => 4 | * | => 4 | * | * 3 | * | 3 | *** | 5 | *** | * 2 | ******* | 2 | | 6 | | * 1 | | 1 | | 7 | | * 0 -----------> 0 -----------> 8 v---------- * 0123456789 0123456789 Destination window * * From the above, it follows that a destination viewport given in * window coordinates matches the source exactly when srcy = srcx = 0. * * Example (Y only): * ySrc = 0 * yDst = 0 * cyCopy = 9 * cyScreen = cyCopy * cySurface >= cyCopy * yViewport = 5 * cyViewport = 2 (i.e. '| *** |' * '| |' ) * yWCViewportHi = cxScreen - yViewport = 9 - 5 = 4 * yWCViewportLow = cxScreen - yViewport - cyViewport = 4 - 2 = 2 * * We can see from the illustration that the final result should be: * SrcRect = (0,7) (11, 5) (cy=2 from y=5) * DstRect = (0,2) (11, 4) * * Let's postpone the switching of SrcRect.yBottom/yTop to make it * easier to follow: * SrcRect = (0,5) (11, 7) * * From the top, Y values only: * 0. Copy = { .yDst = 0, .ySrc = 0, .cy = 9 } * * 1. CopyRect.yDst (=0) is lower than yWCViewportLow: * cyAdjust = yWCViewportLow - CopyRect.yDst = 2; * Copy.yDst += cyAdjust = 2; * Copy.ySrc = unchanged; * Copy.cx -= cyAdjust = 7; * => Copy = { .yDst = 2, .ySrc = 0, .cy = 7 } * * 2. CopyRect.yDst + CopyRect.cx (=9) is higher than yWCViewportHi: * cyAdjust = CopyRect.yDst + CopyRect.cx - yWCViewportHi = 9 - 4 = 5 * Copy.yDst = unchanged; * Copy.ySrc += cyAdjust = 5; * Copy.cx -= cyAdjust = 2; * => Copy = { .yDst = 2, .ySrc = 5, .cy = 2 } * * Update: On darwin, it turns out that when we call [NSOpenGLContext updates] * when the view is resized, moved and otherwise messed with, * the visible part of the framebuffer is actually the bottom * one. It's easy to adjust for this, just have to adjust the * destination rectangle such that yBottom is zero. */ /* X - no inversion, so kind of simple. */ if (ClippedRect.x >= DstViewport.x) { if (ClippedRect.x + ClippedRect.w <= DstViewport.xRight) { /* typical */ } else if (ClippedRect.x < DstViewport.xRight) ClippedRect.w = DstViewport.xRight - ClippedRect.x; else continue; } else { uint32_t cxAdjust = DstViewport.x - ClippedRect.x; if (cxAdjust < ClippedRect.w) { ClippedRect.w -= cxAdjust; ClippedRect.x += cxAdjust; ClippedRect.srcx += cxAdjust; } else continue; if (ClippedRect.x + ClippedRect.w <= DstViewport.xRight) { /* typical */ } else ClippedRect.w = DstViewport.xRight - ClippedRect.x; } /* Y - complicated, see above. */ if (ClippedRect.y >= DstViewport.yLowWC) { if (ClippedRect.y + ClippedRect.h <= DstViewport.yHighWC) { /* typical */ } else if (ClippedRect.y < DstViewport.yHighWC) { /* adjustment #2 */ uint32_t cyAdjust = ClippedRect.y + ClippedRect.h - DstViewport.yHighWC; ClippedRect.srcy += cyAdjust; ClippedRect.h -= cyAdjust; } else continue; } else { /* adjustment #1 */ uint32_t cyAdjust = DstViewport.yLowWC - ClippedRect.y; if (cyAdjust < ClippedRect.h) { ClippedRect.y += cyAdjust; ClippedRect.h -= cyAdjust; } else continue; if (ClippedRect.y + ClippedRect.h <= DstViewport.yHighWC) { /* typical */ } else { /* adjustment #2 */ cyAdjust = ClippedRect.y + ClippedRect.h - DstViewport.yHighWC; ClippedRect.srcy += cyAdjust; ClippedRect.h -= cyAdjust; } } /* Calc source rectangle with y flipping wrt destination. */ RTRECT SrcRect; SrcRect.xLeft = ClippedRect.srcx; SrcRect.xRight = ClippedRect.srcx + ClippedRect.w; SrcRect.yBottom = ClippedRect.srcy + ClippedRect.h; SrcRect.yTop = ClippedRect.srcy; /* Calc destination rectangle. */ RTRECT DstRect; DstRect.xLeft = ClippedRect.x; DstRect.xRight = ClippedRect.x + ClippedRect.w; DstRect.yBottom = ClippedRect.y; DstRect.yTop = ClippedRect.y + ClippedRect.h; /* Adjust for viewport. */ DstRect.xLeft -= DstViewport.x; DstRect.xRight -= DstViewport.x; # ifdef RT_OS_DARWIN /* We actually seeing the bottom of the FB, not the top as on windows and X11. */ DstRect.yTop -= DstRect.yBottom; DstRect.yBottom = 0; # else DstRect.yBottom += DstViewport.y; DstRect.yTop += DstViewport.y; # endif Log(("SrcRect: (%d,%d)(%d,%d) DstRect: (%d,%d)(%d,%d)\n", SrcRect.xLeft, SrcRect.yBottom, SrcRect.xRight, SrcRect.yTop, DstRect.xLeft, DstRect.yBottom, DstRect.xRight, DstRect.yTop)); pState->ext.glBlitFramebuffer(SrcRect.xLeft, SrcRect.yBottom, SrcRect.xRight, SrcRect.yTop, DstRect.xLeft, DstRect.yBottom, DstRect.xRight, DstRect.yTop, GL_COLOR_BUFFER_BIT, GL_LINEAR); } #endif /* * Flip the front and back buffers. */ #ifdef RT_OS_WINDOWS BOOL ret = SwapBuffers(pContext->hdc); AssertMsg(ret, ("SwapBuffers failed with %d\n", GetLastError())); #elif defined(RT_OS_DARWIN) vmsvga3dCocoaSwapBuffers(pContext->cocoaView, pContext->cocoaContext); #else /* show the window if not already done */ if (!pContext->fMapped) { XMapWindow(pState->display, pContext->window); pContext->fMapped = true; } /* now swap the buffers, i.e. display the rendering result */ glXSwapBuffers(pState->display, pContext->window); #endif /* * Now we can reset the frame buffer association. Doing it earlier means no * output on darwin. */ VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer), pState, pContext); return VINF_SUCCESS; } #ifdef RT_OS_LINUX /** * X11 event handling thread * @param ThreadSelf thread handle * @param pvUser pointer to pState structure * @returns VBox status code */ DECLCALLBACK(int) vmsvga3dXEventThread(RTTHREAD ThreadSelf, void *pvUser) { PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pvUser; while (!pState->bTerminate) { while (XPending(pState->display) > 0) { XEvent event; XNextEvent(pState->display, &event); switch (event.type) { default: break; } } /* sleep for 16ms to not burn too many cycles */ RTThreadSleep(16); } return VINF_SUCCESS; } #endif // RT_OS_LINUX /** * Create a new 3d context * * @returns VBox status code. * @param pThis VGA device instance data. * @param cid Context id * @param fFlags VMSVGA3D_DEF_CTX_F_XXX. */ int vmsvga3dContextDefineOgl(PVGASTATE pThis, uint32_t cid, uint32_t fFlags) { int rc; PVMSVGA3DCONTEXT pContext; PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); AssertReturn( cid < SVGA3D_MAX_CONTEXT_IDS || (cid == VMSVGA3D_SHARED_CTX_ID && (fFlags & VMSVGA3D_DEF_CTX_F_SHARED_CTX)), VERR_INVALID_PARAMETER); #if !defined(VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE) || !(defined(RT_OS_DARWIN)) AssertReturn(!(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE), VERR_INTERNAL_ERROR_3); #endif Log(("vmsvga3dContextDefine id %x\n", cid)); #ifdef DEBUG_DEBUG_GFX_WINDOW_TEST_CONTEXT if (pState->idTestContext == SVGA_ID_INVALID) { pState->idTestContext = 207; rc = vmsvga3dContextDefine(pThis, pState->idTestContext); AssertRCReturn(rc, rc); } #endif if (cid == VMSVGA3D_SHARED_CTX_ID) pContext = &pState->SharedCtx; else { if (cid >= pState->cContexts) { /* Grow the array. */ uint32_t cNew = RT_ALIGN(cid + 15, 16); void *pvNew = RTMemRealloc(pState->papContexts, sizeof(pState->papContexts[0]) * cNew); AssertReturn(pvNew, VERR_NO_MEMORY); pState->papContexts = (PVMSVGA3DCONTEXT *)pvNew; while (pState->cContexts < cNew) { pContext = (PVMSVGA3DCONTEXT)RTMemAllocZ(sizeof(*pContext)); AssertReturn(pContext, VERR_NO_MEMORY); pContext->id = SVGA3D_INVALID_ID; pState->papContexts[pState->cContexts++] = pContext; } } /* If one already exists with this id, then destroy it now. */ if (pState->papContexts[cid]->id != SVGA3D_INVALID_ID) vmsvga3dContextDestroy(pThis, cid); pContext = pState->papContexts[cid]; } /* * Find or create the shared context if needed (necessary for sharing e.g. textures between contexts). */ PVMSVGA3DCONTEXT pSharedCtx = NULL; if (!(fFlags & (VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_SHARED_CTX))) { pSharedCtx = &pState->SharedCtx; if (pSharedCtx->id != VMSVGA3D_SHARED_CTX_ID) { rc = vmsvga3dContextDefineOgl(pThis, VMSVGA3D_SHARED_CTX_ID, VMSVGA3D_DEF_CTX_F_SHARED_CTX); AssertLogRelRCReturn(rc, rc); } } /* * Initialize the context. */ memset(pContext, 0, sizeof(*pContext)); pContext->id = cid; for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTexture); i++) pContext->aSidActiveTexture[i] = SVGA3D_INVALID_ID; pContext->sidRenderTarget = SVGA3D_INVALID_ID; pContext->state.shidVertex = SVGA3D_INVALID_ID; pContext->state.shidPixel = SVGA3D_INVALID_ID; pContext->idFramebuffer = OPENGL_INVALID_ID; pContext->idReadFramebuffer = OPENGL_INVALID_ID; pContext->idDrawFramebuffer = OPENGL_INVALID_ID; rc = ShaderContextCreate(&pContext->pShaderContext); AssertRCReturn(rc, rc); for (uint32_t i = 0; i < RT_ELEMENTS(pContext->state.aRenderTargets); i++) pContext->state.aRenderTargets[i] = SVGA3D_INVALID_ID; AssertReturn(pThis->svga.u64HostWindowId, VERR_INTERNAL_ERROR); #ifdef RT_OS_WINDOWS /* Create a context window. */ CREATESTRUCT cs; cs.lpCreateParams = NULL; cs.dwExStyle = WS_EX_NOACTIVATE | WS_EX_NOPARENTNOTIFY | WS_EX_TRANSPARENT; # ifdef DEBUG_GFX_WINDOW cs.lpszName = (char *)RTMemAllocZ(256); RTStrPrintf((char *)cs.lpszName, 256, "Context %d OpenGL Window", cid); # else cs.lpszName = NULL; # endif cs.lpszClass = 0; # ifdef DEBUG_GFX_WINDOW cs.style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE | WS_CAPTION; # else cs.style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_DISABLED | WS_CHILD | WS_VISIBLE; # endif cs.x = 0; cs.y = 0; cs.cx = pThis->svga.uWidth; cs.cy = pThis->svga.uHeight; cs.hwndParent = (HWND)pThis->svga.u64HostWindowId; cs.hMenu = NULL; cs.hInstance = pState->hInstance; rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_CREATEWINDOW, (WPARAM)&pContext->hwnd, (LPARAM)&cs); AssertRCReturn(rc, rc); pContext->hdc = GetDC(pContext->hwnd); AssertMsgReturn(pContext->hdc, ("GetDC %x failed with %d\n", pContext->hwnd, GetLastError()), VERR_INTERNAL_ERROR); PIXELFORMATDESCRIPTOR pfd = { sizeof(PIXELFORMATDESCRIPTOR), /* size of this pfd */ 1, /* version number */ PFD_DRAW_TO_WINDOW | /* support window */ PFD_DOUBLEBUFFER | /* support double buffering */ PFD_SUPPORT_OPENGL, /* support OpenGL */ PFD_TYPE_RGBA, /* RGBA type */ 24, /* 24-bit color depth */ 0, 0, 0, 0, 0, 0, /* color bits ignored */ 8, /* alpha buffer */ 0, /* shift bit ignored */ 0, /* no accumulation buffer */ 0, 0, 0, 0, /* accum bits ignored */ 16, /* set depth buffer */ 16, /* set stencil buffer */ 0, /* no auxiliary buffer */ PFD_MAIN_PLANE, /* main layer */ 0, /* reserved */ 0, 0, 0 /* layer masks ignored */ }; int pixelFormat; BOOL ret; pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd); /** @todo is this really necessary?? */ pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd); AssertMsgReturn(pixelFormat != 0, ("ChoosePixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR); ret = SetPixelFormat(pContext->hdc, pixelFormat, &pfd); AssertMsgReturn(ret == TRUE, ("SetPixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR); pContext->hglrc = wglCreateContext(pContext->hdc); AssertMsgReturn(pContext->hglrc, ("wglCreateContext %x failed with %d\n", pContext->hdc, GetLastError()), VERR_INTERNAL_ERROR); if (pSharedCtx) { ret = wglShareLists(pSharedCtx->hglrc, pContext->hglrc); AssertMsg(ret == TRUE, ("wglShareLists(%p, %p) failed with %d\n", pSharedCtx->hglrc, pContext->hglrc, GetLastError())); } #elif defined(RT_OS_DARWIN) pContext->fOtherProfile = RT_BOOL(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE); NativeNSOpenGLContextRef pShareContext = pSharedCtx ? pSharedCtx->cocoaContext : NULL; NativeNSViewRef pHostView = (NativeNSViewRef)pThis->svga.u64HostWindowId; vmsvga3dCocoaCreateViewAndContext(&pContext->cocoaView, &pContext->cocoaContext, pSharedCtx ? NULL : pHostView, /* Only attach one subview, the one we'll present in. */ /** @todo screen objects and stuff. */ pThis->svga.uWidth, pThis->svga.uHeight, pShareContext, pContext->fOtherProfile); #else Window hostWindow = (Window)pThis->svga.u64HostWindowId; if (pState->display == NULL) { /* get an X display and make sure we have glX 1.3 */ pState->display = XOpenDisplay(0); Assert(pState->display); int glxMajor, glxMinor; Bool ret = glXQueryVersion(pState->display, &glxMajor, &glxMinor); AssertMsgReturn(ret && glxMajor == 1 && glxMinor >= 3, ("glX >=1.3 not present"), VERR_INTERNAL_ERROR); /* start our X event handling thread */ rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dXEventThread, pState, 0, RTTHREADTYPE_GUI, RTTHREADFLAGS_WAITABLE, "VMSVGA3DXEVENT"); if (RT_FAILURE(rc)) { AssertMsgFailed(("%s: Async IO Thread creation for 3d window handling failed rc=%d\n", __FUNCTION__, rc)); return rc; } } int attrib[] = { GLX_RGBA, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, //GLX_ALPHA_SIZE, 1, this flips the bbos screen GLX_DOUBLEBUFFER, None }; XVisualInfo *vi = glXChooseVisual(pState->display, DefaultScreen(pState->display), attrib); XSetWindowAttributes swa; swa.colormap = XCreateColormap(pState->display, XDefaultRootWindow(pState->display), vi->visual, AllocNone); swa.border_pixel = 0; swa.background_pixel = 0; swa.event_mask = StructureNotifyMask | ExposureMask; unsigned long flags = CWBorderPixel | CWBackPixel | CWColormap | CWEventMask; pContext->window = XCreateWindow(pState->display, hostWindow,//XDefaultRootWindow(pState->display),//hostWindow, 0, 0, pThis->svga.uWidth, pThis->svga.uHeight, 0, vi->depth, InputOutput, vi->visual, flags, &swa); AssertMsgReturn(pContext->window, ("XCreateWindow failed"), VERR_INTERNAL_ERROR); uint32_t cardinal_alpha = (uint32_t) (0.5 * (uint32_t)-1) ; /* the window is hidden by default and only mapped when CommandPresent is executed on it */ GLXContext shareContext = pSharedCtx ? pSharedCtx->glxContext : NULL; pContext->glxContext = glXCreateContext(pState->display, vi, shareContext, GL_TRUE); AssertMsgReturn(pContext->glxContext, ("glXCreateContext failed"), VERR_INTERNAL_ERROR); #endif VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); /* NULL during the first PowerOn call. */ if (pState->ext.glGenFramebuffers) { /* Create a framebuffer object for this context. */ pState->ext.glGenFramebuffers(1, &pContext->idFramebuffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); /* Bind the object to the framebuffer target. */ pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); /* Create read and draw framebuffer objects for this context. */ pState->ext.glGenFramebuffers(1, &pContext->idReadFramebuffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pState->ext.glGenFramebuffers(1, &pContext->idDrawFramebuffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); } #if 0 /** @todo move to shader lib!!! */ /* Clear the screen */ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); glClearColor(1.0f, 0.0f, 0.0f, 0.0f); glClearIndex(0); glClearDepth(1); glClearStencil(0xffff); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); if (pState->ext.glProvokingVertex) pState->ext.glProvokingVertex(GL_FIRST_VERTEX_CONVENTION); /** @todo move to shader lib!!! */ #endif return VINF_SUCCESS; } /** * Create a new 3d context * * @returns VBox status code. * @param pThis VGA device instance data. * @param cid Context id */ int vmsvga3dContextDefine(PVGASTATE pThis, uint32_t cid) { return vmsvga3dContextDefineOgl(pThis, cid, 0/*fFlags*/); } /** * Destroys a 3d context. * * @returns VBox status code. * @param pThis VGA device instance data. * @param pContext The context to destroy. * @param cid Context id */ static int vmsvga3dContextDestroyOgl(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid) { PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); AssertReturn(pContext, VERR_INVALID_PARAMETER); AssertReturn(pContext->id == cid, VERR_INVALID_PARAMETER); Log(("vmsvga3dContextDestroyOgl id %x\n", cid)); VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); /* Destroy all leftover pixel shaders. */ for (uint32_t i = 0; i < pContext->cPixelShaders; i++) { if (pContext->paPixelShader[i].id != SVGA3D_INVALID_ID) vmsvga3dShaderDestroy(pThis, pContext->paPixelShader[i].cid, pContext->paPixelShader[i].id, pContext->paPixelShader[i].type); } if (pContext->paPixelShader) RTMemFree(pContext->paPixelShader); /* Destroy all leftover vertex shaders. */ for (uint32_t i = 0; i < pContext->cVertexShaders; i++) { if (pContext->paVertexShader[i].id != SVGA3D_INVALID_ID) vmsvga3dShaderDestroy(pThis, pContext->paVertexShader[i].cid, pContext->paVertexShader[i].id, pContext->paVertexShader[i].type); } if (pContext->paVertexShader) RTMemFree(pContext->paVertexShader); if (pContext->state.paVertexShaderConst) RTMemFree(pContext->state.paVertexShaderConst); if (pContext->state.paPixelShaderConst) RTMemFree(pContext->state.paPixelShaderConst); if (pContext->pShaderContext) { int rc = ShaderContextDestroy(pContext->pShaderContext); AssertRC(rc); } if (pContext->idFramebuffer != OPENGL_INVALID_ID) { /* Unbind the object from the framebuffer target. */ pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, 0 /* back buffer */); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pState->ext.glDeleteFramebuffers(1, &pContext->idFramebuffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); if (pContext->idReadFramebuffer != OPENGL_INVALID_ID) { pState->ext.glDeleteFramebuffers(1, &pContext->idReadFramebuffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); } if (pContext->idDrawFramebuffer != OPENGL_INVALID_ID) { pState->ext.glDeleteFramebuffers(1, &pContext->idDrawFramebuffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); } } #ifdef RT_OS_WINDOWS wglMakeCurrent(pContext->hdc, NULL); wglDeleteContext(pContext->hglrc); ReleaseDC(pContext->hwnd, pContext->hdc); /* Destroy the window we've created. */ int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_DESTROYWINDOW, (WPARAM)pContext->hwnd, 0); AssertRC(rc); #elif defined(RT_OS_DARWIN) vmsvga3dCocoaDestroyViewAndContext(pContext->cocoaView, pContext->cocoaContext); #elif defined(RT_OS_LINUX) glXMakeCurrent(pState->display, None, NULL); glXDestroyContext(pState->display, pContext->glxContext); XDestroyWindow(pState->display, pContext->window); #endif memset(pContext, 0, sizeof(*pContext)); pContext->id = SVGA3D_INVALID_ID; VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState); return VINF_SUCCESS; } /** * Destroy an existing 3d context * * @returns VBox status code. * @param pThis VGA device instance data. * @param cid Context id */ int vmsvga3dContextDestroy(PVGASTATE pThis, uint32_t cid) { PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_WRONG_ORDER); /* * Resolve the context and hand it to the common worker function. */ if ( cid < pState->cContexts && pState->papContexts[cid]->id == cid) return vmsvga3dContextDestroyOgl(pThis, pState->papContexts[cid], cid); AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER); return VINF_SUCCESS; } /** * Worker for vmsvga3dChangeMode that resizes a context. * * @param pThis The VGA device instance data. * @param pState The VMSVGA3d state. * @param pContext The context. */ static void vmsvga3dChangeModeOneContext(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext) { #ifdef RT_OS_WINDOWS /* Resize the window. */ CREATESTRUCT cs; RT_ZERO(cs); cs.cx = pThis->svga.uWidth; cs.cy = pThis->svga.uHeight; int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_RESIZEWINDOW, (WPARAM)pContext->hwnd, (LPARAM)&cs); AssertRC(rc); #elif defined(RT_OS_DARWIN) vmsvga3dCocoaViewSetSize(pContext->cocoaView, pThis->svga.uWidth, pThis->svga.uHeight); #elif defined(RT_OS_LINUX) XWindowChanges wc; wc.width = pThis->svga.uWidth; wc.height = pThis->svga.uHeight; XConfigureWindow(pState->display, pContext->window, CWWidth | CWHeight, &wc); #endif } /* Handle resize */ int vmsvga3dChangeMode(PVGASTATE pThis) { PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); /* Resize the shared context too. */ if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID) vmsvga3dChangeModeOneContext(pThis, pState, &pState->SharedCtx); /* Resize all active contexts. */ for (uint32_t i = 0; i < pState->cContexts; i++) { PVMSVGA3DCONTEXT pContext = pState->papContexts[i]; if (pContext->id != SVGA3D_INVALID_ID) vmsvga3dChangeModeOneContext(pThis, pState, pContext); } return VINF_SUCCESS; } int vmsvga3dSetTransform(PVGASTATE pThis, uint32_t cid, SVGA3dTransformType type, float matrix[16]) { PVMSVGA3DCONTEXT pContext; PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); bool fModelViewChanged = false; Log(("vmsvga3dSetTransform cid=%x %s\n", cid, vmsvgaTransformToString(type))); if ( cid >= pState->cContexts || pState->papContexts[cid]->id != cid) { Log(("vmsvga3dSetTransform invalid context id!\n")); return VERR_INVALID_PARAMETER; } pContext = pState->papContexts[cid]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); /* Save this matrix for vm state save/restore. */ pContext->state.aTransformState[type].fValid = true; memcpy(pContext->state.aTransformState[type].matrix, matrix, sizeof(pContext->state.aTransformState[type].matrix)); pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_TRANSFORM; 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))); 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))); 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))); 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))); switch (type) { case SVGA3D_TRANSFORM_VIEW: /* View * World = Model View */ glMatrixMode(GL_MODELVIEW); glLoadMatrixf(matrix); if (pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].fValid) glMultMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].matrix); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); fModelViewChanged = true; break; case SVGA3D_TRANSFORM_PROJECTION: { int rc = ShaderTransformProjection(pContext->state.RectViewPort.w, pContext->state.RectViewPort.h, matrix, false /* fPretransformed */); AssertRCReturn(rc, rc); break; } case SVGA3D_TRANSFORM_TEXTURE0: glMatrixMode(GL_TEXTURE); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glLoadMatrixf(matrix); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_TRANSFORM_TEXTURE1: case SVGA3D_TRANSFORM_TEXTURE2: case SVGA3D_TRANSFORM_TEXTURE3: case SVGA3D_TRANSFORM_TEXTURE4: case SVGA3D_TRANSFORM_TEXTURE5: case SVGA3D_TRANSFORM_TEXTURE6: case SVGA3D_TRANSFORM_TEXTURE7: Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_TEXTUREx transform!!\n")); return VERR_INVALID_PARAMETER; case SVGA3D_TRANSFORM_WORLD: /* View * World = Model View */ glMatrixMode(GL_MODELVIEW); if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid) glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix); else glLoadIdentity(); glMultMatrixf(matrix); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); fModelViewChanged = true; break; case SVGA3D_TRANSFORM_WORLD1: case SVGA3D_TRANSFORM_WORLD2: case SVGA3D_TRANSFORM_WORLD3: Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_WORLDx transform!!\n")); return VERR_INVALID_PARAMETER; default: Log(("vmsvga3dSetTransform: unknown type!!\n")); return VERR_INVALID_PARAMETER; } /* Apparently we need to reset the light and clip data after modifying the modelview matrix. */ if (fModelViewChanged) { /* Reprogram the clip planes. */ for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aClipPlane); j++) { if (pContext->state.aClipPlane[j].fValid == true) vmsvga3dSetClipPlane(pThis, cid, j, pContext->state.aClipPlane[j].plane); } /* Reprogram the light data. */ for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aLightData); j++) { if (pContext->state.aLightData[j].fValidData == true) vmsvga3dSetLightData(pThis, cid, j, &pContext->state.aLightData[j].data); } } return VINF_SUCCESS; } int vmsvga3dSetZRange(PVGASTATE pThis, uint32_t cid, SVGA3dZRange zRange) { PVMSVGA3DCONTEXT pContext; PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); Log(("vmsvga3dSetZRange cid=%x min=%d max=%d\n", cid, (uint32_t)(zRange.min * 100.0), (uint32_t)(zRange.max * 100.0))); if ( cid >= pState->cContexts || pState->papContexts[cid]->id != cid) { Log(("vmsvga3dSetZRange invalid context id!\n")); return VERR_INVALID_PARAMETER; } pContext = pState->papContexts[cid]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); pContext->state.zRange = zRange; pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_ZRANGE; if (zRange.min < -1.0) zRange.min = -1.0; if (zRange.max > 1.0) zRange.max = 1.0; glDepthRange((GLdouble)zRange.min, (GLdouble)zRange.max); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); return VINF_SUCCESS; } /** * Convert SVGA blend op value to its OpenGL equivalent */ static GLenum vmsvga3dBlendOp2GL(uint32_t blendOp) { switch (blendOp) { case SVGA3D_BLENDOP_ZERO: return GL_ZERO; case SVGA3D_BLENDOP_ONE: return GL_ONE; case SVGA3D_BLENDOP_SRCCOLOR: return GL_SRC_COLOR; case SVGA3D_BLENDOP_INVSRCCOLOR: return GL_ONE_MINUS_SRC_COLOR; case SVGA3D_BLENDOP_SRCALPHA: return GL_SRC_ALPHA; case SVGA3D_BLENDOP_INVSRCALPHA: return GL_ONE_MINUS_SRC_ALPHA; case SVGA3D_BLENDOP_DESTALPHA: return GL_DST_ALPHA; case SVGA3D_BLENDOP_INVDESTALPHA: return GL_ONE_MINUS_DST_ALPHA; case SVGA3D_BLENDOP_DESTCOLOR: return GL_DST_COLOR; case SVGA3D_BLENDOP_INVDESTCOLOR: return GL_ONE_MINUS_DST_COLOR; case SVGA3D_BLENDOP_SRCALPHASAT: return GL_SRC_ALPHA_SATURATE; case SVGA3D_BLENDOP_BLENDFACTOR: return GL_CONSTANT_ALPHA; /** @todo correct?? */ case SVGA3D_BLENDOP_INVBLENDFACTOR: return GL_ONE_MINUS_CONSTANT_ALPHA; /** @todo correct?? */ default: AssertFailed(); return GL_ONE; } } static GLenum vmsvga3dBlendEquation2GL(uint32_t blendEq) { switch (blendEq) { case SVGA3D_BLENDEQ_ADD: return GL_FUNC_ADD; case SVGA3D_BLENDEQ_SUBTRACT: return GL_FUNC_SUBTRACT; case SVGA3D_BLENDEQ_REVSUBTRACT: return GL_FUNC_REVERSE_SUBTRACT; case SVGA3D_BLENDEQ_MINIMUM: return GL_MIN; case SVGA3D_BLENDEQ_MAXIMUM: return GL_MAX; default: AssertMsgFailed(("blendEq=%d (%#x)\n", blendEq, blendEq)); return GL_FUNC_ADD; } } static GLenum vmsvgaCmpFunc2GL(uint32_t cmpFunc) { switch (cmpFunc) { case SVGA3D_CMP_NEVER: return GL_NEVER; case SVGA3D_CMP_LESS: return GL_LESS; case SVGA3D_CMP_EQUAL: return GL_EQUAL; case SVGA3D_CMP_LESSEQUAL: return GL_LEQUAL; case SVGA3D_CMP_GREATER: return GL_GREATER; case SVGA3D_CMP_NOTEQUAL: return GL_NOTEQUAL; case SVGA3D_CMP_GREATEREQUAL: return GL_GEQUAL; case SVGA3D_CMP_ALWAYS: return GL_ALWAYS; default: AssertFailed(); return GL_LESS; } } static GLenum vmsvgaStencipOp2GL(uint32_t stencilOp) { switch (stencilOp) { case SVGA3D_STENCILOP_KEEP: return GL_KEEP; case SVGA3D_STENCILOP_ZERO: return GL_ZERO; case SVGA3D_STENCILOP_REPLACE: return GL_REPLACE; case SVGA3D_STENCILOP_INCRSAT: return GL_INCR_WRAP; case SVGA3D_STENCILOP_DECRSAT: return GL_DECR_WRAP; case SVGA3D_STENCILOP_INVERT: return GL_INVERT; case SVGA3D_STENCILOP_INCR: return GL_INCR; case SVGA3D_STENCILOP_DECR: return GL_DECR; default: AssertFailed(); return GL_KEEP; } } int vmsvga3dSetRenderState(PVGASTATE pThis, uint32_t cid, uint32_t cRenderStates, SVGA3dRenderState *pRenderState) { uint32_t val; PVMSVGA3DCONTEXT pContext; PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); Log(("vmsvga3dSetRenderState cid=%x cRenderStates=%d\n", cid, cRenderStates)); if ( cid >= pState->cContexts || pState->papContexts[cid]->id != cid) { Log(("vmsvga3dSetRenderState invalid context id!\n")); return VERR_INVALID_PARAMETER; } pContext = pState->papContexts[cid]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); for (unsigned i = 0; i < cRenderStates; i++) { GLenum enableCap = ~0U; Log(("vmsvga3dSetRenderState: cid=%x state=%s (%d) val=%x\n", cid, vmsvga3dGetRenderStateName(pRenderState[i].state), pRenderState[i].state, pRenderState[i].uintValue)); /* Save the render state for vm state saving. */ if (pRenderState[i].state < SVGA3D_RS_MAX) pContext->state.aRenderState[pRenderState[i].state] = pRenderState[i]; switch (pRenderState[i].state) { case SVGA3D_RS_ZENABLE: /* SVGA3dBool */ enableCap = GL_DEPTH_TEST; val = pRenderState[i].uintValue; break; case SVGA3D_RS_ZWRITEENABLE: /* SVGA3dBool */ glDepthMask(!!pRenderState[i].uintValue); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_RS_ALPHATESTENABLE: /* SVGA3dBool */ enableCap = GL_ALPHA_TEST; val = pRenderState[i].uintValue; break; case SVGA3D_RS_DITHERENABLE: /* SVGA3dBool */ enableCap = GL_DITHER; val = pRenderState[i].uintValue; break; case SVGA3D_RS_FOGENABLE: /* SVGA3dBool */ enableCap = GL_FOG; val = pRenderState[i].uintValue; break; case SVGA3D_RS_SPECULARENABLE: /* SVGA3dBool */ Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n")); break; case SVGA3D_RS_LIGHTINGENABLE: /* SVGA3dBool */ enableCap = GL_LIGHTING; val = pRenderState[i].uintValue; break; case SVGA3D_RS_NORMALIZENORMALS: /* SVGA3dBool */ /* not applicable */ Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n")); break; case SVGA3D_RS_POINTSPRITEENABLE: /* SVGA3dBool */ enableCap = GL_POINT_SPRITE_ARB; val = pRenderState[i].uintValue; break; case SVGA3D_RS_POINTSIZE: /* float */ /** @todo we need to apply scaling for point sizes below the min or above the max; see Wine) */ if (pRenderState[i].floatValue < pState->caps.flPointSize[0]) pRenderState[i].floatValue = pState->caps.flPointSize[0]; if (pRenderState[i].floatValue > pState->caps.flPointSize[1]) pRenderState[i].floatValue = pState->caps.flPointSize[1]; glPointSize(pRenderState[i].floatValue); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); Log(("SVGA3D_RS_POINTSIZE: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0))); break; case SVGA3D_RS_POINTSIZEMIN: /* float */ pState->ext.glPointParameterf(GL_POINT_SIZE_MIN, pRenderState[i].floatValue); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); Log(("SVGA3D_RS_POINTSIZEMIN: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0))); break; case SVGA3D_RS_POINTSIZEMAX: /* float */ pState->ext.glPointParameterf(GL_POINT_SIZE_MAX, pRenderState[i].floatValue); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); Log(("SVGA3D_RS_POINTSIZEMAX: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0))); break; case SVGA3D_RS_POINTSCALEENABLE: /* SVGA3dBool */ case SVGA3D_RS_POINTSCALE_A: /* float */ case SVGA3D_RS_POINTSCALE_B: /* float */ case SVGA3D_RS_POINTSCALE_C: /* float */ Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n")); break; case SVGA3D_RS_AMBIENT: /* SVGA3dColor */ { GLfloat color[4]; /* red, green, blue, alpha */ vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; } case SVGA3D_RS_CLIPPLANEENABLE: /* SVGA3dClipPlanes */ { AssertCompile(SVGA3D_CLIPPLANE_MAX == (1 << 5)); for (uint32_t j = 0; j <= 5; j++) { if (pRenderState[i].uintValue & RT_BIT(j)) glEnable(GL_CLIP_PLANE0 + j); else glDisable(GL_CLIP_PLANE0 + j); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); } break; } case SVGA3D_RS_FOGCOLOR: /* SVGA3dColor */ { GLfloat color[4]; /* red, green, blue, alpha */ vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]); glFogfv(GL_FOG_COLOR, color); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; } case SVGA3D_RS_FOGSTART: /* float */ glFogf(GL_FOG_START, pRenderState[i].floatValue); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_RS_FOGEND: /* float */ glFogf(GL_FOG_END, pRenderState[i].floatValue); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_RS_FOGDENSITY: /* float */ glFogf(GL_FOG_DENSITY, pRenderState[i].floatValue); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_RS_RANGEFOGENABLE: /* SVGA3dBool */ glFogi(GL_FOG_COORD_SRC, (pRenderState[i].uintValue) ? GL_FOG_COORD : GL_FRAGMENT_DEPTH); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_RS_FOGMODE: /* SVGA3dFogMode */ { SVGA3dFogMode mode; mode.uintValue = pRenderState[i].uintValue; enableCap = GL_FOG_MODE; switch (mode.s.function) { case SVGA3D_FOGFUNC_EXP: val = GL_EXP; break; case SVGA3D_FOGFUNC_EXP2: val = GL_EXP2; break; case SVGA3D_FOGFUNC_LINEAR: val = GL_LINEAR; break; default: AssertMsgFailedReturn(("Unexpected fog function %d\n", mode.s.function), VERR_INTERNAL_ERROR); break; } /** @todo how to switch between vertex and pixel fog modes??? */ Assert(mode.s.type == SVGA3D_FOGTYPE_PIXEL); #if 0 /* The fog type determines the render state. */ switch (mode.s.type) { case SVGA3D_FOGTYPE_VERTEX: renderState = D3DRS_FOGVERTEXMODE; break; case SVGA3D_FOGTYPE_PIXEL: renderState = D3DRS_FOGTABLEMODE; break; default: AssertMsgFailedReturn(("Unexpected fog type %d\n", mode.s.type), VERR_INTERNAL_ERROR); break; } #endif /* Set the fog base to depth or range. */ switch (mode.s.base) { case SVGA3D_FOGBASE_DEPTHBASED: glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_FOGBASE_RANGEBASED: glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; default: /* ignore */ AssertMsgFailed(("Unexpected fog base %d\n", mode.s.base)); break; } break; } case SVGA3D_RS_FILLMODE: /* SVGA3dFillMode */ { SVGA3dFillMode mode; mode.uintValue = pRenderState[i].uintValue; switch (mode.s.mode) { case SVGA3D_FILLMODE_POINT: val = GL_POINT; break; case SVGA3D_FILLMODE_LINE: val = GL_LINE; break; case SVGA3D_FILLMODE_FILL: val = GL_FILL; break; default: AssertMsgFailedReturn(("Unexpected fill mode %d\n", mode.s.mode), VERR_INTERNAL_ERROR); break; } /* @note only front and back faces */ Assert(mode.s.face == SVGA3D_FACE_FRONT_BACK); glPolygonMode(GL_FRONT_AND_BACK, val); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; } case SVGA3D_RS_SHADEMODE: /* SVGA3dShadeMode */ switch (pRenderState[i].uintValue) { case SVGA3D_SHADEMODE_FLAT: val = GL_FLAT; break; case SVGA3D_SHADEMODE_SMOOTH: val = GL_SMOOTH; break; default: AssertMsgFailedReturn(("Unexpected shade mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR); break; } glShadeModel(val); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_RS_LINEPATTERN: /* SVGA3dLinePattern */ /* No longer supported by d3d; mesagl comments suggest not all backends support it */ /** @todo */ Log(("WARNING: SVGA3D_RS_LINEPATTERN %x not supported!!\n", pRenderState[i].uintValue)); /* renderState = D3DRS_LINEPATTERN; val = pRenderState[i].uintValue; */ break; case SVGA3D_RS_LINEAA: /* SVGA3dBool */ enableCap = GL_LINE_SMOOTH; val = pRenderState[i].uintValue; break; case SVGA3D_RS_LINEWIDTH: /* float */ glLineWidth(pRenderState[i].floatValue); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */ { /* Refresh the blending state based on the new enable setting. */ SVGA3dRenderState renderstate[2]; renderstate[0].state = SVGA3D_RS_SRCBLEND; renderstate[0].uintValue = pContext->state.aRenderState[SVGA3D_RS_SRCBLEND].uintValue; renderstate[1].state = SVGA3D_RS_BLENDEQUATION; renderstate[1].uintValue = pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue; int rc = vmsvga3dSetRenderState(pThis, cid, 2, renderstate); AssertRCReturn(rc, rc); if (pContext->state.aRenderState[SVGA3D_RS_BLENDENABLE].uintValue != 0) continue; /* ignore if blend is already enabled */ /* no break */ } case SVGA3D_RS_BLENDENABLE: /* SVGA3dBool */ enableCap = GL_BLEND; val = pRenderState[i].uintValue; break; case SVGA3D_RS_SRCBLENDALPHA: /* SVGA3dBlendOp */ case SVGA3D_RS_DSTBLENDALPHA: /* SVGA3dBlendOp */ case SVGA3D_RS_SRCBLEND: /* SVGA3dBlendOp */ case SVGA3D_RS_DSTBLEND: /* SVGA3dBlendOp */ { GLint srcRGB, srcAlpha, dstRGB, dstAlpha; GLint blendop = vmsvga3dBlendOp2GL(pRenderState[i].uintValue); glGetIntegerv(GL_BLEND_SRC_RGB, &srcRGB); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glGetIntegerv(GL_BLEND_DST_RGB, &dstRGB); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glGetIntegerv(GL_BLEND_DST_ALPHA, &dstAlpha); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glGetIntegerv(GL_BLEND_SRC_ALPHA, &srcAlpha); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); switch (pRenderState[i].state) { case SVGA3D_RS_SRCBLEND: srcRGB = blendop; break; case SVGA3D_RS_DSTBLEND: dstRGB = blendop; break; case SVGA3D_RS_SRCBLENDALPHA: srcAlpha = blendop; break; case SVGA3D_RS_DSTBLENDALPHA: dstAlpha = blendop; break; default: /* not possible; shut up gcc */ AssertFailed(); break; } if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0) pState->ext.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); else glBlendFunc(srcRGB, dstRGB); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; } case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */ case SVGA3D_RS_BLENDEQUATION: /* SVGA3dBlendEquation */ if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0) pState->ext.glBlendEquationSeparate(vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue), vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATIONALPHA].uintValue)); else { #if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102 glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue)); #else pState->ext.glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue)); #endif } VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_RS_BLENDCOLOR: /* SVGA3dColor */ { GLfloat red, green, blue, alpha; vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &red, &green, &blue, &alpha); #if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102 glBlendColor(red, green, blue, alpha); #else pState->ext.glBlendColor(red, green, blue, alpha); #endif VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; } case SVGA3D_RS_CULLMODE: /* SVGA3dFace */ { GLenum mode = GL_BACK; /* default for OpenGL */ switch (pRenderState[i].uintValue) { case SVGA3D_FACE_NONE: break; case SVGA3D_FACE_FRONT: mode = GL_FRONT; break; case SVGA3D_FACE_BACK: mode = GL_BACK; break; case SVGA3D_FACE_FRONT_BACK: mode = GL_FRONT_AND_BACK; break; default: AssertMsgFailedReturn(("Unexpected cull mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR); break; } enableCap = GL_CULL_FACE; if (pRenderState[i].uintValue != SVGA3D_FACE_NONE) { glCullFace(mode); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); val = 1; } else val = 0; break; } case SVGA3D_RS_ZFUNC: /* SVGA3dCmpFunc */ glDepthFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue)); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_RS_ALPHAFUNC: /* SVGA3dCmpFunc */ { GLclampf ref; glGetFloatv(GL_ALPHA_TEST_REF, &ref); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glAlphaFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; } case SVGA3D_RS_ALPHAREF: /* float (0.0 .. 1.0) */ { GLint func; glGetIntegerv(GL_ALPHA_TEST_FUNC, &func); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glAlphaFunc(func, pRenderState[i].floatValue); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; } case SVGA3D_RS_STENCILENABLE: /* SVGA3dBool */ enableCap = GL_STENCIL_TEST; val = pRenderState[i].uintValue; break; case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */ case SVGA3D_RS_STENCILREF: /* uint32_t */ case SVGA3D_RS_STENCILMASK: /* uint32_t */ { GLint func, ref; GLuint mask; glGetIntegerv(GL_STENCIL_FUNC, &func); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glGetIntegerv(GL_STENCIL_REF, &ref); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); switch (pRenderState[i].state) { case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */ func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue); break; case SVGA3D_RS_STENCILREF: /* uint32_t */ ref = pRenderState[i].uintValue; break; case SVGA3D_RS_STENCILMASK: /* uint32_t */ mask = pRenderState[i].uintValue; break; default: /* not possible; shut up gcc */ AssertFailed(); break; } glStencilFunc(func, ref, mask); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; } case SVGA3D_RS_STENCILWRITEMASK: /* uint32_t */ glStencilMask(pRenderState[i].uintValue); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */ case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */ case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */ { GLint sfail, dpfail, dppass; GLenum stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue); glGetIntegerv(GL_STENCIL_FAIL, &sfail); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &dpfail); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &dppass); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); switch (pRenderState[i].state) { case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */ sfail = stencilop; break; case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */ dpfail = stencilop; break; case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */ dppass = stencilop; break; default: /* not possible; shut up gcc */ AssertFailed(); break; } glStencilOp(sfail, dpfail, dppass); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; } case SVGA3D_RS_STENCILENABLE2SIDED: /* SVGA3dBool */ /* @note GL_EXT_stencil_two_side required! */ if (pState->ext.fEXT_stencil_two_side) { enableCap = GL_STENCIL_TEST_TWO_SIDE_EXT; val = pRenderState[i].uintValue; } else Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_STENCILENABLE2SIDED\n")); break; case SVGA3D_RS_CCWSTENCILFUNC: /* SVGA3dCmpFunc */ { /** @todo SVGA3D_RS_STENCILFAIL/ZFAIL/PASS for front & back faces * SVGA3D_RS_CCWSTENCILFAIL/ZFAIL/PASS for back faces ?? */ GLint ref; GLuint mask; glGetIntegerv(GL_STENCIL_BACK_VALUE_MASK, (GLint *)&mask); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glGetIntegerv(GL_STENCIL_BACK_REF, &ref); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pState->ext.glStencilFuncSeparate(GL_BACK, vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref, mask); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; } case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */ case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */ case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */ { /** @todo SVGA3D_RS_STENCILFAIL/ZFAIL/PASS for front & back faces * SVGA3D_RS_CCWSTENCILFAIL/ZFAIL/PASS for back faces ?? */ GLint sfail, dpfail, dppass; GLenum stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue); glGetIntegerv(GL_STENCIL_BACK_FAIL, &sfail); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &dpfail); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &dppass); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); switch (pRenderState[i].state) { case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */ sfail = stencilop; break; case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */ dpfail = stencilop; break; case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */ dppass = stencilop; break; default: /* not possible; shut up gcc */ AssertFailed(); break; } pState->ext.glStencilOpSeparate(GL_BACK, sfail, dpfail, dppass); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; } case SVGA3D_RS_ZBIAS: /* float */ /** @todo unknown meaning; depth bias is not identical renderState = D3DRS_DEPTHBIAS; val = pRenderState[i].uintValue; */ Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_ZBIAS\n")); break; case SVGA3D_RS_DEPTHBIAS: /* float */ { GLfloat factor; /** @todo not sure if the d3d & ogl definitions are identical. */ /* Do not change the factor part. */ glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &factor); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glPolygonOffset(factor, pRenderState[i].floatValue); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; } case SVGA3D_RS_SLOPESCALEDEPTHBIAS: /* float */ { GLfloat units; /** @todo not sure if the d3d & ogl definitions are identical. */ /* Do not change the factor part. */ glGetFloatv(GL_POLYGON_OFFSET_UNITS, &units); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glPolygonOffset(pRenderState[i].floatValue, units); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; } case SVGA3D_RS_COLORWRITEENABLE: /* SVGA3dColorMask */ { GLboolean red, green, blue, alpha; SVGA3dColorMask mask; mask.uintValue = pRenderState[i].uintValue; red = mask.s.red; green = mask.s.green; blue = mask.s.blue; alpha = mask.s.alpha; glColorMask(red, green, blue, alpha); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; } case SVGA3D_RS_COLORWRITEENABLE1: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */ case SVGA3D_RS_COLORWRITEENABLE2: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */ case SVGA3D_RS_COLORWRITEENABLE3: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */ Log(("vmsvga3dSetRenderState: WARNING SVGA3D_RS_COLORWRITEENABLEx not supported!!\n")); break; case SVGA3D_RS_SCISSORTESTENABLE: /* SVGA3dBool */ enableCap = GL_SCISSOR_TEST; val = pRenderState[i].uintValue; break; #if 0 case SVGA3D_RS_DIFFUSEMATERIALSOURCE: /* SVGA3dVertexMaterial */ AssertCompile(D3DMCS_COLOR2 == SVGA3D_VERTEXMATERIAL_SPECULAR); renderState = D3DRS_DIFFUSEMATERIALSOURCE; val = pRenderState[i].uintValue; break; case SVGA3D_RS_SPECULARMATERIALSOURCE: /* SVGA3dVertexMaterial */ renderState = D3DRS_SPECULARMATERIALSOURCE; val = pRenderState[i].uintValue; break; case SVGA3D_RS_AMBIENTMATERIALSOURCE: /* SVGA3dVertexMaterial */ renderState = D3DRS_AMBIENTMATERIALSOURCE; val = pRenderState[i].uintValue; break; case SVGA3D_RS_EMISSIVEMATERIALSOURCE: /* SVGA3dVertexMaterial */ renderState = D3DRS_EMISSIVEMATERIALSOURCE; val = pRenderState[i].uintValue; break; #endif case SVGA3D_RS_WRAP3: /* SVGA3dWrapFlags */ case SVGA3D_RS_WRAP4: /* SVGA3dWrapFlags */ case SVGA3D_RS_WRAP5: /* SVGA3dWrapFlags */ case SVGA3D_RS_WRAP6: /* SVGA3dWrapFlags */ case SVGA3D_RS_WRAP7: /* SVGA3dWrapFlags */ case SVGA3D_RS_WRAP8: /* SVGA3dWrapFlags */ case SVGA3D_RS_WRAP9: /* SVGA3dWrapFlags */ case SVGA3D_RS_WRAP10: /* SVGA3dWrapFlags */ case SVGA3D_RS_WRAP11: /* SVGA3dWrapFlags */ case SVGA3D_RS_WRAP12: /* SVGA3dWrapFlags */ case SVGA3D_RS_WRAP13: /* SVGA3dWrapFlags */ case SVGA3D_RS_WRAP14: /* SVGA3dWrapFlags */ case SVGA3D_RS_WRAP15: /* SVGA3dWrapFlags */ Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_WRAPx (x >= 3)\n")); break; case SVGA3D_RS_LASTPIXEL: /* SVGA3dBool */ case SVGA3D_RS_TWEENFACTOR: /* float */ case SVGA3D_RS_INDEXEDVERTEXBLENDENABLE: /* SVGA3dBool */ case SVGA3D_RS_VERTEXBLEND: /* SVGA3dVertexBlendFlags */ Log(("vmsvga3dSetRenderState: WARNING not applicable!!\n")); break; case SVGA3D_RS_MULTISAMPLEANTIALIAS: /* SVGA3dBool */ enableCap = GL_MULTISAMPLE; val = pRenderState[i].uintValue; break; case SVGA3D_RS_MULTISAMPLEMASK: /* uint32_t */ case SVGA3D_RS_ANTIALIASEDLINEENABLE: /* SVGA3dBool */ Log(("vmsvga3dSetRenderState: WARNING not applicable??!!\n")); break; case SVGA3D_RS_COORDINATETYPE: /* SVGA3dCoordinateType */ Assert(pRenderState[i].uintValue == SVGA3D_COORDINATE_LEFTHANDED); /** @todo setup a view matrix to scale the world space by -1 in the z-direction for right handed coordinates. */ /* renderState = D3DRS_COORDINATETYPE; val = pRenderState[i].uintValue; */ break; case SVGA3D_RS_FRONTWINDING: /* SVGA3dFrontWinding */ Assert(pRenderState[i].uintValue == SVGA3D_FRONTWINDING_CW); /* Invert the selected mode because of y-inversion (?) */ glFrontFace((pRenderState[i].uintValue != SVGA3D_FRONTWINDING_CW) ? GL_CW : GL_CCW); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_RS_OUTPUTGAMMA: /* float */ //AssertFailed(); /* D3DRS_SRGBWRITEENABLE ?? renderState = D3DRS_OUTPUTGAMMA; val = pRenderState[i].uintValue; */ break; #if 0 case SVGA3D_RS_VERTEXMATERIALENABLE: /* SVGA3dBool */ //AssertFailed(); renderState = D3DRS_INDEXEDVERTEXBLENDENABLE; /* correct?? */ val = pRenderState[i].uintValue; break; case SVGA3D_RS_TEXTUREFACTOR: /* SVGA3dColor */ renderState = D3DRS_TEXTUREFACTOR; val = pRenderState[i].uintValue; break; case SVGA3D_RS_LOCALVIEWER: /* SVGA3dBool */ renderState = D3DRS_LOCALVIEWER; val = pRenderState[i].uintValue; break; case SVGA3D_RS_ZVISIBLE: /* SVGA3dBool */ AssertFailed(); /* renderState = D3DRS_ZVISIBLE; val = pRenderState[i].uintValue; */ break; case SVGA3D_RS_CLIPPING: /* SVGA3dBool */ renderState = D3DRS_CLIPPING; val = pRenderState[i].uintValue; break; case SVGA3D_RS_WRAP0: /* SVGA3dWrapFlags */ glTexParameter GL_TEXTURE_WRAP_S Assert(SVGA3D_WRAPCOORD_3 == D3DWRAPCOORD_3); renderState = D3DRS_WRAP0; val = pRenderState[i].uintValue; break; case SVGA3D_RS_WRAP1: /* SVGA3dWrapFlags */ glTexParameter GL_TEXTURE_WRAP_T renderState = D3DRS_WRAP1; val = pRenderState[i].uintValue; break; case SVGA3D_RS_WRAP2: /* SVGA3dWrapFlags */ glTexParameter GL_TEXTURE_WRAP_R renderState = D3DRS_WRAP2; val = pRenderState[i].uintValue; break; case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */ renderState = D3DRS_SEPARATEALPHABLENDENABLE; val = pRenderState[i].uintValue; break; case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */ renderState = D3DRS_BLENDOPALPHA; val = pRenderState[i].uintValue; break; case SVGA3D_RS_TRANSPARENCYANTIALIAS: /* SVGA3dTransparencyAntialiasType */ AssertFailed(); /* renderState = D3DRS_TRANSPARENCYANTIALIAS; val = pRenderState[i].uintValue; */ break; #endif default: AssertFailed(); break; } if (enableCap != ~0U) { if (val) glEnable(enableCap); else glDisable(enableCap); } } return VINF_SUCCESS; } int vmsvga3dSetRenderTarget(PVGASTATE pThis, uint32_t cid, SVGA3dRenderTargetType type, SVGA3dSurfaceImageId target) { PVMSVGA3DCONTEXT pContext; PVMSVGA3DSTATE pState = pThis->svga.p3dState; PVMSVGA3DSURFACE pRenderTarget; AssertReturn(pState, VERR_NO_MEMORY); AssertReturn(type < SVGA3D_RT_MAX, VERR_INVALID_PARAMETER); AssertReturn(target.face == 0, VERR_INVALID_PARAMETER); Log(("vmsvga3dSetRenderTarget cid=%x type=%x surface id=%x\n", cid, type, target.sid)); if ( cid >= pState->cContexts || pState->papContexts[cid]->id != cid) { Log(("vmsvga3dSetRenderTarget invalid context id!\n")); return VERR_INVALID_PARAMETER; } pContext = pState->papContexts[cid]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); /* Save for vm state save/restore. */ pContext->state.aRenderTargets[type] = target.sid; if (target.sid == SVGA3D_INVALID_ID) { /* Disable render target. */ switch (type) { case SVGA3D_RT_DEPTH: case SVGA3D_RT_STENCIL: pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_RT_COLOR0: case SVGA3D_RT_COLOR1: case SVGA3D_RT_COLOR2: case SVGA3D_RT_COLOR3: case SVGA3D_RT_COLOR4: case SVGA3D_RT_COLOR5: case SVGA3D_RT_COLOR6: case SVGA3D_RT_COLOR7: pContext->sidRenderTarget = SVGA3D_INVALID_ID; pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, 0, 0, 0); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; default: AssertFailedReturn(VERR_INVALID_PARAMETER); } return VINF_SUCCESS; } AssertReturn(target.sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER); AssertReturn(target.sid < pState->cSurfaces && pState->papSurfaces[target.sid]->id == target.sid, VERR_INVALID_PARAMETER); pRenderTarget = pState->papSurfaces[target.sid]; switch (type) { case SVGA3D_RT_DEPTH: case SVGA3D_RT_STENCIL: AssertReturn(target.mipmap == 0, VERR_INVALID_PARAMETER); if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID) { Log(("vmsvga3dSetRenderTarget: create renderbuffer to be used as render target; surface id=%x type=%d format=%d\n", target.sid, pRenderTarget->flags, pRenderTarget->internalFormatGL)); pContext = &pState->SharedCtx; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); pState->ext.glGenRenderbuffers(1, &pRenderTarget->oglId.renderbuffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pState->ext.glRenderbufferStorage(GL_RENDERBUFFER, pRenderTarget->internalFormatGL, pRenderTarget->pMipmapLevels[0].size.width, pRenderTarget->pMipmapLevels[0].size.height); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, OPENGL_INVALID_ID); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pContext = pState->papContexts[cid]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); pRenderTarget->idWeakContextAssociation = cid; } pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); Assert(!pRenderTarget->fDirty); AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER); pRenderTarget->flags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL; pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_RT_COLOR0: case SVGA3D_RT_COLOR1: case SVGA3D_RT_COLOR2: case SVGA3D_RT_COLOR3: case SVGA3D_RT_COLOR4: case SVGA3D_RT_COLOR5: case SVGA3D_RT_COLOR6: case SVGA3D_RT_COLOR7: { /* A texture surface can be used as a render target to fill it and later on used as a texture. */ if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID) { 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)); int rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pRenderTarget); AssertRCReturn(rc, rc); } AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER); Assert(!pRenderTarget->fDirty); pRenderTarget->flags |= SVGA3D_SURFACE_HINT_RENDERTARGET; pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, GL_TEXTURE_2D, pRenderTarget->oglId.texture, target.mipmap); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pContext->sidRenderTarget = target.sid; #ifdef DEBUG GLenum status = pState->ext.glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) Log(("vmsvga3dSetRenderTarget: WARNING: glCheckFramebufferStatus returned %x\n", status)); #endif /** @todo use glDrawBuffers too? */ break; } default: AssertFailedReturn(VERR_INVALID_PARAMETER); } return VINF_SUCCESS; } #if 0 /** * Convert SVGA texture combiner value to its D3D equivalent */ static DWORD vmsvga3dTextureCombiner2D3D(uint32_t value) { switch (value) { case SVGA3D_TC_DISABLE: return D3DTOP_DISABLE; case SVGA3D_TC_SELECTARG1: return D3DTOP_SELECTARG1; case SVGA3D_TC_SELECTARG2: return D3DTOP_SELECTARG2; case SVGA3D_TC_MODULATE: return D3DTOP_MODULATE; case SVGA3D_TC_ADD: return D3DTOP_ADD; case SVGA3D_TC_ADDSIGNED: return D3DTOP_ADDSIGNED; case SVGA3D_TC_SUBTRACT: return D3DTOP_SUBTRACT; case SVGA3D_TC_BLENDTEXTUREALPHA: return D3DTOP_BLENDTEXTUREALPHA; case SVGA3D_TC_BLENDDIFFUSEALPHA: return D3DTOP_BLENDDIFFUSEALPHA; case SVGA3D_TC_BLENDCURRENTALPHA: return D3DTOP_BLENDCURRENTALPHA; case SVGA3D_TC_BLENDFACTORALPHA: return D3DTOP_BLENDFACTORALPHA; case SVGA3D_TC_MODULATE2X: return D3DTOP_MODULATE2X; case SVGA3D_TC_MODULATE4X: return D3DTOP_MODULATE4X; case SVGA3D_TC_DSDT: AssertFailed(); /** @todo ??? */ return D3DTOP_DISABLE; case SVGA3D_TC_DOTPRODUCT3: return D3DTOP_DOTPRODUCT3; case SVGA3D_TC_BLENDTEXTUREALPHAPM: return D3DTOP_BLENDTEXTUREALPHAPM; case SVGA3D_TC_ADDSIGNED2X: return D3DTOP_ADDSIGNED2X; case SVGA3D_TC_ADDSMOOTH: return D3DTOP_ADDSMOOTH; case SVGA3D_TC_PREMODULATE: return D3DTOP_PREMODULATE; case SVGA3D_TC_MODULATEALPHA_ADDCOLOR: return D3DTOP_MODULATEALPHA_ADDCOLOR; case SVGA3D_TC_MODULATECOLOR_ADDALPHA: return D3DTOP_MODULATECOLOR_ADDALPHA; case SVGA3D_TC_MODULATEINVALPHA_ADDCOLOR: return D3DTOP_MODULATEINVALPHA_ADDCOLOR; case SVGA3D_TC_MODULATEINVCOLOR_ADDALPHA: return D3DTOP_MODULATEINVCOLOR_ADDALPHA; case SVGA3D_TC_BUMPENVMAPLUMINANCE: return D3DTOP_BUMPENVMAPLUMINANCE; case SVGA3D_TC_MULTIPLYADD: return D3DTOP_MULTIPLYADD; case SVGA3D_TC_LERP: return D3DTOP_LERP; default: AssertFailed(); return D3DTOP_DISABLE; } } /** * Convert SVGA texture arg data value to its D3D equivalent */ static DWORD vmsvga3dTextureArgData2D3D(uint32_t value) { switch (value) { case SVGA3D_TA_CONSTANT: return D3DTA_CONSTANT; case SVGA3D_TA_PREVIOUS: return D3DTA_CURRENT; /* current = previous */ case SVGA3D_TA_DIFFUSE: return D3DTA_DIFFUSE; case SVGA3D_TA_TEXTURE: return D3DTA_TEXTURE; case SVGA3D_TA_SPECULAR: return D3DTA_SPECULAR; default: AssertFailed(); return 0; } } /** * Convert SVGA texture transform flag value to its D3D equivalent */ static DWORD vmsvga3dTextTransformFlags2D3D(uint32_t value) { switch (value) { case SVGA3D_TEX_TRANSFORM_OFF: return D3DTTFF_DISABLE; case SVGA3D_TEX_TRANSFORM_S: return D3DTTFF_COUNT1; /** @todo correct? */ case SVGA3D_TEX_TRANSFORM_T: return D3DTTFF_COUNT2; /** @todo correct? */ case SVGA3D_TEX_TRANSFORM_R: return D3DTTFF_COUNT3; /** @todo correct? */ case SVGA3D_TEX_TRANSFORM_Q: return D3DTTFF_COUNT4; /** @todo correct? */ case SVGA3D_TEX_PROJECTED: return D3DTTFF_PROJECTED; default: AssertFailed(); return 0; } } #endif static GLenum vmsvga3dTextureAddress2OGL(SVGA3dTextureAddress value) { switch (value) { case SVGA3D_TEX_ADDRESS_WRAP: return GL_REPEAT; case SVGA3D_TEX_ADDRESS_MIRROR: return GL_MIRRORED_REPEAT; case SVGA3D_TEX_ADDRESS_CLAMP: return GL_CLAMP_TO_EDGE; case SVGA3D_TEX_ADDRESS_BORDER: return GL_CLAMP_TO_BORDER; case SVGA3D_TEX_ADDRESS_MIRRORONCE: AssertFailed(); return GL_CLAMP_TO_EDGE_SGIS; /** @todo correct? */ case SVGA3D_TEX_ADDRESS_EDGE: case SVGA3D_TEX_ADDRESS_INVALID: default: AssertFailed(); return GL_REPEAT; /* default */ } } static GLenum vmsvga3dTextureFilter2OGL(SVGA3dTextureFilter value) { switch (value) { case SVGA3D_TEX_FILTER_NONE: case SVGA3D_TEX_FILTER_LINEAR: return GL_LINEAR; case SVGA3D_TEX_FILTER_NEAREST: return GL_NEAREST; case SVGA3D_TEX_FILTER_ANISOTROPIC: /** @todo */ case SVGA3D_TEX_FILTER_FLATCUBIC: // Deprecated, not implemented case SVGA3D_TEX_FILTER_GAUSSIANCUBIC: // Deprecated, not implemented case SVGA3D_TEX_FILTER_PYRAMIDALQUAD: // Not currently implemented case SVGA3D_TEX_FILTER_GAUSSIANQUAD: // Not currently implemented default: AssertFailed(); return GL_LINEAR; /* default */ } } uint32_t vmsvga3dSVGA3dColor2RGBA(SVGA3dColor value) { /* flip the red and blue bytes */ uint8_t blue = value & 0xff; uint8_t red = (value >> 16) & 0xff; return (value & 0xff00ff00) | red | (blue << 16); } int vmsvga3dSetTextureState(PVGASTATE pThis, uint32_t cid, uint32_t cTextureStates, SVGA3dTextureState *pTextureState) { GLenum val; GLenum currentStage = ~0L; PVMSVGA3DCONTEXT pContext; PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); Log(("vmsvga3dSetTextureState %x cTextureState=%d\n", cid, cTextureStates)); if ( cid >= pState->cContexts || pState->papContexts[cid]->id != cid) { Log(("vmsvga3dSetTextureState invalid context id!\n")); return VERR_INVALID_PARAMETER; } pContext = pState->papContexts[cid]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); for (unsigned i = 0; i < cTextureStates; i++) { GLenum textureType = ~0U; GLenum samplerType = ~0U; 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)); /* Record the texture state for vm state saving. */ if ( pTextureState[i].stage < SVGA3D_MAX_TEXTURE_STAGE && pTextureState[i].name < SVGA3D_TS_MAX) { pContext->state.aTextureState[pTextureState[i].stage][pTextureState[i].name] = pTextureState[i]; } /* Active the right texture unit for subsequent texture state changes. */ if (pTextureState[i].stage != currentStage || i == 0) { /** @todo Is this the appropriate limit for all kinds of textures? It is the * size of aSidActiveTexture and for binding/unbinding we cannot exceed it. */ if (pTextureState[i].stage < SVGA3D_MAX_TEXTURE_STAGE) { pState->ext.glActiveTexture(GL_TEXTURE0 + pTextureState[i].stage); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); currentStage = pTextureState[i].stage; } else { AssertMsgFailed(("pTextureState[%d].stage=%#x name=%#x\n", i, pTextureState[i].stage, pTextureState[i].name)); continue; } } switch (pTextureState[i].name) { case SVGA3D_TS_BUMPENVMAT00: /* float */ case SVGA3D_TS_BUMPENVMAT01: /* float */ case SVGA3D_TS_BUMPENVMAT10: /* float */ case SVGA3D_TS_BUMPENVMAT11: /* float */ case SVGA3D_TS_BUMPENVLSCALE: /* float */ case SVGA3D_TS_BUMPENVLOFFSET: /* float */ Log(("vmsvga3dSetTextureState: bump mapping texture options not supported!!\n")); break; case SVGA3D_TS_COLOROP: /* SVGA3dTextureCombiner */ case SVGA3D_TS_COLORARG0: /* SVGA3dTextureArgData */ case SVGA3D_TS_COLORARG1: /* SVGA3dTextureArgData */ case SVGA3D_TS_COLORARG2: /* SVGA3dTextureArgData */ case SVGA3D_TS_ALPHAOP: /* SVGA3dTextureCombiner */ case SVGA3D_TS_ALPHAARG0: /* SVGA3dTextureArgData */ case SVGA3D_TS_ALPHAARG1: /* SVGA3dTextureArgData */ case SVGA3D_TS_ALPHAARG2: /* SVGA3dTextureArgData */ /** @todo not used by MesaGL */ Log(("vmsvga3dSetTextureState: colorop/alphaop not yet supported!!\n")); break; #if 0 case SVGA3D_TS_TEXCOORDINDEX: /* uint32_t */ textureType = D3DTSS_TEXCOORDINDEX; val = pTextureState[i].value; break; case SVGA3D_TS_TEXTURETRANSFORMFLAGS: /* SVGA3dTexTransformFlags */ textureType = D3DTSS_TEXTURETRANSFORMFLAGS; val = vmsvga3dTextTransformFlags2D3D(pTextureState[i].value); break; #endif case SVGA3D_TS_BIND_TEXTURE: /* SVGA3dSurfaceId */ if (pTextureState[i].value == SVGA3D_INVALID_ID) { Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture surface id=%x replacing=%x\n", currentStage, pTextureState[i].value, pContext->aSidActiveTexture[currentStage])); pContext->aSidActiveTexture[currentStage] = SVGA3D_INVALID_ID; /* Unselect the currently associated texture. */ glBindTexture(GL_TEXTURE_2D, 0); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); /* Necessary for the fixed pipeline. */ glDisable(GL_TEXTURE_2D); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); } else { uint32_t sid = pTextureState[i].value; AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER); AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER); PVMSVGA3DSURFACE pSurface = pState->papSurfaces[sid]; Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture surface id=%x (%d,%d) replacing=%x\n", currentStage, pTextureState[i].value, pSurface->pMipmapLevels[0].size.width, pSurface->pMipmapLevels[0].size.height, pContext->aSidActiveTexture[currentStage])); if (pSurface->oglId.texture == OPENGL_INVALID_ID) { Log(("CreateTexture (%d,%d) level=%d\n", pSurface->pMipmapLevels[0].size.width, pSurface->pMipmapLevels[0].size.height, pSurface->faces[0].numMipLevels)); int rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface); AssertRCReturn(rc, rc); } glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); /* Necessary for the fixed pipeline. */ glEnable(GL_TEXTURE_2D); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); if (pContext->aSidActiveTexture[currentStage] != sid) { /* Recreate the texture state as glBindTexture resets them all (sigh). */ for (uint32_t iStage = 0; iStage < SVGA3D_MAX_TEXTURE_STAGE; iStage++) { for (uint32_t j = 0; j < SVGA3D_TS_MAX; j++) { SVGA3dTextureState *pTextureStateIter = &pContext->state.aTextureState[iStage][j]; if ( pTextureStateIter->name != SVGA3D_TS_INVALID && pTextureStateIter->name != SVGA3D_TS_BIND_TEXTURE) vmsvga3dSetTextureState(pThis, pContext->id, 1, pTextureStateIter); } } } pContext->aSidActiveTexture[currentStage] = sid; } /* Finished; continue with the next one. */ continue; case SVGA3D_TS_ADDRESSW: /* SVGA3dTextureAddress */ textureType = GL_TEXTURE_WRAP_R; /* R = W */ val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value); break; case SVGA3D_TS_ADDRESSU: /* SVGA3dTextureAddress */ textureType = GL_TEXTURE_WRAP_S; /* S = U */ val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value); break; case SVGA3D_TS_ADDRESSV: /* SVGA3dTextureAddress */ textureType = GL_TEXTURE_WRAP_T; /* T = V */ val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value); break; case SVGA3D_TS_MIPFILTER: /* SVGA3dTextureFilter */ case SVGA3D_TS_MINFILTER: /* SVGA3dTextureFilter */ { uint32_t mipFilter = pContext->state.aTextureState[currentStage][SVGA3D_TS_MIPFILTER].value; uint32_t minFilter = pContext->state.aTextureState[currentStage][SVGA3D_TS_MINFILTER].value; /* If SVGA3D_TS_MIPFILTER is set to NONE, then use SVGA3D_TS_MIPFILTER, otherwise SVGA3D_TS_MIPFILTER enables mipmap minification. */ textureType = GL_TEXTURE_MIN_FILTER; if (mipFilter != SVGA3D_TEX_FILTER_NONE) { if (minFilter == SVGA3D_TEX_FILTER_NEAREST) { if (mipFilter == SVGA3D_TEX_FILTER_LINEAR) val = GL_NEAREST_MIPMAP_LINEAR; else val = GL_NEAREST_MIPMAP_NEAREST; } else { if (mipFilter == SVGA3D_TEX_FILTER_LINEAR) val = GL_LINEAR_MIPMAP_LINEAR; else val = GL_LINEAR_MIPMAP_NEAREST; } } else val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)minFilter); break; } case SVGA3D_TS_MAGFILTER: /* SVGA3dTextureFilter */ textureType = GL_TEXTURE_MAG_FILTER; val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)pTextureState[i].value); Assert(val == GL_NEAREST || val == GL_LINEAR); break; case SVGA3D_TS_BORDERCOLOR: /* SVGA3dColor */ { GLfloat color[4]; /* red, green, blue, alpha */ vmsvgaColor2GLFloatArray(pTextureState[i].value, &color[0], &color[1], &color[2], &color[3]); glTexParameterfv(GL_TEXTURE_2D /** @todo flexible type */, GL_TEXTURE_BORDER_COLOR, color); /* Identical; default 0.0 identical too */ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; } case SVGA3D_TS_TEXTURE_LOD_BIAS: /* float */ glTexParameterf(GL_TEXTURE_2D /** @todo flexible type */, GL_TEXTURE_LOD_BIAS, pTextureState[i].value); /* Identical; default 0.0 identical too */ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_TS_TEXTURE_MIPMAP_LEVEL: /* uint32_t */ textureType = GL_TEXTURE_BASE_LEVEL; val = pTextureState[i].value; break; #if 0 case SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL: /* uint32_t */ samplerType = D3DSAMP_MAXANISOTROPY; val = pTextureState[i].value; /* Identical?? */ break; case SVGA3D_TS_GAMMA: /* float */ samplerType = D3DSAMP_SRGBTEXTURE; /* Boolean in D3D */ if (pTextureState[i].floatValue == 1.0f) val = FALSE; else val = TRUE; break; #endif /* Internal commands, that don't map directly to the SetTextureStageState API. */ case SVGA3D_TS_TEXCOORDGEN: /* SVGA3dTextureCoordGen */ AssertFailed(); break; default: //AssertFailed(); break; } if (textureType != ~0U) { glTexParameteri(GL_TEXTURE_2D /** @todo flexible type */, textureType, val); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); } } return VINF_SUCCESS; } int vmsvga3dSetMaterial(PVGASTATE pThis, uint32_t cid, SVGA3dFace face, SVGA3dMaterial *pMaterial) { PVMSVGA3DCONTEXT pContext; PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); GLenum oglFace; Log(("vmsvga3dSetMaterial cid=%x face %d\n", cid, face)); if ( cid >= pState->cContexts || pState->papContexts[cid]->id != cid) { Log(("vmsvga3dSetMaterial invalid context id!\n")); return VERR_INVALID_PARAMETER; } pContext = pState->papContexts[cid]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); switch (face) { case SVGA3D_FACE_NONE: case SVGA3D_FACE_FRONT: oglFace = GL_FRONT; break; case SVGA3D_FACE_BACK: oglFace = GL_BACK; break; case SVGA3D_FACE_FRONT_BACK: oglFace = GL_FRONT_AND_BACK; break; default: AssertFailedReturn(VERR_INVALID_PARAMETER); } /* Save for vm state save/restore. */ pContext->state.aMaterial[face].fValid = true; pContext->state.aMaterial[face].material = *pMaterial; pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_MATERIAL; glMaterialfv(oglFace, GL_DIFFUSE, pMaterial->diffuse); glMaterialfv(oglFace, GL_AMBIENT, pMaterial->ambient); glMaterialfv(oglFace, GL_SPECULAR, pMaterial->specular); glMaterialfv(oglFace, GL_EMISSION, pMaterial->emissive); glMaterialfv(oglFace, GL_SHININESS, &pMaterial->shininess); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); return VINF_SUCCESS; } /** @todo Move into separate library as we are using logic from Wine here. */ int vmsvga3dSetLightData(PVGASTATE pThis, uint32_t cid, uint32_t index, SVGA3dLightData *pData) { PVMSVGA3DCONTEXT pContext; PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); float QuadAttenuation; Log(("vmsvga3dSetLightData cid=%x index=%d type=%d\n", cid, index, pData->type)); if ( cid >= pState->cContexts || pState->papContexts[cid]->id != cid) { Log(("vmsvga3dSetLightData invalid context id!\n")); return VERR_INVALID_PARAMETER; } pContext = pState->papContexts[cid]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); /* Store for vm state save/restore */ if (index < SVGA3D_MAX_LIGHTS) { pContext->state.aLightData[index].fValidData = true; pContext->state.aLightData[index].data = *pData; } else AssertFailed(); if ( pData->attenuation0 < 0.0f || pData->attenuation1 < 0.0f || pData->attenuation2 < 0.0f) { Log(("vmsvga3dSetLightData: invalid negative attenuation values!!\n")); return VINF_SUCCESS; /* ignore; could crash the GL driver */ } /* Light settings are affected by the model view in OpenGL, the View transform in direct3d */ glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix); glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, pData->diffuse); glLightfv(GL_LIGHT0 + index, GL_SPECULAR, pData->specular); glLightfv(GL_LIGHT0 + index, GL_AMBIENT, pData->ambient); if (pData->range * pData->range >= FLT_MIN) QuadAttenuation = 1.4f / (pData->range * pData->range); else QuadAttenuation = 0.0f; switch (pData->type) { case SVGA3D_LIGHTTYPE_POINT: { GLfloat position[4]; position[0] = pData->position[0]; position[1] = pData->position[1]; position[2] = pData->position[2]; position[3] = 1.0f; glLightfv(GL_LIGHT0 + index, GL_POSITION, position); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); /* Attenuation - Are these right? guessing... */ glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); /** @todo range */ break; } case SVGA3D_LIGHTTYPE_SPOT1: { GLfloat exponent; GLfloat position[4]; const GLfloat pi = 4.0f * atanf(1.0f); position[0] = pData->position[0]; position[1] = pData->position[1]; position[2] = pData->position[2]; position[3] = 1.0f; glLightfv(GL_LIGHT0 + index, GL_POSITION, position); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); position[0] = pData->direction[0]; position[1] = pData->direction[1]; position[2] = pData->direction[2]; position[3] = 1.0f; glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, position); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); /* * opengl-ish and d3d-ish spot lights use too different models for the * light "intensity" as a function of the angle towards the main light direction, * so we only can approximate very roughly. * however spot lights are rather rarely used in games (if ever used at all). * furthermore if still used, probably nobody pays attention to such details. */ if (pData->falloff == 0) { /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the * falloff resp. exponent parameter as an exponent, so the spot light lighting * will always be 1.0 for both of them, and we don't have to care for the * rest of the rather complex calculation */ exponent = 0.0f; } else { float rho = pData->theta + (pData->phi - pData->theta) / (2 * pData->falloff); if (rho < 0.0001f) rho = 0.0001f; exponent = -0.3f/log(cos(rho/2)); } if (exponent > 128.0f) exponent = 128.0f; glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, exponent); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, pData->phi * 90.0 / pi); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); /* Attenuation - Are these right? guessing... */ glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); /** @todo range */ break; } case SVGA3D_LIGHTTYPE_DIRECTIONAL: { GLfloat position[4]; position[0] = -pData->direction[0]; position[1] = -pData->direction[1]; position[2] = -pData->direction[2]; position[3] = 0.0f; glLightfv(GL_LIGHT0 + index, GL_POSITION, position); /* Note gl uses w position of 0 for direction! */ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, 0.0f); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); break; } case SVGA3D_LIGHTTYPE_SPOT2: default: Log(("Unsupported light type!!\n")); return VERR_INVALID_PARAMETER; } /* Restore the modelview matrix */ glPopMatrix(); return VINF_SUCCESS; } int vmsvga3dSetLightEnabled(PVGASTATE pThis, uint32_t cid, uint32_t index, uint32_t enabled) { PVMSVGA3DCONTEXT pContext; PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); Log(("vmsvga3dSetLightEnabled cid=%x %d -> %d\n", cid, index, enabled)); if ( cid >= pState->cContexts || pState->papContexts[cid]->id != cid) { Log(("vmsvga3dSetLightEnabled invalid context id!\n")); return VERR_INVALID_PARAMETER; } pContext = pState->papContexts[cid]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); /* Store for vm state save/restore */ if (index < SVGA3D_MAX_LIGHTS) pContext->state.aLightData[index].fEnabled = !!enabled; else AssertFailed(); if (enabled) { /* Load the default settings if none have been set yet. */ if (!pContext->state.aLightData[index].fValidData) vmsvga3dSetLightData(pThis, cid, index, (SVGA3dLightData *)&vmsvga3d_default_light); glEnable(GL_LIGHT0 + index); } else glDisable(GL_LIGHT0 + index); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); return VINF_SUCCESS; } int vmsvga3dSetViewPort(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect) { PVMSVGA3DCONTEXT pContext; PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); Log(("vmsvga3dSetViewPort cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h)); if ( cid >= pState->cContexts || pState->papContexts[cid]->id != cid) { Log(("vmsvga3dSetViewPort invalid context id!\n")); return VERR_INVALID_PARAMETER; } pContext = pState->papContexts[cid]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); /* Save for vm state save/restore. */ pContext->state.RectViewPort = *pRect; pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VIEWPORT; /** @todo y-inversion for partial viewport coordinates? */ glViewport(pRect->x, pRect->y, pRect->w, pRect->h); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); /* Reset the projection matrix as that relies on the viewport setting. */ if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true) { vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix); } else { float matrix[16]; /* identity matrix if no matrix set. */ memset(matrix, 0, sizeof(matrix)); matrix[0] = 1.0; matrix[5] = 1.0; matrix[10] = 1.0; matrix[15] = 1.0; vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, matrix); } return VINF_SUCCESS; } int vmsvga3dSetClipPlane(PVGASTATE pThis, uint32_t cid, uint32_t index, float plane[4]) { PVMSVGA3DCONTEXT pContext; PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); double oglPlane[4]; 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))); AssertReturn(index < SVGA3D_CLIPPLANE_MAX, VERR_INVALID_PARAMETER); if ( cid >= pState->cContexts || pState->papContexts[cid]->id != cid) { Log(("vmsvga3dSetClipPlane invalid context id!\n")); return VERR_INVALID_PARAMETER; } pContext = pState->papContexts[cid]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); /* Store for vm state save/restore. */ pContext->state.aClipPlane[index].fValid = true; memcpy(pContext->state.aClipPlane[index].plane, plane, sizeof(pContext->state.aClipPlane[index].plane)); /** @todo clip plane affected by model view in OpenGL & view in D3D + vertex shader -> not transformed (see Wine; state.c clipplane) */ oglPlane[0] = (double)plane[0]; oglPlane[1] = (double)plane[1]; oglPlane[2] = (double)plane[2]; oglPlane[3] = (double)plane[3]; glClipPlane(GL_CLIP_PLANE0 + index, oglPlane); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); return VINF_SUCCESS; } int vmsvga3dSetScissorRect(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect) { PVMSVGA3DCONTEXT pContext; PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); Log(("vmsvga3dSetScissorRect cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h)); if ( cid >= pState->cContexts || pState->papContexts[cid]->id != cid) { Log(("vmsvga3dSetScissorRect invalid context id!\n")); return VERR_INVALID_PARAMETER; } pContext = pState->papContexts[cid]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); /* Store for vm state save/restore. */ pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_SCISSORRECT; pContext->state.RectScissor = *pRect; glScissor(pRect->x, pRect->y, pRect->w, pRect->h); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); return VINF_SUCCESS; } static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha) { /* Convert byte color components to float (0-1.0) */ *pAlpha = (GLfloat)(color >> 24) / 255.0; *pRed = (GLfloat)((color >> 16) & 0xff) / 255.0; *pGreen = (GLfloat)((color >> 8) & 0xff) / 255.0; *pBlue = (GLfloat)(color & 0xff) / 255.0; } int vmsvga3dCommandClear(PVGASTATE pThis, uint32_t cid, SVGA3dClearFlag clearFlag, uint32_t color, float depth, uint32_t stencil, uint32_t cRects, SVGA3dRect *pRect) { GLbitfield mask = 0; PVMSVGA3DCONTEXT pContext; PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); GLboolean fDepthWriteEnabled = GL_FALSE; 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)); if ( cid >= pState->cContexts || pState->papContexts[cid]->id != cid) { Log(("vmsvga3dCommandClear invalid context id!\n")); return VERR_INVALID_PARAMETER; } pContext = pState->papContexts[cid]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); if (clearFlag & SVGA3D_CLEAR_COLOR) { GLfloat red, green, blue, alpha; vmsvgaColor2GLFloatArray(color, &red, &green, &blue, &alpha); /* Set the color clear value. */ glClearColor(red, green, blue, alpha); mask |= GL_COLOR_BUFFER_BIT; } if (clearFlag & SVGA3D_CLEAR_STENCIL) { /** @todo possibly the same problem as with glDepthMask */ glClearStencil(stencil); mask |= GL_STENCIL_BUFFER_BIT; } if (clearFlag & SVGA3D_CLEAR_DEPTH) { glClearDepth((GLdouble)depth); mask |= GL_DEPTH_BUFFER_BIT; /* glClear will not clear the depth buffer if writing is disabled. */ glGetBooleanv(GL_DEPTH_WRITEMASK, &fDepthWriteEnabled); if (fDepthWriteEnabled == GL_FALSE) glDepthMask(GL_TRUE); } if (cRects) { /* Save the current scissor test bit and scissor box. */ glPushAttrib(GL_SCISSOR_BIT); glEnable(GL_SCISSOR_TEST); for (unsigned i=0; i < cRects; i++) { 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)); glScissor(pRect[i].x, pRect[i].y, pRect[i].w, pRect[i].h); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glClear(mask); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); } /* Restore the old scissor test bit and box */ glPopAttrib(); } else { glClear(mask); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); } /* Restore depth write state. */ if ( (clearFlag & SVGA3D_CLEAR_DEPTH) && fDepthWriteEnabled == GL_FALSE) glDepthMask(GL_FALSE); return VINF_SUCCESS; } /* Convert VMWare vertex declaration to its OpenGL equivalent. */ int vmsvga3dVertexDecl2OGL(SVGA3dVertexArrayIdentity &identity, GLint &size, GLenum &type, GLboolean &normalized) { normalized = GL_FALSE; switch (identity.type) { case SVGA3D_DECLTYPE_FLOAT1: size = 1; type = GL_FLOAT; break; case SVGA3D_DECLTYPE_FLOAT2: size = 2; type = GL_FLOAT; break; case SVGA3D_DECLTYPE_FLOAT3: size = 3; type = GL_FLOAT; break; case SVGA3D_DECLTYPE_FLOAT4: size = 4; type = GL_FLOAT; break; case SVGA3D_DECLTYPE_D3DCOLOR: size = GL_BGRA; /* @note requires GL_ARB_vertex_array_bgra */ type = GL_UNSIGNED_BYTE; normalized = GL_TRUE; /* glVertexAttribPointer fails otherwise */ break; case SVGA3D_DECLTYPE_UBYTE4N: normalized = GL_TRUE; /* no break */ case SVGA3D_DECLTYPE_UBYTE4: size = 4; type = GL_UNSIGNED_BYTE; break; case SVGA3D_DECLTYPE_SHORT2N: normalized = GL_TRUE; /* no break */ case SVGA3D_DECLTYPE_SHORT2: size = 2; type = GL_SHORT; break; case SVGA3D_DECLTYPE_SHORT4N: normalized = GL_TRUE; /* no break */ case SVGA3D_DECLTYPE_SHORT4: size = 4; type = GL_SHORT; break; case SVGA3D_DECLTYPE_USHORT4N: normalized = GL_TRUE; size = 4; type = GL_UNSIGNED_SHORT; break; case SVGA3D_DECLTYPE_USHORT2N: normalized = GL_TRUE; size = 2; type = GL_UNSIGNED_SHORT; break; case SVGA3D_DECLTYPE_UDEC3: size = 3; type = GL_UNSIGNED_INT_2_10_10_10_REV; /** @todo correct? */ break; case SVGA3D_DECLTYPE_DEC3N: normalized = true; size = 3; type = GL_INT_2_10_10_10_REV; /** @todo correct? */ break; case SVGA3D_DECLTYPE_FLOAT16_2: size = 2; type = GL_HALF_FLOAT; break; case SVGA3D_DECLTYPE_FLOAT16_4: size = 4; type = GL_HALF_FLOAT; break; default: AssertFailedReturn(VERR_INVALID_PARAMETER); } //pVertexElement->Method = identity.method; //pVertexElement->Usage = identity.usage; return VINF_SUCCESS; } /* Convert VMWare primitive type to its OpenGL equivalent. */ /* Calculate the vertex count based on the primitive type and nr of primitives. */ int vmsvga3dPrimitiveType2OGL(SVGA3dPrimitiveType PrimitiveType, GLenum *pMode, uint32_t cPrimitiveCount, uint32_t *pcVertices) { switch (PrimitiveType) { case SVGA3D_PRIMITIVE_TRIANGLELIST: *pMode = GL_TRIANGLES; *pcVertices = cPrimitiveCount * 3; break; case SVGA3D_PRIMITIVE_POINTLIST: *pMode = GL_POINTS; *pcVertices = cPrimitiveCount; break; case SVGA3D_PRIMITIVE_LINELIST: *pMode = GL_LINES; *pcVertices = cPrimitiveCount * 2; break; case SVGA3D_PRIMITIVE_LINESTRIP: *pMode = GL_LINE_STRIP; *pcVertices = cPrimitiveCount + 1; break; case SVGA3D_PRIMITIVE_TRIANGLESTRIP: *pMode = GL_TRIANGLE_STRIP; *pcVertices = cPrimitiveCount + 2; break; case SVGA3D_PRIMITIVE_TRIANGLEFAN: *pMode = GL_TRIANGLE_FAN; *pcVertices = cPrimitiveCount + 2; break; default: return VERR_INVALID_PARAMETER; } return VINF_SUCCESS; } int vmsvga3dResetTransformMatrices(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext) { int rc; /* Reset the view matrix (also takes the world matrix into account). */ if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid == true) { rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix); } else { float matrix[16]; /* identity matrix if no matrix set. */ memset(matrix, 0, sizeof(matrix)); matrix[0] = 1.0; matrix[5] = 1.0; matrix[10] = 1.0; matrix[15] = 1.0; rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, matrix); } /* Reset the projection matrix. */ if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true) { rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix); } else { float matrix[16]; /* identity matrix if no matrix set. */ memset(matrix, 0, sizeof(matrix)); matrix[0] = 1.0; matrix[5] = 1.0; matrix[10] = 1.0; matrix[15] = 1.0; rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, matrix); } AssertRC(rc); return rc; } int vmsvga3dDrawPrimitivesProcessVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl) { PVMSVGA3DSTATE pState = pThis->svga.p3dState; unsigned sidVertex = pVertexDecl[0].array.surfaceId; PVMSVGA3DSURFACE pVertexSurface; AssertReturn(sidVertex < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER); AssertReturn(sidVertex < pState->cSurfaces && pState->papSurfaces[sidVertex]->id == sidVertex, VERR_INVALID_PARAMETER); pVertexSurface = pState->papSurfaces[sidVertex]; Log(("vmsvga3dDrawPrimitives: vertex surface %x\n", sidVertex)); /* Create and/or bind the vertex buffer. */ if (pVertexSurface->oglId.buffer == OPENGL_INVALID_ID) { Log(("vmsvga3dDrawPrimitives: create vertex buffer fDirty=%d size=%x bytes\n", pVertexSurface->fDirty, pVertexSurface->pMipmapLevels[0].cbSurface)); PVMSVGA3DCONTEXT pSavedCtx = pContext; pContext = &pState->SharedCtx; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); pState->ext.glGenBuffers(1, &pVertexSurface->oglId.buffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); Assert(pVertexSurface->fDirty); /** @todo rethink usage dynamic/static */ pState->ext.glBufferData(GL_ARRAY_BUFFER, pVertexSurface->pMipmapLevels[0].cbSurface, pVertexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pVertexSurface->pMipmapLevels[0].fDirty = false; pVertexSurface->fDirty = false; pVertexSurface->flags |= SVGA3D_SURFACE_HINT_VERTEXBUFFER; pState->ext.glBindBuffer(GL_ARRAY_BUFFER, OPENGL_INVALID_ID); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pContext = pSavedCtx; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); } Assert(pVertexSurface->fDirty == false); pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); /* Setup the vertex declarations. */ for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++) { GLint size; GLenum type; GLboolean normalized; GLuint index = iVertexDeclBase + iVertex; 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)); int rc = vmsvga3dVertexDecl2OGL(pVertexDecl[iVertex].identity, size, type, normalized); AssertRCReturn(rc, rc); if (pContext->state.shidVertex != SVGA_ID_INVALID) { /* Use numbered vertex arrays when shaders are active. */ pState->ext.glEnableVertexAttribArray(index); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pState->ext.glVertexAttribPointer(index, size, type, normalized, pVertexDecl[iVertex].array.stride, (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); /** @todo case SVGA3D_DECLUSAGE_COLOR: color component order not identical!! test GL_BGRA!! */ } else { /* Use the predefined selection of vertex streams for the fixed pipeline. */ switch (pVertexDecl[iVertex].identity.usage) { case SVGA3D_DECLUSAGE_POSITIONT: case SVGA3D_DECLUSAGE_POSITION: { glEnableClientState(GL_VERTEX_ARRAY); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glVertexPointer(size, type, pVertexDecl[iVertex].array.stride, (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; } case SVGA3D_DECLUSAGE_BLENDWEIGHT: AssertFailed(); break; case SVGA3D_DECLUSAGE_BLENDINDICES: AssertFailed(); break; case SVGA3D_DECLUSAGE_NORMAL: glEnableClientState(GL_NORMAL_ARRAY); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glNormalPointer(type, pVertexDecl[iVertex].array.stride, (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_DECLUSAGE_PSIZE: AssertFailed(); break; case SVGA3D_DECLUSAGE_TEXCOORD: /* Specify the affected texture unit. */ #if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex); #else pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex); #endif glEnableClientState(GL_TEXTURE_COORD_ARRAY); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glTexCoordPointer(size, type, pVertexDecl[iVertex].array.stride, (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_DECLUSAGE_TANGENT: AssertFailed(); break; case SVGA3D_DECLUSAGE_BINORMAL: AssertFailed(); break; case SVGA3D_DECLUSAGE_TESSFACTOR: AssertFailed(); break; case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! test GL_BGRA!! */ glEnableClientState(GL_COLOR_ARRAY); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); glColorPointer(size, type, pVertexDecl[iVertex].array.stride, (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_DECLUSAGE_FOG: glEnableClientState(GL_FOG_COORD_ARRAY); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pState->ext.glFogCoordPointer(type, pVertexDecl[iVertex].array.stride, (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_DECLUSAGE_DEPTH: AssertFailed(); break; case SVGA3D_DECLUSAGE_SAMPLE: AssertFailed(); break; case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */ } } #ifdef LOG_ENABLED if (pVertexDecl[iVertex].array.stride == 0) Log(("vmsvga3dDrawPrimitives: stride == 0! Can be valid\n")); #endif } return VINF_SUCCESS; } int vmsvga3dDrawPrimitivesCleanupVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl) { PVMSVGA3DSTATE pState = pThis->svga.p3dState; /* Clean up the vertex declarations. */ for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++) { if (pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT) { /* Reset the transformation matrices in case of a switch back from pretransformed mode. */ Log(("vmsvga3dDrawPrimitivesCleanupVertexDecls: reset world and projection matrices after transformation reset (pre-transformed -> transformed)\n")); vmsvga3dResetTransformMatrices(pThis, pContext); } if (pContext->state.shidVertex != SVGA_ID_INVALID) { /* Use numbered vertex arrays when shaders are active. */ pState->ext.glDisableVertexAttribArray(iVertexDeclBase + iVertex); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); } else { /* Use the predefined selection of vertex streams for the fixed pipeline. */ switch (pVertexDecl[iVertex].identity.usage) { case SVGA3D_DECLUSAGE_POSITION: case SVGA3D_DECLUSAGE_POSITIONT: glDisableClientState(GL_VERTEX_ARRAY); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_DECLUSAGE_BLENDWEIGHT: break; case SVGA3D_DECLUSAGE_BLENDINDICES: break; case SVGA3D_DECLUSAGE_NORMAL: glDisableClientState(GL_NORMAL_ARRAY); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_DECLUSAGE_PSIZE: break; case SVGA3D_DECLUSAGE_TEXCOORD: /* Specify the affected texture unit. */ #if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex); #else pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex); #endif glDisableClientState(GL_TEXTURE_COORD_ARRAY); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_DECLUSAGE_TANGENT: break; case SVGA3D_DECLUSAGE_BINORMAL: break; case SVGA3D_DECLUSAGE_TESSFACTOR: break; case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! */ glDisableClientState(GL_COLOR_ARRAY); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_DECLUSAGE_FOG: glDisableClientState(GL_FOG_COORD_ARRAY); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); break; case SVGA3D_DECLUSAGE_DEPTH: break; case SVGA3D_DECLUSAGE_SAMPLE: break; case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */ } } } /* Unbind the vertex buffer after usage. */ pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); return VINF_SUCCESS; } int vmsvga3dDrawPrimitives(PVGASTATE pThis, uint32_t cid, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl, uint32_t numRanges, SVGA3dPrimitiveRange *pRange, uint32_t cVertexDivisor, SVGA3dVertexDivisor *pVertexDivisor) { PVMSVGA3DSTATE pState = pThis->svga.p3dState; PVMSVGA3DCONTEXT pContext; AssertReturn(pState, VERR_INTERNAL_ERROR); int rc = VERR_NOT_IMPLEMENTED; uint32_t iCurrentVertex; Log(("vmsvga3dDrawPrimitives cid=%x numVertexDecls=%d numRanges=%d, cVertexDivisor=%d\n", cid, numVertexDecls, numRanges, cVertexDivisor)); AssertReturn(numVertexDecls && numVertexDecls <= SVGA3D_MAX_VERTEX_ARRAYS, VERR_INVALID_PARAMETER); AssertReturn(numRanges && numRanges <= SVGA3D_MAX_DRAW_PRIMITIVE_RANGES, VERR_INVALID_PARAMETER); AssertReturn(!cVertexDivisor || cVertexDivisor == numVertexDecls, VERR_INVALID_PARAMETER); /** @todo Non-zero cVertexDivisor */ Assert(!cVertexDivisor); if ( cid >= pState->cContexts || pState->papContexts[cid]->id != cid) { Log(("vmsvga3dDrawPrimitives invalid context id!\n")); return VERR_INVALID_PARAMETER; } pContext = pState->papContexts[cid]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); /* Check for pretransformed vertex declarations. */ for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++) { switch (pVertexDecl[iVertex].identity.usage) { case SVGA3D_DECLUSAGE_POSITIONT: Log(("ShaderSetPositionTransformed: (%d,%d)\n", pContext->state.RectViewPort.w, pContext->state.RectViewPort.h)); case SVGA3D_DECLUSAGE_POSITION: ShaderSetPositionTransformed(pContext->pShaderContext, pContext->state.RectViewPort.w, pContext->state.RectViewPort.h, pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT); break; } } /* Flush any shader changes; after (!) checking the vertex declarations to deal with pre-transformed vertices. */ if (pContext->pShaderContext) { uint32_t rtHeight = 0; if (pContext->sidRenderTarget != SVGA_ID_INVALID) { PVMSVGA3DSURFACE pRenderTarget = pState->papSurfaces[pContext->sidRenderTarget]; rtHeight = pRenderTarget->pMipmapLevels[0].size.height; } ShaderUpdateState(pContext->pShaderContext, rtHeight); } /* Process all vertex declarations. Each vertex buffer is represented by one stream. */ iCurrentVertex = 0; while (iCurrentVertex < numVertexDecls) { uint32_t sidVertex = SVGA_ID_INVALID; uint32_t iVertex; for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++) { if ( sidVertex != SVGA_ID_INVALID && pVertexDecl[iVertex].array.surfaceId != sidVertex ) break; sidVertex = pVertexDecl[iVertex].array.surfaceId; } rc = vmsvga3dDrawPrimitivesProcessVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]); AssertRCReturn(rc, rc); iCurrentVertex = iVertex; } /* Now draw the primitives. */ for (unsigned iPrimitive = 0; iPrimitive < numRanges; iPrimitive++) { GLenum modeDraw; unsigned sidIndex = pRange[iPrimitive].indexArray.surfaceId; PVMSVGA3DSURFACE pIndexSurface = NULL; unsigned cVertices; Log(("Primitive %d: type %s\n", iPrimitive, vmsvga3dPrimitiveType2String(pRange[iPrimitive].primType))); rc = vmsvga3dPrimitiveType2OGL(pRange[iPrimitive].primType, &modeDraw, pRange[iPrimitive].primitiveCount, &cVertices); if (RT_FAILURE(rc)) { AssertRC(rc); goto internal_error; } if (sidIndex != SVGA3D_INVALID_ID) { AssertMsg(pRange[iPrimitive].indexWidth == sizeof(uint32_t) || pRange[iPrimitive].indexWidth == sizeof(uint16_t), ("Unsupported primitive width %d\n", pRange[iPrimitive].indexWidth)); if ( sidIndex >= SVGA3D_MAX_SURFACE_IDS || sidIndex >= pState->cSurfaces || pState->papSurfaces[sidIndex]->id != sidIndex) { Assert(sidIndex < SVGA3D_MAX_SURFACE_IDS); Assert(sidIndex < pState->cSurfaces && pState->papSurfaces[sidIndex]->id == sidIndex); rc = VERR_INVALID_PARAMETER; goto internal_error; } pIndexSurface = pState->papSurfaces[sidIndex]; Log(("vmsvga3dDrawPrimitives: index surface %x\n", sidIndex)); if (pIndexSurface->oglId.buffer == OPENGL_INVALID_ID) { Log(("vmsvga3dDrawPrimitives: create index buffer fDirty=%d size=%x bytes\n", pIndexSurface->fDirty, pIndexSurface->pMipmapLevels[0].cbSurface)); pContext = &pState->SharedCtx; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); pState->ext.glGenBuffers(1, &pIndexSurface->oglId.buffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); Assert(pIndexSurface->fDirty); /** @todo rethink usage dynamic/static */ pState->ext.glBufferData(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->pMipmapLevels[0].cbSurface, pIndexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pIndexSurface->pMipmapLevels[0].fDirty = false; pIndexSurface->fDirty = false; pIndexSurface->flags |= SVGA3D_SURFACE_HINT_INDEXBUFFER; pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, OPENGL_INVALID_ID); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); pContext = pState->papContexts[cid]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); } Assert(pIndexSurface->fDirty == false); pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); } if (!pIndexSurface) { /* Render without an index buffer */ Log(("DrawPrimitive %x cPrimitives=%d cVertices=%d index index bias=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pRange[iPrimitive].indexBias)); glDrawArrays(modeDraw, pRange[iPrimitive].indexBias, cVertices); } else { GLenum indexType; Assert(pRange[iPrimitive].indexBias >= 0); /** @todo indexBias */ Assert(pRange[iPrimitive].indexWidth == pRange[iPrimitive].indexArray.stride); if (pRange[iPrimitive].indexWidth == sizeof(uint8_t)) { indexType = GL_UNSIGNED_BYTE; } else if (pRange[iPrimitive].indexWidth == sizeof(uint16_t)) { indexType = GL_UNSIGNED_SHORT; } else { Assert(pRange[iPrimitive].indexWidth == sizeof(uint32_t)); indexType = GL_UNSIGNED_INT; } /* Render with an index buffer */ 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)); if (pRange[iPrimitive].indexBias == 0) glDrawElements(modeDraw, cVertices, indexType, (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset); /* byte offset in indices buffer */ else pState->ext.glDrawElementsBaseVertex(modeDraw, cVertices, indexType, (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */ pRange[iPrimitive].indexBias); /* basevertex */ /* Unbind the index buffer after usage. */ pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); } VMSVGA3D_CHECK_LAST_ERROR(pState, pContext); } internal_error: /* Deactivate the vertex declarations. */ iCurrentVertex = 0; while (iCurrentVertex < numVertexDecls) { uint32_t sidVertex = SVGA_ID_INVALID; uint32_t iVertex; for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++) { if ( sidVertex != SVGA_ID_INVALID && pVertexDecl[iVertex].array.surfaceId != sidVertex ) break; sidVertex = pVertexDecl[iVertex].array.surfaceId; } rc = vmsvga3dDrawPrimitivesCleanupVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]); AssertRCReturn(rc, rc); iCurrentVertex = iVertex; } #ifdef DEBUG for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTexture); i++) { if (pContext->aSidActiveTexture[i] != SVGA3D_INVALID_ID) { GLint activeTexture = 0; GLint activeTextureUnit = 0; glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureUnit); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); pState->ext.glActiveTexture(GL_TEXTURE0 + i); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); pState->ext.glActiveTexture(activeTextureUnit); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); # 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. */ if (pContext->aSidActiveTexture[activeTextureUnit - GL_TEXTURE0] != SVGA3D_INVALID_ID) { PVMSVGA3DSURFACE pTexture; pTexture = pState->papSurfaces[pContext->aSidActiveTexture[activeTextureUnit - GL_TEXTURE0]]; AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture, ("%x vs %x unit %d - %d\n", pTexture->oglId.texture, activeTexture, i, activeTextureUnit - GL_TEXTURE0)); } # else PVMSVGA3DSURFACE pTexture = pState->papSurfaces[pContext->aSidActiveTexture[i]]; AssertMsg(pTexture->id == pContext->aSidActiveTexture[i], ("%x vs %x\n", pTexture->id == pContext->aSidActiveTexture[i])); AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture, ("%x vs %x unit %d (active unit %d) sid=%x\n", pTexture->oglId.texture, activeTexture, i, activeTextureUnit - GL_TEXTURE0, pContext->aSidActiveTexture[i])); # endif } } #endif #ifdef DEBUG_GFX_WINDOW if (pContext->sidRenderTarget) { SVGA3dCopyRect rect; rect.srcx = rect.srcy = rect.x = rect.y = 0; rect.w = pContext->state.RectViewPort.w; rect.h = pContext->state.RectViewPort.h; vmsvga3dCommandPresent(pThis, pContext->sidRenderTarget, 0, NULL); } #endif return rc; } int vmsvga3dShaderDefine(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type, uint32_t cbData, uint32_t *pShaderData) { PVMSVGA3DCONTEXT pContext; PVMSVGA3DSHADER pShader; PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); int rc; Log(("vmsvga3dShaderDefine cid=%x shid=%x type=%s cbData=%x\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cbData)); Log3(("shader code:\n%.*Rhxd\n", cbData, pShaderData)); if ( cid >= pState->cContexts || pState->papContexts[cid]->id != cid) { Log(("vmsvga3dShaderDefine invalid context id!\n")); return VERR_INVALID_PARAMETER; } pContext = pState->papContexts[cid]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); AssertReturn(shid < SVGA3D_MAX_SHADER_IDS, VERR_INVALID_PARAMETER); if (type == SVGA3D_SHADERTYPE_VS) { if (shid >= pContext->cVertexShaders) { void *pvNew = RTMemRealloc(pContext->paVertexShader, sizeof(VMSVGA3DSHADER) * (shid + 1)); AssertReturn(pvNew, VERR_NO_MEMORY); pContext->paVertexShader = (PVMSVGA3DSHADER)pvNew; memset(&pContext->paVertexShader[pContext->cVertexShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cVertexShaders)); for (uint32_t i = pContext->cVertexShaders; i < shid + 1; i++) pContext->paVertexShader[i].id = SVGA3D_INVALID_ID; pContext->cVertexShaders = shid + 1; } /* If one already exists with this id, then destroy it now. */ if (pContext->paVertexShader[shid].id != SVGA3D_INVALID_ID) vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paVertexShader[shid].type); pShader = &pContext->paVertexShader[shid]; } else { Assert(type == SVGA3D_SHADERTYPE_PS); if (shid >= pContext->cPixelShaders) { void *pvNew = RTMemRealloc(pContext->paPixelShader, sizeof(VMSVGA3DSHADER) * (shid + 1)); AssertReturn(pvNew, VERR_NO_MEMORY); pContext->paPixelShader = (PVMSVGA3DSHADER)pvNew; memset(&pContext->paPixelShader[pContext->cPixelShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cPixelShaders)); for (uint32_t i = pContext->cPixelShaders; i < shid + 1; i++) pContext->paPixelShader[i].id = SVGA3D_INVALID_ID; pContext->cPixelShaders = shid + 1; } /* If one already exists with this id, then destroy it now. */ if (pContext->paPixelShader[shid].id != SVGA3D_INVALID_ID) vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paPixelShader[shid].type); pShader = &pContext->paPixelShader[shid]; } memset(pShader, 0, sizeof(*pShader)); pShader->id = shid; pShader->cid = cid; pShader->type = type; pShader->cbData = cbData; pShader->pShaderProgram = RTMemAllocZ(cbData); AssertReturn(pShader->pShaderProgram, VERR_NO_MEMORY); memcpy(pShader->pShaderProgram, pShaderData, cbData); #ifdef DUMP_SHADER_DISASSEMBLY LPD3DXBUFFER pDisassembly; HRESULT hr = D3DXDisassembleShader((const DWORD *)pShaderData, FALSE, NULL, &pDisassembly); if (hr == D3D_OK) { Log(("Shader disassembly:\n%s\n", pDisassembly->GetBufferPointer())); pDisassembly->Release(); } #endif switch (type) { case SVGA3D_SHADERTYPE_VS: rc = ShaderCreateVertexShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pVertexShader); break; case SVGA3D_SHADERTYPE_PS: rc = ShaderCreatePixelShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pPixelShader); break; default: AssertFailedReturn(VERR_INVALID_PARAMETER); } if (rc != VINF_SUCCESS) { RTMemFree(pShader->pShaderProgram); memset(pShader, 0, sizeof(*pShader)); pShader->id = SVGA3D_INVALID_ID; } return rc; } int vmsvga3dShaderDestroy(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type) { PVMSVGA3DCONTEXT pContext; PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); PVMSVGA3DSHADER pShader = NULL; int rc; Log(("vmsvga3dShaderDestroy cid=%x shid=%x type=%s\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL")); if ( cid >= pState->cContexts || pState->papContexts[cid]->id != cid) { Log(("vmsvga3dShaderDestroy invalid context id!\n")); return VERR_INVALID_PARAMETER; } pContext = pState->papContexts[cid]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); if (type == SVGA3D_SHADERTYPE_VS) { if ( shid < pContext->cVertexShaders && pContext->paVertexShader[shid].id == shid) { pShader = &pContext->paVertexShader[shid]; rc = ShaderDestroyVertexShader(pContext->pShaderContext, pShader->u.pVertexShader); AssertRC(rc); } } else { Assert(type == SVGA3D_SHADERTYPE_PS); if ( shid < pContext->cPixelShaders && pContext->paPixelShader[shid].id == shid) { pShader = &pContext->paPixelShader[shid]; rc = ShaderDestroyPixelShader(pContext->pShaderContext, pShader->u.pPixelShader); AssertRC(rc); } } if (pShader) { if (pShader->pShaderProgram) RTMemFree(pShader->pShaderProgram); memset(pShader, 0, sizeof(*pShader)); pShader->id = SVGA3D_INVALID_ID; } else AssertFailedReturn(VERR_INVALID_PARAMETER); return VINF_SUCCESS; } int vmsvga3dShaderSet(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid, SVGA3dShaderType type, uint32_t shid) { PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); int rc; Log(("vmsvga3dShaderSet cid=%x type=%s shid=%d\n", cid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", shid)); if ( !pContext && cid < pState->cContexts && pState->papContexts[cid]->id == cid) pContext = pState->papContexts[cid]; else if (!pContext) { AssertMsgFailed(("cid=%#x cContexts=%#x\n", cid, pState->cContexts)); Log(("vmsvga3dShaderSet invalid context id!\n")); return VERR_INVALID_PARAMETER; } VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); if (type == SVGA3D_SHADERTYPE_VS) { /* Save for vm state save/restore. */ pContext->state.shidVertex = shid; pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VERTEXSHADER; if ( shid < pContext->cVertexShaders && pContext->paVertexShader[shid].id == shid) { PVMSVGA3DSHADER pShader = &pContext->paVertexShader[shid]; Assert(type == pShader->type); rc = ShaderSetVertexShader(pContext->pShaderContext, pShader->u.pVertexShader); AssertRCReturn(rc, rc); } else if (shid == SVGA_ID_INVALID) { /* Unselect shader. */ rc = ShaderSetVertexShader(pContext->pShaderContext, NULL); AssertRCReturn(rc, rc); } else AssertFailedReturn(VERR_INVALID_PARAMETER); } else { /* Save for vm state save/restore. */ pContext->state.shidPixel = shid; pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_PIXELSHADER; Assert(type == SVGA3D_SHADERTYPE_PS); if ( shid < pContext->cPixelShaders && pContext->paPixelShader[shid].id == shid) { PVMSVGA3DSHADER pShader = &pContext->paPixelShader[shid]; Assert(type == pShader->type); rc = ShaderSetPixelShader(pContext->pShaderContext, pShader->u.pPixelShader); AssertRCReturn(rc, rc); } else if (shid == SVGA_ID_INVALID) { /* Unselect shader. */ rc = ShaderSetPixelShader(pContext->pShaderContext, NULL); AssertRCReturn(rc, rc); } else AssertFailedReturn(VERR_INVALID_PARAMETER); } return VINF_SUCCESS; } int vmsvga3dShaderSetConst(PVGASTATE pThis, uint32_t cid, uint32_t reg, SVGA3dShaderType type, SVGA3dShaderConstType ctype, uint32_t cRegisters, uint32_t *pValues) { PVMSVGA3DCONTEXT pContext; PVMSVGA3DSTATE pState = pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); int rc; Log(("vmsvga3dShaderSetConst cid=%x reg=%x type=%s cregs=%d ctype=%x\n", cid, reg, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cRegisters, ctype)); if ( cid >= pState->cContexts || pState->papContexts[cid]->id != cid) { Log(("vmsvga3dShaderSetConst invalid context id!\n")); return VERR_INVALID_PARAMETER; } pContext = pState->papContexts[cid]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); for (uint32_t i = 0; i < cRegisters; i++) { #ifdef LOG_ENABLED switch (ctype) { case SVGA3D_CONST_TYPE_FLOAT: { float *pValuesF = (float *)pValues; 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))); break; } case SVGA3D_CONST_TYPE_INT: 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])); break; case SVGA3D_CONST_TYPE_BOOL: 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])); break; } #endif vmsvga3dSaveShaderConst(pContext, reg + i, type, ctype, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]); } switch (type) { case SVGA3D_SHADERTYPE_VS: switch (ctype) { case SVGA3D_CONST_TYPE_FLOAT: rc = ShaderSetVertexShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters); break; case SVGA3D_CONST_TYPE_INT: rc = ShaderSetVertexShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters); break; case SVGA3D_CONST_TYPE_BOOL: rc = ShaderSetVertexShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters); break; default: AssertFailedReturn(VERR_INVALID_PARAMETER); } AssertRCReturn(rc, rc); break; case SVGA3D_SHADERTYPE_PS: switch (ctype) { case SVGA3D_CONST_TYPE_FLOAT: rc = ShaderSetPixelShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters); break; case SVGA3D_CONST_TYPE_INT: rc = ShaderSetPixelShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters); break; case SVGA3D_CONST_TYPE_BOOL: rc = ShaderSetPixelShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters); break; default: AssertFailedReturn(VERR_INVALID_PARAMETER); } AssertRCReturn(rc, rc); break; default: AssertFailedReturn(VERR_INVALID_PARAMETER); } return VINF_SUCCESS; } int vmsvga3dQueryBegin(PVGASTATE pThis, uint32_t cid, SVGA3dQueryType type) { AssertFailed(); return VERR_NOT_IMPLEMENTED; } int vmsvga3dQueryEnd(PVGASTATE pThis, uint32_t cid, SVGA3dQueryType type, SVGAGuestPtr guestResult) { AssertFailed(); return VERR_NOT_IMPLEMENTED; } int vmsvga3dQueryWait(PVGASTATE pThis, uint32_t cid, SVGA3dQueryType type, SVGAGuestPtr guestResult) { AssertFailed(); return VERR_NOT_IMPLEMENTED; }