VirtualBox

source: vbox/trunk/src/VBox/Devices/Graphics/DevVGA-SVGA3d-ogl.cpp@ 53775

Last change on this file since 53775 was 53756, checked in by vboxsync, 10 years ago

vmsvgaGMRTransfer: Display detail in buffer overflow assertions.

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1/* $Id: DevVGA-SVGA3d-ogl.cpp 53756 2015-01-06 23:28:38Z vboxsync $ */
2/** @file
3 * DevVMWare - VMWare SVGA device
4 */
5
6/*
7 * Copyright (C) 2013-2015 Oracle Corporation
8 *
9 * This file is part of VirtualBox Open Source Edition (OSE), as
10 * available from http://www.virtualbox.org. This file is free software;
11 * you can redistribute it and/or modify it under the terms of the GNU
12 * General Public License (GPL) as published by the Free Software
13 * Foundation, in version 2 as it comes in the "COPYING" file of the
14 * VirtualBox OSE distribution. VirtualBox OSE is distributed in the
15 * hope that it will be useful, but WITHOUT ANY WARRANTY of any kind.
16 */
17
18
19/*******************************************************************************
20* Header Files *
21*******************************************************************************/
22#define LOG_GROUP LOG_GROUP_DEV_VMSVGA
23#include <VBox/vmm/pdmdev.h>
24#include <VBox/version.h>
25#include <VBox/err.h>
26#include <VBox/log.h>
27#include <VBox/vmm/pgm.h>
28
29#include <iprt/assert.h>
30#include <iprt/semaphore.h>
31#include <iprt/uuid.h>
32#include <iprt/mem.h>
33#include <iprt/avl.h>
34
35#include <VBox/VMMDev.h>
36#include <VBox/VBoxVideo.h>
37#include <VBox/bioslogo.h>
38
39/* should go BEFORE any other DevVGA include to make all DevVGA.h config defines be visible */
40#include "DevVGA.h"
41
42#include "DevVGA-SVGA.h"
43#include "DevVGA-SVGA3d.h"
44#include "vmsvga/svga_reg.h"
45#include "vmsvga/svga3d_reg.h"
46#include "vmsvga/svga3d_shaderdefs.h"
47
48#ifdef RT_OS_WINDOWS
49# include <GL/gl.h>
50# include "vmsvga_glext/wglext.h"
51
52#elif defined(RT_OS_DARWIN)
53# include <OpenGL/OpenGL.h>
54# include <OpenGL/gl3.h>
55# include <OpenGL/gl3ext.h>
56# define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED
57# include <OpenGL/gl.h>
58# include <OpenGL/glext.h>
59# include "DevVGA-SVGA3d-cocoa.h"
60/* work around conflicting definition of GLhandleARB in VMware's glext.h */
61//#define GL_ARB_shader_objects
62// HACK
63typedef void (APIENTRYP PFNGLFOGCOORDPOINTERPROC) (GLenum type, GLsizei stride, const GLvoid *pointer);
64typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture);
65typedef void (APIENTRYP PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint *params);
66# define GL_RGBA_S3TC 0x83A2
67# define GL_ALPHA8_EXT 0x803c
68# define GL_LUMINANCE8_EXT 0x8040
69# define GL_LUMINANCE16_EXT 0x8042
70# define GL_LUMINANCE4_ALPHA4_EXT 0x8043
71# define GL_LUMINANCE8_ALPHA8_EXT 0x8045
72# define GL_INT_2_10_10_10_REV 0x8D9F
73#else
74# include <X11/Xlib.h>
75# include <X11/Xatom.h>
76# include <GL/gl.h>
77# include <GL/glx.h>
78# include <GL/glext.h>
79//HACK FOR NOW
80typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture);
81#endif
82#include "vmsvga_glext/glext.h"
83
84#include "shaderlib/shaderlib.h"
85
86#include <stdlib.h>
87#include <math.h>
88#include <float.h>
89
90
91/* Generated by VBoxDef2LazyLoad from the VBoxSVGA3D.def and VBoxSVGA3DObjC.def files. */
92extern "C" int ExplicitlyLoadVBoxSVGA3D(bool fResolveAllImports, PRTERRINFO pErrInfo);
93#ifdef RT_OS_DARWIN
94extern "C" int ExplicitlyLoadVBoxSVGA3DObjC(bool fResolveAllImports, PRTERRINFO pErrInfo);
95#endif
96
97
98/*******************************************************************************
99* Defined Constants And Macros *
100*******************************************************************************/
101#ifndef VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE
102# define VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE 1.0
103#endif
104
105#ifdef RT_OS_WINDOWS
106# define OGLGETPROCADDRESS wglGetProcAddress
107
108#elif defined(RT_OS_DARWIN)
109# include <dlfcn.h>
110# define OGLGETPROCADDRESS MyNSGLGetProcAddress
111/** Resolves an OpenGL symbol. */
112static void *MyNSGLGetProcAddress(const char *pszSymbol)
113{
114 /* Another copy in shaderapi.c. */
115 static void *s_pvImage = NULL;
116 if (s_pvImage == NULL)
117 s_pvImage = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY);
118 return s_pvImage ? dlsym(s_pvImage, pszSymbol) : NULL;
119}
120
121#else
122# define OGLGETPROCADDRESS(x) glXGetProcAddress((const GLubyte *)x)
123#endif
124
125/* Invert y-coordinate for OpenGL's bottom left origin. */
126#define D3D_TO_OGL_Y_COORD(ptrSurface, y_coordinate) (ptrSurface->pMipmapLevels[0].size.height - (y_coordinate))
127#define D3D_TO_OGL_Y_COORD_MIPLEVEL(ptrMipLevel, y_coordinate) (ptrMipLevel->size.height - (y_coordinate))
128
129#define OPENGL_INVALID_ID 0
130
131//#define MANUAL_FLIP_SURFACE_DATA
132/* Enable to render the result of DrawPrimitive in a seperate window. */
133//#define DEBUG_GFX_WINDOW
134
135#define VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState) \
136 do { (pState)->idActiveContext = OPENGL_INVALID_ID; } while (0)
137
138/** @def VMSVGA3D_SET_CURRENT_CONTEXT
139 * Makes sure the @a pContext is the active OpenGL context.
140 * @parm pState The VMSVGA3d state.
141 * @parm pContext The new context.
142 */
143#ifdef RT_OS_WINDOWS
144# define VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext) \
145 if ((pState)->idActiveContext != pContext->id) \
146 { \
147 BOOL fMakeCurrentRc = wglMakeCurrent((pContext)->hdc, (pContext)->hglrc); \
148 Assert(fMakeCurrentRc == TRUE); \
149 pState->idActiveContext = (pContext)->id; \
150 } else do { } while (0)
151
152#elif defined(RT_OS_DARWIN)
153# define VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext) \
154 if ((pState)->idActiveContext != (pContext)->id) \
155 { \
156 vmsvga3dCocoaViewMakeCurrentContext((pContext)->cocoaView, (pContext)->cocoaContext); \
157 (pState)->idActiveContext = (pContext)->id; \
158 } else do { } while (0)
159#else
160# define VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext) \
161 if ((pState)->idActiveContext != (pContext)->id) \
162 { \
163 Bool fMakeCurrentRc = glXMakeCurrent((pState)->display, \
164 (pContext)->window, \
165 (pContext)->glxContext); \
166 Assert(fMakeCurrentRc == True); \
167 (pState)->idActiveContext = (pContext)->id; \
168 } else do { } while (0)
169#endif
170
171/** @def VMSVGA3D_CHECK_LAST_ERROR
172 * Checks that the last OpenGL error code indicates success.
173 *
174 * Will assert and return VERR_INTERNAL_ERROR in strict builds, in other
175 * builds it will do nothing and is a NOOP.
176 *
177 * @parm pState The VMSVGA3d state.
178 * @parm pContext The new context.
179 *
180 * @todo Revamp this to include the OpenGL operation so we can see what went
181 * wrong. Maybe include a few of the first occurances in the release
182 * log of regular builds.
183 */
184#ifdef VBOX_STRICT
185# define VMSVGA3D_CHECK_LAST_ERROR(pState, pContext) do { \
186 Assert((pState)->idActiveContext == (pContext)->id); \
187 (pContext)->lastError = glGetError(); \
188 AssertMsgReturn((pContext)->lastError == GL_NO_ERROR, \
189 ("%s (%d): last error 0x%x\n", __FUNCTION__, __LINE__, (pContext)->lastError), \
190 VERR_INTERNAL_ERROR); \
191 } while (0)
192#else
193# define VMSVGA3D_CHECK_LAST_ERROR(pState, pContext) do { } while (0)
194#endif
195
196/** @def VMSVGA3D_CHECK_LAST_ERROR_WARN
197 * Checks that the last OpenGL error code indicates success.
198 *
199 * Will assert in strict builds, otherwise it's a NOOP.
200 *
201 * @parm pState The VMSVGA3d state.
202 * @parm pContext The new context.
203 */
204#ifdef VBOX_STRICT
205# define VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext) do { \
206 Assert((pState)->idActiveContext == (pContext)->id); \
207 (pContext)->lastError = glGetError(); \
208 AssertMsg((pContext)->lastError == GL_NO_ERROR, ("%s (%d): last error 0x%x\n", __FUNCTION__, __LINE__, (pContext)->lastError)); \
209 } while (0)
210#else
211# define VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext) do { } while (0)
212#endif
213
214
215/**
216 * Macro for doing something and then checking for errors during initialization.
217 * Uses AssertLogRelMsg.
218 */
219#define VMSVGA3D_INIT_CHECKED(a_Expr) \
220 do \
221 { \
222 a_Expr; \
223 GLenum iGlError = glGetError(); \
224 AssertLogRelMsg(iGlError == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x\n", #a_Expr, iGlError)); \
225 } while (0)
226
227/**
228 * Macro for doing something and then checking for errors during initialization,
229 * doing the same in the other context when enabled.
230 *
231 * This will try both profiles in dual profile builds. Caller must be in the
232 * default context.
233 *
234 * Uses AssertLogRelMsg to indicate trouble.
235 */
236#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
237# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) \
238 do \
239 { \
240 for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
241 a_Expr; \
242 GLenum iGlError = glGetError(); \
243 if (iGlError != GL_NO_ERROR) \
244 { \
245 VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pOtherCtx); \
246 for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
247 a_Expr; \
248 GLenum iGlError2 = glGetError(); \
249 AssertLogRelMsg(iGlError2 == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x / %#x\n", #a_Expr, iGlError, iGlError2)); \
250 VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pContext); \
251 } \
252 } while (0)
253#else
254# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) VMSVGA3D_INIT_CHECKED(a_Expr)
255#endif
256
257
258/*******************************************************************************
259* Structures, Typedefs and Globals. *
260*******************************************************************************/
261typedef struct
262{
263 SVGA3dSize size;
264 uint32_t cbSurface;
265 uint32_t cbSurfacePitch;
266 void *pSurfaceData;
267 bool fDirty;
268} VMSVGA3DMIPMAPLEVEL, *PVMSVGA3DMIPMAPLEVEL;
269
270/**
271 * SSM descriptor table for the VMSVGA3DMIPMAPLEVEL structure.
272 */
273static SSMFIELD const g_aVMSVGA3DMIPMAPLEVELFields[] =
274{
275 SSMFIELD_ENTRY( VMSVGA3DMIPMAPLEVEL, size),
276 SSMFIELD_ENTRY( VMSVGA3DMIPMAPLEVEL, cbSurface),
277 SSMFIELD_ENTRY( VMSVGA3DMIPMAPLEVEL, cbSurfacePitch),
278 SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DMIPMAPLEVEL, pSurfaceData),
279 SSMFIELD_ENTRY_IGNORE( VMSVGA3DMIPMAPLEVEL, fDirty),
280 SSMFIELD_ENTRY_TERM()
281};
282
283typedef struct
284{
285 uint32_t id;
286 uint32_t idAssociatedContext;
287 uint32_t flags;
288 SVGA3dSurfaceFormat format;
289 GLint internalFormatGL;
290 GLint formatGL;
291 GLint typeGL;
292 union
293 {
294 GLuint texture;
295 GLuint buffer;
296 GLuint renderbuffer;
297 } oglId;
298 SVGA3dSurfaceFace faces[SVGA3D_MAX_SURFACE_FACES];
299 uint32_t cFaces;
300 PVMSVGA3DMIPMAPLEVEL pMipmapLevels;
301 uint32_t multiSampleCount;
302 SVGA3dTextureFilter autogenFilter;
303 uint32_t cbBlock; /* block/pixel size in bytes */
304 /* Dirty state; surface was manually updated. */
305 bool fDirty;
306} VMSVGA3DSURFACE, *PVMSVGA3DSURFACE;
307
308/**
309 * SSM descriptor table for the VMSVGA3DSURFACE structure.
310 */
311static SSMFIELD const g_aVMSVGA3DSURFACEFields[] =
312{
313 SSMFIELD_ENTRY( VMSVGA3DSURFACE, id),
314 SSMFIELD_ENTRY( VMSVGA3DSURFACE, idAssociatedContext),
315 SSMFIELD_ENTRY( VMSVGA3DSURFACE, flags),
316 SSMFIELD_ENTRY( VMSVGA3DSURFACE, format),
317 SSMFIELD_ENTRY( VMSVGA3DSURFACE, internalFormatGL),
318 SSMFIELD_ENTRY( VMSVGA3DSURFACE, formatGL),
319 SSMFIELD_ENTRY( VMSVGA3DSURFACE, typeGL),
320 SSMFIELD_ENTRY_IGNORE( VMSVGA3DSURFACE, id),
321 SSMFIELD_ENTRY( VMSVGA3DSURFACE, faces),
322 SSMFIELD_ENTRY( VMSVGA3DSURFACE, cFaces),
323 SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DSURFACE, pMipmapLevels),
324 SSMFIELD_ENTRY( VMSVGA3DSURFACE, multiSampleCount),
325 SSMFIELD_ENTRY( VMSVGA3DSURFACE, autogenFilter),
326 SSMFIELD_ENTRY( VMSVGA3DSURFACE, cbBlock),
327 SSMFIELD_ENTRY_IGNORE( VMSVGA3DSURFACE, fDirty),
328 SSMFIELD_ENTRY_TERM()
329};
330
331typedef struct
332{
333 uint32_t id;
334 uint32_t cid;
335 SVGA3dShaderType type;
336 uint32_t cbData;
337 void *pShaderProgram;
338 union
339 {
340 void *pVertexShader;
341 void *pPixelShader;
342 } u;
343} VMSVGA3DSHADER, *PVMSVGA3DSHADER;
344
345/**
346 * SSM descriptor table for the VMSVGA3DSHADER structure.
347 */
348static SSMFIELD const g_aVMSVGA3DSHADERFields[] =
349{
350 SSMFIELD_ENTRY( VMSVGA3DSHADER, id),
351 SSMFIELD_ENTRY( VMSVGA3DSHADER, cid),
352 SSMFIELD_ENTRY( VMSVGA3DSHADER, type),
353 SSMFIELD_ENTRY( VMSVGA3DSHADER, cbData),
354 SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DSHADER, pShaderProgram),
355 SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DSHADER, u.pVertexShader),
356 SSMFIELD_ENTRY_TERM()
357};
358
359typedef struct
360{
361 bool fValid;
362 float matrix[16];
363} VMSVGATRANSFORMSTATE, *PVMSVGATRANSFORMSTATE;
364
365typedef struct
366{
367 bool fValid;
368 SVGA3dMaterial material;
369} VMSVGAMATERIALSTATE, *PVMSVGAMATERIALSTATE;
370
371typedef struct
372{
373 bool fValid;
374 float plane[4];
375} VMSVGACLIPPLANESTATE, *PVMSVGACLIPPLANESTATE;
376
377typedef struct
378{
379 bool fEnabled;
380 bool fValidData;
381 SVGA3dLightData data;
382} VMSVGALIGHTSTATE, *PVMSVGALIGHTSTATE;
383
384typedef struct
385{
386 bool fValid;
387 SVGA3dShaderConstType ctype;
388 uint32_t value[4];
389} VMSVGASHADERCONST, *PVMSVGASHADERCONST;
390
391/**
392 * SSM descriptor table for the VMSVGASHADERCONST structure.
393 */
394static SSMFIELD const g_aVMSVGASHADERCONSTFields[] =
395{
396 SSMFIELD_ENTRY( VMSVGASHADERCONST, fValid),
397 SSMFIELD_ENTRY( VMSVGASHADERCONST, ctype),
398 SSMFIELD_ENTRY( VMSVGASHADERCONST, value),
399 SSMFIELD_ENTRY_TERM()
400};
401
402#define VMSVGA3D_UPDATE_SCISSORRECT RT_BIT(0)
403#define VMSVGA3D_UPDATE_ZRANGE RT_BIT(1)
404#define VMSVGA3D_UPDATE_VIEWPORT RT_BIT(2)
405#define VMSVGA3D_UPDATE_VERTEXSHADER RT_BIT(3)
406#define VMSVGA3D_UPDATE_PIXELSHADER RT_BIT(4)
407#define VMSVGA3D_UPDATE_TRANSFORM RT_BIT(5)
408#define VMSVGA3D_UPDATE_MATERIAL RT_BIT(6)
409
410typedef struct
411{
412 uint32_t id;
413#ifdef RT_OS_WINDOWS
414 /* Device context of the context window. */
415 HDC hdc;
416 /* OpenGL rendering context handle. */
417 HGLRC hglrc;
418 /* Device context window handle. */
419 HWND hwnd;
420#elif defined(RT_OS_DARWIN)
421 /* OpenGL rendering context */
422 NativeNSOpenGLContextRef cocoaContext;
423 NativeNSViewRef cocoaView;
424 bool fOtherProfile;
425#else
426 /** XGL rendering context handle */
427 GLXContext glxContext;
428 /** Device context window handle */
429 Window window;
430 /** flag whether the window is mapped (=visible) */
431 bool fMapped;
432#endif
433 /* Framebuffer object associated with this context. */
434 GLuint idFramebuffer;
435 /* Read and draw framebuffer objects for various operations. */
436 GLuint idReadFramebuffer;
437 GLuint idDrawFramebuffer;
438 /* Last GL error recorded. */
439 GLenum lastError;
440
441 /* Current active render target (if any) */
442 uint32_t sidRenderTarget;
443 /* Current selected texture surfaces (if any) */
444 uint32_t aSidActiveTexture[SVGA3D_MAX_TEXTURE_STAGE];
445 /* Per context pixel and vertex shaders. */
446 uint32_t cPixelShaders;
447 PVMSVGA3DSHADER paPixelShader;
448 uint32_t cVertexShaders;
449 PVMSVGA3DSHADER paVertexShader;
450 void *pShaderContext;
451 /* Keep track of the internal state to be able to recreate the context properly (save/restore, window resize). */
452 struct
453 {
454 uint32_t u32UpdateFlags;
455
456 SVGA3dRenderState aRenderState[SVGA3D_RS_MAX];
457 SVGA3dTextureState aTextureState[SVGA3D_MAX_TEXTURE_STAGE][SVGA3D_TS_MAX];
458 VMSVGATRANSFORMSTATE aTransformState[SVGA3D_TRANSFORM_MAX];
459 VMSVGAMATERIALSTATE aMaterial[SVGA3D_FACE_MAX];
460 VMSVGACLIPPLANESTATE aClipPlane[SVGA3D_CLIPPLANE_MAX];
461 VMSVGALIGHTSTATE aLightData[SVGA3D_MAX_LIGHTS];
462
463 uint32_t aRenderTargets[SVGA3D_RT_MAX];
464 SVGA3dRect RectScissor;
465 SVGA3dRect RectViewPort;
466 SVGA3dZRange zRange;
467 uint32_t shidPixel;
468 uint32_t shidVertex;
469
470 uint32_t cPixelShaderConst;
471 PVMSVGASHADERCONST paPixelShaderConst;
472 uint32_t cVertexShaderConst;
473 PVMSVGASHADERCONST paVertexShaderConst;
474 } state;
475} VMSVGA3DCONTEXT, *PVMSVGA3DCONTEXT;
476
477/**
478 * SSM descriptor table for the VMSVGA3DCONTEXT structure.
479 */
480static SSMFIELD const g_aVMSVGA3DCONTEXTFields[] =
481{
482 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, id),
483#ifdef RT_OS_WINDOWS
484 SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, hdc),
485 SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, hglrc),
486 SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, hwnd),
487#endif
488
489 SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, idFramebuffer),
490 SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, idReadFramebuffer),
491 SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, idDrawFramebuffer),
492 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, lastError),
493
494 SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, sidRenderTarget),
495 SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, aSidActiveTexture),
496 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, cPixelShaders),
497 SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, paPixelShader),
498 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, cVertexShaders),
499 SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, paVertexShader),
500 SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, pShaderContext),
501 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.u32UpdateFlags),
502
503 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aRenderState),
504 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aTextureState),
505 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aTransformState),
506 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aMaterial),
507 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aClipPlane),
508 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aLightData),
509
510 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aRenderTargets),
511 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.RectScissor),
512 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.RectViewPort),
513 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.zRange),
514 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.shidPixel),
515 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.shidVertex),
516 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.cPixelShaderConst),
517 SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, state.paPixelShaderConst),
518 SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.cVertexShaderConst),
519 SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, state.paVertexShaderConst),
520 SSMFIELD_ENTRY_TERM()
521};
522
523/**
524 * VMSVGA3d state data.
525 *
526 * Allocated on the heap and pointed to by VMSVGAState::p3dState.
527 */
528typedef struct VMSVGA3DSTATE
529{
530#ifdef RT_OS_WINDOWS
531 /** Window Thread. */
532 R3PTRTYPE(RTTHREAD) pWindowThread;
533 DWORD idWindowThread;
534 HMODULE hInstance;
535 /** Window request semaphore. */
536 RTSEMEVENT WndRequestSem;
537#elif defined(RT_OS_LINUX)
538 /* The X display */
539 Display *display;
540 R3PTRTYPE(RTTHREAD) pWindowThread;
541 bool bTerminate;
542#endif
543
544 float fGLVersion;
545 /* Current active context. */
546 uint32_t idActiveContext;
547
548 struct
549 {
550 PFNGLISRENDERBUFFERPROC glIsRenderbuffer;
551 PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
552 PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
553 PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
554 PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
555 PFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
556 PFNGLISFRAMEBUFFERPROC glIsFramebuffer;
557 PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
558 PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
559 PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
560 PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
561 PFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
562 PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
563 PFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
564 PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
565 PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
566 PFNGLGENERATEMIPMAPPROC glGenerateMipmap;
567 PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
568 PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
569 PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer;
570 PFNGLPOINTPARAMETERFPROC glPointParameterf;
571 PFNGLBLENDEQUATIONPROC glBlendEquation;
572 PFNGLBLENDEQUATIONSEPARATEPROC glBlendEquationSeparate;
573 PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate;
574 PFNGLSTENCILOPSEPARATEPROC glStencilOpSeparate;
575 PFNGLSTENCILFUNCSEPARATEPROC glStencilFuncSeparate;
576 PFNGLBLENDCOLORPROC glBlendColor;
577 PFNGLBINDBUFFERPROC glBindBuffer;
578 PFNGLDELETEBUFFERSPROC glDeleteBuffers;
579 PFNGLGENBUFFERSPROC glGenBuffers;
580 PFNGLBUFFERDATAPROC glBufferData;
581 PFNGLMAPBUFFERPROC glMapBuffer;
582 PFNGLUNMAPBUFFERPROC glUnmapBuffer;
583 PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
584 PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
585 PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
586 PFNGLFOGCOORDPOINTERPROC glFogCoordPointer;
587 PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glDrawElementsInstancedBaseVertex;
588 PFNGLDRAWELEMENTSBASEVERTEXPROC glDrawElementsBaseVertex;
589 PFNGLACTIVETEXTUREPROC glActiveTexture;
590 PFNGLCLIENTACTIVETEXTUREPROC glClientActiveTexture;
591 PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
592 PFNGLPROVOKINGVERTEXPROC glProvokingVertex;
593 bool fEXT_stencil_two_side;
594 } ext;
595
596 struct
597 {
598 GLint maxActiveLights;
599 GLint maxTextureBufferSize;
600 GLint maxTextures;
601 GLint maxClipDistances;
602 GLint maxColorAttachments;
603 GLint maxRectangleTextureSize;
604 GLint maxTextureAnisotropy;
605 GLint maxVertexShaderInstructions;
606 GLint maxFragmentShaderInstructions;
607 GLint maxVertexShaderTemps;
608 GLint maxFragmentShaderTemps;
609 GLfloat flPointSize[2];
610 SVGA3dPixelShaderVersion fragmentShaderVersion;
611 SVGA3dVertexShaderVersion vertexShaderVersion;
612 bool fS3TCSupported;
613 } caps;
614
615 uint32_t cContexts;
616 PVMSVGA3DCONTEXT paContext;
617 uint32_t cSurfaces;
618 PVMSVGA3DSURFACE paSurface;
619#ifdef DEBUG_GFX_WINDOW_TEST_CONTEXT
620 uint32_t idTestContext;
621#endif
622 /** The GL_EXTENSIONS value (space padded) for the default OpenGL profile.
623 * Free with RTStrFree. */
624 R3PTRTYPE(char *) pszExtensions;
625
626 /** The GL_EXTENSIONS value (space padded) for the other OpenGL profile.
627 * Free with RTStrFree.
628 *
629 * This is used to detect shader model version since some implementations
630 * (darwin) hides extensions that have made it into core and probably a
631 * bunch of others when using a OpenGL core profile instead of a legacy one */
632 R3PTRTYPE(char *) pszOtherExtensions;
633 /** The version of the other GL profile. */
634 float fOtherGLVersion;
635
636 /** Shader talk back interface. */
637 VBOXVMSVGASHADERIF ShaderIf;
638} VMSVGA3DSTATE;
639/** Pointer to the VMSVGA3d state. */
640typedef VMSVGA3DSTATE *PVMSVGA3DSTATE;
641
642/**
643 * SSM descriptor table for the VMSVGA3DSTATE structure.
644 */
645static SSMFIELD const g_aVMSVGA3DSTATEFields[] =
646{
647#ifdef RT_OS_WINDOWS
648 SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DSTATE, pWindowThread),
649 SSMFIELD_ENTRY_IGNORE( VMSVGA3DSTATE, idWindowThread),
650 SSMFIELD_ENTRY_IGNORE( VMSVGA3DSTATE, hInstance),
651 SSMFIELD_ENTRY_IGNORE( VMSVGA3DSTATE, WndRequestSem),
652#elif defined(RT_OS_LINUX)
653 SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DSTATE, display),
654 SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DSTATE, pWindowThread),
655 SSMFIELD_ENTRY_IGNORE( VMSVGA3DSTATE, bTerminate),
656#endif
657 SSMFIELD_ENTRY( VMSVGA3DSTATE, fGLVersion),
658 SSMFIELD_ENTRY_IGNORE( VMSVGA3DSTATE, idActiveContext),
659
660 SSMFIELD_ENTRY_IGNORE( VMSVGA3DSTATE, ext),
661 SSMFIELD_ENTRY_IGNORE( VMSVGA3DSTATE, caps),
662
663 SSMFIELD_ENTRY( VMSVGA3DSTATE, cContexts),
664 SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DSTATE, paContext),
665 SSMFIELD_ENTRY( VMSVGA3DSTATE, cSurfaces),
666 SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DSTATE, paSurface),
667 SSMFIELD_ENTRY_TERM()
668};
669
670
671/* Define the default light parameters as specified by MSDN. */
672/* @todo move out; fetched from Wine */
673const SVGA3dLightData vmsvga3d_default_light =
674{
675 SVGA3D_LIGHTTYPE_DIRECTIONAL, /* type */
676 false, /* inWorldSpace */
677 { 1.0f, 1.0f, 1.0f, 0.0f }, /* diffuse r,g,b,a */
678 { 0.0f, 0.0f, 0.0f, 0.0f }, /* specular r,g,b,a */
679 { 0.0f, 0.0f, 0.0f, 0.0f }, /* ambient r,g,b,a, */
680 { 0.0f, 0.0f, 0.0f }, /* position x,y,z */
681 { 0.0f, 0.0f, 1.0f }, /* direction x,y,z */
682 0.0f, /* range */
683 0.0f, /* falloff */
684 0.0f, 0.0f, 0.0f, /* attenuation 0,1,2 */
685 0.0f, /* theta */
686 0.0f /* phi */
687};
688
689RT_C_DECLS_BEGIN
690static int vmsvga3dCreateTexture(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext, PVMSVGA3DSURFACE pSurface);
691static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha);
692RT_C_DECLS_END
693
694
695/**
696 * Checks if the given OpenGL extension is supported.
697 *
698 * @returns true if supported, false if not.
699 * @param pState The VMSVGA3d state.
700 * @param fActualGLVersion The actual OpenGL version we're working against.
701 * @param fMinGLVersion The OpenGL version that introduced this feature
702 * into the core.
703 * @param pszWantedExtension The name of the OpenGL extension we want padded
704 * with one space at each end.
705 * @remarks Init time only.
706 */
707static bool vmsvga3dCheckGLExtension(PVMSVGA3DSTATE pState, float fMinGLVersion, const char *pszWantedExtension)
708{
709 /* check padding. */
710 Assert(pszWantedExtension[0] == ' ');
711 Assert(pszWantedExtension[1] != ' ');
712 Assert(strchr(&pszWantedExtension[1], ' ') + 1 == strchr(pszWantedExtension, '\0'));
713
714 /* Look it up. */
715 bool fRet = false;
716 if (strstr(pState->pszExtensions, pszWantedExtension))
717 fRet = true;
718
719 /* Temporarily. Later start if (fMinGLVersion != 0.0 && fActualGLVersion >= fMinGLVersion) return true; */
720 AssertMsg( fMinGLVersion == 0.0
721 || fRet == (pState->fGLVersion >= fMinGLVersion)
722#ifdef RT_OS_DARWIN
723 || VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE == 2.1
724#endif
725 , ("%s actual:%d min:%d fRet=%d\n",
726 pszWantedExtension, (int)(pState->fGLVersion * 10), (int)(fMinGLVersion * 10), fRet));
727 return fRet;
728}
729
730
731/**
732 * Outputs GL_EXTENSIONS list to the release log.
733 */
734static void vmsvga3dLogRelExtensions(const char *pszPrefix, const char *pszExtensions)
735{
736 /* OpenGL 3.0 interface (glGetString(GL_EXTENSIONS) return NULL). */
737 bool fBuffered = RTLogRelSetBuffering(true);
738
739 /*
740 * Determin the column widths first.
741 */
742 size_t acchWidths[4] = { 1, 1, 1, 1 };
743 uint32_t i;
744 const char *psz = pszExtensions;
745 for (i = 0; ; i++)
746 {
747 while (*psz == ' ')
748 psz++;
749 if (!*psz)
750 break;
751
752 const char *pszEnd = strchr(psz, ' ');
753 AssertBreak(pszEnd);
754 size_t cch = pszEnd - psz;
755
756 uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
757 if (acchWidths[iColumn] < cch)
758 acchWidths[iColumn] = cch;
759
760 psz = pszEnd;
761 }
762
763 /*
764 * Output it.
765 */
766 LogRel(("VMSVGA3d: %sOpenGL extensions (%d):", pszPrefix, i));
767 psz = pszExtensions;
768 for (i = 0; ; i++)
769 {
770 while (*psz == ' ')
771 psz++;
772 if (!*psz)
773 break;
774
775 const char *pszEnd = strchr(psz, ' ');
776 AssertBreak(pszEnd);
777 size_t cch = pszEnd - psz;
778
779 uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
780 if (iColumn == 0)
781 LogRel(("\nVMSVGA3d: %-*.*s", acchWidths[iColumn], cch, psz));
782 else if (iColumn != RT_ELEMENTS(acchWidths) - 1)
783 LogRel((" %-*.*s", acchWidths[iColumn], cch, psz));
784 else
785 LogRel((" %.*s", cch, psz));
786
787 psz = pszEnd;
788 }
789
790 RTLogRelSetBuffering(fBuffered);
791 LogRel(("\n"));
792}
793
794/**
795 * Gathers the GL_EXTENSIONS list, storing it as a space padded list at
796 * @a ppszExtensions.
797 *
798 * @returns VINF_SUCCESS or VERR_NO_STR_MEMORY
799 * @param ppszExtensions Pointer to the string pointer. Free with RTStrFree.
800 * @param fGLProfileVersion The OpenGL profile version.
801 */
802static int vmsvga3dGatherExtensions(char **ppszExtensions, float fGLProfileVersion)
803{
804 int rc;
805 *ppszExtensions = NULL;
806
807 /*
808 * Try the old glGetString interface first.
809 */
810 const char *pszExtensions = (const char *)glGetString(GL_EXTENSIONS);
811 if (pszExtensions)
812 {
813 rc = RTStrAAppendExN(ppszExtensions, 3, " ", (size_t)1, pszExtensions, RTSTR_MAX, " ", (size_t)1);
814 AssertLogRelRCReturn(rc, rc);
815 }
816 else
817 {
818 /*
819 * The new interface where each extension string is retrieved separately.
820 * Note! Cannot use VMSVGA3D_INIT_CHECKED_GL_GET_INTEGER_VALUE here because
821 * the above GL_EXTENSIONS error lingers on darwin. sucks.
822 */
823#ifndef GL_NUM_EXTENSIONS
824# define GL_NUM_EXTENSIONS 0x821D
825#endif
826 GLint cExtensions = 1024;
827 glGetIntegerv(GL_NUM_EXTENSIONS, &cExtensions);
828 Assert(cExtensions != 1024);
829
830 PFNGLGETSTRINGIPROC pfnGlGetStringi = (PFNGLGETSTRINGIPROC)OGLGETPROCADDRESS("glGetStringi");
831 AssertLogRelReturn(pfnGlGetStringi, VERR_NOT_SUPPORTED);
832
833 rc = RTStrAAppend(ppszExtensions, " ");
834 for (GLint i = 0; RT_SUCCESS(rc) && i < cExtensions; i++)
835 {
836 const char *pszExt = (const char *)pfnGlGetStringi(GL_EXTENSIONS, i);
837 if (pszExt)
838 rc = RTStrAAppendExN(ppszExtensions, 2, pfnGlGetStringi(GL_EXTENSIONS, i), RTSTR_MAX, " ", (size_t)1);
839 }
840 AssertRCReturn(rc, rc);
841 }
842
843#if 1
844 /*
845 * Add extensions promoted into the core OpenGL profile.
846 */
847 static const struct
848 {
849 float fGLVersion;
850 const char *pszzExtensions;
851 } s_aPromotedExtensions[] =
852 {
853 {
854 1.1,
855 " GL_EXT_vertex_array \0"
856 " GL_EXT_polygon_offset \0"
857 " GL_EXT_blend_logic_op \0"
858 " GL_EXT_texture \0"
859 " GL_EXT_copy_texture \0"
860 " GL_EXT_subtexture \0"
861 " GL_EXT_texture_object \0"
862 " GL_ARB_framebuffer_object \0"
863 " GL_ARB_map_buffer_range \0"
864 " GL_ARB_vertex_array_object \0"
865 "\0"
866 },
867 {
868 1.2,
869 " EXT_texture3D \0"
870 " EXT_bgra \0"
871 " EXT_packed_pixels \0"
872 " EXT_rescale_normal \0"
873 " EXT_separate_specular_color \0"
874 " SGIS_texture_edge_clamp \0"
875 " SGIS_texture_lod \0"
876 " EXT_draw_range_elements \0"
877 "\0"
878 },
879 {
880 1.3,
881 " GL_ARB_texture_compression \0"
882 " GL_ARB_texture_cube_map \0"
883 " GL_ARB_multisample \0"
884 " GL_ARB_multitexture \0"
885 " GL_ARB_texture_env_add \0"
886 " GL_ARB_texture_env_combine \0"
887 " GL_ARB_texture_env_dot3 \0"
888 " GL_ARB_texture_border_clamp \0"
889 " GL_ARB_transpose_matrix \0"
890 "\0"
891 },
892 {
893 1.5,
894 " GL_SGIS_generate_mipmap \0"
895 /*" GL_NV_blend_equare \0"*/
896 " GL_ARB_depth_texture \0"
897 " GL_ARB_shadow \0"
898 " GL_EXT_fog_coord \0"
899 " GL_EXT_multi_draw_arrays \0"
900 " GL_ARB_point_parameters \0"
901 " GL_EXT_secondary_color \0"
902 " GL_EXT_blend_func_separate \0"
903 " GL_EXT_stencil_wrap \0"
904 " GL_ARB_texture_env_crossbar \0"
905 " GL_EXT_texture_lod_bias \0"
906 " GL_ARB_texture_mirrored_repeat \0"
907 " GL_ARB_window_pos \0"
908 "\0"
909 },
910 {
911 1.6,
912 " GL_ARB_vertex_buffer_object \0"
913 " GL_ARB_occlusion_query \0"
914 " GL_EXT_shadow_funcs \0"
915 },
916 {
917 2.0,
918 " GL_ARB_shader_objects \0" /*??*/
919 " GL_ARB_vertex_shader \0" /*??*/
920 " GL_ARB_fragment_shader \0" /*??*/
921 " GL_ARB_shading_language_100 \0" /*??*/
922 " GL_ARB_draw_buffers \0"
923 " GL_ARB_texture_non_power_of_two \0"
924 " GL_ARB_point_sprite \0"
925 " GL_ATI_separate_stencil \0"
926 " GL_EXT_stencil_two_side \0"
927 "\0"
928 },
929 {
930 2.1,
931 " GL_ARB_pixel_buffer_object \0"
932 " GL_EXT_texture_sRGB \0"
933 "\0"
934 },
935 {
936 3.0,
937 " GL_ARB_framebuffer_object \0"
938 " GL_ARB_map_buffer_range \0"
939 " GL_ARB_vertex_array_object \0"
940 "\0"
941 },
942 {
943 3.1,
944 " GL_ARB_copy_buffer \0"
945 " GL_ARB_uniform_buffer_object \0"
946 "\0"
947 },
948 {
949 3.2,
950 " GL_ARB_vertex_array_bgra \0"
951 " GL_ARB_draw_elements_base_vertex \0"
952 " GL_ARB_fragment_coord_conventions \0"
953 " GL_ARB_provoking_vertex \0"
954 " GL_ARB_seamless_cube_map \0"
955 " GL_ARB_texture_multisample \0"
956 " GL_ARB_depth_clamp \0"
957 " GL_ARB_sync \0"
958 " GL_ARB_geometry_shader4 \0" /*??*/
959 "\0"
960 },
961 {
962 3.3,
963 " GL_ARB_blend_func_extended \0"
964 " GL_ARB_sampler_objects \0"
965 " GL_ARB_explicit_attrib_location \0"
966 " GL_ARB_occlusion_query2 \0"
967 " GL_ARB_shader_bit_encoding \0"
968 " GL_ARB_texture_rgb10_a2ui \0"
969 " GL_ARB_texture_swizzle \0"
970 " GL_ARB_timer_query \0"
971 " GL_ARB_vertex_type_2_10_10_10_rev \0"
972 "\0"
973 },
974 {
975 4.0,
976 " GL_ARB_texture_query_lod \0"
977 " GL_ARB_draw_indirect \0"
978 " GL_ARB_gpu_shader5 \0"
979 " GL_ARB_gpu_shader_fp64 \0"
980 " GL_ARB_shader_subroutine \0"
981 " GL_ARB_tessellation_shader \0"
982 " GL_ARB_texture_buffer_object_rgb32 \0"
983 " GL_ARB_texture_cube_map_array \0"
984 " GL_ARB_texture_gather \0"
985 " GL_ARB_transform_feedback2 \0"
986 " GL_ARB_transform_feedback3 \0"
987 "\0"
988 },
989 {
990 4.1,
991 " GL_ARB_ES2_compatibility \0"
992 " GL_ARB_get_program_binary \0"
993 " GL_ARB_separate_shader_objects \0"
994 " GL_ARB_shader_precision \0"
995 " GL_ARB_vertex_attrib_64bit \0"
996 " GL_ARB_viewport_array \0"
997 "\0"
998 }
999 };
1000
1001 uint32_t cPromoted = 0;
1002 for (uint32_t i = 0; i < RT_ELEMENTS(s_aPromotedExtensions) && s_aPromotedExtensions[i].fGLVersion <= fGLProfileVersion; i++)
1003 {
1004 const char *pszExt = s_aPromotedExtensions[i].pszzExtensions;
1005 while (*pszExt)
1006 {
1007 size_t cchExt = strlen(pszExt);
1008 Assert(cchExt > 3);
1009 Assert(pszExt[0] == ' ');
1010 Assert(pszExt[1] != ' ');
1011 Assert(pszExt[cchExt - 2] != ' ');
1012 Assert(pszExt[cchExt - 1] == ' ');
1013
1014 if (strstr(*ppszExtensions, pszExt) == NULL)
1015 {
1016 if (cPromoted++ == 0)
1017 {
1018 rc = RTStrAAppend(ppszExtensions, " <promoted-extensions:> <promoted-extensions:> <promoted-extensions:> ");
1019 AssertRCReturn(rc, rc);
1020 }
1021
1022 rc = RTStrAAppend(ppszExtensions, pszExt);
1023 AssertRCReturn(rc, rc);
1024 }
1025
1026 pszExt = strchr(pszExt, '\0') + 1;
1027 }
1028 }
1029#endif
1030
1031 return VINF_SUCCESS;
1032}
1033
1034/**
1035 * @interface_method_impl{VBOXVMSVGASHADERIF, pfnSwitchInitProfile}
1036 */
1037static DECLCALLBACK(void) vmsvga3dShaderIfSwitchInitProfile(PVBOXVMSVGASHADERIF pThis, bool fOtherProfile)
1038{
1039#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1040 PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
1041 VMSVGA3D_SET_CURRENT_CONTEXT(pState, &pState->paContext[fOtherProfile ? 2 : 1]);
1042#else
1043 NOREF(pThis);
1044 NOREF(fOtherProfile);
1045#endif
1046}
1047
1048
1049/**
1050 * @interface_method_impl{VBOXVMSVGASHADERIF, pfnGetNextExtension}
1051 */
1052static DECLCALLBACK(bool) vmsvga3dShaderIfGetNextExtension(PVBOXVMSVGASHADERIF pThis, void **ppvEnumCtx,
1053 char *pszBuf, size_t cbBuf, bool fOtherProfile)
1054{
1055 PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
1056 const char *pszCur = *ppvEnumCtx ? (const char *)*ppvEnumCtx
1057 : fOtherProfile ? pState->pszOtherExtensions : pState->pszExtensions;
1058 while (*pszCur == ' ')
1059 pszCur++;
1060 if (!*pszCur)
1061 return false;
1062
1063 const char *pszEnd = strchr(pszCur, ' ');
1064 AssertReturn(pszEnd, false);
1065 size_t cch = pszEnd - pszCur;
1066 if (cch < cbBuf)
1067 {
1068 memcpy(pszBuf, pszCur, cch);
1069 pszBuf[cch] = '\0';
1070 }
1071 else if (cbBuf > 0)
1072 {
1073 memcpy(pszBuf, "<overflow>", RT_MIN(sizeof("<overflow>"), cbBuf));
1074 pszBuf[cbBuf - 1] = '\0';
1075 }
1076
1077 *ppvEnumCtx = (void *)pszEnd;
1078 return true;
1079}
1080
1081
1082/**
1083 * Initializes the VMSVGA3D state during VGA device construction.
1084 *
1085 * Failure are generally not fatal, 3D support will just be disabled.
1086 *
1087 * @returns VBox status code.
1088 * @param pThis The VGA device state where svga.p3dState will be modified.
1089 */
1090int vmsvga3dInit(PVGASTATE pThis)
1091{
1092 AssertCompile(GL_TRUE == 1);
1093 AssertCompile(GL_FALSE == 0);
1094
1095 /*
1096 * Load and resolve imports from the external shared libraries.
1097 */
1098 RTERRINFOSTATIC ErrInfo;
1099 int rc = ExplicitlyLoadVBoxSVGA3D(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
1100 if (RT_FAILURE(rc))
1101 {
1102 LogRel(("VMSVGA3d: Error loading VBoxSVGA3D and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
1103 return rc;
1104 }
1105#ifdef RT_OS_DARWIN
1106 rc = ExplicitlyLoadVBoxSVGA3DObjC(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
1107 if (RT_FAILURE(rc))
1108 {
1109 LogRel(("VMSVGA3d: Error loading VBoxSVGA3DObjC and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
1110 return rc;
1111 }
1112#endif
1113
1114 /*
1115 * Allocate the state.
1116 */
1117 pThis->svga.p3dState = RTMemAllocZ(sizeof(VMSVGA3DSTATE));
1118 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
1119
1120#ifdef RT_OS_WINDOWS
1121 /* Create event semaphore and async IO thread. */
1122 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
1123 rc = RTSemEventCreate(&pState->WndRequestSem);
1124 if (RT_SUCCESS(rc))
1125 {
1126 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dWindowThread, pState->WndRequestSem, 0, RTTHREADTYPE_GUI, 0,
1127 "VMSVGA3DWND");
1128 if (RT_SUCCESS(rc))
1129 return VINF_SUCCESS;
1130
1131 /* bail out. */
1132 LogRel(("VMSVGA3d: RTThreadCreate failed: %Rrc\n", rc));
1133 RTSemEventDestroy(&pState->WndRequestSem);
1134 }
1135 else
1136 LogRel(("VMSVGA3d: RTSemEventCreate failed: %Rrc\n", rc));
1137 RTMemFree(pThis->svga.p3dState);
1138 pThis->svga.p3dState = NULL;
1139 return rc;
1140#else
1141 return VINF_SUCCESS;
1142#endif
1143}
1144
1145/* We must delay window creation until the PowerOn phase. Init is too early and will cause failures. */
1146int vmsvga3dPowerOn(PVGASTATE pThis)
1147{
1148 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
1149 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
1150 PVMSVGA3DCONTEXT pContext;
1151#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1152 PVMSVGA3DCONTEXT pOtherCtx;
1153#endif
1154 int rc;
1155
1156 if (pState->fGLVersion != 0.0)
1157 return VINF_SUCCESS; /* already initialized (load state) */
1158
1159 /*
1160 * OpenGL function calls aren't possible without a valid current context, so create a fake one here.
1161 */
1162 rc = vmsvga3dContextDefine(pThis, 1, false /*fOtherProfile*/);
1163 AssertRCReturn(rc, rc);
1164
1165 pContext = &pState->paContext[1];
1166 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
1167
1168 LogRel(("VMSVGA3d: OpenGL version: %s\n"
1169 "VMSVGA3d: OpenGL Vendor: %s\n"
1170 "VMSVGA3d: OpenGL Renderer: %s\n"
1171 "VMSVGA3d: OpenGL shader language version: %s\n",
1172 glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
1173 glGetString(GL_SHADING_LANGUAGE_VERSION)));
1174
1175 rc = vmsvga3dGatherExtensions(&pState->pszExtensions, VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE);
1176 AssertRCReturn(rc, rc);
1177 vmsvga3dLogRelExtensions("", pState->pszExtensions);
1178
1179 pState->fGLVersion = atof((const char *)glGetString(GL_VERSION));
1180
1181
1182#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1183 /*
1184 * Get the extension list for the alternative profile so we can better
1185 * figure out the shader model and stuff.
1186 */
1187 rc = vmsvga3dContextDefine(pThis, 2, true /*fOtherProfile*/);
1188 AssertLogRelRCReturn(rc, rc);
1189 pContext = &pState->paContext[1]; /* Array may have been reallocated. */
1190
1191 pOtherCtx = &pState->paContext[2];
1192 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
1193
1194 LogRel(("VMSVGA3d: Alternative OpenGL version: %s\n"
1195 "VMSVGA3d: Alternative OpenGL Vendor: %s\n"
1196 "VMSVGA3d: Alternative OpenGL Renderer: %s\n"
1197 "VMSVGA3d: Alternative OpenGL shader language version: %s\n",
1198 glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
1199 glGetString(GL_SHADING_LANGUAGE_VERSION)));
1200
1201 rc = vmsvga3dGatherExtensions(&pState->pszOtherExtensions, VBOX_VMSVGA3D_OTHER_OGL_PROFILE);
1202 AssertRCReturn(rc, rc);
1203 vmsvga3dLogRelExtensions("Alternative ", pState->pszOtherExtensions);
1204
1205 pState->fOtherGLVersion = atof((const char *)glGetString(GL_VERSION));
1206
1207 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
1208#else
1209 pState->pszOtherExtensions = (char *)"";
1210 pState->fOtherGLVersion = pState->fGLVersion;
1211#endif
1212
1213
1214 if (vmsvga3dCheckGLExtension(pState, 3.0, " GL_ARB_framebuffer_object "))
1215 {
1216 pState->ext.glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)OGLGETPROCADDRESS("glIsRenderbuffer");
1217 pState->ext.glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)OGLGETPROCADDRESS("glBindRenderbuffer");
1218 pState->ext.glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)OGLGETPROCADDRESS("glDeleteRenderbuffers");
1219 pState->ext.glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)OGLGETPROCADDRESS("glGenRenderbuffers");
1220 pState->ext.glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)OGLGETPROCADDRESS("glRenderbufferStorage");
1221 pState->ext.glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)OGLGETPROCADDRESS("glGetRenderbufferParameteriv");
1222 pState->ext.glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)OGLGETPROCADDRESS("glIsFramebuffer");
1223 pState->ext.glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)OGLGETPROCADDRESS("glBindFramebuffer");
1224 pState->ext.glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)OGLGETPROCADDRESS("glDeleteFramebuffers");
1225 pState->ext.glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)OGLGETPROCADDRESS("glGenFramebuffers");
1226 pState->ext.glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)OGLGETPROCADDRESS("glCheckFramebufferStatus");
1227 pState->ext.glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)OGLGETPROCADDRESS("glFramebufferTexture1D");
1228 pState->ext.glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)OGLGETPROCADDRESS("glFramebufferTexture2D");
1229 pState->ext.glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)OGLGETPROCADDRESS("glFramebufferTexture3D");
1230 pState->ext.glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)OGLGETPROCADDRESS("glFramebufferRenderbuffer");
1231 pState->ext.glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)OGLGETPROCADDRESS("glGetFramebufferAttachmentParameteriv");
1232 pState->ext.glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)OGLGETPROCADDRESS("glGenerateMipmap");
1233 pState->ext.glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)OGLGETPROCADDRESS("glBlitFramebuffer");
1234 pState->ext.glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)OGLGETPROCADDRESS("glRenderbufferStorageMultisample");
1235 pState->ext.glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)OGLGETPROCADDRESS("glFramebufferTextureLayer");
1236 }
1237 pState->ext.glPointParameterf = (PFNGLPOINTPARAMETERFPROC)OGLGETPROCADDRESS("glPointParameterf");
1238 AssertMsgReturn(pState->ext.glPointParameterf, ("glPointParameterf missing"), VERR_NOT_IMPLEMENTED);
1239 pState->ext.glBlendEquation = (PFNGLBLENDEQUATIONPROC)OGLGETPROCADDRESS("glBlendEquation");
1240 AssertMsgReturn(pState->ext.glBlendEquation, ("glBlendEquation missing"), VERR_NOT_IMPLEMENTED);
1241 pState->ext.glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)OGLGETPROCADDRESS("glBlendEquationSeparate");
1242 AssertMsgReturn(pState->ext.glBlendEquationSeparate, ("glBlendEquationSeparate missing"), VERR_NOT_IMPLEMENTED);
1243 pState->ext.glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)OGLGETPROCADDRESS("glBlendFuncSeparate");
1244 AssertMsgReturn(pState->ext.glBlendFuncSeparate, ("glBlendFuncSeparate missing"), VERR_NOT_IMPLEMENTED);
1245 pState->ext.glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)OGLGETPROCADDRESS("glStencilOpSeparate");
1246 AssertMsgReturn(pState->ext.glStencilOpSeparate, ("glStencilOpSeparate missing"), VERR_NOT_IMPLEMENTED);
1247 pState->ext.glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)OGLGETPROCADDRESS("glStencilFuncSeparate");
1248 AssertMsgReturn(pState->ext.glStencilFuncSeparate, ("glStencilFuncSeparate missing"), VERR_NOT_IMPLEMENTED);
1249 pState->ext.glBlendColor = (PFNGLBLENDCOLORPROC)OGLGETPROCADDRESS("glBlendColor");
1250 AssertMsgReturn(pState->ext.glBlendColor, ("glBlendColor missing"), VERR_NOT_IMPLEMENTED);
1251 pState->ext.glBindBuffer = (PFNGLBINDBUFFERPROC)OGLGETPROCADDRESS("glBindBuffer");
1252 AssertMsgReturn(pState->ext.glBindBuffer, ("glBindBuffer missing"), VERR_NOT_IMPLEMENTED);
1253 pState->ext.glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)OGLGETPROCADDRESS("glDeleteBuffers");
1254 AssertMsgReturn(pState->ext.glDeleteBuffers, ("glDeleteBuffers missing"), VERR_NOT_IMPLEMENTED);
1255 pState->ext.glGenBuffers = (PFNGLGENBUFFERSPROC)OGLGETPROCADDRESS("glGenBuffers");
1256 AssertMsgReturn(pState->ext.glGenBuffers, ("glGenBuffers missing"), VERR_NOT_IMPLEMENTED);
1257 pState->ext.glBufferData = (PFNGLBUFFERDATAPROC)OGLGETPROCADDRESS("glBufferData");
1258 AssertMsgReturn(pState->ext.glBufferData, ("glBufferData missing"), VERR_NOT_IMPLEMENTED);
1259 pState->ext.glMapBuffer = (PFNGLMAPBUFFERPROC)OGLGETPROCADDRESS("glMapBuffer");
1260 AssertMsgReturn(pState->ext.glMapBuffer, ("glMapBuffer missing"), VERR_NOT_IMPLEMENTED);
1261 pState->ext.glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)OGLGETPROCADDRESS("glUnmapBuffer");
1262 AssertMsgReturn(pState->ext.glUnmapBuffer, ("glUnmapBuffer missing"), VERR_NOT_IMPLEMENTED);
1263 pState->ext.glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)OGLGETPROCADDRESS("glEnableVertexAttribArray");
1264 AssertMsgReturn(pState->ext.glEnableVertexAttribArray, ("glEnableVertexAttribArray missing"), VERR_NOT_IMPLEMENTED);
1265 pState->ext.glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)OGLGETPROCADDRESS("glDisableVertexAttribArray");
1266 AssertMsgReturn(pState->ext.glDisableVertexAttribArray, ("glDisableVertexAttribArray missing"), VERR_NOT_IMPLEMENTED);
1267 pState->ext.glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)OGLGETPROCADDRESS("glVertexAttribPointer");
1268 AssertMsgReturn(pState->ext.glVertexAttribPointer, ("glVertexAttribPointer missing"), VERR_NOT_IMPLEMENTED);
1269 pState->ext.glFogCoordPointer = (PFNGLFOGCOORDPOINTERPROC)OGLGETPROCADDRESS("glFogCoordPointer");
1270 AssertMsgReturn(pState->ext.glFogCoordPointer, ("glFogCoordPointer missing"), VERR_NOT_IMPLEMENTED);
1271 pState->ext.glActiveTexture = (PFNGLACTIVETEXTUREPROC)OGLGETPROCADDRESS("glActiveTexture");
1272 AssertMsgReturn(pState->ext.glActiveTexture, ("glActiveTexture missing"), VERR_NOT_IMPLEMENTED);
1273 pState->ext.glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)OGLGETPROCADDRESS("glClientActiveTexture");
1274 AssertMsgReturn(pState->ext.glClientActiveTexture, ("glClientActiveTexture missing"), VERR_NOT_IMPLEMENTED);
1275 pState->ext.glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)OGLGETPROCADDRESS("glGetProgramivARB");
1276 AssertMsgReturn(pState->ext.glGetProgramivARB, ("glGetProgramivARB missing"), VERR_NOT_IMPLEMENTED);
1277
1278 /* OpenGL 3.2 core */
1279 if (vmsvga3dCheckGLExtension(pState, 3.2, " GL_ARB_draw_elements_base_vertex "))
1280 {
1281 pState->ext.glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)OGLGETPROCADDRESS("glDrawElementsBaseVertex");
1282 pState->ext.glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)OGLGETPROCADDRESS("glDrawElementsInstancedBaseVertex");
1283 }
1284 else
1285 LogRel(("VMSVGA3d: missing extension GL_ARB_draw_elements_base_vertex\n"));
1286
1287 /* OpenGL 3.2 core */
1288 if (vmsvga3dCheckGLExtension(pState, 3.2, " GL_ARB_provoking_vertex "))
1289 {
1290 pState->ext.glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)OGLGETPROCADDRESS("glProvokingVertex");
1291 }
1292 else
1293 LogRel(("VMSVGA3d: missing extension GL_ARB_provoking_vertex\n"));
1294
1295 /* Extension support */
1296#if defined(RT_OS_DARWIN)
1297 /** @todo OpenGL version history suggest this, verify... */
1298 pState->ext.fEXT_stencil_two_side = vmsvga3dCheckGLExtension(pState, 2.0, " GL_EXT_stencil_two_side ");
1299#else
1300 pState->ext.fEXT_stencil_two_side = vmsvga3dCheckGLExtension(pState, 0.0, " GL_EXT_stencil_two_side ");
1301#endif
1302
1303 /*
1304 * Initialize the capabilities with sensible defaults.
1305 */
1306 pState->caps.maxActiveLights = 1;
1307 pState->caps.maxTextureBufferSize = 65536;
1308 pState->caps.maxTextures = 1;
1309 pState->caps.maxClipDistances = 4;
1310 pState->caps.maxColorAttachments = 1;
1311 pState->caps.maxRectangleTextureSize = 2048;
1312 pState->caps.maxTextureAnisotropy = 2;
1313 pState->caps.maxVertexShaderInstructions = 1024;
1314 pState->caps.maxFragmentShaderInstructions = 1024;
1315 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_NONE;
1316 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_NONE;
1317 pState->caps.flPointSize[0] = 1;
1318 pState->caps.flPointSize[1] = 1;
1319
1320 /*
1321 * Query capabilities
1322 */
1323 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_LIGHTS, &pState->caps.maxActiveLights));
1324 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &pState->caps.maxTextureBufferSize));
1325 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &pState->caps.maxTextures));
1326 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
1327 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &pState->caps.maxColorAttachments));
1328 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE, &pState->caps.maxRectangleTextureSize));
1329 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &pState->caps.maxTextureAnisotropy));
1330 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pState->caps.flPointSize));
1331
1332 if (pState->ext.glGetProgramivARB)
1333 {
1334 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
1335 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
1336 &pState->caps.maxFragmentShaderTemps));
1337 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
1338 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
1339 &pState->caps.maxFragmentShaderInstructions));
1340 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
1341 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
1342 &pState->caps.maxVertexShaderTemps));
1343 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
1344 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
1345 &pState->caps.maxVertexShaderInstructions));
1346 }
1347 pState->caps.fS3TCSupported = vmsvga3dCheckGLExtension(pState, 0.0, " GL_EXT_texture_compression_s3tc ");
1348
1349 /* http://http://www.opengl.org/wiki/Detecting_the_Shader_Model
1350 * ARB Assembly Language
1351 * These are done through testing the presence of extensions. You should test them in this order:
1352 * GL_NV_gpu_program4: SM 4.0 or better.
1353 * GL_NV_vertex_program3: SM 3.0 or better.
1354 * GL_ARB_fragment_program: SM 2.0 or better.
1355 * ATI does not support higher than SM 2.0 functionality in assembly shaders.
1356 *
1357 */
1358 /** @todo: distinguish between vertex and pixel shaders??? */
1359 if ( vmsvga3dCheckGLExtension(pState, 0.0, " GL_NV_gpu_program4 ")
1360 || strstr(pState->pszOtherExtensions, " GL_NV_gpu_program4 "))
1361 {
1362 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40;
1363 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40;
1364 }
1365 else
1366 if ( vmsvga3dCheckGLExtension(pState, 0.0, " GL_NV_vertex_program3 ")
1367 || strstr(pState->pszOtherExtensions, " GL_NV_vertex_program3 ")
1368 || vmsvga3dCheckGLExtension(pState, 0.0, " GL_ARB_shader_texture_lod ") /* Wine claims this suggests SM 3.0 support */
1369 || strstr(pState->pszOtherExtensions, " GL_ARB_shader_texture_lod ")
1370 )
1371 {
1372 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_30;
1373 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_30;
1374 }
1375 else
1376 if ( vmsvga3dCheckGLExtension(pState, 0.0, " GL_ARB_fragment_program ")
1377 || strstr(pState->pszOtherExtensions, " GL_ARB_fragment_program "))
1378 {
1379 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20;
1380 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20;
1381 }
1382 else
1383 {
1384 LogRel(("VMSVGA3D: WARNING: unknown support for assembly shaders!!\n"));
1385 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_11;
1386 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_11;
1387 }
1388
1389 if (!vmsvga3dCheckGLExtension(pState, 3.2, " GL_ARB_vertex_array_bgra "))
1390 {
1391 /** @todo Intel drivers don't support this extension! */
1392 LogRel(("VMSVGA3D: WARNING: Missing required extension GL_ARB_vertex_array_bgra (d3dcolor)!!!\n"));
1393 }
1394#if 0
1395 SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND = 11,
1396 SVGA3D_DEVCAP_QUERY_TYPES = 15,
1397 SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING = 16,
1398 SVGA3D_DEVCAP_MAX_POINT_SIZE = 17,
1399 SVGA3D_DEVCAP_MAX_SHADER_TEXTURES = 18,
1400 SVGA3D_DEVCAP_MAX_VOLUME_EXTENT = 21,
1401 SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT = 22,
1402 SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO = 23,
1403 SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY = 24,
1404 SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT = 25,
1405 SVGA3D_DEVCAP_MAX_VERTEX_INDEX = 26,
1406 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS = 28,
1407 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS = 29,
1408 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS = 30,
1409 SVGA3D_DEVCAP_TEXTURE_OPS = 31,
1410 SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8 = 32,
1411 SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8 = 33,
1412 SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10 = 34,
1413 SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5 = 35,
1414 SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5 = 36,
1415 SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4 = 37,
1416 SVGA3D_DEVCAP_SURFACEFMT_R5G6B5 = 38,
1417 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16 = 39,
1418 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8 = 40,
1419 SVGA3D_DEVCAP_SURFACEFMT_ALPHA8 = 41,
1420 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8 = 42,
1421 SVGA3D_DEVCAP_SURFACEFMT_Z_D16 = 43,
1422 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8 = 44,
1423 SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8 = 45,
1424 SVGA3D_DEVCAP_SURFACEFMT_DXT1 = 46,
1425 SVGA3D_DEVCAP_SURFACEFMT_DXT2 = 47,
1426 SVGA3D_DEVCAP_SURFACEFMT_DXT3 = 48,
1427 SVGA3D_DEVCAP_SURFACEFMT_DXT4 = 49,
1428 SVGA3D_DEVCAP_SURFACEFMT_DXT5 = 50,
1429 SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8 = 51,
1430 SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10 = 52,
1431 SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8 = 53,
1432 SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8 = 54,
1433 SVGA3D_DEVCAP_SURFACEFMT_CxV8U8 = 55,
1434 SVGA3D_DEVCAP_SURFACEFMT_R_S10E5 = 56,
1435 SVGA3D_DEVCAP_SURFACEFMT_R_S23E8 = 57,
1436 SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5 = 58,
1437 SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8 = 59,
1438 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5 = 60,
1439 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8 = 61,
1440 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES = 63,
1441 SVGA3D_DEVCAP_SURFACEFMT_V16U16 = 65,
1442 SVGA3D_DEVCAP_SURFACEFMT_G16R16 = 66,
1443 SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16 = 67,
1444 SVGA3D_DEVCAP_SURFACEFMT_UYVY = 68,
1445 SVGA3D_DEVCAP_SURFACEFMT_YUY2 = 69,
1446 SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES = 70,
1447 SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES = 71,
1448 SVGA3D_DEVCAP_ALPHATOCOVERAGE = 72,
1449 SVGA3D_DEVCAP_SUPERSAMPLE = 73,
1450 SVGA3D_DEVCAP_AUTOGENMIPMAPS = 74,
1451 SVGA3D_DEVCAP_SURFACEFMT_NV12 = 75,
1452 SVGA3D_DEVCAP_SURFACEFMT_AYUV = 76,
1453 SVGA3D_DEVCAP_SURFACEFMT_Z_DF16 = 79,
1454 SVGA3D_DEVCAP_SURFACEFMT_Z_DF24 = 80,
1455 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT = 81,
1456 SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM = 82,
1457 SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM = 83,
1458#endif
1459
1460 LogRel(("VMSVGA3d: Capabilities:\n"));
1461 LogRel(("VMSVGA3d: maxActiveLights=%-2d maxTextures=%-2d maxTextureBufferSize=%d\n",
1462 pState->caps.maxActiveLights, pState->caps.maxTextures, pState->caps.maxTextureBufferSize));
1463 LogRel(("VMSVGA3d: maxClipDistances=%-2d maxColorAttachments=%-2d maxClipDistances=%d\n",
1464 pState->caps.maxClipDistances, pState->caps.maxColorAttachments, pState->caps.maxClipDistances));
1465 LogRel(("VMSVGA3d: maxColorAttachments=%-2d maxTextureAnisotropy=%-2d maxRectangleTextureSize=%d\n",
1466 pState->caps.maxColorAttachments, pState->caps.maxTextureAnisotropy, pState->caps.maxRectangleTextureSize));
1467 LogRel(("VMSVGA3d: maxVertexShaderTemps=%-2d maxVertexShaderInstructions=%d maxFragmentShaderInstructions=%d\n",
1468 pState->caps.maxVertexShaderTemps, pState->caps.maxVertexShaderInstructions, pState->caps.maxFragmentShaderInstructions));
1469 LogRel(("VMSVGA3d: maxFragmentShaderTemps=%d flPointSize={%d.%02u, %d.%02u}\n",
1470 pState->caps.maxFragmentShaderTemps,
1471 (int)pState->caps.flPointSize[0], (int)(pState->caps.flPointSize[0] * 100) % 100,
1472 (int)pState->caps.flPointSize[1], (int)(pState->caps.flPointSize[1] * 100) % 100));
1473 LogRel(("VMSVGA3d: fragmentShaderVersion=%-2d vertexShaderVersion=%-2d fS3TCSupported=%d\n",
1474 pState->caps.fragmentShaderVersion, pState->caps.vertexShaderVersion, pState->caps.fS3TCSupported));
1475
1476
1477 /* Initialize the shader library. */
1478 pState->ShaderIf.pfnSwitchInitProfile = vmsvga3dShaderIfSwitchInitProfile;
1479 pState->ShaderIf.pfnGetNextExtension = vmsvga3dShaderIfGetNextExtension;
1480 rc = ShaderInitLib(&pState->ShaderIf);
1481 AssertRC(rc);
1482
1483 /* Cleanup */
1484 rc = vmsvga3dContextDestroy(pThis, 1);
1485 AssertRC(rc);
1486#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1487 rc = vmsvga3dContextDestroy(pThis, 2);
1488 AssertRC(rc);
1489#endif
1490
1491 if ( pState->fGLVersion < 3.0
1492 && pState->fOtherGLVersion < 3.0 /* darwin: legacy profile hack */)
1493 {
1494 LogRel(("VMSVGA3d: unsupported OpenGL version; minimum is 3.0\n"));
1495 return VERR_NOT_IMPLEMENTED;
1496 }
1497 if ( !pState->ext.glIsRenderbuffer
1498 || !pState->ext.glBindRenderbuffer
1499 || !pState->ext.glDeleteRenderbuffers
1500 || !pState->ext.glGenRenderbuffers
1501 || !pState->ext.glRenderbufferStorage
1502 || !pState->ext.glGetRenderbufferParameteriv
1503 || !pState->ext.glIsFramebuffer
1504 || !pState->ext.glBindFramebuffer
1505 || !pState->ext.glDeleteFramebuffers
1506 || !pState->ext.glGenFramebuffers
1507 || !pState->ext.glCheckFramebufferStatus
1508 || !pState->ext.glFramebufferTexture1D
1509 || !pState->ext.glFramebufferTexture2D
1510 || !pState->ext.glFramebufferTexture3D
1511 || !pState->ext.glFramebufferRenderbuffer
1512 || !pState->ext.glGetFramebufferAttachmentParameteriv
1513 || !pState->ext.glGenerateMipmap
1514 || !pState->ext.glBlitFramebuffer
1515 || !pState->ext.glRenderbufferStorageMultisample
1516 || !pState->ext.glFramebufferTextureLayer)
1517 {
1518 LogRel(("VMSVGA3d: missing required OpenGL extension; aborting\n"));
1519 return VERR_NOT_IMPLEMENTED;
1520 }
1521
1522#ifdef DEBUG_DEBUG_GFX_WINDOW_TEST_CONTEXT
1523 pState->idTestContext = SVGA_ID_INVALID;
1524#endif
1525 return VINF_SUCCESS;
1526}
1527
1528int vmsvga3dReset(PVGASTATE pThis)
1529{
1530 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
1531 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
1532
1533 /* Destroy all leftover surfaces. */
1534 for (uint32_t i = 0; i < pState->cSurfaces; i++)
1535 {
1536 if (pState->paSurface[i].id != SVGA3D_INVALID_ID)
1537 vmsvga3dSurfaceDestroy(pThis, pState->paSurface[i].id);
1538 }
1539
1540 /* Destroy all leftover contexts. */
1541 for (uint32_t i = 0; i < pState->cContexts; i++)
1542 {
1543 if (pState->paContext[i].id != SVGA3D_INVALID_ID)
1544 vmsvga3dContextDestroy(pThis, pState->paContext[i].id);
1545 }
1546 return VINF_SUCCESS;
1547}
1548
1549int vmsvga3dTerminate(PVGASTATE pThis)
1550{
1551 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
1552 AssertReturn(pState, VERR_WRONG_ORDER);
1553 int rc;
1554
1555 rc = vmsvga3dReset(pThis);
1556 AssertRCReturn(rc, rc);
1557
1558 /* Terminate the shader library. */
1559 rc = ShaderDestroyLib();
1560 AssertRC(rc);
1561
1562#ifdef RT_OS_WINDOWS
1563 /* Terminate the window creation thread. */
1564 rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_EXIT, 0, 0);
1565 AssertRCReturn(rc, rc);
1566
1567 RTSemEventDestroy(pState->WndRequestSem);
1568#elif defined(RT_OS_DARWIN)
1569
1570#elif defined(RT_OS_LINUX)
1571 /* signal to the thread that it is supposed to exit */
1572 pState->bTerminate = true;
1573 /* wait for it to terminate */
1574 rc = RTThreadWait(pState->pWindowThread, 10000, NULL);
1575 AssertRC(rc);
1576 XCloseDisplay(pState->display);
1577#endif
1578
1579 RTStrFree(pState->pszExtensions);
1580 pState->pszExtensions = NULL;
1581#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1582 RTStrFree(pState->pszOtherExtensions);
1583#endif
1584 pState->pszOtherExtensions = NULL;
1585
1586 return VINF_SUCCESS;
1587}
1588
1589/* Shared functions that depend on private structure definitions. */
1590#define VMSVGA3D_OPENGL
1591#include "DevVGA-SVGA3d-shared.h"
1592
1593static uint32_t vmsvga3dGetSurfaceFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps)
1594{
1595 uint32_t result = 0;
1596
1597 /* @todo missing:
1598 *
1599 * SVGA3DFORMAT_OP_PIXELSIZE
1600 */
1601
1602 switch (idx3dCaps)
1603 {
1604 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1605 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1606 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1607 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1608 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1609 | SVGA3DFORMAT_OP_DISPLAYMODE /* Should not be set for alpha formats. */
1610 | SVGA3DFORMAT_OP_3DACCELERATION; /* implies OP_DISPLAYMODE */
1611 break;
1612
1613 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1614 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1615 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1616 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1617 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1618 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1619 | SVGA3DFORMAT_OP_SAME_FORMAT_UP_TO_ALPHA_RENDERTARGET;
1620 break;
1621 }
1622
1623 /* @todo check hardware caps! */
1624 switch (idx3dCaps)
1625 {
1626 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1627 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1628 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1629 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1630 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1631 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1632 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1633 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1634 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1635 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1636 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1637 result |= SVGA3DFORMAT_OP_TEXTURE
1638 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET
1639 | SVGA3DFORMAT_OP_OFFSCREENPLAIN
1640 | SVGA3DFORMAT_OP_SAME_FORMAT_RENDERTARGET
1641 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1642 | SVGA3DFORMAT_OP_CUBETEXTURE
1643 | SVGA3DFORMAT_OP_SRGBREAD
1644 | SVGA3DFORMAT_OP_SRGBWRITE;
1645 break;
1646
1647 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1648 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1649 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1650 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1651 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1652 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1653 result |= SVGA3DFORMAT_OP_ZSTENCIL
1654 | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH
1655 | SVGA3DFORMAT_OP_TEXTURE /* Necessary for Ubuntu Unity */;
1656 break;
1657
1658 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1659 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1660 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1661 result |= SVGA3DFORMAT_OP_TEXTURE
1662 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1663 | SVGA3DFORMAT_OP_CUBETEXTURE
1664 | SVGA3DFORMAT_OP_SRGBREAD;
1665 break;
1666
1667 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1668 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1669 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1670 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1671 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1672 break;
1673
1674 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1675 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1676 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1677 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1678 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1679 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1680 break;
1681
1682 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1683 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1684 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1685
1686 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1687 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1688 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1689 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1690 break;
1691 }
1692 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1693
1694 return result;
1695}
1696
1697static uint32_t vmsvga3dGetDepthFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps)
1698{
1699 uint32_t result = 0;
1700
1701 /* @todo test this somehow */
1702 result = SVGA3DFORMAT_OP_ZSTENCIL | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH;
1703
1704 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1705 return result;
1706}
1707
1708
1709int vmsvga3dQueryCaps(PVGASTATE pThis, uint32_t idx3dCaps, uint32_t *pu32Val)
1710{
1711 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
1712 AssertReturn(pState, VERR_NO_MEMORY);
1713 int rc = VINF_SUCCESS;
1714
1715 *pu32Val = 0;
1716
1717 switch (idx3dCaps)
1718 {
1719 case SVGA3D_DEVCAP_3D:
1720 *pu32Val = 1; /* boolean? */
1721 break;
1722
1723 case SVGA3D_DEVCAP_MAX_LIGHTS:
1724 *pu32Val = pState->caps.maxActiveLights;
1725 break;
1726
1727 case SVGA3D_DEVCAP_MAX_TEXTURES:
1728 *pu32Val = pState->caps.maxTextures;
1729 break;
1730
1731 case SVGA3D_DEVCAP_MAX_CLIP_PLANES:
1732 *pu32Val = pState->caps.maxClipDistances;
1733 break;
1734
1735 case SVGA3D_DEVCAP_VERTEX_SHADER_VERSION:
1736 *pu32Val = pState->caps.vertexShaderVersion;
1737 break;
1738
1739 case SVGA3D_DEVCAP_VERTEX_SHADER:
1740 /* boolean? */
1741 *pu32Val = (pState->caps.vertexShaderVersion != SVGA3DVSVERSION_NONE);
1742 break;
1743
1744 case SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION:
1745 *pu32Val = pState->caps.fragmentShaderVersion;
1746 break;
1747
1748 case SVGA3D_DEVCAP_FRAGMENT_SHADER:
1749 /* boolean? */
1750 *pu32Val = (pState->caps.fragmentShaderVersion != SVGA3DPSVERSION_NONE);
1751 break;
1752
1753 case SVGA3D_DEVCAP_S23E8_TEXTURES:
1754 case SVGA3D_DEVCAP_S10E5_TEXTURES:
1755 /* Must be obsolete by now; surface format caps specify the same thing. */
1756 rc = VERR_INVALID_PARAMETER;
1757 break;
1758
1759 case SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND:
1760 break;
1761
1762 /*
1763 * 2. The BUFFER_FORMAT capabilities are deprecated, and they always
1764 * return TRUE. Even on physical hardware that does not support
1765 * these formats natively, the SVGA3D device will provide an emulation
1766 * which should be invisible to the guest OS.
1767 */
1768 case SVGA3D_DEVCAP_D16_BUFFER_FORMAT:
1769 case SVGA3D_DEVCAP_D24S8_BUFFER_FORMAT:
1770 case SVGA3D_DEVCAP_D24X8_BUFFER_FORMAT:
1771 *pu32Val = 1;
1772 break;
1773
1774 case SVGA3D_DEVCAP_QUERY_TYPES:
1775 break;
1776
1777 case SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING:
1778 break;
1779
1780 case SVGA3D_DEVCAP_MAX_POINT_SIZE:
1781 AssertCompile(sizeof(uint32_t) == sizeof(float));
1782 *(float *)pu32Val = pState->caps.flPointSize[1];
1783 break;
1784
1785 case SVGA3D_DEVCAP_MAX_SHADER_TEXTURES:
1786 /* @todo ?? */
1787 rc = VERR_INVALID_PARAMETER;
1788 break;
1789
1790 case SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH:
1791 case SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT:
1792 *pu32Val = pState->caps.maxRectangleTextureSize;
1793 break;
1794
1795 case SVGA3D_DEVCAP_MAX_VOLUME_EXTENT:
1796 //*pu32Val = pCaps->MaxVolumeExtent;
1797 break;
1798
1799 case SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT:
1800 *pu32Val = 32768; /* hardcoded in Wine */
1801 break;
1802
1803 case SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO:
1804 //*pu32Val = pCaps->MaxTextureAspectRatio;
1805 break;
1806
1807 case SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY:
1808 *pu32Val = pState->caps.maxTextureAnisotropy;
1809 break;
1810
1811 case SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT:
1812 case SVGA3D_DEVCAP_MAX_VERTEX_INDEX:
1813 *pu32Val = 0xFFFFF; /* hardcoded in Wine */
1814 break;
1815
1816 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS:
1817 *pu32Val = pState->caps.maxVertexShaderInstructions;
1818 break;
1819
1820 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS:
1821 *pu32Val = pState->caps.maxFragmentShaderInstructions;
1822 break;
1823
1824 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS:
1825 *pu32Val = pState->caps.maxVertexShaderTemps;
1826 break;
1827
1828 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS:
1829 *pu32Val = pState->caps.maxFragmentShaderTemps;
1830 break;
1831
1832 case SVGA3D_DEVCAP_TEXTURE_OPS:
1833 break;
1834
1835 case SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES:
1836 break;
1837
1838 case SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES:
1839 break;
1840
1841 case SVGA3D_DEVCAP_ALPHATOCOVERAGE:
1842 break;
1843
1844 case SVGA3D_DEVCAP_SUPERSAMPLE:
1845 break;
1846
1847 case SVGA3D_DEVCAP_AUTOGENMIPMAPS:
1848 //*pu32Val = !!(pCaps->Caps2 & D3DCAPS2_CANAUTOGENMIPMAP);
1849 break;
1850
1851 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES:
1852 break;
1853
1854 case SVGA3D_DEVCAP_MAX_RENDER_TARGETS: /* @todo same thing? */
1855 case SVGA3D_DEVCAP_MAX_SIMULTANEOUS_RENDER_TARGETS:
1856 *pu32Val = pState->caps.maxColorAttachments;
1857 break;
1858
1859 /*
1860 * This is the maximum number of SVGA context IDs that the guest
1861 * can define using SVGA_3D_CMD_CONTEXT_DEFINE.
1862 */
1863 case SVGA3D_DEVCAP_MAX_CONTEXT_IDS:
1864 *pu32Val = SVGA3D_MAX_CONTEXT_IDS;
1865 break;
1866
1867 /*
1868 * This is the maximum number of SVGA surface IDs that the guest
1869 * can define using SVGA_3D_CMD_SURFACE_DEFINE*.
1870 */
1871 case SVGA3D_DEVCAP_MAX_SURFACE_IDS:
1872 *pu32Val = SVGA3D_MAX_SURFACE_IDS;
1873 break;
1874
1875 /* Supported surface formats. */
1876 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1877 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1878 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1879 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1880 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1881 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1882 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1883 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1884 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1885 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1886 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1887 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1888 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1889 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1890 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1891 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1892 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1893 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1894 *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps);
1895 break;
1896
1897 case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
1898 case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
1899 *pu32Val = 0; /* apparently not supported in OpenGL */
1900 break;
1901
1902 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1903 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1904 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1905 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1906 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1907 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1908 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1909 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1910 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1911 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1912 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1913 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1914 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1915 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1916 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1917 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1918 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1919 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1920 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1921 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1922 *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps);
1923 break;
1924
1925 case SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM:
1926 case SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM:
1927 Log(("CAPS: Unknown CAP %s\n", vmsvga3dGetCapString(idx3dCaps)));
1928 rc = VERR_INVALID_PARAMETER;
1929 *pu32Val = 0;
1930 break;
1931
1932 default:
1933 Log(("CAPS: Unexpected CAP %d\n", idx3dCaps));
1934 rc = VERR_INVALID_PARAMETER;
1935 break;
1936 }
1937
1938 Log(("CAPS: %s - %x\n", vmsvga3dGetCapString(idx3dCaps), *pu32Val));
1939 return rc;
1940}
1941
1942/**
1943 * Convert SVGA format value to its OpenGL equivalent
1944 */
1945static void vmsvga3dSurfaceFormat2OGL(PVMSVGA3DSURFACE pSurface, SVGA3dSurfaceFormat format)
1946{
1947 switch (format)
1948 {
1949 case SVGA3D_X8R8G8B8:
1950 pSurface->internalFormatGL = GL_RGB8;
1951 pSurface->formatGL = GL_BGRA;
1952 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1953 break;
1954 case SVGA3D_A8R8G8B8:
1955 pSurface->internalFormatGL = GL_RGBA8;
1956 pSurface->formatGL = GL_BGRA;
1957 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1958 break;
1959 case SVGA3D_R5G6B5:
1960 pSurface->internalFormatGL = GL_RGB;
1961 pSurface->formatGL = GL_RGB;
1962 pSurface->typeGL = GL_UNSIGNED_SHORT_5_6_5;
1963 break;
1964 case SVGA3D_X1R5G5B5:
1965 pSurface->internalFormatGL = GL_RGB;
1966 pSurface->formatGL = GL_RGB;
1967 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1968 break;
1969 case SVGA3D_A1R5G5B5:
1970 pSurface->internalFormatGL = GL_RGBA;
1971 pSurface->formatGL = GL_RGB;
1972 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1973 break;
1974 case SVGA3D_A4R4G4B4:
1975 pSurface->internalFormatGL = GL_RGBA;
1976 pSurface->formatGL = GL_RGBA;
1977 pSurface->typeGL = GL_UNSIGNED_SHORT_4_4_4_4;
1978 break;
1979
1980 case SVGA3D_Z_D32:
1981 pSurface->internalFormatGL = GL_DEPTH_COMPONENT32;
1982 pSurface->formatGL = GL_DEPTH_COMPONENT;
1983 pSurface->typeGL = GL_UNSIGNED_INT;
1984 break;
1985 case SVGA3D_Z_D16:
1986 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16;
1987 pSurface->formatGL = GL_DEPTH_COMPONENT;
1988 pSurface->typeGL = GL_UNSIGNED_SHORT;
1989 break;
1990 case SVGA3D_Z_D24S8:
1991 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1992 pSurface->formatGL = GL_DEPTH_STENCIL;
1993 pSurface->typeGL = GL_UNSIGNED_INT;
1994 break;
1995 case SVGA3D_Z_D15S1:
1996 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /* @todo ??? */
1997 pSurface->formatGL = GL_DEPTH_STENCIL;
1998 pSurface->typeGL = GL_UNSIGNED_SHORT;
1999 break;
2000 case SVGA3D_Z_D24X8:
2001 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
2002 pSurface->formatGL = GL_DEPTH_COMPONENT;
2003 pSurface->typeGL = GL_UNSIGNED_INT;
2004 break;
2005
2006 /* Advanced D3D9 depth formats. */
2007 case SVGA3D_Z_DF16:
2008 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16;
2009 pSurface->formatGL = GL_DEPTH_COMPONENT;
2010 pSurface->typeGL = GL_FLOAT;
2011 break;
2012
2013 case SVGA3D_Z_DF24:
2014 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
2015 pSurface->formatGL = GL_DEPTH_COMPONENT;
2016 pSurface->typeGL = GL_FLOAT; /* ??? */
2017 break;
2018
2019 case SVGA3D_Z_D24S8_INT:
2020 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
2021 pSurface->formatGL = GL_DEPTH_STENCIL;
2022 pSurface->typeGL = GL_INT; /* ??? */
2023 break;
2024
2025 case SVGA3D_DXT1:
2026 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
2027 pSurface->formatGL = GL_RGBA_S3TC; /* ??? */
2028 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
2029 break;
2030
2031 case SVGA3D_DXT3:
2032 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
2033 pSurface->formatGL = GL_RGBA_S3TC; /* ??? */
2034 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
2035 break;
2036
2037 case SVGA3D_DXT5:
2038 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
2039 pSurface->formatGL = GL_RGBA_S3TC;
2040 pSurface->typeGL = GL_UNSIGNED_INT;
2041 break;
2042
2043 case SVGA3D_LUMINANCE8:
2044 pSurface->internalFormatGL = GL_LUMINANCE8_EXT;
2045 pSurface->formatGL = GL_LUMINANCE;
2046 pSurface->typeGL = GL_UNSIGNED_BYTE;
2047 break;
2048
2049 case SVGA3D_LUMINANCE16:
2050 pSurface->internalFormatGL = GL_LUMINANCE16_EXT;
2051 pSurface->formatGL = GL_LUMINANCE;
2052 pSurface->typeGL = GL_UNSIGNED_SHORT;
2053 break;
2054
2055 case SVGA3D_LUMINANCE4_ALPHA4:
2056 pSurface->internalFormatGL = GL_LUMINANCE4_ALPHA4_EXT;
2057 pSurface->formatGL = GL_LUMINANCE_ALPHA;
2058 pSurface->typeGL = GL_UNSIGNED_BYTE;
2059 break;
2060
2061 case SVGA3D_LUMINANCE8_ALPHA8:
2062 pSurface->internalFormatGL = GL_LUMINANCE8_ALPHA8_EXT;
2063 pSurface->formatGL = GL_LUMINANCE_ALPHA;
2064 pSurface->typeGL = GL_UNSIGNED_BYTE; /* unsigned_short causes issues even though this type should be 16-bit */
2065 break;
2066
2067 case SVGA3D_ALPHA8:
2068 pSurface->internalFormatGL = GL_ALPHA8_EXT;
2069 pSurface->formatGL = GL_ALPHA;
2070 pSurface->typeGL = GL_UNSIGNED_BYTE;
2071 break;
2072
2073#if 0
2074
2075 /* Bump-map formats */
2076 case SVGA3D_BUMPU8V8:
2077 return D3DFMT_V8U8;
2078 case SVGA3D_BUMPL6V5U5:
2079 return D3DFMT_L6V5U5;
2080 case SVGA3D_BUMPX8L8V8U8:
2081 return D3DFMT_X8L8V8U8;
2082 case SVGA3D_BUMPL8V8U8:
2083 /* No corresponding D3D9 equivalent. */
2084 AssertFailedReturn(D3DFMT_UNKNOWN);
2085 /* signed bump-map formats */
2086 case SVGA3D_V8U8:
2087 return D3DFMT_V8U8;
2088 case SVGA3D_Q8W8V8U8:
2089 return D3DFMT_Q8W8V8U8;
2090 case SVGA3D_CxV8U8:
2091 return D3DFMT_CxV8U8;
2092 /* mixed bump-map formats */
2093 case SVGA3D_X8L8V8U8:
2094 return D3DFMT_X8L8V8U8;
2095 case SVGA3D_A2W10V10U10:
2096 return D3DFMT_A2W10V10U10;
2097#endif
2098
2099 case SVGA3D_ARGB_S10E5: /* 16-bit floating-point ARGB */
2100 pSurface->internalFormatGL = GL_RGBA16F;
2101 pSurface->formatGL = GL_RGBA;
2102 pSurface->typeGL = GL_FLOAT;
2103 break;
2104
2105 case SVGA3D_ARGB_S23E8: /* 32-bit floating-point ARGB */
2106 pSurface->internalFormatGL = GL_RGBA32F;
2107 pSurface->formatGL = GL_RGBA;
2108 pSurface->typeGL = GL_FLOAT; /* ?? */
2109 break;
2110
2111 case SVGA3D_A2R10G10B10:
2112 pSurface->internalFormatGL = GL_RGB10_A2; /* ?? */
2113 pSurface->formatGL = GL_RGBA;
2114 pSurface->typeGL = GL_UNSIGNED_INT;
2115 break;
2116
2117
2118 /* Single- and dual-component floating point formats */
2119 case SVGA3D_R_S10E5:
2120 pSurface->internalFormatGL = GL_R16F;
2121 pSurface->formatGL = GL_RED;
2122 pSurface->typeGL = GL_FLOAT;
2123 break;
2124 case SVGA3D_R_S23E8:
2125 pSurface->internalFormatGL = GL_R32F;
2126 pSurface->formatGL = GL_RG;
2127 pSurface->typeGL = GL_FLOAT;
2128 break;
2129 case SVGA3D_RG_S10E5:
2130 pSurface->internalFormatGL = GL_RG16F;
2131 pSurface->formatGL = GL_RG;
2132 pSurface->typeGL = GL_FLOAT;
2133 break;
2134 case SVGA3D_RG_S23E8:
2135 pSurface->internalFormatGL = GL_RG32F;
2136 pSurface->formatGL = GL_RG;
2137 pSurface->typeGL = GL_FLOAT;
2138 break;
2139
2140 /*
2141 * Any surface can be used as a buffer object, but SVGA3D_BUFFER is
2142 * the most efficient format to use when creating new surfaces
2143 * expressly for index or vertex data.
2144 */
2145 case SVGA3D_BUFFER:
2146 pSurface->internalFormatGL = -1;
2147 pSurface->formatGL = -1;
2148 pSurface->typeGL = -1;
2149 break;
2150
2151#if 0
2152 return D3DFMT_UNKNOWN;
2153
2154 case SVGA3D_V16U16:
2155 return D3DFMT_V16U16;
2156#endif
2157
2158 case SVGA3D_G16R16:
2159 pSurface->internalFormatGL = GL_RG16;
2160 pSurface->formatGL = GL_RG;
2161 pSurface->typeGL = GL_UNSIGNED_INT;
2162 break;
2163
2164 case SVGA3D_A16B16G16R16:
2165 pSurface->internalFormatGL = GL_RGBA16;
2166 pSurface->formatGL = GL_RG;
2167 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
2168 break;
2169
2170#if 0
2171 /* Packed Video formats */
2172 case SVGA3D_UYVY:
2173 return D3DFMT_UYVY;
2174 case SVGA3D_YUY2:
2175 return D3DFMT_YUY2;
2176
2177 /* Planar video formats */
2178 case SVGA3D_NV12:
2179 return (D3DFORMAT)MAKEFOURCC('N', 'V', '1', '2');
2180
2181 /* Video format with alpha */
2182 case SVGA3D_AYUV:
2183 return (D3DFORMAT)MAKEFOURCC('A', 'Y', 'U', 'V');
2184
2185 case SVGA3D_BC4_UNORM:
2186 case SVGA3D_BC5_UNORM:
2187 /* Unknown; only in DX10 & 11 */
2188 break;
2189#endif
2190 default:
2191 AssertMsgFailed(("Unsupported format %d\n", format));
2192 break;
2193 }
2194}
2195
2196
2197#if 0
2198/**
2199 * Convert SVGA multi sample count value to its D3D equivalent
2200 */
2201D3DMULTISAMPLE_TYPE vmsvga3dMultipeSampleCount2D3D(uint32_t multisampleCount)
2202{
2203 AssertCompile(D3DMULTISAMPLE_2_SAMPLES == 2);
2204 AssertCompile(D3DMULTISAMPLE_16_SAMPLES == 16);
2205
2206 if (multisampleCount > 16)
2207 return D3DMULTISAMPLE_NONE;
2208
2209 /* @todo exact same mapping as d3d? */
2210 return (D3DMULTISAMPLE_TYPE)multisampleCount;
2211}
2212#endif
2213
2214int vmsvga3dSurfaceDefine(PVGASTATE pThis, uint32_t sid, uint32_t surfaceFlags, SVGA3dSurfaceFormat format, SVGA3dSurfaceFace face[SVGA3D_MAX_SURFACE_FACES],
2215 uint32_t multisampleCount, SVGA3dTextureFilter autogenFilter, uint32_t cMipLevels, SVGA3dSize *pMipLevelSize)
2216{
2217 PVMSVGA3DSURFACE pSurface;
2218 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
2219 AssertReturn(pState, VERR_NO_MEMORY);
2220
2221 Log(("vmsvga3dSurfaceDefine: sid=%x surfaceFlags=%x format=%s (%x) multiSampleCount=%d autogenFilter=%d, cMipLevels=%d size=(%d,%d,%d)\n",
2222 sid, surfaceFlags, vmsvgaSurfaceType2String(format), format, multisampleCount, autogenFilter, cMipLevels, pMipLevelSize->width, pMipLevelSize->height, pMipLevelSize->depth));
2223
2224 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
2225 AssertReturn(cMipLevels >= 1, VERR_INVALID_PARAMETER);
2226 /* Assuming all faces have the same nr of mipmaps. */
2227 AssertReturn(!(surfaceFlags & SVGA3D_SURFACE_CUBEMAP) || cMipLevels == face[0].numMipLevels * 6, VERR_INVALID_PARAMETER);
2228 AssertReturn((surfaceFlags & SVGA3D_SURFACE_CUBEMAP) || cMipLevels == face[0].numMipLevels, VERR_INVALID_PARAMETER);
2229
2230 if (sid >= pState->cSurfaces)
2231 {
2232 pState->paSurface = (PVMSVGA3DSURFACE )RTMemRealloc(pState->paSurface, sizeof(VMSVGA3DSURFACE) * (sid + 1));
2233 AssertReturn(pState->paSurface, VERR_NO_MEMORY);
2234 memset(&pState->paSurface[pState->cSurfaces], 0, sizeof(VMSVGA3DSURFACE) * (sid + 1 - pState->cSurfaces));
2235 for (uint32_t i = pState->cSurfaces; i < sid + 1; i++)
2236 pState->paSurface[i].id = SVGA3D_INVALID_ID;
2237
2238 pState->cSurfaces = sid + 1;
2239 }
2240 /* If one already exists with this id, then destroy it now. */
2241 if (pState->paSurface[sid].id != SVGA3D_INVALID_ID)
2242 vmsvga3dSurfaceDestroy(pThis, sid);
2243
2244 pSurface = &pState->paSurface[sid];
2245 memset(pSurface, 0, sizeof(*pSurface));
2246 pSurface->id = sid;
2247 pSurface->idAssociatedContext = SVGA3D_INVALID_ID;
2248 vmsvga3dSurfaceFormat2OGL(pSurface, format);
2249
2250 pSurface->oglId.buffer = OPENGL_INVALID_ID;
2251
2252 /* The surface type is sort of undefined now, even though the hints and format can help to clear that up.
2253 * In some case we'll have to wait until the surface is used to create the D3D object.
2254 */
2255 switch (format)
2256 {
2257 case SVGA3D_Z_D32:
2258 case SVGA3D_Z_D16:
2259 case SVGA3D_Z_D24S8:
2260 case SVGA3D_Z_D15S1:
2261 case SVGA3D_Z_D24X8:
2262 case SVGA3D_Z_DF16:
2263 case SVGA3D_Z_DF24:
2264 case SVGA3D_Z_D24S8_INT:
2265 surfaceFlags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
2266 break;
2267
2268 /* Texture compression formats */
2269 case SVGA3D_DXT1:
2270 case SVGA3D_DXT2:
2271 case SVGA3D_DXT3:
2272 case SVGA3D_DXT4:
2273 case SVGA3D_DXT5:
2274 /* Bump-map formats */
2275 case SVGA3D_BUMPU8V8:
2276 case SVGA3D_BUMPL6V5U5:
2277 case SVGA3D_BUMPX8L8V8U8:
2278 case SVGA3D_BUMPL8V8U8:
2279 case SVGA3D_V8U8:
2280 case SVGA3D_Q8W8V8U8:
2281 case SVGA3D_CxV8U8:
2282 case SVGA3D_X8L8V8U8:
2283 case SVGA3D_A2W10V10U10:
2284 case SVGA3D_V16U16:
2285 /* Typical render target formats; we should allow render target buffers to be used as textures. */
2286 case SVGA3D_X8R8G8B8:
2287 case SVGA3D_A8R8G8B8:
2288 case SVGA3D_R5G6B5:
2289 case SVGA3D_X1R5G5B5:
2290 case SVGA3D_A1R5G5B5:
2291 case SVGA3D_A4R4G4B4:
2292 surfaceFlags |= SVGA3D_SURFACE_HINT_TEXTURE;
2293 break;
2294
2295 case SVGA3D_LUMINANCE8:
2296 case SVGA3D_LUMINANCE4_ALPHA4:
2297 case SVGA3D_LUMINANCE16:
2298 case SVGA3D_LUMINANCE8_ALPHA8:
2299 case SVGA3D_ARGB_S10E5: /* 16-bit floating-point ARGB */
2300 case SVGA3D_ARGB_S23E8: /* 32-bit floating-point ARGB */
2301 case SVGA3D_A2R10G10B10:
2302 case SVGA3D_ALPHA8:
2303 case SVGA3D_R_S10E5:
2304 case SVGA3D_R_S23E8:
2305 case SVGA3D_RG_S10E5:
2306 case SVGA3D_RG_S23E8:
2307 case SVGA3D_G16R16:
2308 case SVGA3D_A16B16G16R16:
2309 case SVGA3D_UYVY:
2310 case SVGA3D_YUY2:
2311 case SVGA3D_NV12:
2312 case SVGA3D_AYUV:
2313 case SVGA3D_BC4_UNORM:
2314 case SVGA3D_BC5_UNORM:
2315 break;
2316
2317 /*
2318 * Any surface can be used as a buffer object, but SVGA3D_BUFFER is
2319 * the most efficient format to use when creating new surfaces
2320 * expressly for index or vertex data.
2321 */
2322 case SVGA3D_BUFFER:
2323 break;
2324
2325 default:
2326 break;
2327 }
2328
2329 pSurface->flags = surfaceFlags;
2330 pSurface->format = format;
2331 memcpy(pSurface->faces, face, sizeof(face));
2332 pSurface->cFaces = 1; /* check for cube maps later */
2333 pSurface->multiSampleCount = multisampleCount;
2334 pSurface->autogenFilter = autogenFilter;
2335 Assert(autogenFilter != SVGA3D_TEX_FILTER_FLATCUBIC);
2336 Assert(autogenFilter != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
2337 pSurface->pMipmapLevels = (PVMSVGA3DMIPMAPLEVEL)RTMemAllocZ(cMipLevels * sizeof(VMSVGA3DMIPMAPLEVEL));
2338 AssertReturn(pSurface->pMipmapLevels, VERR_NO_MEMORY);
2339
2340 for (uint32_t i=0; i < cMipLevels; i++)
2341 pSurface->pMipmapLevels[i].size = pMipLevelSize[i];
2342
2343 pSurface->cbBlock = vmsvga3dSurfaceFormatSize(format);
2344
2345 switch (surfaceFlags & (SVGA3D_SURFACE_HINT_INDEXBUFFER | SVGA3D_SURFACE_HINT_VERTEXBUFFER | SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET | SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_CUBEMAP))
2346 {
2347 case SVGA3D_SURFACE_CUBEMAP:
2348 Log(("SVGA3D_SURFACE_CUBEMAP\n"));
2349 pSurface->cFaces = 6;
2350 break;
2351
2352 case SVGA3D_SURFACE_HINT_INDEXBUFFER:
2353 Log(("SVGA3D_SURFACE_HINT_INDEXBUFFER\n"));
2354 /* else type unknown at this time; postpone buffer creation */
2355 break;
2356
2357 case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
2358 Log(("SVGA3D_SURFACE_HINT_VERTEXBUFFER\n"));
2359 /* Type unknown at this time; postpone buffer creation */
2360 break;
2361
2362 case SVGA3D_SURFACE_HINT_TEXTURE:
2363 Log(("SVGA3D_SURFACE_HINT_TEXTURE\n"));
2364 break;
2365
2366 case SVGA3D_SURFACE_HINT_RENDERTARGET:
2367 Log(("SVGA3D_SURFACE_HINT_RENDERTARGET\n"));
2368 break;
2369
2370 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
2371 Log(("SVGA3D_SURFACE_HINT_DEPTHSTENCIL\n"));
2372 break;
2373
2374 default:
2375 /* Unknown; decide later. */
2376 break;
2377 }
2378
2379 /* Allocate buffer to hold the surface data until we can move it into a D3D object */
2380 for (uint32_t iFace=0; iFace < pSurface->cFaces; iFace++)
2381 {
2382 for (uint32_t i=0; i < pSurface->faces[iFace].numMipLevels; i++)
2383 {
2384 uint32_t idx = i + iFace * pSurface->faces[0].numMipLevels;
2385
2386 Log(("vmsvga3dSurfaceDefine: face %d mip level %d (%d,%d,%d)\n", iFace, i, pSurface->pMipmapLevels[idx].size.width, pSurface->pMipmapLevels[idx].size.height, pSurface->pMipmapLevels[idx].size.depth));
2387 Log(("vmsvga3dSurfaceDefine: cbPitch=%x cbBlock=%x \n", pSurface->cbBlock * pSurface->pMipmapLevels[idx].size.width, pSurface->cbBlock));
2388
2389 pSurface->pMipmapLevels[idx].cbSurfacePitch = pSurface->cbBlock * pSurface->pMipmapLevels[idx].size.width;
2390 pSurface->pMipmapLevels[idx].cbSurface = pSurface->pMipmapLevels[idx].cbSurfacePitch * pSurface->pMipmapLevels[idx].size.height * pSurface->pMipmapLevels[idx].size.depth;
2391 pSurface->pMipmapLevels[idx].pSurfaceData = RTMemAllocZ(pSurface->pMipmapLevels[idx].cbSurface);
2392 AssertReturn(pSurface->pMipmapLevels[idx].pSurfaceData, VERR_NO_MEMORY);
2393 }
2394 }
2395 return VINF_SUCCESS;
2396}
2397
2398int vmsvga3dSurfaceDestroy(PVGASTATE pThis, uint32_t sid)
2399{
2400 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
2401 AssertReturn(pState, VERR_NO_MEMORY);
2402
2403 if ( sid < pState->cSurfaces
2404 && pState->paSurface[sid].id == sid)
2405 {
2406 PVMSVGA3DSURFACE pSurface = &pState->paSurface[sid];
2407 PVMSVGA3DCONTEXT pContext = NULL;
2408
2409 Log(("vmsvga3dSurfaceDestroy id %x\n", sid));
2410
2411 /* @todo stricter checks for associated context */
2412 uint32_t cid = pSurface->idAssociatedContext;
2413 if ( cid <= pState->cContexts
2414 && pState->paContext[cid].id == cid)
2415 {
2416 pContext = &pState->paContext[cid];
2417 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2418 }
2419 else
2420 {
2421 /* Pick any active context; we need something here */
2422 for (cid = 0; cid < pState->cContexts; cid++)
2423 {
2424 if (pState->paContext[cid].id == cid)
2425 {
2426 pContext = &pState->paContext[cid];
2427 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2428 break;
2429 }
2430 }
2431 AssertReturn(pContext, VERR_INTERNAL_ERROR); /* otherwise crashes/fails */
2432 }
2433
2434 switch (pSurface->flags & (SVGA3D_SURFACE_HINT_INDEXBUFFER | SVGA3D_SURFACE_HINT_VERTEXBUFFER | SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET | SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_CUBEMAP))
2435 {
2436 case SVGA3D_SURFACE_CUBEMAP:
2437 AssertFailed(); /* @todo */
2438 break;
2439
2440 case SVGA3D_SURFACE_HINT_INDEXBUFFER:
2441 case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
2442 if (pSurface->oglId.buffer != OPENGL_INVALID_ID)
2443 {
2444 pState->ext.glDeleteBuffers(1, &pSurface->oglId.buffer);
2445 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2446 }
2447 break;
2448
2449 case SVGA3D_SURFACE_HINT_TEXTURE:
2450 case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
2451 if (pSurface->oglId.texture != OPENGL_INVALID_ID)
2452 {
2453 glDeleteTextures(1, &pSurface->oglId.texture);
2454 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2455 }
2456 break;
2457
2458 case SVGA3D_SURFACE_HINT_RENDERTARGET:
2459 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
2460 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_HINT_TEXTURE: /* @todo actual texture surface not supported */
2461 if (pSurface->oglId.renderbuffer != OPENGL_INVALID_ID)
2462 {
2463 pState->ext.glDeleteRenderbuffers(1, &pSurface->oglId.renderbuffer);
2464 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2465 }
2466 break;
2467
2468 default:
2469 break;
2470 }
2471
2472 if (pSurface->pMipmapLevels)
2473 {
2474 for (uint32_t face=0; face < pSurface->cFaces; face++)
2475 {
2476 for (uint32_t i=0; i < pSurface->faces[face].numMipLevels; i++)
2477 {
2478 uint32_t idx = i + face * pSurface->faces[0].numMipLevels;
2479 if (pSurface->pMipmapLevels[idx].pSurfaceData)
2480 RTMemFree(pSurface->pMipmapLevels[idx].pSurfaceData);
2481 }
2482 }
2483 RTMemFree(pSurface->pMipmapLevels);
2484 }
2485
2486 memset(pSurface, 0, sizeof(*pSurface));
2487 pSurface->id = SVGA3D_INVALID_ID;
2488 }
2489 else
2490 AssertFailedReturn(VERR_INVALID_PARAMETER);
2491
2492 return VINF_SUCCESS;
2493}
2494
2495int vmsvga3dSurfaceCopy(PVGASTATE pThis, SVGA3dSurfaceImageId dest, SVGA3dSurfaceImageId src, uint32_t cCopyBoxes, SVGA3dCopyBox *pBox)
2496{
2497 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
2498 uint32_t sidSrc = src.sid;
2499 uint32_t sidDest = dest.sid;
2500 int rc = VINF_SUCCESS;
2501
2502 AssertReturn(pState, VERR_NO_MEMORY);
2503 AssertReturn(sidSrc < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
2504 AssertReturn(sidSrc < pState->cSurfaces && pState->paSurface[sidSrc].id == sidSrc, VERR_INVALID_PARAMETER);
2505 AssertReturn(sidDest < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
2506 AssertReturn(sidDest < pState->cSurfaces && pState->paSurface[sidDest].id == sidDest, VERR_INVALID_PARAMETER);
2507
2508 for (uint32_t i = 0; i < cCopyBoxes; i++)
2509 {
2510 SVGA3dBox destBox, srcBox;
2511
2512 srcBox.x = pBox[i].srcx;
2513 srcBox.y = pBox[i].srcy;
2514 srcBox.z = pBox[i].srcz;
2515 srcBox.w = pBox[i].w;
2516 srcBox.h = pBox[i].h;
2517 srcBox.d = pBox[i].z;
2518
2519 destBox.x = pBox[i].x;
2520 destBox.y = pBox[i].y;
2521 destBox.z = pBox[i].z;
2522 destBox.w = pBox[i].w;
2523 destBox.h = pBox[i].h;
2524 destBox.z = pBox[i].z;
2525
2526 rc = vmsvga3dSurfaceStretchBlt(pThis, dest, destBox, src, srcBox, SVGA3D_STRETCH_BLT_LINEAR);
2527 AssertRCReturn(rc, rc);
2528 }
2529 return VINF_SUCCESS;
2530}
2531
2532/* Create D3D texture object for the specified surface. */
2533static int vmsvga3dCreateTexture(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext, PVMSVGA3DSURFACE pSurface)
2534{
2535 GLint activeTexture = 0;
2536
2537 glGenTextures(1, &pSurface->oglId.texture);
2538 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2539 /* @todo Set the mip map generation filter settings. */
2540
2541 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2542 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2543
2544 /* Must bind texture to the current context in order to change it. */
2545 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2546 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2547
2548 if (pSurface->fDirty)
2549 {
2550 Log(("vmsvga3dCreateTexture: sync dirty texture\n"));
2551 for (uint32_t i = 0; i < pSurface->faces[0].numMipLevels; i++)
2552 {
2553 if (pSurface->pMipmapLevels[i].fDirty)
2554 {
2555 Log(("vmsvga3dCreateTexture: sync dirty texture mipmap level %d (pitch %x)\n", i, pSurface->pMipmapLevels[i].cbSurfacePitch));
2556
2557 glTexImage2D(GL_TEXTURE_2D,
2558 i,
2559 pSurface->internalFormatGL,
2560 pSurface->pMipmapLevels[i].size.width,
2561 pSurface->pMipmapLevels[i].size.height,
2562 0,
2563 pSurface->formatGL,
2564 pSurface->typeGL,
2565 pSurface->pMipmapLevels[i].pSurfaceData);
2566
2567 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2568
2569 pSurface->pMipmapLevels[i].fDirty = false;
2570 }
2571 }
2572 pSurface->fDirty = false;
2573 }
2574 else
2575 /* Reserve texture memory. */
2576 glTexImage2D(GL_TEXTURE_2D,
2577 0,
2578 pSurface->internalFormatGL,
2579 pSurface->pMipmapLevels[0].size.width,
2580 pSurface->pMipmapLevels[0].size.height,
2581 0,
2582 pSurface->formatGL,
2583 pSurface->typeGL,
2584 NULL);
2585
2586 /* Restore the old active texture. */
2587 glBindTexture(GL_TEXTURE_2D, activeTexture);
2588 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2589
2590 pSurface->flags |= SVGA3D_SURFACE_HINT_TEXTURE;
2591 pSurface->idAssociatedContext = idAssociatedContext;
2592 return VINF_SUCCESS;
2593}
2594
2595int vmsvga3dSurfaceStretchBlt(PVGASTATE pThis, SVGA3dSurfaceImageId dest, SVGA3dBox destBox, SVGA3dSurfaceImageId src, SVGA3dBox srcBox, SVGA3dStretchBltMode mode)
2596{
2597 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
2598 PVMSVGA3DSURFACE pSurfaceSrc;
2599 uint32_t sidSrc = src.sid;
2600 PVMSVGA3DSURFACE pSurfaceDest;
2601 uint32_t sidDest = dest.sid;
2602 int rc = VINF_SUCCESS;
2603 uint32_t cid;
2604 PVMSVGA3DCONTEXT pContext;
2605
2606 AssertReturn(pState, VERR_NO_MEMORY);
2607 AssertReturn(sidSrc < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
2608 AssertReturn(sidSrc < pState->cSurfaces && pState->paSurface[sidSrc].id == sidSrc, VERR_INVALID_PARAMETER);
2609 AssertReturn(sidDest < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
2610 AssertReturn(sidDest < pState->cSurfaces && pState->paSurface[sidDest].id == sidDest, VERR_INVALID_PARAMETER);
2611
2612 pSurfaceSrc = &pState->paSurface[sidSrc];
2613 pSurfaceDest = &pState->paSurface[sidDest];
2614 AssertReturn(pSurfaceSrc->faces[0].numMipLevels > src.mipmap, VERR_INVALID_PARAMETER);
2615 AssertReturn(pSurfaceDest->faces[0].numMipLevels > dest.mipmap, VERR_INVALID_PARAMETER);
2616
2617 Log(("vmsvga3dSurfaceStretchBlt: src sid=%x (%d,%d)(%d,%d) dest sid=%x (%d,%d)(%d,%d) mode=%x\n", src.sid, srcBox.x, srcBox.y, srcBox.x + srcBox.w, srcBox.y + srcBox.h, dest.sid, destBox.x, destBox.y, destBox.x + destBox.w, destBox.y + destBox.h, mode));
2618
2619 /* @todo stricter checks for associated context */
2620 cid = pSurfaceDest->idAssociatedContext;
2621 if (cid == SVGA3D_INVALID_ID)
2622 cid = pSurfaceSrc->idAssociatedContext;
2623
2624 if ( cid >= pState->cContexts
2625 || pState->paContext[cid].id != cid)
2626 {
2627 Log(("vmsvga3dSurfaceStretchBlt invalid context id!\n"));
2628 AssertFailedReturn(VERR_INVALID_PARAMETER);
2629 }
2630 pContext = &pState->paContext[cid];
2631 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2632
2633 if (pSurfaceSrc->oglId.texture == OPENGL_INVALID_ID)
2634 {
2635 /* Unknown surface type; turn it into a texture, which can be used for other purposes too. */
2636 Log(("vmsvga3dSurfaceStretchBlt: unknown src surface id=%x type=%d format=%d -> create texture\n", sidSrc, pSurfaceSrc->flags, pSurfaceSrc->format));
2637 rc = vmsvga3dCreateTexture(pState, pContext, cid, pSurfaceSrc);
2638 AssertRCReturn(rc, rc);
2639 }
2640
2641 if (pSurfaceDest->oglId.texture == OPENGL_INVALID_ID)
2642 {
2643 /* Unknown surface type; turn it into a texture, which can be used for other purposes too. */
2644 Log(("vmsvga3dSurfaceStretchBlt: unknown dest surface id=%x type=%d format=%d -> create texture\n", sidDest, pSurfaceDest->flags, pSurfaceDest->format));
2645 rc = vmsvga3dCreateTexture(pState, pContext, cid, pSurfaceDest);
2646 AssertRCReturn(rc, rc);
2647 }
2648
2649 /* Activate the read and draw framebuffer objects. */
2650 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
2651 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2652 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, pContext->idDrawFramebuffer);
2653 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2654
2655 /* Bind the source and destination objects to the right place. */
2656 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pSurfaceSrc->oglId.texture, src.mipmap);
2657 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2658 pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pSurfaceDest->oglId.texture, dest.mipmap);
2659 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2660
2661 Log(("src conv. (%d,%d)(%d,%d); dest conv (%d,%d)(%d,%d)\n", srcBox.x, D3D_TO_OGL_Y_COORD(pSurfaceSrc, srcBox.y + srcBox.h),
2662 srcBox.x + srcBox.w, D3D_TO_OGL_Y_COORD(pSurfaceSrc, srcBox.y), destBox.x, D3D_TO_OGL_Y_COORD(pSurfaceDest, destBox.y + destBox.h),
2663 destBox.x + destBox.w, D3D_TO_OGL_Y_COORD(pSurfaceDest, destBox.y)));
2664
2665 pState->ext.glBlitFramebuffer(srcBox.x,
2666#ifdef MANUAL_FLIP_SURFACE_DATA
2667 D3D_TO_OGL_Y_COORD(pSurfaceSrc, srcBox.y + srcBox.h), /* inclusive */
2668#else
2669 srcBox.y,
2670#endif
2671 srcBox.x + srcBox.w, /* exclusive. */
2672#ifdef MANUAL_FLIP_SURFACE_DATA
2673 D3D_TO_OGL_Y_COORD(pSurfaceSrc, srcBox.y), /* exclusive */
2674#else
2675 srcBox.y + srcBox.h,
2676#endif
2677 destBox.x,
2678#ifdef MANUAL_FLIP_SURFACE_DATA
2679 D3D_TO_OGL_Y_COORD(pSurfaceDest, destBox.y + destBox.h), /* inclusive. */
2680#else
2681 destBox.y,
2682#endif
2683 destBox.x + destBox.w, /* exclusive. */
2684#ifdef MANUAL_FLIP_SURFACE_DATA
2685 D3D_TO_OGL_Y_COORD(pSurfaceDest, destBox.y), /* exclusive */
2686#else
2687 destBox.y + destBox.h,
2688#endif
2689 GL_COLOR_BUFFER_BIT,
2690 (mode == SVGA3D_STRETCH_BLT_POINT) ? GL_NEAREST : GL_LINEAR);
2691 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2692
2693 /* Reset the frame buffer association */
2694 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
2695 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2696
2697 return VINF_SUCCESS;
2698}
2699
2700int vmsvga3dSurfaceDMA(PVGASTATE pThis, SVGA3dGuestImage guest, SVGA3dSurfaceImageId host, SVGA3dTransferType transfer, uint32_t cCopyBoxes, SVGA3dCopyBox *pBoxes)
2701{
2702 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
2703 PVMSVGA3DSURFACE pSurface;
2704 PVMSVGA3DMIPMAPLEVEL pMipLevel;
2705 uint32_t sid = host.sid;
2706 int rc = VINF_SUCCESS;
2707
2708 AssertReturn(pState, VERR_NO_MEMORY);
2709 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
2710 AssertReturn(sid < pState->cSurfaces && pState->paSurface[sid].id == sid, VERR_INVALID_PARAMETER);
2711
2712 pSurface = &pState->paSurface[sid];
2713 AssertReturn(pSurface->faces[0].numMipLevels > host.mipmap, VERR_INVALID_PARAMETER);
2714 pMipLevel = &pSurface->pMipmapLevels[host.mipmap];
2715
2716 if (pSurface->flags & SVGA3D_SURFACE_HINT_TEXTURE)
2717 Log(("vmsvga3dSurfaceDMA TEXTURE guestptr gmr=%x offset=%x pitch=%x host sid=%x face=%d mipmap=%d transfer=%x cCopyBoxes=%d\n", guest.ptr.gmrId, guest.ptr.offset, guest.pitch, host.sid, host.face, host.mipmap, transfer, cCopyBoxes));
2718 else
2719 Log(("vmsvga3dSurfaceDMA guestptr gmr=%x offset=%x pitch=%x host sid=%x face=%d mipmap=%d transfer=%x cCopyBoxes=%d\n", guest.ptr.gmrId, guest.ptr.offset, guest.pitch, host.sid, host.face, host.mipmap, transfer, cCopyBoxes));
2720
2721 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
2722 {
2723 AssertReturn(pSurface->pMipmapLevels[host.mipmap].pSurfaceData, VERR_INTERNAL_ERROR);
2724
2725 for (unsigned i = 0; i < cCopyBoxes; i++)
2726 {
2727 unsigned uDestOffset;
2728 unsigned cbSrcPitch;
2729 uint8_t *pBufferStart;
2730
2731 Log(("Copy box %d (%d,%d,%d)(%d,%d,%d) dest (%d,%d)\n", i, pBoxes[i].srcx, pBoxes[i].srcy, pBoxes[i].srcz, pBoxes[i].w, pBoxes[i].h, pBoxes[i].d, pBoxes[i].x, pBoxes[i].y));
2732 /* Apparently we're supposed to clip it (gmr test sample) */
2733 if (pBoxes[i].x + pBoxes[i].w > pMipLevel->size.width)
2734 pBoxes[i].w = pMipLevel->size.width - pBoxes[i].x;
2735 if (pBoxes[i].y + pBoxes[i].h > pMipLevel->size.height)
2736 pBoxes[i].h = pMipLevel->size.height - pBoxes[i].y;
2737 if (pBoxes[i].z + pBoxes[i].d > pMipLevel->size.depth)
2738 pBoxes[i].d = pMipLevel->size.depth - pBoxes[i].z;
2739
2740 if ( !pBoxes[i].w
2741 || !pBoxes[i].h
2742 || !pBoxes[i].d
2743 || pBoxes[i].x > pMipLevel->size.width
2744 || pBoxes[i].y > pMipLevel->size.height
2745 || pBoxes[i].z > pMipLevel->size.depth)
2746 {
2747 Log(("Empty box; skip\n"));
2748 continue;
2749 }
2750
2751 uDestOffset = pBoxes[i].x * pSurface->cbBlock + pBoxes[i].y * pMipLevel->cbSurfacePitch + pBoxes[i].z * pMipLevel->size.height * pMipLevel->cbSurfacePitch;
2752 AssertReturn(uDestOffset + pBoxes[i].w * pSurface->cbBlock * pBoxes[i].h * pBoxes[i].d <= pMipLevel->cbSurface, VERR_INTERNAL_ERROR);
2753
2754 cbSrcPitch = (guest.pitch == 0) ? pBoxes[i].w * pSurface->cbBlock : guest.pitch;
2755#ifdef MANUAL_FLIP_SURFACE_DATA
2756 pBufferStart = (uint8_t *)pMipLevel->pSurfaceData
2757 + pBoxes[i].x * pSurface->cbBlock
2758 + pMipLevel->cbSurface - pBoxes[i].y * pMipLevel->cbSurfacePitch
2759 - pMipLevel->cbSurfacePitch; /* flip image during copy */
2760#else
2761 pBufferStart = (uint8_t *)pMipLevel->pSurfaceData + uDestOffset;
2762#endif
2763 rc = vmsvgaGMRTransfer(pThis,
2764 transfer,
2765 pBufferStart,
2766#ifdef MANUAL_FLIP_SURFACE_DATA
2767 -(int32_t)pMipLevel->cbSurfacePitch,
2768#else
2769 (int32_t)pMipLevel->cbSurfacePitch,
2770#endif
2771 guest.ptr,
2772 pBoxes[i].srcx * pSurface->cbBlock + (pBoxes[i].srcy + pBoxes[i].srcz * pBoxes[i].h) * cbSrcPitch,
2773 cbSrcPitch,
2774 pBoxes[i].w * pSurface->cbBlock,
2775 pBoxes[i].d * pBoxes[i].h);
2776
2777 Log4(("first line:\n%.*Rhxd\n", pMipLevel->cbSurface, pMipLevel->pSurfaceData));
2778
2779 AssertRC(rc);
2780 }
2781 pSurface->pMipmapLevels[host.mipmap].fDirty = true;
2782 pSurface->fDirty = true;
2783 }
2784 else
2785 {
2786 /* @todo stricter checks for associated context */
2787 uint32_t cid = pSurface->idAssociatedContext;
2788 if ( cid >= pState->cContexts
2789 || pState->paContext[cid].id != cid)
2790 {
2791 Log(("vmsvga3dSurfaceDMA invalid context id (%x - %x)!\n", cid, (cid >= pState->cContexts) ? -1 : pState->paContext[cid].id));
2792 AssertFailedReturn(VERR_INVALID_PARAMETER);
2793 }
2794 PVMSVGA3DCONTEXT pContext = &pState->paContext[cid];
2795 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2796
2797 for (unsigned i = 0; i < cCopyBoxes; i++)
2798 {
2799 bool fVertex = false;
2800 unsigned cbSrcPitch;
2801
2802 /* Apparently we're supposed to clip it (gmr test sample) */
2803 if (pBoxes[i].x + pBoxes[i].w > pMipLevel->size.width)
2804 pBoxes[i].w = pMipLevel->size.width - pBoxes[i].x;
2805 if (pBoxes[i].y + pBoxes[i].h > pMipLevel->size.height)
2806 pBoxes[i].h = pMipLevel->size.height - pBoxes[i].y;
2807 if (pBoxes[i].z + pBoxes[i].d > pMipLevel->size.depth)
2808 pBoxes[i].d = pMipLevel->size.depth - pBoxes[i].z;
2809
2810 Assert((pBoxes[i].d == 1 || pBoxes[i].d == 0) && pBoxes[i].z == 0);
2811
2812 if ( !pBoxes[i].w
2813 || !pBoxes[i].h
2814 || pBoxes[i].x > pMipLevel->size.width
2815 || pBoxes[i].y > pMipLevel->size.height)
2816 {
2817 Log(("Empty box; skip\n"));
2818 continue;
2819 }
2820
2821 Log(("Copy box %d (%d,%d,%d)(%d,%d,%d) dest (%d,%d)\n", i, pBoxes[i].srcx, pBoxes[i].srcy, pBoxes[i].srcz, pBoxes[i].w, pBoxes[i].h, pBoxes[i].d, pBoxes[i].x, pBoxes[i].y));
2822
2823 cbSrcPitch = (guest.pitch == 0) ? pBoxes[i].w * pSurface->cbBlock : guest.pitch;
2824
2825 switch (pSurface->flags & (SVGA3D_SURFACE_HINT_INDEXBUFFER | SVGA3D_SURFACE_HINT_VERTEXBUFFER | SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET | SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_CUBEMAP))
2826 {
2827 case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
2828 case SVGA3D_SURFACE_HINT_TEXTURE:
2829 case SVGA3D_SURFACE_HINT_RENDERTARGET:
2830 {
2831 uint32_t cbSurfacePitch;
2832 uint8_t *pDoubleBuffer, *pBufferStart;
2833 unsigned uDestOffset = 0;
2834
2835 pDoubleBuffer = (uint8_t *)RTMemAlloc(pMipLevel->cbSurface);
2836 AssertReturn(pDoubleBuffer, VERR_NO_MEMORY);
2837
2838 if (transfer == SVGA3D_READ_HOST_VRAM)
2839 {
2840 GLint activeTexture;
2841
2842 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2843 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2844
2845 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2846 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2847
2848 glGetTexImage(GL_TEXTURE_2D,
2849 host.mipmap,
2850 pSurface->formatGL,
2851 pSurface->typeGL,
2852 pDoubleBuffer);
2853 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2854
2855 /* Restore the old active texture. */
2856 glBindTexture(GL_TEXTURE_2D, activeTexture);
2857 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2858
2859 uDestOffset = pBoxes[i].x * pSurface->cbBlock + pBoxes[i].y * pMipLevel->cbSurfacePitch;
2860 AssertReturn(uDestOffset + pBoxes[i].w * pSurface->cbBlock + (pBoxes[i].h - 1) * pMipLevel->cbSurfacePitch <= pMipLevel->cbSurface, VERR_INTERNAL_ERROR);
2861
2862 cbSurfacePitch = pMipLevel->cbSurfacePitch;
2863
2864#ifdef MANUAL_FLIP_SURFACE_DATA
2865 pBufferStart = pDoubleBuffer
2866 + pBoxes[i].x * pSurface->cbBlock
2867 + pMipLevel->cbSurface - pBoxes[i].y * cbSurfacePitch
2868 - cbSurfacePitch; /* flip image during copy */
2869#else
2870 pBufferStart = pDoubleBuffer + uDestOffset;
2871#endif
2872 }
2873 else
2874 {
2875 cbSurfacePitch = pBoxes[i].w * pSurface->cbBlock;
2876#ifdef MANUAL_FLIP_SURFACE_DATA
2877 pBufferStart = pDoubleBuffer + cbSurfacePitch * pBoxes[i].h - cbSurfacePitch; /* flip image during copy */
2878#else
2879 pBufferStart = pDoubleBuffer;
2880#endif
2881 }
2882
2883 rc = vmsvgaGMRTransfer(pThis,
2884 transfer,
2885 pBufferStart,
2886#ifdef MANUAL_FLIP_SURFACE_DATA
2887 -(int32_t)cbSurfacePitch,
2888#else
2889 (int32_t)cbSurfacePitch,
2890#endif
2891 guest.ptr,
2892 pBoxes[i].srcx * pSurface->cbBlock + pBoxes[i].srcy * cbSrcPitch,
2893 cbSrcPitch,
2894 pBoxes[i].w * pSurface->cbBlock,
2895 pBoxes[i].h);
2896 AssertRC(rc);
2897
2898 /* Update the opengl surface data. */
2899 if (transfer == SVGA3D_WRITE_HOST_VRAM)
2900 {
2901 GLint activeTexture = 0;
2902 GLint alignment;
2903
2904 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2905 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2906
2907 /* Must bind texture to the current context in order to change it. */
2908 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2909 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2910
2911 Log(("vmsvga3dSurfaceDMA: copy texture mipmap level %d (pitch %x)\n", host.mipmap, pMipLevel->cbSurfacePitch));
2912
2913 /* Set row length and alignment of the input data. */
2914 glGetIntegerv(GL_UNPACK_ALIGNMENT, &alignment);
2915 glPixelStorei(GL_UNPACK_ROW_LENGTH, pBoxes[i].w);
2916 glPixelStorei(GL_UNPACK_ALIGNMENT, pSurface->cbBlock);
2917
2918 glTexSubImage2D(GL_TEXTURE_2D,
2919 host.mipmap,
2920 pBoxes[i].x,
2921 pBoxes[i].y,
2922 pBoxes[i].w,
2923 pBoxes[i].h,
2924 pSurface->formatGL,
2925 pSurface->typeGL,
2926 pDoubleBuffer);
2927
2928 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2929
2930 /* Restore old values. */
2931 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2932 glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
2933
2934 /* Restore the old active texture. */
2935 glBindTexture(GL_TEXTURE_2D, activeTexture);
2936 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2937 }
2938
2939 Log4(("first line:\n%.*Rhxd\n", pBoxes[i].w * pSurface->cbBlock, pDoubleBuffer));
2940
2941 /* Free the double buffer. */
2942 RTMemFree(pDoubleBuffer);
2943 break;
2944 }
2945
2946 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
2947 AssertFailed(); /* @todo */
2948 break;
2949
2950 case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
2951 case SVGA3D_SURFACE_HINT_INDEXBUFFER:
2952 {
2953 uint8_t *pData;
2954 unsigned uDestOffset;
2955
2956 Assert(pBoxes[i].h == 1);
2957
2958 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pSurface->oglId.buffer);
2959 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2960
2961 pData = (uint8_t *)pState->ext.glMapBuffer(GL_ARRAY_BUFFER, (transfer == SVGA3D_READ_HOST_VRAM) ? GL_READ_ONLY : GL_WRITE_ONLY);
2962 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2963 Assert(pData);
2964
2965 uDestOffset = pBoxes[i].x * pSurface->cbBlock + pBoxes[i].y * pMipLevel->cbSurfacePitch;
2966 AssertReturn(uDestOffset + pBoxes[i].w * pSurface->cbBlock + (pBoxes[i].h - 1) * pMipLevel->cbSurfacePitch <= pMipLevel->cbSurface, VERR_INTERNAL_ERROR);
2967
2968 Log(("Lock %s memory for rectangle (%d,%d)(%d,%d)\n", (fVertex) ? "vertex" : "index", pBoxes[i].x, pBoxes[i].y, pBoxes[i].x + pBoxes[i].w, pBoxes[i].y + pBoxes[i].h));
2969
2970 rc = vmsvgaGMRTransfer(pThis,
2971 transfer,
2972 pData + uDestOffset,
2973 pMipLevel->cbSurfacePitch,
2974 guest.ptr,
2975 pBoxes[i].srcx * pSurface->cbBlock + pBoxes[i].srcy * cbSrcPitch,
2976 cbSrcPitch,
2977 pBoxes[i].w * pSurface->cbBlock,
2978 pBoxes[i].h);
2979 AssertRC(rc);
2980
2981 Log4(("first line:\n%.*Rhxd\n", cbSrcPitch, pData));
2982
2983 pState->ext.glUnmapBuffer(GL_ARRAY_BUFFER);
2984 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2985
2986 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
2987 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2988 break;
2989 }
2990
2991 default:
2992 AssertFailed();
2993 break;
2994 }
2995 }
2996 }
2997 return rc;
2998}
2999
3000int vmsvga3dSurfaceBlitToScreen(PVGASTATE pThis, uint32_t dest, SVGASignedRect destRect, SVGA3dSurfaceImageId src, SVGASignedRect srcRect, uint32_t cRects, SVGASignedRect *pRect)
3001{
3002 /* Requires SVGA_FIFO_CAP_SCREEN_OBJECT support */
3003 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));
3004 for (uint32_t i = 0; i < cRects; i++)
3005 {
3006 Log(("vmsvga3dSurfaceBlitToScreen: clipping rect %d (%d,%d)(%d,%d)\n", i, pRect[i].left, pRect[i].top, pRect[i].right, pRect[i].bottom));
3007 }
3008
3009 /* @todo Only screen 0 for now. */
3010 AssertReturn(dest == 0, VERR_INTERNAL_ERROR);
3011 AssertReturn(src.mipmap == 0 && src.face == 0, VERR_INVALID_PARAMETER);
3012 /* @todo scaling */
3013 AssertReturn(destRect.right - destRect.left == srcRect.right - srcRect.left && destRect.bottom - destRect.top == srcRect.bottom - srcRect.top, VERR_INVALID_PARAMETER);
3014
3015 if (cRects == 0)
3016 {
3017 /* easy case; no clipping */
3018 SVGA3dCopyBox box;
3019 SVGA3dGuestImage dst;
3020
3021 box.x = destRect.left;
3022 box.y = destRect.top;
3023 box.z = 0;
3024 box.w = destRect.right - destRect.left;
3025 box.h = destRect.bottom - destRect.top;
3026 box.d = 1;
3027 box.srcx = srcRect.left;
3028 box.srcy = srcRect.top;
3029 box.srcz = 0;
3030
3031 dst.ptr.gmrId = SVGA_GMR_FRAMEBUFFER;
3032 dst.ptr.offset = 0;
3033 dst.pitch = pThis->svga.cbScanline;
3034
3035 int rc = vmsvga3dSurfaceDMA(pThis, dst, src, SVGA3D_READ_HOST_VRAM, 1, &box);
3036 AssertRCReturn(rc, rc);
3037
3038 vgaR3UpdateDisplay(pThis, box.x, box.y, box.w, box.h);
3039 return VINF_SUCCESS;
3040 }
3041 else
3042 {
3043 SVGA3dGuestImage dst;
3044 SVGA3dCopyBox box;
3045
3046 box.srcz = 0;
3047 box.z = 0;
3048 box.d = 1;
3049
3050 dst.ptr.gmrId = SVGA_GMR_FRAMEBUFFER;
3051 dst.ptr.offset = 0;
3052 dst.pitch = pThis->svga.cbScanline;
3053
3054 /* @todo merge into one SurfaceDMA call */
3055 for (uint32_t i = 0; i < cRects; i++)
3056 {
3057 /* The clipping rectangle is relative to the top-left corner of srcRect & destRect. Adjust here. */
3058 box.srcx = srcRect.left + pRect[i].left;
3059 box.srcy = srcRect.top + pRect[i].top;
3060
3061 box.x = pRect[i].left + destRect.left;
3062 box.y = pRect[i].top + destRect.top;
3063 box.z = 0;
3064 box.w = pRect[i].right - pRect[i].left;
3065 box.h = pRect[i].bottom - pRect[i].top;
3066
3067 int rc = vmsvga3dSurfaceDMA(pThis, dst, src, SVGA3D_READ_HOST_VRAM, 1, &box);
3068 AssertRCReturn(rc, rc);
3069
3070 vgaR3UpdateDisplay(pThis, box.x, box.y, box.w, box.h);
3071 }
3072
3073 return VINF_SUCCESS;
3074 }
3075}
3076
3077int vmsvga3dGenerateMipmaps(PVGASTATE pThis, uint32_t sid, SVGA3dTextureFilter filter)
3078{
3079 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
3080 PVMSVGA3DSURFACE pSurface;
3081 int rc = VINF_SUCCESS;
3082 PVMSVGA3DCONTEXT pContext;
3083 uint32_t cid;
3084 GLint activeTexture = 0;
3085
3086 AssertReturn(pState, VERR_NO_MEMORY);
3087 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
3088 AssertReturn(sid < pState->cSurfaces && pState->paSurface[sid].id == sid, VERR_INVALID_PARAMETER);
3089
3090 pSurface = &pState->paSurface[sid];
3091 AssertReturn(pSurface->idAssociatedContext != SVGA3D_INVALID_ID, VERR_INTERNAL_ERROR);
3092
3093 Assert(filter != SVGA3D_TEX_FILTER_FLATCUBIC);
3094 Assert(filter != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
3095 pSurface->autogenFilter = filter;
3096
3097 Log(("vmsvga3dGenerateMipmaps: sid=%x filter=%d\n", sid, filter));
3098
3099 /* @todo stricter checks for associated context */
3100 cid = pSurface->idAssociatedContext;
3101
3102 if ( cid >= pState->cContexts
3103 || pState->paContext[cid].id != cid)
3104 {
3105 Log(("vmsvga3dGenerateMipmaps invalid context id!\n"));
3106 return VERR_INVALID_PARAMETER;
3107 }
3108 pContext = &pState->paContext[cid];
3109 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3110
3111 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
3112 {
3113 /* Unknown surface type; turn it into a texture. */
3114 Log(("vmsvga3dGenerateMipmaps: unknown src surface id=%x type=%d format=%d -> create texture\n", sid, pSurface->flags, pSurface->format));
3115 rc = vmsvga3dCreateTexture(pState, pContext, cid, pSurface);
3116 AssertRCReturn(rc, rc);
3117 }
3118 else
3119 {
3120 /* @todo new filter */
3121 AssertFailed();
3122 }
3123
3124 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
3125 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3126
3127 /* Must bind texture to the current context in order to change it. */
3128 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
3129 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3130
3131 /* Generate the mip maps. */
3132 pState->ext.glGenerateMipmap(GL_TEXTURE_2D);
3133 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3134
3135 /* Restore the old texture. */
3136 glBindTexture(GL_TEXTURE_2D, activeTexture);
3137 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3138
3139 return VINF_SUCCESS;
3140}
3141
3142int vmsvga3dCommandPresent(PVGASTATE pThis, uint32_t sid, uint32_t cRects, SVGA3dCopyRect *pRect)
3143{
3144 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
3145 PVMSVGA3DSURFACE pSurface;
3146 int rc = VINF_SUCCESS;
3147 PVMSVGA3DCONTEXT pContext;
3148 uint32_t cid;
3149 struct
3150 {
3151 uint32_t x;
3152 uint32_t y;
3153 uint32_t cx;
3154 uint32_t cy;
3155 } srcViewPort;
3156
3157 AssertReturn(pState, VERR_NO_MEMORY);
3158 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
3159 AssertReturn(sid < pState->cSurfaces && pState->paSurface[sid].id == sid, VERR_INVALID_PARAMETER);
3160
3161 pSurface = &pState->paSurface[sid];
3162 AssertReturn(pSurface->idAssociatedContext != SVGA3D_INVALID_ID, VERR_INTERNAL_ERROR);
3163
3164 /* @todo stricter checks for associated context */
3165 cid = pSurface->idAssociatedContext;
3166 Log(("vmsvga3dCommandPresent: sid=%x cRects=%d cid=%x\n", sid, cRects, cid));
3167 for (uint32_t i=0; i < cRects; i++)
3168 {
3169 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));
3170 }
3171
3172 if ( cid >= pState->cContexts
3173 || pState->paContext[cid].id != cid)
3174 {
3175 Log(("vmsvga3dCommandPresent invalid context id!\n"));
3176 return VERR_INVALID_PARAMETER;
3177 }
3178 pContext = &pState->paContext[cid];
3179 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3180
3181 /* Source surface different size? */
3182 if (pSurface->pMipmapLevels[0].size.width != pThis->svga.uWidth ||
3183 pSurface->pMipmapLevels[0].size.height != pThis->svga.uHeight)
3184 {
3185 float xMultiplier = (float)pSurface->pMipmapLevels[0].size.width / (float)pThis->svga.uWidth;
3186 float yMultiplier = (float)pSurface->pMipmapLevels[0].size.height / (float)pThis->svga.uHeight;
3187
3188 LogFlow(("size (%d vs %d) (%d vs %d) multiplier %d\n", pSurface->pMipmapLevels[0].size.width, pThis->svga.uWidth, pSurface->pMipmapLevels[0].size.height, pThis->svga.uHeight, (int)(xMultiplier * 100.0), (int)(yMultiplier * 100.0)));
3189
3190 srcViewPort.x = (uint32_t)((float)pThis->svga.viewport.x * xMultiplier);
3191 srcViewPort.y = (uint32_t)((float)pThis->svga.viewport.y * yMultiplier);
3192 srcViewPort.cx = (uint32_t)((float)pThis->svga.viewport.cx * xMultiplier);
3193 srcViewPort.cy = (uint32_t)((float)pThis->svga.viewport.cy * yMultiplier);
3194 }
3195 else
3196 {
3197 srcViewPort.x = pThis->svga.viewport.x;
3198 srcViewPort.y = pThis->svga.viewport.y;
3199 srcViewPort.cx = pThis->svga.viewport.cx;
3200 srcViewPort.cy = pThis->svga.viewport.cy;
3201 }
3202
3203#if 1
3204 /* @note this path is slightly faster than the glBlitFrameBuffer path below. */
3205 SVGA3dCopyRect rect;
3206 uint32_t oldVShader, oldPShader;
3207 GLint oldTextureId;
3208
3209 if (cRects == 0)
3210 {
3211 rect.x = rect.y = rect.srcx = rect.srcy = 0;
3212 rect.w = pSurface->pMipmapLevels[0].size.width;
3213 rect.h = pSurface->pMipmapLevels[0].size.height;
3214 pRect = &rect;
3215 cRects = 1;
3216 }
3217
3218 //glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
3219
3220#if 0
3221 glDisable(GL_CULL_FACE);
3222 glDisable(GL_BLEND);
3223 glDisable(GL_ALPHA_TEST);
3224 glDisable(GL_SCISSOR_TEST);
3225 glDisable(GL_STENCIL_TEST);
3226 glEnable(GL_DEPTH_TEST);
3227 glDepthFunc(GL_ALWAYS);
3228 glDepthMask(GL_TRUE);
3229 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
3230 glViewport(0, 0, pSurface->pMipmapLevels[0].size.width, pSurface->pMipmapLevels[0].size.height);
3231#endif
3232
3233 glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTextureId);
3234
3235 oldVShader = pContext->state.shidVertex;
3236 oldPShader = pContext->state.shidPixel;
3237 vmsvga3dShaderSet(pThis, cid, SVGA3D_SHADERTYPE_VS, SVGA_ID_INVALID);
3238 vmsvga3dShaderSet(pThis, cid, SVGA3D_SHADERTYPE_PS, SVGA_ID_INVALID);
3239
3240 /* Flush shader changes. */
3241 if (pContext->pShaderContext)
3242 ShaderUpdateState(pContext->pShaderContext, 0);
3243
3244 /* Activate the read and draw framebuffer objects. */
3245 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
3246 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3247 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 /* back buffer */);
3248 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3249
3250 pState->ext.glActiveTexture(GL_TEXTURE0);
3251 glEnable(GL_TEXTURE_2D);
3252 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
3253 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3254
3255 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3257
3258// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
3259// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
3260
3261 /* Reset the transformation matrices. */
3262 glMatrixMode(GL_MODELVIEW);
3263 glPushMatrix();
3264 glLoadIdentity();
3265 glMatrixMode(GL_PROJECTION);
3266 glPushMatrix();
3267 glLoadIdentity();
3268 glScalef(1.0f, -1.0f, 1.0f);
3269 glOrtho(0, pThis->svga.uWidth, pThis->svga.uHeight, 0, 0.0, -1.0);
3270
3271 for (uint32_t i = 0; i < cRects; i++)
3272 {
3273 float left, right, top, bottom; /* Texture coordinates */
3274 int vertexLeft, vertexRight, vertexTop, vertexBottom;
3275
3276 pRect[i].srcx = RT_MAX(pRect[i].srcx, srcViewPort.x);
3277 pRect[i].srcy = RT_MAX(pRect[i].srcy, srcViewPort.y);
3278 pRect[i].x = RT_MAX(pRect[i].x, pThis->svga.viewport.x) - pThis->svga.viewport.x;
3279 pRect[i].y = RT_MAX(pRect[i].y, pThis->svga.viewport.y) - pThis->svga.viewport.y;
3280 pRect[i].w = pThis->svga.viewport.cx;
3281 pRect[i].h = pThis->svga.viewport.cy;
3282
3283 if ( pRect[i].x + pRect[i].w <= pThis->svga.viewport.x
3284 || pThis->svga.viewport.x + pThis->svga.viewport.cx <= pRect[i].x
3285 || pRect[i].y + pRect[i].h <= pThis->svga.viewport.y
3286 || pThis->svga.viewport.y + pThis->svga.viewport.cy <= pRect[i].y)
3287 {
3288 /* Intersection is empty; skip */
3289 continue;
3290 }
3291
3292 left = pRect[i].srcx;
3293 right = pRect[i].srcx + pRect[i].w;
3294 top = pRect[i].srcy + pRect[i].h;
3295 bottom = pRect[i].srcy;
3296
3297 left /= pSurface->pMipmapLevels[0].size.width;
3298 right /= pSurface->pMipmapLevels[0].size.width;
3299 top /= pSurface->pMipmapLevels[0].size.height;
3300 bottom /= pSurface->pMipmapLevels[0].size.height;
3301
3302 vertexLeft = pRect[i].x;
3303 vertexRight = pRect[i].x + pRect[i].w;
3304 vertexTop = ((uint32_t)pThis->svga.uHeight >= pRect[i].y + pRect[i].h) ? pThis->svga.uHeight - pRect[i].y - pRect[i].h : 0;
3305 vertexBottom = pThis->svga.uHeight - pRect[i].y;
3306
3307 Log(("view port (%d,%d)(%d,%d)\n", srcViewPort.x, srcViewPort.y, srcViewPort.cx, srcViewPort.cy));
3308 Log(("vertex (%d,%d) (%d,%d) (%d,%d) (%d,%d)\n", vertexLeft, vertexBottom, vertexLeft, vertexTop, vertexRight, vertexTop, vertexRight, vertexBottom));
3309 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)));
3310
3311 glBegin(GL_QUADS);
3312 /* bottom left */
3313 glTexCoord2f(left, bottom);
3314 glVertex2i(vertexLeft, vertexBottom);
3315
3316 /* top left */
3317 glTexCoord2f(left, top);
3318 glVertex2i(vertexLeft, vertexTop);
3319
3320 /* top right */
3321 glTexCoord2f(right, top);
3322 glVertex2i(vertexRight, vertexTop);
3323
3324 /* bottom right */
3325 glTexCoord2f(right, bottom);
3326 glVertex2i(vertexRight, vertexBottom);
3327
3328 glEnd();
3329 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3330 }
3331
3332 /* Restore old settings. */
3333 glMatrixMode(GL_PROJECTION);
3334 glPopMatrix();
3335 glMatrixMode(GL_MODELVIEW);
3336 glPopMatrix();
3337
3338 //glPopAttrib();
3339
3340 glBindTexture(GL_TEXTURE_2D, oldTextureId);
3341 vmsvga3dShaderSet(pThis, cid, SVGA3D_SHADERTYPE_VS, oldVShader);
3342 vmsvga3dShaderSet(pThis, cid, SVGA3D_SHADERTYPE_PS, oldPShader);
3343
3344 /* Reset the frame buffer association */
3345 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
3346 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3347
3348#else
3349 /* Activate the read and draw framebuffer objects. */
3350 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
3351 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
3352 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 /* back buffer */);
3353 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
3354
3355 /* Bind the source objects to the right place. */
3356 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pSurface->oglId.texture, 0 /* level 0 */);
3357 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
3358
3359 /* Blit the surface rectangle(s) to the back buffer. */
3360 if (cRects == 0)
3361 {
3362 Log(("view port (%d,%d)(%d,%d)\n", srcViewPort.x, srcViewPort.y, srcViewPort.cx, srcViewPort.cy));
3363 pState->ext.glBlitFramebuffer(srcViewPort.x,
3364 srcViewPort.y,
3365 srcViewPort.x + srcViewPort.cx, /* exclusive. */
3366 srcViewPort.y + srcViewPort.cy, /* exclusive. (reverse to flip the image) */
3367 0,
3368 pThis->svga.viewport.cy, /* exclusive. */
3369 pThis->svga.viewport.cx, /* exclusive. */
3370 0,
3371 GL_COLOR_BUFFER_BIT,
3372 GL_LINEAR);
3373 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
3374 }
3375 else
3376 {
3377 for (uint32_t i = 0; i < cRects; i++)
3378 {
3379 if ( pRect[i].x + pRect[i].w <= pThis->svga.viewport.x
3380 || pThis->svga.viewport.x + pThis->svga.viewport.cx <= pRect[i].x
3381 || pRect[i].y + pRect[i].h <= pThis->svga.viewport.y
3382 || pThis->svga.viewport.y + pThis->svga.viewport.cy <= pRect[i].y)
3383 {
3384 /* Intersection is empty; skip */
3385 continue;
3386 }
3387
3388 pState->ext.glBlitFramebuffer(RT_MAX(pRect[i].srcx, srcViewPort.x),
3389 pSurface->pMipmapLevels[0].size.width - RT_MAX(pRect[i].srcy, srcViewPort.y), /* exclusive. (reverse to flip the image) */
3390 RT_MIN(pRect[i].srcx + pRect[i].w, srcViewPort.x + srcViewPort.cx), /* exclusive. */
3391 pSurface->pMipmapLevels[0].size.width - RT_MIN(pRect[i].srcy + pRect[i].h, srcViewPort.y + srcViewPort.cy),
3392 RT_MAX(pRect[i].x, pThis->svga.viewport.x) - pThis->svga.viewport.x,
3393 pThis->svga.uHeight - (RT_MIN(pRect[i].y + pRect[i].h, pThis->svga.viewport.y + pThis->svga.viewport.cy) - pThis->svga.viewport.y), /* exclusive. */
3394 RT_MIN(pRect[i].x + pRect[i].w, pThis->svga.viewport.x + pThis->svga.viewport.cx) - pThis->svga.viewport.x, /* exclusive. */
3395 pThis->svga.uHeight - (RT_MAX(pRect[i].y, pThis->svga.viewport.y) - pThis->svga.viewport.y),
3396 GL_COLOR_BUFFER_BIT,
3397 GL_LINEAR);
3398 }
3399 }
3400 /* Reset the frame buffer association */
3401 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
3402 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
3403#endif
3404
3405 /* Flip the front and back buffers. */
3406#ifdef RT_OS_WINDOWS
3407 BOOL ret = SwapBuffers(pContext->hdc);
3408 AssertMsg(ret, ("SwapBuffers failed with %d\n", GetLastError()));
3409#elif defined(RT_OS_DARWIN)
3410 vmsvga3dCocoaSwapBuffers(pContext->cocoaView, pContext->cocoaContext);
3411#else
3412 /* show the window if not already done */
3413 if (!pContext->fMapped)
3414 {
3415 XMapWindow(pState->display, pContext->window);
3416 pContext->fMapped = true;
3417 }
3418 /* now swap the buffers, i.e. display the rendering result */
3419 glXSwapBuffers(pState->display, pContext->window);
3420#endif
3421 return VINF_SUCCESS;
3422}
3423
3424#ifdef RT_OS_LINUX
3425/**
3426 * X11 event handling thread
3427 * @param ThreadSelf thread handle
3428 * @param pvUser pointer to pState structure
3429 * @returns VBox status code
3430 */
3431DECLCALLBACK(int) vmsvga3dXEventThread(RTTHREAD ThreadSelf, void *pvUser)
3432{
3433 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pvUser;
3434 while (!pState->bTerminate)
3435 {
3436 while (XPending(pState->display) > 0)
3437 {
3438 XEvent event;
3439 XNextEvent(pState->display, &event);
3440
3441 switch (event.type)
3442 {
3443 default:
3444 break;
3445 }
3446 }
3447 /* sleep for 16ms to not burn too many cycles */
3448 RTThreadSleep(16);
3449 }
3450 return VINF_SUCCESS;
3451}
3452#endif // RT_OS_LINUX
3453
3454
3455/**
3456 * Create a new 3d context
3457 *
3458 * @returns VBox status code.
3459 * @param pThis VGA device instance data.
3460 * @param cid Context id
3461 * @param fOtherProfile When clear, the context is created using the default
3462 * OpenGL profile. When set, it's created using the
3463 * alternative profile. The latter is only allowed if
3464 * the VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE is set.
3465 */
3466int vmsvga3dContextDefine(PVGASTATE pThis, uint32_t cid, bool fOtherProfile)
3467{
3468 int rc;
3469 PVMSVGA3DCONTEXT pContext;
3470 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
3471
3472 AssertReturn(pState, VERR_NO_MEMORY);
3473 AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER);
3474#if !defined(VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE) || !(defined(RT_OS_DARWIN))
3475 AssertReturn(!fOtherProfile, VERR_INTERNAL_ERROR_3);
3476#endif
3477
3478 Log(("vmsvga3dContextDefine id %x\n", cid));
3479#ifdef DEBUG_DEBUG_GFX_WINDOW_TEST_CONTEXT
3480 if (pState->idTestContext == SVGA_ID_INVALID)
3481 {
3482 pState->idTestContext = 207;
3483 rc = vmsvga3dContextDefine(pThis, pState->idTestContext, false /*fOtherProfile*/);
3484 AssertRCReturn(rc, rc);
3485 }
3486#endif
3487
3488 if (cid >= pState->cContexts)
3489 {
3490 pState->paContext = (PVMSVGA3DCONTEXT)RTMemRealloc(pState->paContext, sizeof(VMSVGA3DCONTEXT) * (cid + 1));
3491 AssertReturn(pState->paContext, VERR_NO_MEMORY);
3492 memset(&pState->paContext[pState->cContexts], 0, sizeof(VMSVGA3DCONTEXT) * (cid + 1 - pState->cContexts));
3493 for (uint32_t i = pState->cContexts; i < cid + 1; i++)
3494 pState->paContext[i].id = SVGA3D_INVALID_ID;
3495
3496 pState->cContexts = cid + 1;
3497 }
3498 /* If one already exists with this id, then destroy it now. */
3499 if (pState->paContext[cid].id != SVGA3D_INVALID_ID)
3500 vmsvga3dContextDestroy(pThis, cid);
3501
3502 pContext = &pState->paContext[cid];
3503 memset(pContext, 0, sizeof(*pContext));
3504 pContext->id = cid;
3505 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTexture); i++)
3506 pContext->aSidActiveTexture[i] = SVGA3D_INVALID_ID;
3507
3508 pContext->sidRenderTarget = SVGA3D_INVALID_ID;
3509 pContext->state.shidVertex = SVGA3D_INVALID_ID;
3510 pContext->state.shidPixel = SVGA3D_INVALID_ID;
3511 pContext->idFramebuffer = OPENGL_INVALID_ID;
3512 pContext->idReadFramebuffer = OPENGL_INVALID_ID;
3513 pContext->idDrawFramebuffer = OPENGL_INVALID_ID;
3514
3515 rc = ShaderContextCreate(&pContext->pShaderContext);
3516 AssertRCReturn(rc, rc);
3517
3518 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->state.aRenderTargets); i++)
3519 pContext->state.aRenderTargets[i] = SVGA3D_INVALID_ID;
3520
3521 AssertReturn(pThis->svga.u64HostWindowId, VERR_INTERNAL_ERROR);
3522
3523#ifdef RT_OS_WINDOWS
3524 /* Create a context window. */
3525 CREATESTRUCT cs;
3526 cs.lpCreateParams = NULL;
3527 cs.dwExStyle = WS_EX_NOACTIVATE | WS_EX_NOPARENTNOTIFY | WS_EX_TRANSPARENT;
3528# ifdef DEBUG_GFX_WINDOW
3529 cs.lpszName = (char *)RTMemAllocZ(256);
3530 RTStrPrintf((char *)cs.lpszName, 256, "Context %d OpenGL Window", cid);
3531# else
3532 cs.lpszName = NULL;
3533# endif
3534 cs.lpszClass = 0;
3535# ifdef DEBUG_GFX_WINDOW
3536 cs.style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE | WS_CAPTION;
3537# else
3538 cs.style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_DISABLED | WS_CHILD | WS_VISIBLE;
3539# endif
3540 cs.x = 0;
3541 cs.y = 0;
3542 cs.cx = pThis->svga.uWidth;
3543 cs.cy = pThis->svga.uHeight;
3544 cs.hwndParent = (HWND)pThis->svga.u64HostWindowId;
3545 cs.hMenu = NULL;
3546 cs.hInstance = pState->hInstance;
3547
3548 rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_CREATEWINDOW, (WPARAM)&pContext->hwnd, (LPARAM)&cs);
3549 AssertRCReturn(rc, rc);
3550
3551 pContext->hdc = GetDC(pContext->hwnd);
3552 AssertMsgReturn(pContext->hdc, ("GetDC %x failed with %d\n", pContext->hwnd, GetLastError()), VERR_INTERNAL_ERROR);
3553
3554 PIXELFORMATDESCRIPTOR pfd = {
3555 sizeof(PIXELFORMATDESCRIPTOR), /* size of this pfd */
3556 1, /* version number */
3557 PFD_DRAW_TO_WINDOW | /* support window */
3558 PFD_DOUBLEBUFFER | /* support double buffering */
3559 PFD_SUPPORT_OPENGL, /* support OpenGL */
3560 PFD_TYPE_RGBA, /* RGBA type */
3561 24, /* 24-bit color depth */
3562 0, 0, 0, 0, 0, 0, /* color bits ignored */
3563 8, /* alpha buffer */
3564 0, /* shift bit ignored */
3565 0, /* no accumulation buffer */
3566 0, 0, 0, 0, /* accum bits ignored */
3567 16, /* set depth buffer */
3568 16, /* set stencil buffer */
3569 0, /* no auxiliary buffer */
3570 PFD_MAIN_PLANE, /* main layer */
3571 0, /* reserved */
3572 0, 0, 0 /* layer masks ignored */
3573 };
3574 int pixelFormat;
3575 BOOL ret;
3576
3577 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3578 /* @todo is this really necessary?? */
3579 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3580 AssertMsgReturn(pixelFormat != 0, ("ChoosePixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3581
3582 ret = SetPixelFormat(pContext->hdc, pixelFormat, &pfd);
3583 AssertMsgReturn(ret == TRUE, ("SetPixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3584
3585 pContext->hglrc = wglCreateContext(pContext->hdc);
3586 AssertMsgReturn(pContext->hglrc, ("wglCreateContext %x failed with %d\n", pContext->hdc, GetLastError()), VERR_INTERNAL_ERROR);
3587
3588 // TODO isn't this default on Linux since OpenGL 1.1?
3589 /* Find the first active context to share the display list with (necessary for sharing e.g. textures between contexts). */
3590 for (uint32_t i = 0; i < pState->cContexts; i++)
3591 {
3592 if ( pState->paContext[i].id != SVGA3D_INVALID_ID
3593 && i != pContext->id)
3594 {
3595 Log(("Sharing display lists between cid=%d and cid=%d\n", pContext->id, i));
3596 ret = wglShareLists(pState->paContext[i].hglrc, pContext->hglrc);
3597 Assert(ret == TRUE);
3598 break;
3599 }
3600 }
3601
3602#elif defined(RT_OS_DARWIN)
3603 pContext->fOtherProfile = fOtherProfile;
3604
3605 /* Find the first active context to share the display list with (necessary for sharing e.g. textures between contexts). */
3606 NativeNSOpenGLContextRef shareContext = NULL;
3607 for (uint32_t i = 0; i < pState->cContexts; i++)
3608 {
3609 if ( pState->paContext[i].id != SVGA3D_INVALID_ID
3610 && i != pContext->id
3611 && pState->paContext[i].fOtherProfile == fOtherProfile)
3612 {
3613 Log(("Sharing display lists between cid=%d and cid=%d\n", pContext->id, i));
3614 shareContext = pState->paContext[i].cocoaContext;
3615 break;
3616 }
3617 }
3618 vmsvga3dCocoaCreateContext(&pContext->cocoaContext, shareContext, fOtherProfile);
3619 NativeNSViewRef pHostView = (NativeNSViewRef)pThis->svga.u64HostWindowId;
3620 vmsvga3dCocoaCreateView(&pContext->cocoaView, pHostView);
3621
3622#else
3623 Window hostWindow = (Window)pThis->svga.u64HostWindowId;
3624
3625 if (pState->display == NULL)
3626 {
3627 /* get an X display and make sure we have glX 1.3 */
3628 pState->display = XOpenDisplay(0);
3629 Assert(pState->display);
3630 int glxMajor, glxMinor;
3631 Bool ret = glXQueryVersion(pState->display, &glxMajor, &glxMinor);
3632 AssertMsgReturn(ret && glxMajor == 1 && glxMinor >= 3, ("glX >=1.3 not present"), VERR_INTERNAL_ERROR);
3633 /* start our X event handling thread */
3634 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dXEventThread, pState, 0, RTTHREADTYPE_GUI, RTTHREADFLAGS_WAITABLE, "VMSVGA3DXEVENT");
3635 if (RT_FAILURE(rc))
3636 {
3637 AssertMsgFailed(("%s: Async IO Thread creation for 3d window handling failed rc=%d\n", __FUNCTION__, rc));
3638 return rc;
3639 }
3640 }
3641 int attrib[] =
3642 {
3643 GLX_RGBA,
3644 GLX_RED_SIZE, 1,
3645 GLX_GREEN_SIZE, 1,
3646 GLX_BLUE_SIZE, 1,
3647 //GLX_ALPHA_SIZE, 1, this flips the bbos screen
3648 GLX_DOUBLEBUFFER,
3649 None
3650 };
3651 XVisualInfo *vi = glXChooseVisual(pState->display, DefaultScreen(pState->display), attrib);
3652 XSetWindowAttributes swa;
3653 swa.colormap = XCreateColormap(pState->display, XDefaultRootWindow(pState->display), vi->visual, AllocNone);
3654 swa.border_pixel = 0;
3655 swa.background_pixel = 0;
3656 swa.event_mask = StructureNotifyMask | ExposureMask;
3657 unsigned long flags = CWBorderPixel | CWBackPixel | CWColormap | CWEventMask;
3658 pContext->window = XCreateWindow(pState->display, hostWindow,//XDefaultRootWindow(pState->display),//hostWindow,
3659 0, 0, pThis->svga.uWidth, pThis->svga.uHeight,
3660 0, vi->depth, InputOutput,
3661 vi->visual, flags, &swa);
3662 AssertMsgReturn(pContext->window, ("XCreateWindow failed"), VERR_INTERNAL_ERROR);
3663 uint32_t cardinal_alpha = (uint32_t) (0.5 * (uint32_t)-1) ;
3664
3665 /* the window is hidden by default and only mapped when CommandPresent is executed on it */
3666
3667 /* Find the first active context to share the display list with (necessary for sharing e.g. textures between contexts). */
3668 GLXContext shareContext = NULL;
3669 for (uint32_t i = 0; i < pState->cContexts; i++)
3670 {
3671 if ( pState->paContext[i].id != SVGA3D_INVALID_ID
3672 && i != pContext->id)
3673 {
3674 Log(("Sharing display lists between cid=%d and cid=%d\n", pContext->id, i));
3675 shareContext = pState->paContext[i].glxContext;
3676 break;
3677 }
3678 }
3679
3680 pContext->glxContext = glXCreateContext(pState->display, vi, shareContext, GL_TRUE);
3681 AssertMsgReturn(pContext->glxContext, ("glXCreateContext failed"), VERR_INTERNAL_ERROR);
3682#endif
3683
3684 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3685
3686 /* NULL during the first PowerOn call. */
3687 if (pState->ext.glGenFramebuffers)
3688 {
3689 /* Create a framebuffer object for this context. */
3690 pState->ext.glGenFramebuffers(1, &pContext->idFramebuffer);
3691 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3692
3693 /* Bind the object to the framebuffer target. */
3694 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
3695 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3696
3697 /* Create read and draw framebuffer objects for this context. */
3698 pState->ext.glGenFramebuffers(1, &pContext->idReadFramebuffer);
3699 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3700
3701 pState->ext.glGenFramebuffers(1, &pContext->idDrawFramebuffer);
3702 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3703
3704 }
3705#if 0
3706 /* @todo move to shader lib!!! */
3707 /* Clear the screen */
3708 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3709
3710 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
3711 glClearIndex(0);
3712 glClearDepth(1);
3713 glClearStencil(0xffff);
3714 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
3715 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
3716 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
3717 if (pState->ext.glProvokingVertex)
3718 pState->ext.glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
3719 /* @todo move to shader lib!!! */
3720#endif
3721 return VINF_SUCCESS;
3722}
3723
3724/**
3725 * Destroy an existing 3d context
3726 *
3727 * @returns VBox status code.
3728 * @param pThis VGA device instance data.
3729 * @param cid Context id
3730 */
3731int vmsvga3dContextDestroy(PVGASTATE pThis, uint32_t cid)
3732{
3733 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
3734 AssertReturn(pState, VERR_NO_MEMORY);
3735
3736 AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER);
3737
3738 if ( cid < pState->cContexts
3739 && pState->paContext[cid].id == cid)
3740 {
3741 PVMSVGA3DCONTEXT pContext = &pState->paContext[cid];
3742
3743 Log(("vmsvga3dContextDestroy id %x\n", cid));
3744
3745 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3746
3747 /* Destroy all leftover pixel shaders. */
3748 for (uint32_t i = 0; i < pContext->cPixelShaders; i++)
3749 {
3750 if (pContext->paPixelShader[i].id != SVGA3D_INVALID_ID)
3751 vmsvga3dShaderDestroy(pThis, pContext->paPixelShader[i].cid, pContext->paPixelShader[i].id, pContext->paPixelShader[i].type);
3752 }
3753 if (pContext->paPixelShader)
3754 RTMemFree(pContext->paPixelShader);
3755
3756 /* Destroy all leftover vertex shaders. */
3757 for (uint32_t i = 0; i < pContext->cVertexShaders; i++)
3758 {
3759 if (pContext->paVertexShader[i].id != SVGA3D_INVALID_ID)
3760 vmsvga3dShaderDestroy(pThis, pContext->paVertexShader[i].cid, pContext->paVertexShader[i].id, pContext->paVertexShader[i].type);
3761 }
3762 if (pContext->paVertexShader)
3763 RTMemFree(pContext->paVertexShader);
3764
3765 if (pContext->state.paVertexShaderConst)
3766 RTMemFree(pContext->state.paVertexShaderConst);
3767 if (pContext->state.paPixelShaderConst)
3768 RTMemFree(pContext->state.paPixelShaderConst);
3769
3770 if (pContext->pShaderContext)
3771 {
3772 int rc = ShaderContextDestroy(pContext->pShaderContext);
3773 AssertRC(rc);
3774 }
3775
3776 if (pContext->idFramebuffer != OPENGL_INVALID_ID)
3777 {
3778 /* Unbind the object from the framebuffer target. */
3779 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, 0 /* back buffer */);
3780 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3781 pState->ext.glDeleteFramebuffers(1, &pContext->idFramebuffer);
3782 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3783
3784 if (pContext->idReadFramebuffer != OPENGL_INVALID_ID)
3785 {
3786 pState->ext.glDeleteFramebuffers(1, &pContext->idReadFramebuffer);
3787 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3788 }
3789 if (pContext->idDrawFramebuffer != OPENGL_INVALID_ID)
3790 {
3791 pState->ext.glDeleteFramebuffers(1, &pContext->idDrawFramebuffer);
3792 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3793 }
3794 }
3795#ifdef RT_OS_WINDOWS
3796 wglMakeCurrent(NULL, NULL);
3797 wglDeleteContext(pContext->hglrc);
3798 ReleaseDC(pContext->hwnd, pContext->hdc);
3799
3800 /* Destroy the window we've created. */
3801 int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_DESTROYWINDOW, (WPARAM)pContext->hwnd, 0);
3802 AssertRC(rc);
3803#elif defined(RT_OS_DARWIN)
3804 vmsvga3dCocoaDestroyView(pContext->cocoaView);
3805 vmsvga3dCocoaDestroyContext(pContext->cocoaContext);
3806#elif defined(RT_OS_LINUX)
3807 glXMakeCurrent(pState->display, None, NULL);
3808 glXDestroyContext(pState->display, pContext->glxContext);
3809 XDestroyWindow(pState->display, pContext->window);
3810#endif
3811
3812 memset(pContext, 0, sizeof(*pContext));
3813 pContext->id = SVGA3D_INVALID_ID;
3814
3815 VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
3816 }
3817 else
3818 AssertFailed();
3819
3820 return VINF_SUCCESS;
3821}
3822
3823/* Handle resize */
3824int vmsvga3dChangeMode(PVGASTATE pThis)
3825{
3826 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
3827 AssertReturn(pState, VERR_NO_MEMORY);
3828
3829 /* Resize all active contexts. */
3830 for (uint32_t i = 0; i < pState->cContexts; i++)
3831 {
3832 PVMSVGA3DCONTEXT pContext = &pState->paContext[i];
3833 uint32_t cid = pContext->id;
3834
3835 if (cid != SVGA3D_INVALID_ID)
3836 {
3837#ifdef RT_OS_WINDOWS
3838 CREATESTRUCT cs;
3839
3840 memset(&cs, 0, sizeof(cs));
3841 cs.cx = pThis->svga.uWidth;
3842 cs.cy = pThis->svga.uHeight;
3843
3844 /* Resize the window. */
3845 int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_RESIZEWINDOW, (WPARAM)pContext->hwnd, (LPARAM)&cs);
3846 AssertRC(rc);
3847#elif defined(RT_OS_DARWIN)
3848 vmsvga3dCocoaViewSetSize(pContext->cocoaView, pThis->svga.uWidth, pThis->svga.uHeight);
3849#elif defined(RT_OS_LINUX)
3850 XWindowChanges wc;
3851 wc.width = pThis->svga.uWidth;
3852 wc.height = pThis->svga.uHeight;
3853 XConfigureWindow(pState->display, pContext->window, CWWidth | CWHeight, &wc);
3854#endif
3855 }
3856 }
3857 return VINF_SUCCESS;
3858}
3859
3860
3861int vmsvga3dSetTransform(PVGASTATE pThis, uint32_t cid, SVGA3dTransformType type, float matrix[16])
3862{
3863 PVMSVGA3DCONTEXT pContext;
3864 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
3865 AssertReturn(pState, VERR_NO_MEMORY);
3866 bool fModelViewChanged = false;
3867
3868 Log(("vmsvga3dSetTransform cid=%x %s\n", cid, vmsvgaTransformToString(type)));
3869
3870 if ( cid >= pState->cContexts
3871 || pState->paContext[cid].id != cid)
3872 {
3873 Log(("vmsvga3dSetTransform invalid context id!\n"));
3874 return VERR_INVALID_PARAMETER;
3875 }
3876 pContext = &pState->paContext[cid];
3877 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3878
3879 /* Save this matrix for vm state save/restore. */
3880 pContext->state.aTransformState[type].fValid = true;
3881 memcpy(pContext->state.aTransformState[type].matrix, matrix, sizeof(pContext->state.aTransformState[type].matrix));
3882 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_TRANSFORM;
3883
3884 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)));
3885 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)));
3886 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)));
3887 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)));
3888
3889 switch (type)
3890 {
3891 case SVGA3D_TRANSFORM_VIEW:
3892 /* View * World = Model View */
3893 glMatrixMode(GL_MODELVIEW);
3894 glLoadMatrixf(matrix);
3895 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].fValid)
3896 glMultMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].matrix);
3897 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3898 fModelViewChanged = true;
3899 break;
3900
3901 case SVGA3D_TRANSFORM_PROJECTION:
3902 {
3903 int rc = ShaderTransformProjection(pContext->state.RectViewPort.w, pContext->state.RectViewPort.h, matrix);
3904 AssertRCReturn(rc, rc);
3905 break;
3906 }
3907
3908 case SVGA3D_TRANSFORM_TEXTURE0:
3909 glMatrixMode(GL_TEXTURE);
3910 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3911 glLoadMatrixf(matrix);
3912 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3913 break;
3914
3915 case SVGA3D_TRANSFORM_TEXTURE1:
3916 case SVGA3D_TRANSFORM_TEXTURE2:
3917 case SVGA3D_TRANSFORM_TEXTURE3:
3918 case SVGA3D_TRANSFORM_TEXTURE4:
3919 case SVGA3D_TRANSFORM_TEXTURE5:
3920 case SVGA3D_TRANSFORM_TEXTURE6:
3921 case SVGA3D_TRANSFORM_TEXTURE7:
3922 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_TEXTUREx transform!!\n"));
3923 return VERR_INVALID_PARAMETER;
3924
3925 case SVGA3D_TRANSFORM_WORLD:
3926 /* View * World = Model View */
3927 glMatrixMode(GL_MODELVIEW);
3928 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid)
3929 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
3930 else
3931 glLoadIdentity();
3932 glMultMatrixf(matrix);
3933 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3934 fModelViewChanged = true;
3935 break;
3936
3937 case SVGA3D_TRANSFORM_WORLD1:
3938 case SVGA3D_TRANSFORM_WORLD2:
3939 case SVGA3D_TRANSFORM_WORLD3:
3940 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_WORLDx transform!!\n"));
3941 return VERR_INVALID_PARAMETER;
3942
3943 default:
3944 Log(("vmsvga3dSetTransform: unknown type!!\n"));
3945 return VERR_INVALID_PARAMETER;
3946 }
3947
3948 /* Apparently we need to reset the light and clip data after modifying the modelview matrix. */
3949 if (fModelViewChanged)
3950 {
3951 /* Reprogram the clip planes. */
3952 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aClipPlane); j++)
3953 {
3954 if (pContext->state.aClipPlane[j].fValid == true)
3955 vmsvga3dSetClipPlane(pThis, cid, j, pContext->state.aClipPlane[j].plane);
3956 }
3957
3958 /* Reprogram the light data. */
3959 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aLightData); j++)
3960 {
3961 if (pContext->state.aLightData[j].fValidData == true)
3962 vmsvga3dSetLightData(pThis, cid, j, &pContext->state.aLightData[j].data);
3963 }
3964 }
3965
3966 return VINF_SUCCESS;
3967}
3968
3969int vmsvga3dSetZRange(PVGASTATE pThis, uint32_t cid, SVGA3dZRange zRange)
3970{
3971 PVMSVGA3DCONTEXT pContext;
3972 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
3973 AssertReturn(pState, VERR_NO_MEMORY);
3974
3975 Log(("vmsvga3dSetZRange cid=%x min=%d max=%d\n", cid, (uint32_t)(zRange.min * 100.0), (uint32_t)(zRange.max * 100.0)));
3976
3977 if ( cid >= pState->cContexts
3978 || pState->paContext[cid].id != cid)
3979 {
3980 Log(("vmsvga3dSetZRange invalid context id!\n"));
3981 return VERR_INVALID_PARAMETER;
3982 }
3983 pContext = &pState->paContext[cid];
3984 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3985
3986 pContext->state.zRange = zRange;
3987 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_ZRANGE;
3988
3989 if (zRange.min < -1.0)
3990 zRange.min = -1.0;
3991 if (zRange.max > 1.0)
3992 zRange.max = 1.0;
3993
3994 glDepthRange((GLdouble)zRange.min, (GLdouble)zRange.max);
3995 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3996 return VINF_SUCCESS;
3997}
3998
3999/**
4000 * Convert SVGA blend op value to its OpenGL equivalent
4001 */
4002static GLenum vmsvga3dBlendOp2GL(uint32_t blendOp)
4003{
4004 switch (blendOp)
4005 {
4006 case SVGA3D_BLENDOP_ZERO:
4007 return GL_ZERO;
4008 case SVGA3D_BLENDOP_ONE:
4009 return GL_ONE;
4010 case SVGA3D_BLENDOP_SRCCOLOR:
4011 return GL_SRC_COLOR;
4012 case SVGA3D_BLENDOP_INVSRCCOLOR:
4013 return GL_ONE_MINUS_SRC_COLOR;
4014 case SVGA3D_BLENDOP_SRCALPHA:
4015 return GL_SRC_ALPHA;
4016 case SVGA3D_BLENDOP_INVSRCALPHA:
4017 return GL_ONE_MINUS_SRC_ALPHA;
4018 case SVGA3D_BLENDOP_DESTALPHA:
4019 return GL_DST_ALPHA;
4020 case SVGA3D_BLENDOP_INVDESTALPHA:
4021 return GL_ONE_MINUS_DST_ALPHA;
4022 case SVGA3D_BLENDOP_DESTCOLOR:
4023 return GL_DST_COLOR;
4024 case SVGA3D_BLENDOP_INVDESTCOLOR:
4025 return GL_ONE_MINUS_DST_COLOR;
4026 case SVGA3D_BLENDOP_SRCALPHASAT:
4027 return GL_SRC_ALPHA_SATURATE;
4028 case SVGA3D_BLENDOP_BLENDFACTOR:
4029 return GL_CONSTANT_ALPHA; /* @todo correct?? */
4030 case SVGA3D_BLENDOP_INVBLENDFACTOR:
4031 return GL_ONE_MINUS_CONSTANT_ALPHA; /* @todo correct?? */
4032 default:
4033 AssertFailed();
4034 return GL_ONE;
4035 }
4036}
4037
4038static GLenum vmsvga3dBlendEquation2GL(uint32_t blendEq)
4039{
4040 switch (blendEq)
4041 {
4042 case SVGA3D_BLENDEQ_ADD:
4043 return GL_FUNC_ADD;
4044 case SVGA3D_BLENDEQ_SUBTRACT:
4045 return GL_FUNC_SUBTRACT;
4046 case SVGA3D_BLENDEQ_REVSUBTRACT:
4047 return GL_FUNC_REVERSE_SUBTRACT;
4048 case SVGA3D_BLENDEQ_MINIMUM:
4049 return GL_MIN;
4050 case SVGA3D_BLENDEQ_MAXIMUM:
4051 return GL_MAX;
4052 default:
4053 AssertFailed();
4054 return GL_FUNC_ADD;
4055 }
4056}
4057
4058static GLenum vmsvgaCmpFunc2GL(uint32_t cmpFunc)
4059{
4060 switch (cmpFunc)
4061 {
4062 case SVGA3D_CMP_NEVER:
4063 return GL_NEVER;
4064 case SVGA3D_CMP_LESS:
4065 return GL_LESS;
4066 case SVGA3D_CMP_EQUAL:
4067 return GL_EQUAL;
4068 case SVGA3D_CMP_LESSEQUAL:
4069 return GL_LEQUAL;
4070 case SVGA3D_CMP_GREATER:
4071 return GL_GREATER;
4072 case SVGA3D_CMP_NOTEQUAL:
4073 return GL_NOTEQUAL;
4074 case SVGA3D_CMP_GREATEREQUAL:
4075 return GL_GEQUAL;
4076 case SVGA3D_CMP_ALWAYS:
4077 return GL_ALWAYS;
4078 default:
4079 AssertFailed();
4080 return GL_LESS;
4081 }
4082}
4083
4084static GLenum vmsvgaStencipOp2GL(uint32_t stencilOp)
4085{
4086 switch (stencilOp)
4087 {
4088 case SVGA3D_STENCILOP_KEEP:
4089 return GL_KEEP;
4090 case SVGA3D_STENCILOP_ZERO:
4091 return GL_ZERO;
4092 case SVGA3D_STENCILOP_REPLACE:
4093 return GL_REPLACE;
4094 case SVGA3D_STENCILOP_INCRSAT:
4095 return GL_INCR_WRAP;
4096 case SVGA3D_STENCILOP_DECRSAT:
4097 return GL_DECR_WRAP;
4098 case SVGA3D_STENCILOP_INVERT:
4099 return GL_INVERT;
4100 case SVGA3D_STENCILOP_INCR:
4101 return GL_INCR;
4102 case SVGA3D_STENCILOP_DECR:
4103 return GL_DECR;
4104 default:
4105 AssertFailed();
4106 return GL_KEEP;
4107 }
4108}
4109
4110int vmsvga3dSetRenderState(PVGASTATE pThis, uint32_t cid, uint32_t cRenderStates, SVGA3dRenderState *pRenderState)
4111{
4112 uint32_t val;
4113 PVMSVGA3DCONTEXT pContext;
4114 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
4115 AssertReturn(pState, VERR_NO_MEMORY);
4116
4117 Log(("vmsvga3dSetRenderState cid=%x cRenderStates=%d\n", cid, cRenderStates));
4118
4119 if ( cid >= pState->cContexts
4120 || pState->paContext[cid].id != cid)
4121 {
4122 Log(("vmsvga3dSetRenderState invalid context id!\n"));
4123 return VERR_INVALID_PARAMETER;
4124 }
4125 pContext = &pState->paContext[cid];
4126 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4127
4128 for (unsigned i = 0; i < cRenderStates; i++)
4129 {
4130 GLenum enableCap = ~0U;
4131 Log(("vmsvga3dSetRenderState: cid=%d state=%s (%d) val=%x\n", cid, vmsvga3dGetRenderStateName(pRenderState[i].state), pRenderState[i].state, pRenderState[i].uintValue));
4132 /* Save the render state for vm state saving. */
4133 if (pRenderState[i].state < SVGA3D_RS_MAX)
4134 pContext->state.aRenderState[pRenderState[i].state] = pRenderState[i];
4135
4136 switch (pRenderState[i].state)
4137 {
4138 case SVGA3D_RS_ZENABLE: /* SVGA3dBool */
4139 enableCap = GL_DEPTH_TEST;
4140 val = pRenderState[i].uintValue;
4141 break;
4142
4143 case SVGA3D_RS_ZWRITEENABLE: /* SVGA3dBool */
4144 glDepthMask(!!pRenderState[i].uintValue);
4145 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4146 break;
4147
4148 case SVGA3D_RS_ALPHATESTENABLE: /* SVGA3dBool */
4149 enableCap = GL_ALPHA_TEST;
4150 val = pRenderState[i].uintValue;
4151 break;
4152
4153 case SVGA3D_RS_DITHERENABLE: /* SVGA3dBool */
4154 enableCap = GL_DITHER;
4155 val = pRenderState[i].uintValue;
4156 break;
4157
4158 case SVGA3D_RS_FOGENABLE: /* SVGA3dBool */
4159 enableCap = GL_FOG;
4160 val = pRenderState[i].uintValue;
4161 break;
4162
4163 case SVGA3D_RS_SPECULARENABLE: /* SVGA3dBool */
4164 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
4165 break;
4166
4167 case SVGA3D_RS_LIGHTINGENABLE: /* SVGA3dBool */
4168 enableCap = GL_LIGHTING;
4169 val = pRenderState[i].uintValue;
4170 break;
4171
4172 case SVGA3D_RS_NORMALIZENORMALS: /* SVGA3dBool */
4173 /* not applicable */
4174 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
4175 break;
4176
4177 case SVGA3D_RS_POINTSPRITEENABLE: /* SVGA3dBool */
4178 enableCap = GL_POINT_SPRITE_ARB;
4179 val = pRenderState[i].uintValue;
4180 break;
4181
4182 case SVGA3D_RS_POINTSIZE: /* float */
4183 /* @todo we need to apply scaling for point sizes below the min or above the max; see Wine) */
4184 if (pRenderState[i].floatValue < pState->caps.flPointSize[0])
4185 pRenderState[i].floatValue = pState->caps.flPointSize[0];
4186 if (pRenderState[i].floatValue > pState->caps.flPointSize[1])
4187 pRenderState[i].floatValue = pState->caps.flPointSize[1];
4188
4189 glPointSize(pRenderState[i].floatValue);
4190 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4191 Log(("SVGA3D_RS_POINTSIZE: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
4192 break;
4193
4194 case SVGA3D_RS_POINTSIZEMIN: /* float */
4195 pState->ext.glPointParameterf(GL_POINT_SIZE_MIN, pRenderState[i].floatValue);
4196 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4197 Log(("SVGA3D_RS_POINTSIZEMIN: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
4198 break;
4199
4200 case SVGA3D_RS_POINTSIZEMAX: /* float */
4201 pState->ext.glPointParameterf(GL_POINT_SIZE_MAX, pRenderState[i].floatValue);
4202 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4203 Log(("SVGA3D_RS_POINTSIZEMAX: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
4204 break;
4205
4206 case SVGA3D_RS_POINTSCALEENABLE: /* SVGA3dBool */
4207 case SVGA3D_RS_POINTSCALE_A: /* float */
4208 case SVGA3D_RS_POINTSCALE_B: /* float */
4209 case SVGA3D_RS_POINTSCALE_C: /* float */
4210 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
4211 break;
4212
4213 case SVGA3D_RS_AMBIENT: /* SVGA3dColor */
4214 {
4215 GLfloat color[4]; /* red, green, blue, alpha */
4216
4217 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
4218
4219 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color);
4220 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4221 break;
4222 }
4223
4224 case SVGA3D_RS_CLIPPLANEENABLE: /* SVGA3dClipPlanes */
4225 {
4226 AssertCompile(SVGA3D_CLIPPLANE_MAX == (1 << 5));
4227 for (uint32_t j = 0; j <= 5; j++)
4228 {
4229 if (pRenderState[i].uintValue & RT_BIT(j))
4230 glEnable(GL_CLIP_PLANE0 + j);
4231 else
4232 glDisable(GL_CLIP_PLANE0 + j);
4233 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4234 }
4235 break;
4236 }
4237
4238 case SVGA3D_RS_FOGCOLOR: /* SVGA3dColor */
4239 {
4240 GLfloat color[4]; /* red, green, blue, alpha */
4241
4242 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
4243
4244 glFogfv(GL_FOG_COLOR, color);
4245 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4246 break;
4247 }
4248
4249 case SVGA3D_RS_FOGSTART: /* float */
4250 glFogf(GL_FOG_START, pRenderState[i].floatValue);
4251 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4252 break;
4253
4254 case SVGA3D_RS_FOGEND: /* float */
4255 glFogf(GL_FOG_END, pRenderState[i].floatValue);
4256 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4257 break;
4258
4259 case SVGA3D_RS_FOGDENSITY: /* float */
4260 glFogf(GL_FOG_DENSITY, pRenderState[i].floatValue);
4261 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4262 break;
4263
4264 case SVGA3D_RS_RANGEFOGENABLE: /* SVGA3dBool */
4265 glFogi(GL_FOG_COORD_SRC, (pRenderState[i].uintValue) ? GL_FOG_COORD : GL_FRAGMENT_DEPTH);
4266 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4267 break;
4268
4269 case SVGA3D_RS_FOGMODE: /* SVGA3dFogMode */
4270 {
4271 SVGA3dFogMode mode;
4272 mode.uintValue = pRenderState[i].uintValue;
4273
4274 enableCap = GL_FOG_MODE;
4275 switch (mode.s.function)
4276 {
4277 case SVGA3D_FOGFUNC_EXP:
4278 val = GL_EXP;
4279 break;
4280 case SVGA3D_FOGFUNC_EXP2:
4281 val = GL_EXP2;
4282 break;
4283 case SVGA3D_FOGFUNC_LINEAR:
4284 val = GL_LINEAR;
4285 break;
4286 default:
4287 AssertMsgFailedReturn(("Unexpected fog function %d\n", mode.s.function), VERR_INTERNAL_ERROR);
4288 break;
4289 }
4290
4291 /* @todo how to switch between vertex and pixel fog modes??? */
4292 Assert(mode.s.type == SVGA3D_FOGTYPE_PIXEL);
4293#if 0
4294 /* The fog type determines the render state. */
4295 switch (mode.s.type)
4296 {
4297 case SVGA3D_FOGTYPE_VERTEX:
4298 renderState = D3DRS_FOGVERTEXMODE;
4299 break;
4300 case SVGA3D_FOGTYPE_PIXEL:
4301 renderState = D3DRS_FOGTABLEMODE;
4302 break;
4303 default:
4304 AssertMsgFailedReturn(("Unexpected fog type %d\n", mode.s.type), VERR_INTERNAL_ERROR);
4305 break;
4306 }
4307#endif
4308
4309 /* Set the fog base to depth or range. */
4310 switch (mode.s.base)
4311 {
4312 case SVGA3D_FOGBASE_DEPTHBASED:
4313 glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
4314 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4315 break;
4316 case SVGA3D_FOGBASE_RANGEBASED:
4317 glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
4318 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4319 break;
4320 default:
4321 /* ignore */
4322 AssertMsgFailed(("Unexpected fog base %d\n", mode.s.base));
4323 break;
4324 }
4325 break;
4326 }
4327
4328 case SVGA3D_RS_FILLMODE: /* SVGA3dFillMode */
4329 {
4330 SVGA3dFillMode mode;
4331
4332 mode.uintValue = pRenderState[i].uintValue;
4333
4334 switch (mode.s.mode)
4335 {
4336 case SVGA3D_FILLMODE_POINT:
4337 val = GL_POINT;
4338 break;
4339 case SVGA3D_FILLMODE_LINE:
4340 val = GL_LINE;
4341 break;
4342 case SVGA3D_FILLMODE_FILL:
4343 val = GL_FILL;
4344 break;
4345 default:
4346 AssertMsgFailedReturn(("Unexpected fill mode %d\n", mode.s.mode), VERR_INTERNAL_ERROR);
4347 break;
4348 }
4349 /* @note only front and back faces */
4350 Assert(mode.s.face == SVGA3D_FACE_FRONT_BACK);
4351 glPolygonMode(GL_FRONT_AND_BACK, val);
4352 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4353 break;
4354 }
4355
4356 case SVGA3D_RS_SHADEMODE: /* SVGA3dShadeMode */
4357 switch (pRenderState[i].uintValue)
4358 {
4359 case SVGA3D_SHADEMODE_FLAT:
4360 val = GL_FLAT;
4361 break;
4362
4363 case SVGA3D_SHADEMODE_SMOOTH:
4364 val = GL_SMOOTH;
4365 break;
4366
4367 default:
4368 AssertMsgFailedReturn(("Unexpected shade mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
4369 break;
4370 }
4371
4372 glShadeModel(val);
4373 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4374 break;
4375
4376 case SVGA3D_RS_LINEPATTERN: /* SVGA3dLinePattern */
4377 /* No longer supported by d3d; mesagl comments suggest not all backends support it */
4378 /* @todo */
4379 Log(("WARNING: SVGA3D_RS_LINEPATTERN %x not supported!!\n", pRenderState[i].uintValue));
4380 /*
4381 renderState = D3DRS_LINEPATTERN;
4382 val = pRenderState[i].uintValue;
4383 */
4384 break;
4385
4386 case SVGA3D_RS_LINEAA: /* SVGA3dBool */
4387 enableCap = GL_LINE_SMOOTH;
4388 val = pRenderState[i].uintValue;
4389 break;
4390
4391 case SVGA3D_RS_LINEWIDTH: /* float */
4392 glLineWidth(pRenderState[i].floatValue);
4393 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4394 break;
4395
4396 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
4397 {
4398 /* Refresh the blending state based on the new enable setting. */
4399 SVGA3dRenderState renderstate[2];
4400
4401 renderstate[0].state = SVGA3D_RS_SRCBLEND;
4402 renderstate[0].uintValue = pContext->state.aRenderState[SVGA3D_RS_SRCBLEND].uintValue;
4403 renderstate[1].state = SVGA3D_RS_BLENDEQUATION;
4404 renderstate[1].uintValue = pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue;
4405
4406 int rc = vmsvga3dSetRenderState(pThis, cid, 2, renderstate);
4407 AssertRCReturn(rc, rc);
4408
4409 if (pContext->state.aRenderState[SVGA3D_RS_BLENDENABLE].uintValue != 0)
4410 continue; /* ignore if blend is already enabled */
4411 /* no break */
4412 }
4413
4414 case SVGA3D_RS_BLENDENABLE: /* SVGA3dBool */
4415 enableCap = GL_BLEND;
4416 val = pRenderState[i].uintValue;
4417 break;
4418
4419 case SVGA3D_RS_SRCBLENDALPHA: /* SVGA3dBlendOp */
4420 case SVGA3D_RS_DSTBLENDALPHA: /* SVGA3dBlendOp */
4421 case SVGA3D_RS_SRCBLEND: /* SVGA3dBlendOp */
4422 case SVGA3D_RS_DSTBLEND: /* SVGA3dBlendOp */
4423 {
4424 GLint srcRGB, srcAlpha, dstRGB, dstAlpha;
4425 GLint blendop = vmsvga3dBlendOp2GL(pRenderState[i].uintValue);
4426
4427 glGetIntegerv(GL_BLEND_SRC_RGB, &srcRGB);
4428 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4429 glGetIntegerv(GL_BLEND_DST_RGB, &dstRGB);
4430 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4431 glGetIntegerv(GL_BLEND_DST_ALPHA, &dstAlpha);
4432 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4433 glGetIntegerv(GL_BLEND_SRC_ALPHA, &srcAlpha);
4434 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4435
4436 switch (pRenderState[i].state)
4437 {
4438 case SVGA3D_RS_SRCBLEND:
4439 srcRGB = blendop;
4440 break;
4441 case SVGA3D_RS_DSTBLEND:
4442 dstRGB = blendop;
4443 break;
4444 case SVGA3D_RS_SRCBLENDALPHA:
4445 srcAlpha = blendop;
4446 break;
4447 case SVGA3D_RS_DSTBLENDALPHA:
4448 dstAlpha = blendop;
4449 break;
4450 default:
4451 /* not possible; shut up gcc */
4452 AssertFailed();
4453 break;
4454 }
4455
4456 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4457 pState->ext.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
4458 else
4459 glBlendFunc(srcRGB, dstRGB);
4460 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4461 break;
4462 }
4463
4464 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4465 case SVGA3D_RS_BLENDEQUATION: /* SVGA3dBlendEquation */
4466 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4467 pState->ext.glBlendEquationSeparate(vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue),
4468 vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATIONALPHA].uintValue));
4469 else
4470 pState->ext.glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4471 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4472 break;
4473
4474 case SVGA3D_RS_BLENDCOLOR: /* SVGA3dColor */
4475 {
4476 GLfloat red, green, blue, alpha;
4477
4478 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &red, &green, &blue, &alpha);
4479
4480 pState->ext.glBlendColor(red, green, blue, alpha);
4481 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4482 break;
4483 }
4484
4485 case SVGA3D_RS_CULLMODE: /* SVGA3dFace */
4486 {
4487 GLenum mode = GL_BACK; /* default for OpenGL */
4488
4489 switch (pRenderState[i].uintValue)
4490 {
4491 case SVGA3D_FACE_NONE:
4492 break;
4493 case SVGA3D_FACE_FRONT:
4494 mode = GL_FRONT;
4495 break;
4496 case SVGA3D_FACE_BACK:
4497 mode = GL_BACK;
4498 break;
4499 case SVGA3D_FACE_FRONT_BACK:
4500 mode = GL_FRONT_AND_BACK;
4501 break;
4502 default:
4503 AssertMsgFailedReturn(("Unexpected cull mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
4504 break;
4505 }
4506 enableCap = GL_CULL_FACE;
4507 if (pRenderState[i].uintValue != SVGA3D_FACE_NONE)
4508 {
4509 glCullFace(mode);
4510 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4511 val = 1;
4512 }
4513 else
4514 val = 0;
4515 break;
4516 }
4517
4518 case SVGA3D_RS_ZFUNC: /* SVGA3dCmpFunc */
4519 glDepthFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue));
4520 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4521 break;
4522
4523 case SVGA3D_RS_ALPHAFUNC: /* SVGA3dCmpFunc */
4524 {
4525 GLclampf ref;
4526
4527 glGetFloatv(GL_ALPHA_TEST_REF, &ref);
4528 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4529 glAlphaFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref);
4530 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4531 break;
4532 }
4533
4534 case SVGA3D_RS_ALPHAREF: /* float (0.0 .. 1.0) */
4535 {
4536 GLint func;
4537
4538 glGetIntegerv(GL_ALPHA_TEST_FUNC, &func);
4539 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4540 glAlphaFunc(func, pRenderState[i].floatValue);
4541 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4542 break;
4543 }
4544
4545 case SVGA3D_RS_STENCILENABLE: /* SVGA3dBool */
4546 enableCap = GL_STENCIL_TEST;
4547 val = pRenderState[i].uintValue;
4548 break;
4549
4550 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4551 case SVGA3D_RS_STENCILREF: /* uint32_t */
4552 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4553 {
4554 GLint func, ref;
4555 GLuint mask;
4556
4557 glGetIntegerv(GL_STENCIL_FUNC, &func);
4558 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4559 glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask);
4560 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4561 glGetIntegerv(GL_STENCIL_REF, &ref);
4562 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4563
4564 switch (pRenderState[i].state)
4565 {
4566 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4567 func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue);
4568 break;
4569
4570 case SVGA3D_RS_STENCILREF: /* uint32_t */
4571 ref = pRenderState[i].uintValue;
4572 break;
4573
4574 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4575 mask = pRenderState[i].uintValue;
4576 break;
4577
4578 default:
4579 /* not possible; shut up gcc */
4580 AssertFailed();
4581 break;
4582 }
4583
4584 glStencilFunc(func, ref, mask);
4585 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4586 break;
4587 }
4588
4589 case SVGA3D_RS_STENCILWRITEMASK: /* uint32_t */
4590 glStencilMask(pRenderState[i].uintValue);
4591 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4592 break;
4593
4594 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4595 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4596 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4597 {
4598 GLint sfail, dpfail, dppass;
4599 GLenum stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4600
4601 glGetIntegerv(GL_STENCIL_FAIL, &sfail);
4602 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4603 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &dpfail);
4604 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4605 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &dppass);
4606 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4607
4608 switch (pRenderState[i].state)
4609 {
4610 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4611 sfail = stencilop;
4612 break;
4613 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4614 dpfail = stencilop;
4615 break;
4616 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4617 dppass = stencilop;
4618 break;
4619 default:
4620 /* not possible; shut up gcc */
4621 AssertFailed();
4622 break;
4623 }
4624 glStencilOp(sfail, dpfail, dppass);
4625 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4626 break;
4627 }
4628
4629 case SVGA3D_RS_STENCILENABLE2SIDED: /* SVGA3dBool */
4630 /* @note GL_EXT_stencil_two_side required! */
4631 if (pState->ext.fEXT_stencil_two_side)
4632 {
4633 enableCap = GL_STENCIL_TEST_TWO_SIDE_EXT;
4634 val = pRenderState[i].uintValue;
4635 }
4636 else
4637 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_STENCILENABLE2SIDED\n"));
4638 break;
4639
4640 case SVGA3D_RS_CCWSTENCILFUNC: /* SVGA3dCmpFunc */
4641 {
4642 /* @todo SVGA3D_RS_STENCILFAIL/ZFAIL/PASS for front & back faces
4643 * SVGA3D_RS_CCWSTENCILFAIL/ZFAIL/PASS for back faces ??
4644 */
4645 GLint ref;
4646 GLuint mask;
4647
4648 glGetIntegerv(GL_STENCIL_BACK_VALUE_MASK, (GLint *)&mask);
4649 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4650 glGetIntegerv(GL_STENCIL_BACK_REF, &ref);
4651 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4652
4653 pState->ext.glStencilFuncSeparate(GL_BACK, vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref, mask);
4654 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4655 break;
4656 }
4657
4658 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4659 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4660 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4661 {
4662 /* @todo SVGA3D_RS_STENCILFAIL/ZFAIL/PASS for front & back faces
4663 * SVGA3D_RS_CCWSTENCILFAIL/ZFAIL/PASS for back faces ??
4664 */
4665 GLint sfail, dpfail, dppass;
4666 GLenum stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4667
4668 glGetIntegerv(GL_STENCIL_BACK_FAIL, &sfail);
4669 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4670 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &dpfail);
4671 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4672 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &dppass);
4673 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4674
4675 switch (pRenderState[i].state)
4676 {
4677 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4678 sfail = stencilop;
4679 break;
4680 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4681 dpfail = stencilop;
4682 break;
4683 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4684 dppass = stencilop;
4685 break;
4686 default:
4687 /* not possible; shut up gcc */
4688 AssertFailed();
4689 break;
4690 }
4691 pState->ext.glStencilOpSeparate(GL_BACK, sfail, dpfail, dppass);
4692 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4693 break;
4694 }
4695
4696 case SVGA3D_RS_ZBIAS: /* float */
4697 /* @todo unknown meaning; depth bias is not identical
4698 renderState = D3DRS_DEPTHBIAS;
4699 val = pRenderState[i].uintValue;
4700 */
4701 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_ZBIAS\n"));
4702 break;
4703
4704 case SVGA3D_RS_DEPTHBIAS: /* float */
4705 {
4706 GLfloat factor;
4707
4708 /* @todo not sure if the d3d & ogl definitions are identical. */
4709
4710 /* Do not change the factor part. */
4711 glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &factor);
4712 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4713
4714 glPolygonOffset(factor, pRenderState[i].floatValue);
4715 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4716 break;
4717 }
4718
4719 case SVGA3D_RS_SLOPESCALEDEPTHBIAS: /* float */
4720 {
4721 GLfloat units;
4722
4723 /* @todo not sure if the d3d & ogl definitions are identical. */
4724
4725 /* Do not change the factor part. */
4726 glGetFloatv(GL_POLYGON_OFFSET_UNITS, &units);
4727 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4728
4729 glPolygonOffset(pRenderState[i].floatValue, units);
4730 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4731 break;
4732 }
4733
4734 case SVGA3D_RS_COLORWRITEENABLE: /* SVGA3dColorMask */
4735 {
4736 GLboolean red, green, blue, alpha;
4737 SVGA3dColorMask mask;
4738
4739 mask.uintValue = pRenderState[i].uintValue;
4740
4741 red = mask.s.red;
4742 green = mask.s.green;
4743 blue = mask.s.blue;
4744 alpha = mask.s.alpha;
4745
4746 glColorMask(red, green, blue, alpha);
4747 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4748 break;
4749 }
4750
4751 case SVGA3D_RS_COLORWRITEENABLE1: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4752 case SVGA3D_RS_COLORWRITEENABLE2: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4753 case SVGA3D_RS_COLORWRITEENABLE3: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4754 Log(("vmsvga3dSetRenderState: WARNING SVGA3D_RS_COLORWRITEENABLEx not supported!!\n"));
4755 break;
4756
4757 case SVGA3D_RS_SCISSORTESTENABLE: /* SVGA3dBool */
4758 enableCap = GL_SCISSOR_TEST;
4759 val = pRenderState[i].uintValue;
4760 break;
4761
4762#if 0
4763 case SVGA3D_RS_DIFFUSEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4764 AssertCompile(D3DMCS_COLOR2 == SVGA3D_VERTEXMATERIAL_SPECULAR);
4765 renderState = D3DRS_DIFFUSEMATERIALSOURCE;
4766 val = pRenderState[i].uintValue;
4767 break;
4768
4769 case SVGA3D_RS_SPECULARMATERIALSOURCE: /* SVGA3dVertexMaterial */
4770 renderState = D3DRS_SPECULARMATERIALSOURCE;
4771 val = pRenderState[i].uintValue;
4772 break;
4773
4774 case SVGA3D_RS_AMBIENTMATERIALSOURCE: /* SVGA3dVertexMaterial */
4775 renderState = D3DRS_AMBIENTMATERIALSOURCE;
4776 val = pRenderState[i].uintValue;
4777 break;
4778
4779 case SVGA3D_RS_EMISSIVEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4780 renderState = D3DRS_EMISSIVEMATERIALSOURCE;
4781 val = pRenderState[i].uintValue;
4782 break;
4783#endif
4784
4785 case SVGA3D_RS_WRAP3: /* SVGA3dWrapFlags */
4786 case SVGA3D_RS_WRAP4: /* SVGA3dWrapFlags */
4787 case SVGA3D_RS_WRAP5: /* SVGA3dWrapFlags */
4788 case SVGA3D_RS_WRAP6: /* SVGA3dWrapFlags */
4789 case SVGA3D_RS_WRAP7: /* SVGA3dWrapFlags */
4790 case SVGA3D_RS_WRAP8: /* SVGA3dWrapFlags */
4791 case SVGA3D_RS_WRAP9: /* SVGA3dWrapFlags */
4792 case SVGA3D_RS_WRAP10: /* SVGA3dWrapFlags */
4793 case SVGA3D_RS_WRAP11: /* SVGA3dWrapFlags */
4794 case SVGA3D_RS_WRAP12: /* SVGA3dWrapFlags */
4795 case SVGA3D_RS_WRAP13: /* SVGA3dWrapFlags */
4796 case SVGA3D_RS_WRAP14: /* SVGA3dWrapFlags */
4797 case SVGA3D_RS_WRAP15: /* SVGA3dWrapFlags */
4798 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_WRAPx (x >= 3)\n"));
4799 break;
4800
4801 case SVGA3D_RS_LASTPIXEL: /* SVGA3dBool */
4802 case SVGA3D_RS_TWEENFACTOR: /* float */
4803 case SVGA3D_RS_INDEXEDVERTEXBLENDENABLE: /* SVGA3dBool */
4804 case SVGA3D_RS_VERTEXBLEND: /* SVGA3dVertexBlendFlags */
4805 Log(("vmsvga3dSetRenderState: WARNING not applicable!!\n"));
4806 break;
4807
4808 case SVGA3D_RS_MULTISAMPLEANTIALIAS: /* SVGA3dBool */
4809 enableCap = GL_MULTISAMPLE;
4810 val = pRenderState[i].uintValue;
4811 break;
4812
4813 case SVGA3D_RS_MULTISAMPLEMASK: /* uint32_t */
4814 case SVGA3D_RS_ANTIALIASEDLINEENABLE: /* SVGA3dBool */
4815 Log(("vmsvga3dSetRenderState: WARNING not applicable??!!\n"));
4816 break;
4817
4818 case SVGA3D_RS_COORDINATETYPE: /* SVGA3dCoordinateType */
4819 Assert(pRenderState[i].uintValue == SVGA3D_COORDINATE_LEFTHANDED);
4820 /* @todo setup a view matrix to scale the world space by -1 in the z-direction for right handed coordinates. */
4821 /*
4822 renderState = D3DRS_COORDINATETYPE;
4823 val = pRenderState[i].uintValue;
4824 */
4825 break;
4826
4827 case SVGA3D_RS_FRONTWINDING: /* SVGA3dFrontWinding */
4828 Assert(pRenderState[i].uintValue == SVGA3D_FRONTWINDING_CW);
4829 /* Invert the selected mode because of y-inversion (?) */
4830 glFrontFace((pRenderState[i].uintValue != SVGA3D_FRONTWINDING_CW) ? GL_CW : GL_CCW);
4831 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4832 break;
4833
4834 case SVGA3D_RS_OUTPUTGAMMA: /* float */
4835 //AssertFailed();
4836 /*
4837 D3DRS_SRGBWRITEENABLE ??
4838 renderState = D3DRS_OUTPUTGAMMA;
4839 val = pRenderState[i].uintValue;
4840 */
4841 break;
4842
4843#if 0
4844
4845 case SVGA3D_RS_VERTEXMATERIALENABLE: /* SVGA3dBool */
4846 //AssertFailed();
4847 renderState = D3DRS_INDEXEDVERTEXBLENDENABLE; /* correct?? */
4848 val = pRenderState[i].uintValue;
4849 break;
4850
4851 case SVGA3D_RS_TEXTUREFACTOR: /* SVGA3dColor */
4852 renderState = D3DRS_TEXTUREFACTOR;
4853 val = pRenderState[i].uintValue;
4854 break;
4855
4856 case SVGA3D_RS_LOCALVIEWER: /* SVGA3dBool */
4857 renderState = D3DRS_LOCALVIEWER;
4858 val = pRenderState[i].uintValue;
4859 break;
4860
4861 case SVGA3D_RS_ZVISIBLE: /* SVGA3dBool */
4862 AssertFailed();
4863 /*
4864 renderState = D3DRS_ZVISIBLE;
4865 val = pRenderState[i].uintValue;
4866 */
4867 break;
4868
4869 case SVGA3D_RS_CLIPPING: /* SVGA3dBool */
4870 renderState = D3DRS_CLIPPING;
4871 val = pRenderState[i].uintValue;
4872 break;
4873
4874 case SVGA3D_RS_WRAP0: /* SVGA3dWrapFlags */
4875 glTexParameter GL_TEXTURE_WRAP_S
4876 Assert(SVGA3D_WRAPCOORD_3 == D3DWRAPCOORD_3);
4877 renderState = D3DRS_WRAP0;
4878 val = pRenderState[i].uintValue;
4879 break;
4880
4881 case SVGA3D_RS_WRAP1: /* SVGA3dWrapFlags */
4882 glTexParameter GL_TEXTURE_WRAP_T
4883 renderState = D3DRS_WRAP1;
4884 val = pRenderState[i].uintValue;
4885 break;
4886
4887 case SVGA3D_RS_WRAP2: /* SVGA3dWrapFlags */
4888 glTexParameter GL_TEXTURE_WRAP_R
4889 renderState = D3DRS_WRAP2;
4890 val = pRenderState[i].uintValue;
4891 break;
4892
4893
4894 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
4895 renderState = D3DRS_SEPARATEALPHABLENDENABLE;
4896 val = pRenderState[i].uintValue;
4897 break;
4898
4899
4900 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4901 renderState = D3DRS_BLENDOPALPHA;
4902 val = pRenderState[i].uintValue;
4903 break;
4904
4905 case SVGA3D_RS_TRANSPARENCYANTIALIAS: /* SVGA3dTransparencyAntialiasType */
4906 AssertFailed();
4907 /*
4908 renderState = D3DRS_TRANSPARENCYANTIALIAS;
4909 val = pRenderState[i].uintValue;
4910 */
4911 break;
4912
4913#endif
4914 default:
4915 AssertFailed();
4916 break;
4917 }
4918
4919 if (enableCap != ~0U)
4920 {
4921 if (val)
4922 glEnable(enableCap);
4923 else
4924 glDisable(enableCap);
4925 }
4926 }
4927
4928 return VINF_SUCCESS;
4929}
4930
4931int vmsvga3dSetRenderTarget(PVGASTATE pThis, uint32_t cid, SVGA3dRenderTargetType type, SVGA3dSurfaceImageId target)
4932{
4933 PVMSVGA3DCONTEXT pContext;
4934 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
4935 PVMSVGA3DSURFACE pRenderTarget;
4936
4937 AssertReturn(pState, VERR_NO_MEMORY);
4938 AssertReturn(type < SVGA3D_RT_MAX, VERR_INVALID_PARAMETER);
4939 AssertReturn(target.face == 0, VERR_INVALID_PARAMETER);
4940 AssertReturn(target.mipmap == 0, VERR_INVALID_PARAMETER);
4941
4942 Log(("vmsvga3dSetRenderTarget cid=%x type=%x surface id=%x\n", cid, type, target.sid));
4943
4944 if ( cid >= pState->cContexts
4945 || pState->paContext[cid].id != cid)
4946 {
4947 Log(("vmsvga3dSetRenderTarget invalid context id!\n"));
4948 return VERR_INVALID_PARAMETER;
4949 }
4950 pContext = &pState->paContext[cid];
4951 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4952
4953 /* Save for vm state save/restore. */
4954 pContext->state.aRenderTargets[type] = target.sid;
4955
4956 if (target.sid == SVGA3D_INVALID_ID)
4957 {
4958 /* Disable render target. */
4959 switch (type)
4960 {
4961 case SVGA3D_RT_DEPTH:
4962 case SVGA3D_RT_STENCIL:
4963 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
4964 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4965 break;
4966
4967 case SVGA3D_RT_COLOR0:
4968 case SVGA3D_RT_COLOR1:
4969 case SVGA3D_RT_COLOR2:
4970 case SVGA3D_RT_COLOR3:
4971 case SVGA3D_RT_COLOR4:
4972 case SVGA3D_RT_COLOR5:
4973 case SVGA3D_RT_COLOR6:
4974 case SVGA3D_RT_COLOR7:
4975 pContext->sidRenderTarget = SVGA3D_INVALID_ID;
4976 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, 0, 0, 0);
4977 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4978 break;
4979
4980 default:
4981 AssertFailedReturn(VERR_INVALID_PARAMETER);
4982 }
4983 return VINF_SUCCESS;
4984 }
4985
4986 AssertReturn(target.sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
4987 AssertReturn(target.sid < pState->cSurfaces && pState->paSurface[target.sid].id == target.sid, VERR_INVALID_PARAMETER);
4988 pRenderTarget = &pState->paSurface[target.sid];
4989
4990 switch (type)
4991 {
4992 case SVGA3D_RT_DEPTH:
4993 case SVGA3D_RT_STENCIL:
4994 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4995 {
4996 Log(("vmsvga3dSetRenderTarget: create renderbuffer to be used as render target; surface id=%x type=%d format=%d\n", target.sid, pRenderTarget->flags, pRenderTarget->internalFormatGL));
4997 pState->ext.glGenRenderbuffers(1, &pRenderTarget->oglId.renderbuffer);
4998 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4999
5000 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
5001 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5002
5003 pState->ext.glRenderbufferStorage(GL_RENDERBUFFER,
5004 pRenderTarget->internalFormatGL,
5005 pRenderTarget->pMipmapLevels[0].size.width,
5006 pRenderTarget->pMipmapLevels[0].size.height);
5007 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5008
5009 pRenderTarget->idAssociatedContext = cid;
5010 }
5011 else
5012 {
5013 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
5014 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5015 }
5016 Assert(pRenderTarget->idAssociatedContext == cid);
5017 Assert(!pRenderTarget->fDirty);
5018 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
5019
5020 pRenderTarget->flags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
5021
5022 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
5023 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5024 break;
5025
5026 case SVGA3D_RT_COLOR0:
5027 case SVGA3D_RT_COLOR1:
5028 case SVGA3D_RT_COLOR2:
5029 case SVGA3D_RT_COLOR3:
5030 case SVGA3D_RT_COLOR4:
5031 case SVGA3D_RT_COLOR5:
5032 case SVGA3D_RT_COLOR6:
5033 case SVGA3D_RT_COLOR7:
5034 {
5035 /* A texture surface can be used as a render target to fill it and later on used as a texture. */
5036 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
5037 {
5038 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));
5039 int rc = vmsvga3dCreateTexture(pState, pContext, cid, pRenderTarget);
5040 AssertRCReturn(rc, rc);
5041 }
5042
5043 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
5044 Assert(!pRenderTarget->fDirty);
5045
5046 pRenderTarget->flags |= SVGA3D_SURFACE_HINT_RENDERTARGET;
5047
5048 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, GL_TEXTURE_2D, pRenderTarget->oglId.texture, target.mipmap);
5049 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5050
5051 pContext->sidRenderTarget = target.sid;
5052
5053#ifdef DEBUG
5054 GLenum status = pState->ext.glCheckFramebufferStatus(GL_FRAMEBUFFER);
5055 if (status != GL_FRAMEBUFFER_COMPLETE)
5056 Log(("vmsvga3dSetRenderTarget: WARNING: glCheckFramebufferStatus returned %x\n", status));
5057#endif
5058 /* @todo use glDrawBuffers too? */
5059 break;
5060 }
5061
5062 default:
5063 AssertFailedReturn(VERR_INVALID_PARAMETER);
5064 }
5065
5066 return VINF_SUCCESS;
5067}
5068
5069#if 0
5070/**
5071 * Convert SVGA texture combiner value to its D3D equivalent
5072 */
5073static DWORD vmsvga3dTextureCombiner2D3D(uint32_t value)
5074{
5075 switch (value)
5076 {
5077 case SVGA3D_TC_DISABLE:
5078 return D3DTOP_DISABLE;
5079 case SVGA3D_TC_SELECTARG1:
5080 return D3DTOP_SELECTARG1;
5081 case SVGA3D_TC_SELECTARG2:
5082 return D3DTOP_SELECTARG2;
5083 case SVGA3D_TC_MODULATE:
5084 return D3DTOP_MODULATE;
5085 case SVGA3D_TC_ADD:
5086 return D3DTOP_ADD;
5087 case SVGA3D_TC_ADDSIGNED:
5088 return D3DTOP_ADDSIGNED;
5089 case SVGA3D_TC_SUBTRACT:
5090 return D3DTOP_SUBTRACT;
5091 case SVGA3D_TC_BLENDTEXTUREALPHA:
5092 return D3DTOP_BLENDTEXTUREALPHA;
5093 case SVGA3D_TC_BLENDDIFFUSEALPHA:
5094 return D3DTOP_BLENDDIFFUSEALPHA;
5095 case SVGA3D_TC_BLENDCURRENTALPHA:
5096 return D3DTOP_BLENDCURRENTALPHA;
5097 case SVGA3D_TC_BLENDFACTORALPHA:
5098 return D3DTOP_BLENDFACTORALPHA;
5099 case SVGA3D_TC_MODULATE2X:
5100 return D3DTOP_MODULATE2X;
5101 case SVGA3D_TC_MODULATE4X:
5102 return D3DTOP_MODULATE4X;
5103 case SVGA3D_TC_DSDT:
5104 AssertFailed(); /* @todo ??? */
5105 return D3DTOP_DISABLE;
5106 case SVGA3D_TC_DOTPRODUCT3:
5107 return D3DTOP_DOTPRODUCT3;
5108 case SVGA3D_TC_BLENDTEXTUREALPHAPM:
5109 return D3DTOP_BLENDTEXTUREALPHAPM;
5110 case SVGA3D_TC_ADDSIGNED2X:
5111 return D3DTOP_ADDSIGNED2X;
5112 case SVGA3D_TC_ADDSMOOTH:
5113 return D3DTOP_ADDSMOOTH;
5114 case SVGA3D_TC_PREMODULATE:
5115 return D3DTOP_PREMODULATE;
5116 case SVGA3D_TC_MODULATEALPHA_ADDCOLOR:
5117 return D3DTOP_MODULATEALPHA_ADDCOLOR;
5118 case SVGA3D_TC_MODULATECOLOR_ADDALPHA:
5119 return D3DTOP_MODULATECOLOR_ADDALPHA;
5120 case SVGA3D_TC_MODULATEINVALPHA_ADDCOLOR:
5121 return D3DTOP_MODULATEINVALPHA_ADDCOLOR;
5122 case SVGA3D_TC_MODULATEINVCOLOR_ADDALPHA:
5123 return D3DTOP_MODULATEINVCOLOR_ADDALPHA;
5124 case SVGA3D_TC_BUMPENVMAPLUMINANCE:
5125 return D3DTOP_BUMPENVMAPLUMINANCE;
5126 case SVGA3D_TC_MULTIPLYADD:
5127 return D3DTOP_MULTIPLYADD;
5128 case SVGA3D_TC_LERP:
5129 return D3DTOP_LERP;
5130 default:
5131 AssertFailed();
5132 return D3DTOP_DISABLE;
5133 }
5134}
5135
5136/**
5137 * Convert SVGA texture arg data value to its D3D equivalent
5138 */
5139static DWORD vmsvga3dTextureArgData2D3D(uint32_t value)
5140{
5141 switch (value)
5142 {
5143 case SVGA3D_TA_CONSTANT:
5144 return D3DTA_CONSTANT;
5145 case SVGA3D_TA_PREVIOUS:
5146 return D3DTA_CURRENT; /* current = previous */
5147 case SVGA3D_TA_DIFFUSE:
5148 return D3DTA_DIFFUSE;
5149 case SVGA3D_TA_TEXTURE:
5150 return D3DTA_TEXTURE;
5151 case SVGA3D_TA_SPECULAR:
5152 return D3DTA_SPECULAR;
5153 default:
5154 AssertFailed();
5155 return 0;
5156 }
5157}
5158
5159/**
5160 * Convert SVGA texture transform flag value to its D3D equivalent
5161 */
5162static DWORD vmsvga3dTextTransformFlags2D3D(uint32_t value)
5163{
5164 switch (value)
5165 {
5166 case SVGA3D_TEX_TRANSFORM_OFF:
5167 return D3DTTFF_DISABLE;
5168 case SVGA3D_TEX_TRANSFORM_S:
5169 return D3DTTFF_COUNT1; /* @todo correct? */
5170 case SVGA3D_TEX_TRANSFORM_T:
5171 return D3DTTFF_COUNT2; /* @todo correct? */
5172 case SVGA3D_TEX_TRANSFORM_R:
5173 return D3DTTFF_COUNT3; /* @todo correct? */
5174 case SVGA3D_TEX_TRANSFORM_Q:
5175 return D3DTTFF_COUNT4; /* @todo correct? */
5176 case SVGA3D_TEX_PROJECTED:
5177 return D3DTTFF_PROJECTED;
5178 default:
5179 AssertFailed();
5180 return 0;
5181 }
5182}
5183#endif
5184
5185static GLenum vmsvga3dTextureAddress2OGL(SVGA3dTextureAddress value)
5186{
5187 switch (value)
5188 {
5189 case SVGA3D_TEX_ADDRESS_WRAP:
5190 return GL_REPEAT;
5191 case SVGA3D_TEX_ADDRESS_MIRROR:
5192 return GL_MIRRORED_REPEAT;
5193 case SVGA3D_TEX_ADDRESS_CLAMP:
5194 return GL_CLAMP_TO_EDGE;
5195 case SVGA3D_TEX_ADDRESS_BORDER:
5196 return GL_CLAMP_TO_BORDER;
5197 case SVGA3D_TEX_ADDRESS_MIRRORONCE:
5198 AssertFailed();
5199 return GL_CLAMP_TO_EDGE_SGIS; /* @todo correct? */
5200
5201 case SVGA3D_TEX_ADDRESS_EDGE:
5202 case SVGA3D_TEX_ADDRESS_INVALID:
5203 default:
5204 AssertFailed();
5205 return GL_REPEAT; /* default */
5206 }
5207}
5208
5209static GLenum vmsvga3dTextureFilter2OGL(SVGA3dTextureFilter value)
5210{
5211 switch (value)
5212 {
5213 case SVGA3D_TEX_FILTER_NONE:
5214 case SVGA3D_TEX_FILTER_LINEAR:
5215 return GL_LINEAR;
5216 case SVGA3D_TEX_FILTER_NEAREST:
5217 return GL_NEAREST;
5218 case SVGA3D_TEX_FILTER_ANISOTROPIC:
5219 /* @todo */
5220 case SVGA3D_TEX_FILTER_FLATCUBIC: // Deprecated, not implemented
5221 case SVGA3D_TEX_FILTER_GAUSSIANCUBIC: // Deprecated, not implemented
5222 case SVGA3D_TEX_FILTER_PYRAMIDALQUAD: // Not currently implemented
5223 case SVGA3D_TEX_FILTER_GAUSSIANQUAD: // Not currently implemented
5224 default:
5225 AssertFailed();
5226 return GL_LINEAR; /* default */
5227 }
5228}
5229
5230uint32_t vmsvga3dSVGA3dColor2RGBA(SVGA3dColor value)
5231{
5232 /* flip the red and blue bytes */
5233 uint8_t blue = value & 0xff;
5234 uint8_t red = (value >> 16) & 0xff;
5235 return (value & 0xff00ff00) | red | (blue << 16);
5236}
5237
5238int vmsvga3dSetTextureState(PVGASTATE pThis, uint32_t cid, uint32_t cTextureStates, SVGA3dTextureState *pTextureState)
5239{
5240 GLenum val;
5241 GLenum currentStage = ~0L;
5242 PVMSVGA3DCONTEXT pContext;
5243 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
5244 AssertReturn(pState, VERR_NO_MEMORY);
5245
5246 Log(("vmsvga3dSetTextureState %x cTextureState=%d\n", cid, cTextureStates));
5247
5248 if ( cid >= pState->cContexts
5249 || pState->paContext[cid].id != cid)
5250 {
5251 Log(("vmsvga3dSetTextureState invalid context id!\n"));
5252 return VERR_INVALID_PARAMETER;
5253 }
5254 pContext = &pState->paContext[cid];
5255 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5256
5257 for (unsigned i = 0; i < cTextureStates; i++)
5258 {
5259 GLenum textureType = ~0U;
5260 GLenum samplerType = ~0U;
5261
5262 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));
5263 /* Record the texture state for vm state saving. */
5264 if ( pTextureState[i].stage < SVGA3D_MAX_TEXTURE_STAGE
5265 && pTextureState[i].name < SVGA3D_TS_MAX)
5266 {
5267 pContext->state.aTextureState[pTextureState[i].stage][pTextureState[i].name] = pTextureState[i];
5268 }
5269
5270 /* Active the right texture unit for subsequent texture state changes. */
5271 if (pTextureState[i].stage != currentStage)
5272 {
5273 pState->ext.glActiveTexture(GL_TEXTURE0 + pTextureState[i].stage);
5274 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5275 currentStage = pTextureState[i].stage;
5276 }
5277
5278 switch (pTextureState[i].name)
5279 {
5280 case SVGA3D_TS_BUMPENVMAT00: /* float */
5281 case SVGA3D_TS_BUMPENVMAT01: /* float */
5282 case SVGA3D_TS_BUMPENVMAT10: /* float */
5283 case SVGA3D_TS_BUMPENVMAT11: /* float */
5284 case SVGA3D_TS_BUMPENVLSCALE: /* float */
5285 case SVGA3D_TS_BUMPENVLOFFSET: /* float */
5286 Log(("vmsvga3dSetTextureState: bump mapping texture options not supported!!\n"));
5287 break;
5288
5289 case SVGA3D_TS_COLOROP: /* SVGA3dTextureCombiner */
5290 case SVGA3D_TS_COLORARG0: /* SVGA3dTextureArgData */
5291 case SVGA3D_TS_COLORARG1: /* SVGA3dTextureArgData */
5292 case SVGA3D_TS_COLORARG2: /* SVGA3dTextureArgData */
5293 case SVGA3D_TS_ALPHAOP: /* SVGA3dTextureCombiner */
5294 case SVGA3D_TS_ALPHAARG0: /* SVGA3dTextureArgData */
5295 case SVGA3D_TS_ALPHAARG1: /* SVGA3dTextureArgData */
5296 case SVGA3D_TS_ALPHAARG2: /* SVGA3dTextureArgData */
5297 /* @todo; not used by MesaGL */
5298 Log(("vmsvga3dSetTextureState: colorop/alphaop not yet supported!!\n"));
5299 break;
5300#if 0
5301
5302 case SVGA3D_TS_TEXCOORDINDEX: /* uint32_t */
5303 textureType = D3DTSS_TEXCOORDINDEX;
5304 val = pTextureState[i].value;
5305 break;
5306
5307 case SVGA3D_TS_TEXTURETRANSFORMFLAGS: /* SVGA3dTexTransformFlags */
5308 textureType = D3DTSS_TEXTURETRANSFORMFLAGS;
5309 val = vmsvga3dTextTransformFlags2D3D(pTextureState[i].value);
5310 break;
5311#endif
5312
5313 case SVGA3D_TS_BIND_TEXTURE: /* SVGA3dSurfaceId */
5314 if (pTextureState[i].value == SVGA3D_INVALID_ID)
5315 {
5316 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture surface id=%x\n", pTextureState[i].stage, pTextureState[i].value));
5317
5318 pContext->aSidActiveTexture[currentStage] = SVGA3D_INVALID_ID;
5319 /* Unselect the currently associated texture. */
5320 glBindTexture(GL_TEXTURE_2D, 0);
5321 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5322 /* Necessary for the fixed pipeline. */
5323 glDisable(GL_TEXTURE_2D);
5324 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5325 }
5326 else
5327 {
5328 uint32_t sid = pTextureState[i].value;
5329
5330 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
5331 AssertReturn(sid < pState->cSurfaces && pState->paSurface[sid].id == sid, VERR_INVALID_PARAMETER);
5332
5333 PVMSVGA3DSURFACE pSurface = &pState->paSurface[sid];
5334
5335 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture surface id=%x (%d,%d)\n", pTextureState[i].stage, pTextureState[i].value, pSurface->pMipmapLevels[0].size.width, pSurface->pMipmapLevels[0].size.height));
5336
5337 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
5338 {
5339 Assert(pSurface->idAssociatedContext == SVGA3D_INVALID_ID);
5340 Log(("CreateTexture (%d,%d) level=%d\n", pSurface->pMipmapLevels[0].size.width, pSurface->pMipmapLevels[0].size.height, pSurface->faces[0].numMipLevels));
5341 int rc = vmsvga3dCreateTexture(pState, pContext, cid, pSurface);
5342 AssertRCReturn(rc, rc);
5343 }
5344
5345 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
5346 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5347
5348 /* Necessary for the fixed pipeline. */
5349 glEnable(GL_TEXTURE_2D);
5350 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5351
5352 if (pContext->aSidActiveTexture[currentStage] != sid)
5353 {
5354 /* Recreate the texture state as glBindTexture resets them all (sigh). */
5355 for (uint32_t iStage = 0; iStage < SVGA3D_MAX_TEXTURE_STAGE; iStage++)
5356 {
5357 for (uint32_t j = 0; j < SVGA3D_TS_MAX; j++)
5358 {
5359 SVGA3dTextureState *pTextureStateIter = &pContext->state.aTextureState[iStage][j];
5360
5361 if ( pTextureStateIter->name != SVGA3D_TS_INVALID
5362 && pTextureStateIter->name != SVGA3D_TS_BIND_TEXTURE)
5363 vmsvga3dSetTextureState(pThis, pContext->id, 1, pTextureStateIter);
5364 }
5365 }
5366 }
5367 pContext->aSidActiveTexture[currentStage] = sid;
5368 }
5369 /* Finished; continue with the next one. */
5370 continue;
5371
5372 case SVGA3D_TS_ADDRESSW: /* SVGA3dTextureAddress */
5373 textureType = GL_TEXTURE_WRAP_R; /* R = W */
5374 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5375 break;
5376
5377 case SVGA3D_TS_ADDRESSU: /* SVGA3dTextureAddress */
5378 textureType = GL_TEXTURE_WRAP_S; /* S = U */
5379 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5380 break;
5381
5382 case SVGA3D_TS_ADDRESSV: /* SVGA3dTextureAddress */
5383 textureType = GL_TEXTURE_WRAP_T; /* T = V */
5384 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5385 break;
5386
5387 case SVGA3D_TS_MIPFILTER: /* SVGA3dTextureFilter */
5388 //AssertFailed(); /* @todo */
5389 //samplerType = D3DSAMP_MIPFILTER;
5390 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)pTextureState[i].value);
5391 break;
5392
5393 case SVGA3D_TS_MAGFILTER: /* SVGA3dTextureFilter */
5394 textureType = GL_TEXTURE_MAG_FILTER;
5395 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)pTextureState[i].value);
5396 Assert(val == GL_NEAREST || val == GL_LINEAR);
5397 break;
5398
5399 case SVGA3D_TS_MINFILTER: /* SVGA3dTextureFilter */
5400 textureType = GL_TEXTURE_MIN_FILTER;
5401 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)pTextureState[i].value);
5402 break;
5403
5404 case SVGA3D_TS_BORDERCOLOR: /* SVGA3dColor */
5405 {
5406 GLfloat color[4]; /* red, green, blue, alpha */
5407
5408 vmsvgaColor2GLFloatArray(pTextureState[i].value, &color[0], &color[1], &color[2], &color[3]);
5409
5410 glTexParameterfv(GL_TEXTURE_2D /* @todo flexible type */, GL_TEXTURE_BORDER_COLOR, color); /* Identical; default 0.0 identical too */
5411 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5412 break;
5413 }
5414
5415 case SVGA3D_TS_TEXTURE_LOD_BIAS: /* float */
5416 glTexParameterf(GL_TEXTURE_2D /* @todo flexible type */, GL_TEXTURE_LOD_BIAS, pTextureState[i].value); /* Identical; default 0.0 identical too */
5417 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5418 break;
5419
5420 case SVGA3D_TS_TEXTURE_MIPMAP_LEVEL: /* uint32_t */
5421 textureType = GL_TEXTURE_MAX_LEVEL;
5422 val = pTextureState[i].value; /* Identical?? */
5423 break;
5424
5425#if 0
5426 case SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL: /* uint32_t */
5427 samplerType = D3DSAMP_MAXANISOTROPY;
5428 val = pTextureState[i].value; /* Identical?? */
5429 break;
5430
5431 case SVGA3D_TS_GAMMA: /* float */
5432 samplerType = D3DSAMP_SRGBTEXTURE;
5433 /* Boolean in D3D */
5434 if (pTextureState[i].floatValue == 1.0f)
5435 val = FALSE;
5436 else
5437 val = TRUE;
5438 break;
5439#endif
5440 /* Internal commands, that don't map directly to the SetTextureStageState API. */
5441 case SVGA3D_TS_TEXCOORDGEN: /* SVGA3dTextureCoordGen */
5442 AssertFailed();
5443 break;
5444
5445 default:
5446 //AssertFailed();
5447 break;
5448 }
5449
5450 if (textureType != ~0U)
5451 {
5452 glTexParameteri(GL_TEXTURE_2D /* @todo flexible type */, textureType, val);
5453 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5454 }
5455 }
5456
5457 return VINF_SUCCESS;
5458}
5459
5460int vmsvga3dSetMaterial(PVGASTATE pThis, uint32_t cid, SVGA3dFace face, SVGA3dMaterial *pMaterial)
5461{
5462 PVMSVGA3DCONTEXT pContext;
5463 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
5464 AssertReturn(pState, VERR_NO_MEMORY);
5465 GLenum oglFace;
5466
5467 Log(("vmsvga3dSetMaterial cid=%x face %d\n", cid, face));
5468
5469 if ( cid >= pState->cContexts
5470 || pState->paContext[cid].id != cid)
5471 {
5472 Log(("vmsvga3dSetMaterial invalid context id!\n"));
5473 return VERR_INVALID_PARAMETER;
5474 }
5475 pContext = &pState->paContext[cid];
5476 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5477
5478 switch (face)
5479 {
5480 case SVGA3D_FACE_NONE:
5481 case SVGA3D_FACE_FRONT:
5482 oglFace = GL_FRONT;
5483 break;
5484
5485 case SVGA3D_FACE_BACK:
5486 oglFace = GL_BACK;
5487 break;
5488
5489 case SVGA3D_FACE_FRONT_BACK:
5490 oglFace = GL_FRONT_AND_BACK;
5491 break;
5492
5493 default:
5494 AssertFailedReturn(VERR_INVALID_PARAMETER);
5495 }
5496
5497 /* Save for vm state save/restore. */
5498 pContext->state.aMaterial[face].fValid = true;
5499 pContext->state.aMaterial[face].material = *pMaterial;
5500 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_MATERIAL;
5501
5502 glMaterialfv(oglFace, GL_DIFFUSE, pMaterial->diffuse);
5503 glMaterialfv(oglFace, GL_AMBIENT, pMaterial->ambient);
5504 glMaterialfv(oglFace, GL_SPECULAR, pMaterial->specular);
5505 glMaterialfv(oglFace, GL_EMISSION, pMaterial->emissive);
5506 glMaterialfv(oglFace, GL_SHININESS, &pMaterial->shininess);
5507 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5508
5509 return VINF_SUCCESS;
5510}
5511
5512/* @todo Move into separate library as we are using logic from Wine here. */
5513int vmsvga3dSetLightData(PVGASTATE pThis, uint32_t cid, uint32_t index, SVGA3dLightData *pData)
5514{
5515 PVMSVGA3DCONTEXT pContext;
5516 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
5517 AssertReturn(pState, VERR_NO_MEMORY);
5518 float QuadAttenuation;
5519
5520 Log(("vmsvga3dSetLightData cid=%x index=%d type=%d\n", cid, index, pData->type));
5521
5522 if ( cid >= pState->cContexts
5523 || pState->paContext[cid].id != cid)
5524 {
5525 Log(("vmsvga3dSetLightData invalid context id!\n"));
5526 return VERR_INVALID_PARAMETER;
5527 }
5528 pContext = &pState->paContext[cid];
5529 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5530
5531 /* Store for vm state save/restore */
5532 if (index < SVGA3D_MAX_LIGHTS)
5533 {
5534 pContext->state.aLightData[index].fValidData = true;
5535 pContext->state.aLightData[index].data = *pData;
5536 }
5537 else
5538 AssertFailed();
5539
5540 if ( pData->attenuation0 < 0.0f
5541 || pData->attenuation1 < 0.0f
5542 || pData->attenuation2 < 0.0f)
5543 {
5544 Log(("vmsvga3dSetLightData: invalid negative attenuation values!!\n"));
5545 return VINF_SUCCESS; /* ignore; could crash the GL driver */
5546 }
5547
5548 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d */
5549 glMatrixMode(GL_MODELVIEW);
5550 glPushMatrix();
5551 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5552
5553 glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, pData->diffuse);
5554 glLightfv(GL_LIGHT0 + index, GL_SPECULAR, pData->specular);
5555 glLightfv(GL_LIGHT0 + index, GL_AMBIENT, pData->ambient);
5556
5557 if (pData->range * pData->range >= FLT_MIN)
5558 QuadAttenuation = 1.4f / (pData->range * pData->range);
5559 else
5560 QuadAttenuation = 0.0f;
5561
5562 switch (pData->type)
5563 {
5564 case SVGA3D_LIGHTTYPE_POINT:
5565 {
5566 GLfloat position[4];
5567
5568 position[0] = pData->position[0];
5569 position[1] = pData->position[1];
5570 position[2] = pData->position[2];
5571 position[3] = 1.0f;
5572
5573 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5574 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5575
5576 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5577 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5578
5579 /* Attenuation - Are these right? guessing... */
5580 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5581 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5582
5583 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5584 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5585
5586 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5587 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5588
5589 /* @todo range */
5590 break;
5591 }
5592
5593 case SVGA3D_LIGHTTYPE_SPOT1:
5594 {
5595 GLfloat exponent;
5596 GLfloat position[4];
5597 const GLfloat pi = 4.0f * atanf(1.0f);
5598
5599 position[0] = pData->position[0];
5600 position[1] = pData->position[1];
5601 position[2] = pData->position[2];
5602 position[3] = 1.0f;
5603
5604 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5605 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5606
5607 position[0] = pData->direction[0];
5608 position[1] = pData->direction[1];
5609 position[2] = pData->direction[2];
5610 position[3] = 1.0f;
5611
5612 glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, position);
5613 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5614
5615 /*
5616 * opengl-ish and d3d-ish spot lights use too different models for the
5617 * light "intensity" as a function of the angle towards the main light direction,
5618 * so we only can approximate very roughly.
5619 * however spot lights are rather rarely used in games (if ever used at all).
5620 * furthermore if still used, probably nobody pays attention to such details.
5621 */
5622 if (pData->falloff == 0)
5623 {
5624 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
5625 * falloff resp. exponent parameter as an exponent, so the spot light lighting
5626 * will always be 1.0 for both of them, and we don't have to care for the
5627 * rest of the rather complex calculation
5628 */
5629 exponent = 0.0f;
5630 }
5631 else
5632 {
5633 float rho = pData->theta + (pData->phi - pData->theta) / (2 * pData->falloff);
5634 if (rho < 0.0001f)
5635 rho = 0.0001f;
5636 exponent = -0.3f/log(cos(rho/2));
5637 }
5638 if (exponent > 128.0f)
5639 exponent = 128.0f;
5640
5641 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, exponent);
5642 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5643
5644 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, pData->phi * 90.0 / pi);
5645 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5646
5647 /* Attenuation - Are these right? guessing... */
5648 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5649 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5650
5651 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5652 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5653
5654 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5655 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5656
5657 /* @todo range */
5658 break;
5659 }
5660
5661 case SVGA3D_LIGHTTYPE_DIRECTIONAL:
5662 {
5663 GLfloat position[4];
5664
5665 position[0] = -pData->direction[0];
5666 position[1] = -pData->direction[1];
5667 position[2] = -pData->direction[2];
5668 position[3] = 0.0f;
5669
5670 glLightfv(GL_LIGHT0 + index, GL_POSITION, position); /* Note gl uses w position of 0 for direction! */
5671 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5672
5673 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5674 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5675
5676 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, 0.0f);
5677 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5678 break;
5679 }
5680
5681 case SVGA3D_LIGHTTYPE_SPOT2:
5682 default:
5683 Log(("Unsupported light type!!\n"));
5684 return VERR_INVALID_PARAMETER;
5685 }
5686
5687 /* Restore the modelview matrix */
5688 glPopMatrix();
5689
5690 return VINF_SUCCESS;
5691}
5692
5693int vmsvga3dSetLightEnabled(PVGASTATE pThis, uint32_t cid, uint32_t index, uint32_t enabled)
5694{
5695 PVMSVGA3DCONTEXT pContext;
5696 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
5697 AssertReturn(pState, VERR_NO_MEMORY);
5698
5699 Log(("vmsvga3dSetLightEnabled cid=%x %d -> %d\n", cid, index, enabled));
5700
5701 if ( cid >= pState->cContexts
5702 || pState->paContext[cid].id != cid)
5703 {
5704 Log(("vmsvga3dSetLightEnabled invalid context id!\n"));
5705 return VERR_INVALID_PARAMETER;
5706 }
5707 pContext = &pState->paContext[cid];
5708 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5709
5710 /* Store for vm state save/restore */
5711 if (index < SVGA3D_MAX_LIGHTS)
5712 pContext->state.aLightData[index].fEnabled = !!enabled;
5713 else
5714 AssertFailed();
5715
5716 if (enabled)
5717 {
5718 /* Load the default settings if none have been set yet. */
5719 if (!pContext->state.aLightData[index].fValidData)
5720 vmsvga3dSetLightData(pThis, cid, index, (SVGA3dLightData *)&vmsvga3d_default_light);
5721 glEnable(GL_LIGHT0 + index);
5722 }
5723 else
5724 glDisable(GL_LIGHT0 + index);
5725
5726 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5727 return VINF_SUCCESS;
5728}
5729
5730int vmsvga3dSetViewPort(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5731{
5732 PVMSVGA3DCONTEXT pContext;
5733 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
5734 AssertReturn(pState, VERR_NO_MEMORY);
5735
5736 Log(("vmsvga3dSetViewPort cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5737
5738 if ( cid >= pState->cContexts
5739 || pState->paContext[cid].id != cid)
5740 {
5741 Log(("vmsvga3dSetViewPort invalid context id!\n"));
5742 return VERR_INVALID_PARAMETER;
5743 }
5744 pContext = &pState->paContext[cid];
5745 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5746
5747 /* Save for vm state save/restore. */
5748 pContext->state.RectViewPort = *pRect;
5749 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VIEWPORT;
5750
5751 /* @todo y-inversion for partial viewport coordinates? */
5752 glViewport(pRect->x, pRect->y, pRect->w, pRect->h);
5753 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5754
5755 /* Reset the projection matrix as that relies on the viewport setting. */
5756 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5757 {
5758 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5759 }
5760 else
5761 {
5762 float matrix[16];
5763
5764 /* identity matrix if no matrix set. */
5765 memset(matrix, 0, sizeof(matrix));
5766 matrix[0] = 1.0;
5767 matrix[5] = 1.0;
5768 matrix[10] = 1.0;
5769 matrix[15] = 1.0;
5770 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, matrix);
5771 }
5772
5773 return VINF_SUCCESS;
5774}
5775
5776int vmsvga3dSetClipPlane(PVGASTATE pThis, uint32_t cid, uint32_t index, float plane[4])
5777{
5778 PVMSVGA3DCONTEXT pContext;
5779 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
5780 AssertReturn(pState, VERR_NO_MEMORY);
5781 double oglPlane[4];
5782
5783 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)));
5784 AssertReturn(index < SVGA3D_CLIPPLANE_MAX, VERR_INVALID_PARAMETER);
5785
5786 if ( cid >= pState->cContexts
5787 || pState->paContext[cid].id != cid)
5788 {
5789 Log(("vmsvga3dSetClipPlane invalid context id!\n"));
5790 return VERR_INVALID_PARAMETER;
5791 }
5792 pContext = &pState->paContext[cid];
5793 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5794
5795 /* Store for vm state save/restore. */
5796 pContext->state.aClipPlane[index].fValid = true;
5797 memcpy(pContext->state.aClipPlane[index].plane, plane, sizeof(plane));
5798
5799 /* @todo clip plane affected by model view in OpenGL & view in D3D + vertex shader -> not transformed (see Wine; state.c clipplane) */
5800 oglPlane[0] = (double)plane[0];
5801 oglPlane[1] = (double)plane[1];
5802 oglPlane[2] = (double)plane[2];
5803 oglPlane[3] = (double)plane[3];
5804
5805 glClipPlane(GL_CLIP_PLANE0 + index, oglPlane);
5806 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5807
5808 return VINF_SUCCESS;
5809}
5810
5811int vmsvga3dSetScissorRect(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5812{
5813 PVMSVGA3DCONTEXT pContext;
5814 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
5815 AssertReturn(pState, VERR_NO_MEMORY);
5816
5817 Log(("vmsvga3dSetScissorRect cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5818
5819 if ( cid >= pState->cContexts
5820 || pState->paContext[cid].id != cid)
5821 {
5822 Log(("vmsvga3dSetScissorRect invalid context id!\n"));
5823 return VERR_INVALID_PARAMETER;
5824 }
5825 pContext = &pState->paContext[cid];
5826 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5827
5828 /* Store for vm state save/restore. */
5829 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_SCISSORRECT;
5830 pContext->state.RectScissor = *pRect;
5831
5832 glScissor(pRect->x, pRect->y, pRect->w, pRect->h);
5833 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5834
5835 return VINF_SUCCESS;
5836}
5837
5838static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha)
5839{
5840 /* Convert byte color components to float (0-1.0) */
5841 *pAlpha = (GLfloat)(color >> 24) / 255.0;
5842 *pRed = (GLfloat)((color >> 16) & 0xff) / 255.0;
5843 *pGreen = (GLfloat)((color >> 8) & 0xff) / 255.0;
5844 *pBlue = (GLfloat)(color & 0xff) / 255.0;
5845}
5846
5847int vmsvga3dCommandClear(PVGASTATE pThis, uint32_t cid, SVGA3dClearFlag clearFlag, uint32_t color, float depth, uint32_t stencil, uint32_t cRects, SVGA3dRect *pRect)
5848{
5849 GLbitfield mask = 0;
5850 PVMSVGA3DCONTEXT pContext;
5851 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
5852 AssertReturn(pState, VERR_NO_MEMORY);
5853 GLboolean fDepthWriteEnabled = GL_FALSE;
5854
5855 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));
5856
5857 if ( cid >= pState->cContexts
5858 || pState->paContext[cid].id != cid)
5859 {
5860 Log(("vmsvga3dCommandClear invalid context id!\n"));
5861 return VERR_INVALID_PARAMETER;
5862 }
5863 pContext = &pState->paContext[cid];
5864 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5865
5866 if (clearFlag & SVGA3D_CLEAR_COLOR)
5867 {
5868 GLfloat red, green, blue, alpha;
5869
5870 vmsvgaColor2GLFloatArray(color, &red, &green, &blue, &alpha);
5871
5872 /* Set the color clear value. */
5873 glClearColor(red, green, blue, alpha);
5874
5875 mask |= GL_COLOR_BUFFER_BIT;
5876 }
5877 if (clearFlag & SVGA3D_CLEAR_STENCIL)
5878 {
5879 /* @todo possibly the same problem as with glDepthMask */
5880 glClearStencil(stencil);
5881 mask |= GL_STENCIL_BUFFER_BIT;
5882 }
5883 if (clearFlag & SVGA3D_CLEAR_DEPTH)
5884 {
5885 glClearDepth((GLdouble)depth);
5886 mask |= GL_DEPTH_BUFFER_BIT;
5887
5888 /* glClear will not clear the depth buffer if writing is disabled. */
5889 glGetBooleanv(GL_DEPTH_WRITEMASK, &fDepthWriteEnabled);
5890 if (fDepthWriteEnabled == GL_FALSE)
5891 glDepthMask(GL_TRUE);
5892 }
5893
5894 if (cRects)
5895 {
5896 /* Save the current scissor test bit and scissor box. */
5897 glPushAttrib(GL_SCISSOR_BIT);
5898 glEnable(GL_SCISSOR_TEST);
5899 for (unsigned i=0; i < cRects; i++)
5900 {
5901 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));
5902 glScissor(pRect[i].x, pRect[i].y, pRect[i].w, pRect[i].h);
5903 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5904 glClear(mask);
5905 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5906 }
5907 /* Restore the old scissor test bit and box */
5908 glPopAttrib();
5909 }
5910 else
5911 {
5912 glClear(mask);
5913 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5914 }
5915
5916 /* Restore depth write state. */
5917 if ( (clearFlag & SVGA3D_CLEAR_DEPTH)
5918 && fDepthWriteEnabled == GL_FALSE)
5919 glDepthMask(GL_FALSE);
5920
5921 return VINF_SUCCESS;
5922}
5923
5924/* Convert VMWare vertex declaration to its OpenGL equivalent. */
5925int vmsvga3dVertexDecl2OGL(SVGA3dVertexArrayIdentity &identity, GLint &size, GLenum &type, GLboolean &normalized)
5926{
5927 normalized = GL_FALSE;
5928 switch (identity.type)
5929 {
5930 case SVGA3D_DECLTYPE_FLOAT1:
5931 size = 1;
5932 type = GL_FLOAT;
5933 break;
5934 case SVGA3D_DECLTYPE_FLOAT2:
5935 size = 2;
5936 type = GL_FLOAT;
5937 break;
5938 case SVGA3D_DECLTYPE_FLOAT3:
5939 size = 3;
5940 type = GL_FLOAT;
5941 break;
5942 case SVGA3D_DECLTYPE_FLOAT4:
5943 size = 4;
5944 type = GL_FLOAT;
5945 break;
5946
5947 case SVGA3D_DECLTYPE_D3DCOLOR:
5948 size = GL_BGRA; /* @note requires GL_ARB_vertex_array_bgra */
5949 type = GL_UNSIGNED_BYTE;
5950 normalized = GL_TRUE; /* glVertexAttribPointer fails otherwise */
5951 break;
5952
5953 case SVGA3D_DECLTYPE_UBYTE4N:
5954 normalized = GL_TRUE;
5955 /* no break */
5956 case SVGA3D_DECLTYPE_UBYTE4:
5957 size = 4;
5958 type = GL_UNSIGNED_BYTE;
5959 break;
5960
5961 case SVGA3D_DECLTYPE_SHORT2N:
5962 normalized = GL_TRUE;
5963 /* no break */
5964 case SVGA3D_DECLTYPE_SHORT2:
5965 size = 2;
5966 type = GL_SHORT;
5967 break;
5968
5969 case SVGA3D_DECLTYPE_SHORT4N:
5970 normalized = GL_TRUE;
5971 /* no break */
5972 case SVGA3D_DECLTYPE_SHORT4:
5973 size = 4;
5974 type = GL_SHORT;
5975 break;
5976
5977 case SVGA3D_DECLTYPE_USHORT4N:
5978 normalized = GL_TRUE;
5979 size = 4;
5980 type = GL_UNSIGNED_SHORT;
5981 break;
5982
5983 case SVGA3D_DECLTYPE_USHORT2N:
5984 normalized = GL_TRUE;
5985 size = 2;
5986 type = GL_UNSIGNED_SHORT;
5987 break;
5988
5989 case SVGA3D_DECLTYPE_UDEC3:
5990 size = 3;
5991 type = GL_UNSIGNED_INT_2_10_10_10_REV; /* @todo correct? */
5992 break;
5993
5994 case SVGA3D_DECLTYPE_DEC3N:
5995 normalized = true;
5996 size = 3;
5997 type = GL_INT_2_10_10_10_REV; /* @todo correct? */
5998 break;
5999
6000 case SVGA3D_DECLTYPE_FLOAT16_2:
6001 size = 2;
6002 type = GL_HALF_FLOAT;
6003 break;
6004 case SVGA3D_DECLTYPE_FLOAT16_4:
6005 size = 4;
6006 type = GL_HALF_FLOAT;
6007 break;
6008 default:
6009 AssertFailedReturn(VERR_INVALID_PARAMETER);
6010 }
6011
6012 //pVertexElement->Method = identity.method;
6013 //pVertexElement->Usage = identity.usage;
6014
6015 return VINF_SUCCESS;
6016}
6017
6018/* Convert VMWare primitive type to its OpenGL equivalent. */
6019/* Calculate the vertex count based on the primitive type and nr of primitives. */
6020int vmsvga3dPrimitiveType2OGL(SVGA3dPrimitiveType PrimitiveType, GLenum *pMode, uint32_t cPrimitiveCount, uint32_t *pcVertices)
6021{
6022 switch (PrimitiveType)
6023 {
6024 case SVGA3D_PRIMITIVE_TRIANGLELIST:
6025 *pMode = GL_TRIANGLES;
6026 *pcVertices = cPrimitiveCount * 3;
6027 break;
6028 case SVGA3D_PRIMITIVE_POINTLIST:
6029 *pMode = GL_POINTS;
6030 *pcVertices = cPrimitiveCount;
6031 break;
6032 case SVGA3D_PRIMITIVE_LINELIST:
6033 *pMode = GL_LINES;
6034 *pcVertices = cPrimitiveCount * 2;
6035 break;
6036 case SVGA3D_PRIMITIVE_LINESTRIP:
6037 *pMode = GL_LINE_STRIP;
6038 *pcVertices = cPrimitiveCount + 1;
6039 break;
6040 case SVGA3D_PRIMITIVE_TRIANGLESTRIP:
6041 *pMode = GL_TRIANGLE_STRIP;
6042 *pcVertices = cPrimitiveCount + 2;
6043 break;
6044 case SVGA3D_PRIMITIVE_TRIANGLEFAN:
6045 *pMode = GL_TRIANGLE_FAN;
6046 *pcVertices = cPrimitiveCount + 2;
6047 break;
6048 default:
6049 return VERR_INVALID_PARAMETER;
6050 }
6051 return VINF_SUCCESS;
6052}
6053
6054int vmsvga3dDrawPrimitivesProcessVertexDecls(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
6055{
6056 unsigned sidVertex = pVertexDecl[0].array.surfaceId;
6057 PVMSVGA3DSURFACE pVertexSurface;
6058
6059 AssertReturn(sidVertex < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
6060 AssertReturn(sidVertex < pState->cSurfaces && pState->paSurface[sidVertex].id == sidVertex, VERR_INVALID_PARAMETER);
6061
6062 pVertexSurface = &pState->paSurface[sidVertex];
6063 Log(("vmsvga3dDrawPrimitives: vertex surface %x\n", sidVertex));
6064
6065 /* Create and/or bind the vertex buffer. */
6066 if (pVertexSurface->oglId.buffer == OPENGL_INVALID_ID)
6067 {
6068 Log(("vmsvga3dDrawPrimitives: create vertex buffer fDirty=%d size=%x bytes\n", pVertexSurface->fDirty, pVertexSurface->pMipmapLevels[0].cbSurface));
6069 pState->ext.glGenBuffers(1, &pVertexSurface->oglId.buffer);
6070 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6071
6072 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
6073 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6074
6075 Assert(pVertexSurface->fDirty);
6076 /* @todo rethink usage dynamic/static */
6077 pState->ext.glBufferData(GL_ARRAY_BUFFER, pVertexSurface->pMipmapLevels[0].cbSurface, pVertexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
6078 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6079
6080 pVertexSurface->pMipmapLevels[0].fDirty = false;
6081 pVertexSurface->fDirty = false;
6082
6083 pVertexSurface->flags |= SVGA3D_SURFACE_HINT_VERTEXBUFFER;
6084 }
6085 else
6086 {
6087 Assert(pVertexSurface->fDirty == false);
6088 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
6089 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6090 }
6091 pVertexSurface->idAssociatedContext = pContext->id;
6092
6093 /* Setup the vertex declarations. */
6094 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6095 {
6096 GLint size;
6097 GLenum type;
6098 GLboolean normalized;
6099 GLuint index = iVertexDeclBase + iVertex;
6100
6101 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));
6102
6103 int rc = vmsvga3dVertexDecl2OGL(pVertexDecl[iVertex].identity, size, type, normalized);
6104 AssertRCReturn(rc, rc);
6105
6106 if (pContext->state.shidVertex != SVGA_ID_INVALID)
6107 {
6108 /* Use numbered vertex arrays when shaders are active. */
6109 pState->ext.glEnableVertexAttribArray(index);
6110 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6111 pState->ext.glVertexAttribPointer(index, size, type, normalized, pVertexDecl[iVertex].array.stride, (const GLvoid *)pVertexDecl[iVertex].array.offset);
6112 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6113 /* case SVGA3D_DECLUSAGE_COLOR: @todo color component order not identical!! test GL_BGRA!! */
6114 }
6115 else
6116 {
6117 /* Use the predefined selection of vertex streams for the fixed pipeline. */
6118 switch (pVertexDecl[iVertex].identity.usage)
6119 {
6120 case SVGA3D_DECLUSAGE_POSITION:
6121 glEnableClientState(GL_VERTEX_ARRAY);
6122 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6123 glVertexPointer(size, type, pVertexDecl[iVertex].array.stride, (const GLvoid *)pVertexDecl[iVertex].array.offset);
6124 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6125 break;
6126 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
6127 AssertFailed();
6128 break;
6129 case SVGA3D_DECLUSAGE_BLENDINDICES:
6130 AssertFailed();
6131 break;
6132 case SVGA3D_DECLUSAGE_NORMAL:
6133 glEnableClientState(GL_NORMAL_ARRAY);
6134 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6135 glNormalPointer(type, pVertexDecl[iVertex].array.stride, (const GLvoid *)pVertexDecl[iVertex].array.offset);
6136 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6137 break;
6138 case SVGA3D_DECLUSAGE_PSIZE:
6139 AssertFailed();
6140 break;
6141 case SVGA3D_DECLUSAGE_TEXCOORD:
6142 /* Specify the affected texture unit. */
6143 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6144 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
6145 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6146 glTexCoordPointer(size, type, pVertexDecl[iVertex].array.stride, (const GLvoid *)pVertexDecl[iVertex].array.offset);
6147 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6148 break;
6149 case SVGA3D_DECLUSAGE_TANGENT:
6150 AssertFailed();
6151 break;
6152 case SVGA3D_DECLUSAGE_BINORMAL:
6153 AssertFailed();
6154 break;
6155 case SVGA3D_DECLUSAGE_TESSFACTOR:
6156 AssertFailed();
6157 break;
6158 case SVGA3D_DECLUSAGE_POSITIONT:
6159 AssertFailed(); /* see position_transformed in Wine */
6160 break;
6161 case SVGA3D_DECLUSAGE_COLOR: /* @todo color component order not identical!! test GL_BGRA!! */
6162 glEnableClientState(GL_COLOR_ARRAY);
6163 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6164 glColorPointer(size, type, pVertexDecl[iVertex].array.stride, (const GLvoid *)pVertexDecl[iVertex].array.offset);
6165 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6166 break;
6167 case SVGA3D_DECLUSAGE_FOG:
6168 glEnableClientState(GL_FOG_COORD_ARRAY);
6169 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6170 pState->ext.glFogCoordPointer(type, pVertexDecl[iVertex].array.stride, (const GLvoid *)pVertexDecl[iVertex].array.offset);
6171 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6172 break;
6173 case SVGA3D_DECLUSAGE_DEPTH:
6174 AssertFailed();
6175 break;
6176 case SVGA3D_DECLUSAGE_SAMPLE:
6177 AssertFailed();
6178 break;
6179 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6180 }
6181 }
6182
6183#ifdef LOG_ENABLED
6184 if (pVertexDecl[iVertex].array.stride == 0)
6185 Log(("vmsvga3dDrawPrimitives: stride == 0! Can be valid\n"));
6186#endif
6187 }
6188
6189 return VINF_SUCCESS;
6190}
6191
6192int vmsvga3dDrawPrimitivesCleanupVertexDecls(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
6193{
6194 /* Setup the vertex declarations. */
6195 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6196 {
6197 if (pContext->state.shidVertex != SVGA_ID_INVALID)
6198 {
6199 /* Use numbered vertex arrays when shaders are active. */
6200 pState->ext.glDisableVertexAttribArray(iVertexDeclBase + iVertex);
6201 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6202 }
6203 else
6204 {
6205 /* Use the predefined selection of vertex streams for the fixed pipeline. */
6206 switch (pVertexDecl[iVertex].identity.usage)
6207 {
6208 case SVGA3D_DECLUSAGE_POSITION:
6209 glDisableClientState(GL_VERTEX_ARRAY);
6210 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6211 break;
6212 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
6213 break;
6214 case SVGA3D_DECLUSAGE_BLENDINDICES:
6215 break;
6216 case SVGA3D_DECLUSAGE_NORMAL:
6217 glDisableClientState(GL_NORMAL_ARRAY);
6218 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6219 break;
6220 case SVGA3D_DECLUSAGE_PSIZE:
6221 break;
6222 case SVGA3D_DECLUSAGE_TEXCOORD:
6223 /* Specify the affected texture unit. */
6224 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6225 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
6226 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6227 break;
6228 case SVGA3D_DECLUSAGE_TANGENT:
6229 break;
6230 case SVGA3D_DECLUSAGE_BINORMAL:
6231 break;
6232 case SVGA3D_DECLUSAGE_TESSFACTOR:
6233 break;
6234 case SVGA3D_DECLUSAGE_POSITIONT:
6235 break;
6236 case SVGA3D_DECLUSAGE_COLOR: /* @todo color component order not identical!! */
6237 glDisableClientState(GL_COLOR_ARRAY);
6238 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6239 break;
6240 case SVGA3D_DECLUSAGE_FOG:
6241 glDisableClientState(GL_FOG_COORD_ARRAY);
6242 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6243 break;
6244 case SVGA3D_DECLUSAGE_DEPTH:
6245 break;
6246 case SVGA3D_DECLUSAGE_SAMPLE:
6247 break;
6248 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6249 }
6250 }
6251 }
6252 /* Unbind the vertex buffer after usage. */
6253 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
6254 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6255 return VINF_SUCCESS;
6256}
6257
6258int vmsvga3dDrawPrimitives(PVGASTATE pThis, uint32_t cid, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl, uint32_t numRanges, SVGA3dPrimitiveRange *pRange, uint32_t cVertexDivisor, SVGA3dVertexDivisor *pVertexDivisor)
6259{
6260 PVMSVGA3DCONTEXT pContext;
6261 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
6262 AssertReturn(pState, VERR_INTERNAL_ERROR);
6263 int rc = VERR_NOT_IMPLEMENTED;
6264 uint32_t iCurrentVertex;
6265
6266 Log(("vmsvga3dDrawPrimitives cid=%x numVertexDecls=%d numRanges=%d, cVertexDivisor=%d\n", cid, numVertexDecls, numRanges, cVertexDivisor));
6267
6268 AssertReturn(numVertexDecls && numVertexDecls <= SVGA3D_MAX_VERTEX_ARRAYS, VERR_INVALID_PARAMETER);
6269 AssertReturn(numRanges && numRanges <= SVGA3D_MAX_DRAW_PRIMITIVE_RANGES, VERR_INVALID_PARAMETER);
6270 AssertReturn(!cVertexDivisor || cVertexDivisor == numVertexDecls, VERR_INVALID_PARAMETER);
6271 /* @todo */
6272 Assert(!cVertexDivisor);
6273
6274 if ( cid >= pState->cContexts
6275 || pState->paContext[cid].id != cid)
6276 {
6277 Log(("vmsvga3dDrawPrimitives invalid context id!\n"));
6278 return VERR_INVALID_PARAMETER;
6279 }
6280 pContext = &pState->paContext[cid];
6281 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6282
6283 /* Flush any shader changes. */
6284 if (pContext->pShaderContext)
6285 {
6286 uint32_t rtHeight = 0;
6287
6288 if (pContext->sidRenderTarget != SVGA_ID_INVALID)
6289 {
6290 PVMSVGA3DSURFACE pRenderTarget = &pState->paSurface[pContext->sidRenderTarget];
6291 rtHeight = pRenderTarget->pMipmapLevels[0].size.height;
6292 }
6293
6294 ShaderUpdateState(pContext->pShaderContext, rtHeight);
6295 }
6296
6297 /* Process all vertex declarations. Each vertex buffer is represented by one stream. */
6298 iCurrentVertex = 0;
6299 while (iCurrentVertex < numVertexDecls)
6300 {
6301 uint32_t sidVertex = SVGA_ID_INVALID;
6302 uint32_t iVertex;
6303
6304 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6305 {
6306 if ( sidVertex != SVGA_ID_INVALID
6307 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6308 )
6309 break;
6310 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6311 }
6312
6313 rc = vmsvga3dDrawPrimitivesProcessVertexDecls(pState, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
6314 AssertRCReturn(rc, rc);
6315
6316 iCurrentVertex = iVertex;
6317 }
6318
6319 /* Now draw the primitives. */
6320 for (unsigned iPrimitive = 0; iPrimitive < numRanges; iPrimitive++)
6321 {
6322 GLenum modeDraw;
6323 unsigned sidIndex = pRange[iPrimitive].indexArray.surfaceId;
6324 PVMSVGA3DSURFACE pIndexSurface = NULL;
6325 unsigned cVertices;
6326
6327 Log(("Primitive %d: type %s\n", iPrimitive, vmsvga3dPrimitiveType2String(pRange[iPrimitive].primType)));
6328 rc = vmsvga3dPrimitiveType2OGL(pRange[iPrimitive].primType, &modeDraw, pRange[iPrimitive].primitiveCount, &cVertices);
6329 if (RT_FAILURE(rc))
6330 {
6331 AssertRC(rc);
6332 goto internal_error;
6333 }
6334
6335 if (sidIndex != SVGA3D_INVALID_ID)
6336 {
6337 AssertMsg(pRange[iPrimitive].indexWidth == sizeof(uint32_t) || pRange[iPrimitive].indexWidth == sizeof(uint16_t), ("Unsupported primitive width %d\n", pRange[iPrimitive].indexWidth));
6338
6339 if ( sidIndex >= SVGA3D_MAX_SURFACE_IDS
6340 || sidIndex >= pState->cSurfaces
6341 || pState->paSurface[sidIndex].id != sidIndex)
6342 {
6343 Assert(sidIndex < SVGA3D_MAX_SURFACE_IDS);
6344 Assert(sidIndex < pState->cSurfaces && pState->paSurface[sidIndex].id == sidIndex);
6345 rc = VERR_INVALID_PARAMETER;
6346 goto internal_error;
6347 }
6348 pIndexSurface = &pState->paSurface[sidIndex];
6349 Log(("vmsvga3dDrawPrimitives: index surface %x\n", sidIndex));
6350
6351 if (pIndexSurface->oglId.buffer == OPENGL_INVALID_ID)
6352 {
6353 Log(("vmsvga3dDrawPrimitives: create index buffer fDirty=%d size=%x bytes\n", pIndexSurface->fDirty, pIndexSurface->pMipmapLevels[0].cbSurface));
6354
6355 pState->ext.glGenBuffers(1, &pIndexSurface->oglId.buffer);
6356 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6357
6358 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6359 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6360
6361 Assert(pIndexSurface->fDirty);
6362
6363 /* @todo rethink usage dynamic/static */
6364 pState->ext.glBufferData(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->pMipmapLevels[0].cbSurface, pIndexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
6365 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6366
6367 pIndexSurface->pMipmapLevels[0].fDirty = false;
6368 pIndexSurface->fDirty = false;
6369
6370 pIndexSurface->flags |= SVGA3D_SURFACE_HINT_INDEXBUFFER;
6371 }
6372 else
6373 {
6374 Assert(pIndexSurface->fDirty == false);
6375
6376 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6377 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6378 }
6379 pIndexSurface->idAssociatedContext = pContext->id;
6380 }
6381
6382 if (!pIndexSurface)
6383 {
6384 /* Render without an index buffer */
6385 Log(("DrawPrimitive %x cPrimitives=%d cVertices=%d index index bias=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pRange[iPrimitive].indexBias));
6386 glDrawArrays(modeDraw, pRange[iPrimitive].indexBias, cVertices);
6387 }
6388 else
6389 {
6390 Assert(pRange[iPrimitive].indexBias >= 0); /* @todo */
6391 Assert(pRange[iPrimitive].indexWidth == pRange[iPrimitive].indexArray.stride);
6392
6393 /* Render with an index buffer */
6394 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));
6395 if (pRange[iPrimitive].indexBias == 0)
6396 {
6397 glDrawElements(modeDraw,
6398 cVertices,
6399 (pRange[iPrimitive].indexWidth == sizeof(uint16_t)) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
6400 (GLvoid *)(pRange[iPrimitive].indexArray.offset)); /* byte offset in indices buffer */
6401 }
6402 else
6403 pState->ext.glDrawElementsBaseVertex(modeDraw,
6404 cVertices,
6405 (pRange[iPrimitive].indexWidth == sizeof(uint16_t)) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
6406 (GLvoid *)(pRange[iPrimitive].indexArray.offset), /* byte offset in indices buffer */
6407 pRange[iPrimitive].indexBias); /* basevertex */
6408
6409 /* Unbind the index buffer after usage. */
6410 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
6411 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6412 }
6413 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6414 }
6415
6416internal_error:
6417
6418 /* Deactivate the vertex declarations. */
6419 iCurrentVertex = 0;
6420 while (iCurrentVertex < numVertexDecls)
6421 {
6422 uint32_t sidVertex = SVGA_ID_INVALID;
6423 uint32_t iVertex;
6424
6425 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6426 {
6427 if ( sidVertex != SVGA_ID_INVALID
6428 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6429 )
6430 break;
6431 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6432 }
6433
6434 rc = vmsvga3dDrawPrimitivesCleanupVertexDecls(pState, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
6435 AssertRCReturn(rc, rc);
6436
6437 iCurrentVertex = iVertex;
6438 }
6439#ifdef DEBUG
6440 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTexture); i++)
6441 {
6442 if (pContext->aSidActiveTexture[i] != SVGA3D_INVALID_ID)
6443 {
6444 GLint activeTexture = 0;
6445 GLint activeTextureUnit = 0;
6446
6447 glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureUnit);
6448 pState->ext.glActiveTexture(GL_TEXTURE0 + i);
6449
6450 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
6451 pState->ext.glActiveTexture(activeTextureUnit);
6452
6453 if (pContext->aSidActiveTexture[activeTextureUnit - GL_TEXTURE0] != SVGA3D_INVALID_ID)
6454 {
6455 PVMSVGA3DSURFACE pTexture;
6456 pTexture = &pState->paSurface[pContext->aSidActiveTexture[activeTextureUnit - GL_TEXTURE0]];
6457
6458 AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture, ("%x vs %x unit %d - %d\n", pTexture->oglId.texture, activeTexture, i, activeTextureUnit - GL_TEXTURE0));
6459 }
6460 }
6461 }
6462#endif
6463
6464#ifdef DEBUG_GFX_WINDOW
6465 if (pContext->aSidActiveTexture[0])
6466 {
6467 SVGA3dCopyRect rect;
6468
6469 rect.srcx = rect.srcy = rect.x = rect.y = 0;
6470 rect.w = 800;
6471 rect.h = 600;
6472 vmsvga3dCommandPresent(pThis, pContext->sidRenderTarget, 0, NULL);
6473 }
6474#endif
6475 return rc;
6476}
6477
6478
6479int vmsvga3dShaderDefine(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type, uint32_t cbData, uint32_t *pShaderData)
6480{
6481 PVMSVGA3DCONTEXT pContext;
6482 PVMSVGA3DSHADER pShader;
6483 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
6484 AssertReturn(pState, VERR_NO_MEMORY);
6485 int rc;
6486
6487 Log(("vmsvga3dShaderDefine cid=%x shid=%x type=%s cbData=%x\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cbData));
6488 Log3(("shader code:\n%.*Rhxd\n", cbData, pShaderData));
6489
6490 if ( cid >= pState->cContexts
6491 || pState->paContext[cid].id != cid)
6492 {
6493 Log(("vmsvga3dShaderDefine invalid context id!\n"));
6494 return VERR_INVALID_PARAMETER;
6495 }
6496 pContext = &pState->paContext[cid];
6497 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6498
6499 AssertReturn(shid < SVGA3D_MAX_SHADER_IDS, VERR_INVALID_PARAMETER);
6500 if (type == SVGA3D_SHADERTYPE_VS)
6501 {
6502 if (shid >= pContext->cVertexShaders)
6503 {
6504 pContext->paVertexShader = (PVMSVGA3DSHADER)RTMemRealloc(pContext->paVertexShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6505 AssertReturn(pContext->paVertexShader, VERR_NO_MEMORY);
6506 memset(&pContext->paVertexShader[pContext->cVertexShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cVertexShaders));
6507 for (uint32_t i = pContext->cVertexShaders; i < shid + 1; i++)
6508 pContext->paVertexShader[i].id = SVGA3D_INVALID_ID;
6509 pContext->cVertexShaders = shid + 1;
6510 }
6511 /* If one already exists with this id, then destroy it now. */
6512 if (pContext->paVertexShader[shid].id != SVGA3D_INVALID_ID)
6513 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paVertexShader[shid].type);
6514
6515 pShader = &pContext->paVertexShader[shid];
6516 }
6517 else
6518 {
6519 Assert(type == SVGA3D_SHADERTYPE_PS);
6520 if (shid >= pContext->cPixelShaders)
6521 {
6522 pContext->paPixelShader = (PVMSVGA3DSHADER)RTMemRealloc(pContext->paPixelShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6523 AssertReturn(pContext->paPixelShader, VERR_NO_MEMORY);
6524 memset(&pContext->paPixelShader[pContext->cPixelShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cPixelShaders));
6525 for (uint32_t i = pContext->cPixelShaders; i < shid + 1; i++)
6526 pContext->paPixelShader[i].id = SVGA3D_INVALID_ID;
6527 pContext->cPixelShaders = shid + 1;
6528 }
6529 /* If one already exists with this id, then destroy it now. */
6530 if (pContext->paPixelShader[shid].id != SVGA3D_INVALID_ID)
6531 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paPixelShader[shid].type);
6532
6533 pShader = &pContext->paPixelShader[shid];
6534 }
6535
6536 memset(pShader, 0, sizeof(*pShader));
6537 pShader->id = shid;
6538 pShader->cid = cid;
6539 pShader->type = type;
6540 pShader->cbData = cbData;
6541 pShader->pShaderProgram = RTMemAllocZ(cbData);
6542 AssertReturn(pShader->pShaderProgram, VERR_NO_MEMORY);
6543 memcpy(pShader->pShaderProgram, pShaderData, cbData);
6544
6545 switch (type)
6546 {
6547 case SVGA3D_SHADERTYPE_VS:
6548 rc = ShaderCreateVertexShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pVertexShader);
6549 break;
6550
6551 case SVGA3D_SHADERTYPE_PS:
6552 rc = ShaderCreatePixelShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pPixelShader);
6553 break;
6554
6555 default:
6556 AssertFailedReturn(VERR_INVALID_PARAMETER);
6557 }
6558
6559 return rc;
6560}
6561
6562int vmsvga3dShaderDestroy(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type)
6563{
6564 PVMSVGA3DCONTEXT pContext;
6565 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
6566 AssertReturn(pState, VERR_NO_MEMORY);
6567 PVMSVGA3DSHADER pShader = NULL;
6568 int rc;
6569
6570 Log(("vmsvga3dShaderDestroy cid=%x shid=%x type=%s\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL"));
6571
6572 if ( cid >= pState->cContexts
6573 || pState->paContext[cid].id != cid)
6574 {
6575 Log(("vmsvga3dShaderDestroy invalid context id!\n"));
6576 return VERR_INVALID_PARAMETER;
6577 }
6578 pContext = &pState->paContext[cid];
6579 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6580
6581 if (type == SVGA3D_SHADERTYPE_VS)
6582 {
6583 if ( shid < pContext->cVertexShaders
6584 && pContext->paVertexShader[shid].id == shid)
6585 {
6586 pShader = &pContext->paVertexShader[shid];
6587 rc = ShaderDestroyVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6588 AssertRC(rc);
6589 }
6590 }
6591 else
6592 {
6593 Assert(type == SVGA3D_SHADERTYPE_PS);
6594 if ( shid < pContext->cPixelShaders
6595 && pContext->paPixelShader[shid].id == shid)
6596 {
6597 pShader = &pContext->paPixelShader[shid];
6598 rc = ShaderDestroyPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6599 AssertRC(rc);
6600 }
6601 }
6602
6603 if (pShader)
6604 {
6605 if (pShader->pShaderProgram)
6606 RTMemFree(pShader->pShaderProgram);
6607 memset(pShader, 0, sizeof(*pShader));
6608 pShader->id = SVGA3D_INVALID_ID;
6609 }
6610 else
6611 AssertFailedReturn(VERR_INVALID_PARAMETER);
6612
6613 return VINF_SUCCESS;
6614}
6615
6616int vmsvga3dShaderSet(PVGASTATE pThis, uint32_t cid, SVGA3dShaderType type, uint32_t shid)
6617{
6618 PVMSVGA3DCONTEXT pContext;
6619 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
6620 AssertReturn(pState, VERR_NO_MEMORY);
6621 int rc;
6622
6623 Log(("vmsvga3dShaderSet cid=%x type=%s shid=%d\n", cid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", shid));
6624
6625 if ( cid >= pState->cContexts
6626 || pState->paContext[cid].id != cid)
6627 {
6628 Log(("vmsvga3dShaderSet invalid context id!\n"));
6629 return VERR_INVALID_PARAMETER;
6630 }
6631 pContext = &pState->paContext[cid];
6632 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6633
6634 if (type == SVGA3D_SHADERTYPE_VS)
6635 {
6636 /* Save for vm state save/restore. */
6637 pContext->state.shidVertex = shid;
6638 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VERTEXSHADER;
6639
6640 if ( shid < pContext->cVertexShaders
6641 && pContext->paVertexShader[shid].id == shid)
6642 {
6643 PVMSVGA3DSHADER pShader = &pContext->paVertexShader[shid];
6644 Assert(type == pShader->type);
6645
6646 rc = ShaderSetVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6647 AssertRCReturn(rc, rc);
6648 }
6649 else
6650 if (shid == SVGA_ID_INVALID)
6651 {
6652 /* Unselect shader. */
6653 rc = ShaderSetVertexShader(pContext->pShaderContext, NULL);
6654 AssertRCReturn(rc, rc);
6655 }
6656 else
6657 AssertFailedReturn(VERR_INVALID_PARAMETER);
6658 }
6659 else
6660 {
6661 /* Save for vm state save/restore. */
6662 pContext->state.shidPixel = shid;
6663 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_PIXELSHADER;
6664
6665 Assert(type == SVGA3D_SHADERTYPE_PS);
6666 if ( shid < pContext->cPixelShaders
6667 && pContext->paPixelShader[shid].id == shid)
6668 {
6669 PVMSVGA3DSHADER pShader = &pContext->paPixelShader[shid];
6670 Assert(type == pShader->type);
6671
6672 rc = ShaderSetPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6673 AssertRCReturn(rc, rc);
6674 }
6675 else
6676 if (shid == SVGA_ID_INVALID)
6677 {
6678 /* Unselect shader. */
6679 rc = ShaderSetPixelShader(pContext->pShaderContext, NULL);
6680 AssertRCReturn(rc, rc);
6681 }
6682 else
6683 AssertFailedReturn(VERR_INVALID_PARAMETER);
6684 }
6685
6686 return VINF_SUCCESS;
6687}
6688
6689int vmsvga3dShaderSetConst(PVGASTATE pThis, uint32_t cid, uint32_t reg, SVGA3dShaderType type, SVGA3dShaderConstType ctype, uint32_t cRegisters, uint32_t *pValues)
6690{
6691 PVMSVGA3DCONTEXT pContext;
6692 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
6693 AssertReturn(pState, VERR_NO_MEMORY);
6694 int rc;
6695
6696 Log(("vmsvga3dShaderSetConst cid=%x reg=%x type=%s cregs=%d ctype=%x\n", cid, reg, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cRegisters, ctype));
6697
6698 if ( cid >= pState->cContexts
6699 || pState->paContext[cid].id != cid)
6700 {
6701 Log(("vmsvga3dShaderSetConst invalid context id!\n"));
6702 return VERR_INVALID_PARAMETER;
6703 }
6704 pContext = &pState->paContext[cid];
6705 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6706
6707 for (uint32_t i = 0; i < cRegisters; i++)
6708 {
6709#ifdef LOG_ENABLED
6710 switch (ctype)
6711 {
6712 case SVGA3D_CONST_TYPE_FLOAT:
6713 {
6714 float *pValuesF = (float *)pValues;
6715 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)));
6716 break;
6717 }
6718
6719 case SVGA3D_CONST_TYPE_INT:
6720 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]));
6721 break;
6722
6723 case SVGA3D_CONST_TYPE_BOOL:
6724 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]));
6725 break;
6726 }
6727#endif
6728 vmsvga3dSaveShaderConst(pContext, reg + i, type, ctype, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]);
6729 }
6730
6731 switch (type)
6732 {
6733 case SVGA3D_SHADERTYPE_VS:
6734 switch (ctype)
6735 {
6736 case SVGA3D_CONST_TYPE_FLOAT:
6737 rc = ShaderSetVertexShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6738 break;
6739
6740 case SVGA3D_CONST_TYPE_INT:
6741 rc = ShaderSetVertexShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6742 break;
6743
6744 case SVGA3D_CONST_TYPE_BOOL:
6745 rc = ShaderSetVertexShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6746 break;
6747
6748 default:
6749 AssertFailedReturn(VERR_INVALID_PARAMETER);
6750 }
6751 AssertRCReturn(rc, rc);
6752 break;
6753
6754 case SVGA3D_SHADERTYPE_PS:
6755 switch (ctype)
6756 {
6757 case SVGA3D_CONST_TYPE_FLOAT:
6758 rc = ShaderSetPixelShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6759 break;
6760
6761 case SVGA3D_CONST_TYPE_INT:
6762 rc = ShaderSetPixelShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6763 break;
6764
6765 case SVGA3D_CONST_TYPE_BOOL:
6766 rc = ShaderSetPixelShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6767 break;
6768
6769 default:
6770 AssertFailedReturn(VERR_INVALID_PARAMETER);
6771 }
6772 AssertRCReturn(rc, rc);
6773 break;
6774
6775 default:
6776 AssertFailedReturn(VERR_INVALID_PARAMETER);
6777 }
6778
6779 return VINF_SUCCESS;
6780}
6781
6782
6783int vmsvga3dQueryBegin(PVGASTATE pThis, uint32_t cid, SVGA3dQueryType type)
6784{
6785 AssertFailed();
6786 return VERR_NOT_IMPLEMENTED;
6787}
6788
6789int vmsvga3dQueryEnd(PVGASTATE pThis, uint32_t cid, SVGA3dQueryType type, SVGAGuestPtr guestResult)
6790{
6791 AssertFailed();
6792 return VERR_NOT_IMPLEMENTED;
6793}
6794
6795int vmsvga3dQueryWait(PVGASTATE pThis, uint32_t cid, SVGA3dQueryType type, SVGAGuestPtr guestResult)
6796{
6797 AssertFailed();
6798 return VERR_NOT_IMPLEMENTED;
6799}
6800
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