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source: vbox/trunk/src/VBox/Devices/Graphics/DevVGA-SVGA3d-ogl.cpp@ 62933

Last change on this file since 62933 was 62933, checked in by vboxsync, 9 years ago

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1/* $Id: DevVGA-SVGA3d-ogl.cpp 62933 2016-08-03 17:01:03Z vboxsync $ */
2/** @file
3 * DevVMWare - VMWare SVGA device
4 */
5
6/*
7 * Copyright (C) 2013-2016 Oracle Corporation
8 *
9 * This file is part of VirtualBox Open Source Edition (OSE), as
10 * available from http://www.virtualbox.org. This file is free software;
11 * you can redistribute it and/or modify it under the terms of the GNU
12 * General Public License (GPL) as published by the Free Software
13 * Foundation, in version 2 as it comes in the "COPYING" file of the
14 * VirtualBox OSE distribution. VirtualBox OSE is distributed in the
15 * hope that it will be useful, but WITHOUT ANY WARRANTY of any kind.
16 */
17
18
19/*********************************************************************************************************************************
20* Header Files *
21*********************************************************************************************************************************/
22/* Enable to disassemble defined shaders. (Windows host only) */
23#if defined(RT_OS_WINDOWS) && defined(DEBUG) && 0 /* Disabled as we don't have the DirectX SDK avaible atm. */
24# define DUMP_SHADER_DISASSEMBLY
25#endif
26#ifdef DEBUG_bird
27//# define RTMEM_WRAP_TO_EF_APIS
28#endif
29#define LOG_GROUP LOG_GROUP_DEV_VMSVGA
30#include <VBox/vmm/pdmdev.h>
31#include <VBox/version.h>
32#include <VBox/err.h>
33#include <VBox/log.h>
34#include <VBox/vmm/pgm.h>
35
36#include <iprt/assert.h>
37#include <iprt/semaphore.h>
38#include <iprt/uuid.h>
39#include <iprt/mem.h>
40
41#include <VBox/VBoxVideo.h> /* required by DevVGA.h */
42
43/* should go BEFORE any other DevVGA include to make all DevVGA.h config defines be visible */
44#include "DevVGA.h"
45
46#include "DevVGA-SVGA.h"
47#include "DevVGA-SVGA3d.h"
48#include "DevVGA-SVGA3d-internal.h"
49
50#ifdef DUMP_SHADER_DISASSEMBLY
51# include <d3dx9shader.h>
52#endif
53
54#include <stdlib.h>
55#include <math.h>
56#include <float.h> /* FLT_MIN */
57
58
59/*********************************************************************************************************************************
60* Defined Constants And Macros *
61*********************************************************************************************************************************/
62#ifndef VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE
63# define VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE 1.0
64#endif
65
66#ifdef RT_OS_WINDOWS
67# define OGLGETPROCADDRESS wglGetProcAddress
68
69#elif defined(RT_OS_DARWIN)
70# include <dlfcn.h>
71# define OGLGETPROCADDRESS MyNSGLGetProcAddress
72/** Resolves an OpenGL symbol. */
73static void *MyNSGLGetProcAddress(const char *pszSymbol)
74{
75 /* Another copy in shaderapi.c. */
76 static void *s_pvImage = NULL;
77 if (s_pvImage == NULL)
78 s_pvImage = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY);
79 return s_pvImage ? dlsym(s_pvImage, pszSymbol) : NULL;
80}
81
82#else
83# define OGLGETPROCADDRESS(x) glXGetProcAddress((const GLubyte *)x)
84#endif
85
86/* Invert y-coordinate for OpenGL's bottom left origin. */
87#define D3D_TO_OGL_Y_COORD(ptrSurface, y_coordinate) (ptrSurface->pMipmapLevels[0].size.height - (y_coordinate))
88#define D3D_TO_OGL_Y_COORD_MIPLEVEL(ptrMipLevel, y_coordinate) (ptrMipLevel->size.height - (y_coordinate))
89
90//#define MANUAL_FLIP_SURFACE_DATA
91/* Enable to render the result of DrawPrimitive in a seperate window. */
92//#define DEBUG_GFX_WINDOW
93
94
95/**
96 * Macro for doing something and then checking for errors during initialization.
97 * Uses AssertLogRelMsg.
98 */
99#define VMSVGA3D_INIT_CHECKED(a_Expr) \
100 do \
101 { \
102 a_Expr; \
103 GLenum iGlError = glGetError(); \
104 AssertLogRelMsg(iGlError == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x\n", #a_Expr, iGlError)); \
105 } while (0)
106
107/**
108 * Macro for doing something and then checking for errors during initialization,
109 * doing the same in the other context when enabled.
110 *
111 * This will try both profiles in dual profile builds. Caller must be in the
112 * default context.
113 *
114 * Uses AssertLogRelMsg to indicate trouble.
115 */
116#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
117# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) \
118 do \
119 { \
120 for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
121 a_Expr; \
122 GLenum iGlError = glGetError(); \
123 if (iGlError != GL_NO_ERROR) \
124 { \
125 VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pOtherCtx); \
126 for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
127 a_Expr; \
128 GLenum iGlError2 = glGetError(); \
129 AssertLogRelMsg(iGlError2 == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x / %#x\n", #a_Expr, iGlError, iGlError2)); \
130 VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pContext); \
131 } \
132 } while (0)
133#else
134# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) VMSVGA3D_INIT_CHECKED(a_Expr)
135#endif
136
137
138/*********************************************************************************************************************************
139* Global Variables *
140*********************************************************************************************************************************/
141/* Define the default light parameters as specified by MSDN. */
142/** @todo move out; fetched from Wine */
143const SVGA3dLightData vmsvga3d_default_light =
144{
145 SVGA3D_LIGHTTYPE_DIRECTIONAL, /* type */
146 false, /* inWorldSpace */
147 { 1.0f, 1.0f, 1.0f, 0.0f }, /* diffuse r,g,b,a */
148 { 0.0f, 0.0f, 0.0f, 0.0f }, /* specular r,g,b,a */
149 { 0.0f, 0.0f, 0.0f, 0.0f }, /* ambient r,g,b,a, */
150 { 0.0f, 0.0f, 0.0f }, /* position x,y,z */
151 { 0.0f, 0.0f, 1.0f }, /* direction x,y,z */
152 0.0f, /* range */
153 0.0f, /* falloff */
154 0.0f, 0.0f, 0.0f, /* attenuation 0,1,2 */
155 0.0f, /* theta */
156 0.0f /* phi */
157};
158
159
160/*********************************************************************************************************************************
161* Internal Functions *
162*********************************************************************************************************************************/
163static int vmsvga3dContextDestroyOgl(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid);
164static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha);
165
166/* Generated by VBoxDef2LazyLoad from the VBoxSVGA3D.def and VBoxSVGA3DObjC.def files. */
167extern "C" int ExplicitlyLoadVBoxSVGA3D(bool fResolveAllImports, PRTERRINFO pErrInfo);
168
169
170/**
171 * Checks if the given OpenGL extension is supported.
172 *
173 * @returns true if supported, false if not.
174 * @param pState The VMSVGA3d state.
175 * @param fActualGLVersion The actual OpenGL version we're working against.
176 * @param rsMinGLVersion The OpenGL version that introduced this feature
177 * into the core.
178 * @param pszWantedExtension The name of the OpenGL extension we want padded
179 * with one space at each end.
180 * @remarks Init time only.
181 */
182static bool vmsvga3dCheckGLExtension(PVMSVGA3DSTATE pState, float rsMinGLVersion, const char *pszWantedExtension)
183{
184 RT_NOREF(rsMinGLVersion);
185 /* check padding. */
186 Assert(pszWantedExtension[0] == ' ');
187 Assert(pszWantedExtension[1] != ' ');
188 Assert(strchr(&pszWantedExtension[1], ' ') + 1 == strchr(pszWantedExtension, '\0'));
189
190 /* Look it up. */
191 bool fRet = false;
192 if (strstr(pState->pszExtensions, pszWantedExtension))
193 fRet = true;
194
195 /* Temporarily. Later start if (rsMinGLVersion != 0.0 && fActualGLVersion >= rsMinGLVersion) return true; */
196#ifdef RT_OS_DARWIN
197 AssertMsg( rsMinGLVersion == 0.0
198 || fRet == (pState->rsGLVersion >= rsMinGLVersion)
199 || VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE == 2.1,
200 ("%s actual:%d min:%d fRet=%d\n",
201 pszWantedExtension, (int)(pState->rsGLVersion * 10), (int)(rsMinGLVersion * 10), fRet));
202#else
203 AssertMsg(rsMinGLVersion == 0.0 || fRet == (pState->rsGLVersion >= rsMinGLVersion),
204 ("%s actual:%d min:%d fRet=%d\n",
205 pszWantedExtension, (int)(pState->rsGLVersion * 10), (int)(rsMinGLVersion * 10), fRet));
206#endif
207 return fRet;
208}
209
210
211/**
212 * Outputs GL_EXTENSIONS list to the release log.
213 */
214static void vmsvga3dLogRelExtensions(const char *pszPrefix, const char *pszExtensions)
215{
216 /* OpenGL 3.0 interface (glGetString(GL_EXTENSIONS) return NULL). */
217 bool fBuffered = RTLogRelSetBuffering(true);
218
219 /*
220 * Determin the column widths first.
221 */
222 size_t acchWidths[4] = { 1, 1, 1, 1 };
223 uint32_t i;
224 const char *psz = pszExtensions;
225 for (i = 0; ; i++)
226 {
227 while (*psz == ' ')
228 psz++;
229 if (!*psz)
230 break;
231
232 const char *pszEnd = strchr(psz, ' ');
233 AssertBreak(pszEnd);
234 size_t cch = pszEnd - psz;
235
236 uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
237 if (acchWidths[iColumn] < cch)
238 acchWidths[iColumn] = cch;
239
240 psz = pszEnd;
241 }
242
243 /*
244 * Output it.
245 */
246 LogRel(("VMSVGA3d: %sOpenGL extensions (%d):", pszPrefix, i));
247 psz = pszExtensions;
248 for (i = 0; ; i++)
249 {
250 while (*psz == ' ')
251 psz++;
252 if (!*psz)
253 break;
254
255 const char *pszEnd = strchr(psz, ' ');
256 AssertBreak(pszEnd);
257 size_t cch = pszEnd - psz;
258
259 uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
260 if (iColumn == 0)
261 LogRel(("\nVMSVGA3d: %-*.*s", acchWidths[iColumn], cch, psz));
262 else if (iColumn != RT_ELEMENTS(acchWidths) - 1)
263 LogRel((" %-*.*s", acchWidths[iColumn], cch, psz));
264 else
265 LogRel((" %.*s", cch, psz));
266
267 psz = pszEnd;
268 }
269
270 RTLogRelSetBuffering(fBuffered);
271 LogRel(("\n"));
272}
273
274/**
275 * Gathers the GL_EXTENSIONS list, storing it as a space padded list at
276 * @a ppszExtensions.
277 *
278 * @returns VINF_SUCCESS or VERR_NO_STR_MEMORY
279 * @param ppszExtensions Pointer to the string pointer. Free with RTStrFree.
280 * @param fGLProfileVersion The OpenGL profile version.
281 */
282static int vmsvga3dGatherExtensions(char **ppszExtensions, float fGLProfileVersion)
283{
284 int rc;
285 *ppszExtensions = NULL;
286
287 /*
288 * Try the old glGetString interface first.
289 */
290 const char *pszExtensions = (const char *)glGetString(GL_EXTENSIONS);
291 if (pszExtensions)
292 {
293 rc = RTStrAAppendExN(ppszExtensions, 3, " ", (size_t)1, pszExtensions, RTSTR_MAX, " ", (size_t)1);
294 AssertLogRelRCReturn(rc, rc);
295 }
296 else
297 {
298 /*
299 * The new interface where each extension string is retrieved separately.
300 * Note! Cannot use VMSVGA3D_INIT_CHECKED_GL_GET_INTEGER_VALUE here because
301 * the above GL_EXTENSIONS error lingers on darwin. sucks.
302 */
303#ifndef GL_NUM_EXTENSIONS
304# define GL_NUM_EXTENSIONS 0x821D
305#endif
306 GLint cExtensions = 1024;
307 glGetIntegerv(GL_NUM_EXTENSIONS, &cExtensions);
308 Assert(cExtensions != 1024);
309
310 PFNGLGETSTRINGIPROC pfnGlGetStringi = (PFNGLGETSTRINGIPROC)OGLGETPROCADDRESS("glGetStringi");
311 AssertLogRelReturn(pfnGlGetStringi, VERR_NOT_SUPPORTED);
312
313 rc = RTStrAAppend(ppszExtensions, " ");
314 for (GLint i = 0; RT_SUCCESS(rc) && i < cExtensions; i++)
315 {
316 const char *pszExt = (const char *)pfnGlGetStringi(GL_EXTENSIONS, i);
317 if (pszExt)
318 rc = RTStrAAppendExN(ppszExtensions, 2, pfnGlGetStringi(GL_EXTENSIONS, i), RTSTR_MAX, " ", (size_t)1);
319 }
320 AssertRCReturn(rc, rc);
321 }
322
323#if 1
324 /*
325 * Add extensions promoted into the core OpenGL profile.
326 */
327 static const struct
328 {
329 float fGLVersion;
330 const char *pszzExtensions;
331 } s_aPromotedExtensions[] =
332 {
333 {
334 1.1f,
335 " GL_EXT_vertex_array \0"
336 " GL_EXT_polygon_offset \0"
337 " GL_EXT_blend_logic_op \0"
338 " GL_EXT_texture \0"
339 " GL_EXT_copy_texture \0"
340 " GL_EXT_subtexture \0"
341 " GL_EXT_texture_object \0"
342 " GL_ARB_framebuffer_object \0"
343 " GL_ARB_map_buffer_range \0"
344 " GL_ARB_vertex_array_object \0"
345 "\0"
346 },
347 {
348 1.2f,
349 " EXT_texture3D \0"
350 " EXT_bgra \0"
351 " EXT_packed_pixels \0"
352 " EXT_rescale_normal \0"
353 " EXT_separate_specular_color \0"
354 " SGIS_texture_edge_clamp \0"
355 " SGIS_texture_lod \0"
356 " EXT_draw_range_elements \0"
357 "\0"
358 },
359 {
360 1.3f,
361 " GL_ARB_texture_compression \0"
362 " GL_ARB_texture_cube_map \0"
363 " GL_ARB_multisample \0"
364 " GL_ARB_multitexture \0"
365 " GL_ARB_texture_env_add \0"
366 " GL_ARB_texture_env_combine \0"
367 " GL_ARB_texture_env_dot3 \0"
368 " GL_ARB_texture_border_clamp \0"
369 " GL_ARB_transpose_matrix \0"
370 "\0"
371 },
372 {
373 1.5f,
374 " GL_SGIS_generate_mipmap \0"
375 /*" GL_NV_blend_equare \0"*/
376 " GL_ARB_depth_texture \0"
377 " GL_ARB_shadow \0"
378 " GL_EXT_fog_coord \0"
379 " GL_EXT_multi_draw_arrays \0"
380 " GL_ARB_point_parameters \0"
381 " GL_EXT_secondary_color \0"
382 " GL_EXT_blend_func_separate \0"
383 " GL_EXT_stencil_wrap \0"
384 " GL_ARB_texture_env_crossbar \0"
385 " GL_EXT_texture_lod_bias \0"
386 " GL_ARB_texture_mirrored_repeat \0"
387 " GL_ARB_window_pos \0"
388 "\0"
389 },
390 {
391 1.6f,
392 " GL_ARB_vertex_buffer_object \0"
393 " GL_ARB_occlusion_query \0"
394 " GL_EXT_shadow_funcs \0"
395 },
396 {
397 2.0f,
398 " GL_ARB_shader_objects \0" /*??*/
399 " GL_ARB_vertex_shader \0" /*??*/
400 " GL_ARB_fragment_shader \0" /*??*/
401 " GL_ARB_shading_language_100 \0" /*??*/
402 " GL_ARB_draw_buffers \0"
403 " GL_ARB_texture_non_power_of_two \0"
404 " GL_ARB_point_sprite \0"
405 " GL_ATI_separate_stencil \0"
406 " GL_EXT_stencil_two_side \0"
407 "\0"
408 },
409 {
410 2.1f,
411 " GL_ARB_pixel_buffer_object \0"
412 " GL_EXT_texture_sRGB \0"
413 "\0"
414 },
415 {
416 3.0f,
417 " GL_ARB_framebuffer_object \0"
418 " GL_ARB_map_buffer_range \0"
419 " GL_ARB_vertex_array_object \0"
420 "\0"
421 },
422 {
423 3.1f,
424 " GL_ARB_copy_buffer \0"
425 " GL_ARB_uniform_buffer_object \0"
426 "\0"
427 },
428 {
429 3.2f,
430 " GL_ARB_vertex_array_bgra \0"
431 " GL_ARB_draw_elements_base_vertex \0"
432 " GL_ARB_fragment_coord_conventions \0"
433 " GL_ARB_provoking_vertex \0"
434 " GL_ARB_seamless_cube_map \0"
435 " GL_ARB_texture_multisample \0"
436 " GL_ARB_depth_clamp \0"
437 " GL_ARB_sync \0"
438 " GL_ARB_geometry_shader4 \0" /*??*/
439 "\0"
440 },
441 {
442 3.3f,
443 " GL_ARB_blend_func_extended \0"
444 " GL_ARB_sampler_objects \0"
445 " GL_ARB_explicit_attrib_location \0"
446 " GL_ARB_occlusion_query2 \0"
447 " GL_ARB_shader_bit_encoding \0"
448 " GL_ARB_texture_rgb10_a2ui \0"
449 " GL_ARB_texture_swizzle \0"
450 " GL_ARB_timer_query \0"
451 " GL_ARB_vertex_type_2_10_10_10_rev \0"
452 "\0"
453 },
454 {
455 4.0f,
456 " GL_ARB_texture_query_lod \0"
457 " GL_ARB_draw_indirect \0"
458 " GL_ARB_gpu_shader5 \0"
459 " GL_ARB_gpu_shader_fp64 \0"
460 " GL_ARB_shader_subroutine \0"
461 " GL_ARB_tessellation_shader \0"
462 " GL_ARB_texture_buffer_object_rgb32 \0"
463 " GL_ARB_texture_cube_map_array \0"
464 " GL_ARB_texture_gather \0"
465 " GL_ARB_transform_feedback2 \0"
466 " GL_ARB_transform_feedback3 \0"
467 "\0"
468 },
469 {
470 4.1f,
471 " GL_ARB_ES2_compatibility \0"
472 " GL_ARB_get_program_binary \0"
473 " GL_ARB_separate_shader_objects \0"
474 " GL_ARB_shader_precision \0"
475 " GL_ARB_vertex_attrib_64bit \0"
476 " GL_ARB_viewport_array \0"
477 "\0"
478 }
479 };
480
481 uint32_t cPromoted = 0;
482 for (uint32_t i = 0; i < RT_ELEMENTS(s_aPromotedExtensions) && s_aPromotedExtensions[i].fGLVersion <= fGLProfileVersion; i++)
483 {
484 const char *pszExt = s_aPromotedExtensions[i].pszzExtensions;
485 while (*pszExt)
486 {
487# ifdef VBOX_STRICT
488 size_t cchExt = strlen(pszExt);
489 Assert(cchExt > 3);
490 Assert(pszExt[0] == ' ');
491 Assert(pszExt[1] != ' ');
492 Assert(pszExt[cchExt - 2] != ' ');
493 Assert(pszExt[cchExt - 1] == ' ');
494# endif
495
496 if (strstr(*ppszExtensions, pszExt) == NULL)
497 {
498 if (cPromoted++ == 0)
499 {
500 rc = RTStrAAppend(ppszExtensions, " <promoted-extensions:> <promoted-extensions:> <promoted-extensions:> ");
501 AssertRCReturn(rc, rc);
502 }
503
504 rc = RTStrAAppend(ppszExtensions, pszExt);
505 AssertRCReturn(rc, rc);
506 }
507
508 pszExt = strchr(pszExt, '\0') + 1;
509 }
510 }
511#endif
512
513 return VINF_SUCCESS;
514}
515
516/**
517 * @interface_method_impl{VBOXVMSVGASHADERIF,pfnSwitchInitProfile}
518 */
519static DECLCALLBACK(void) vmsvga3dShaderIfSwitchInitProfile(PVBOXVMSVGASHADERIF pThis, bool fOtherProfile)
520{
521#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
522 PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
523 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[fOtherProfile ? 2 : 1]);
524#else
525 NOREF(pThis);
526 NOREF(fOtherProfile);
527#endif
528}
529
530
531/**
532 * @interface_method_impl{VBOXVMSVGASHADERIF,pfnGetNextExtension}
533 */
534static DECLCALLBACK(bool) vmsvga3dShaderIfGetNextExtension(PVBOXVMSVGASHADERIF pThis, void **ppvEnumCtx,
535 char *pszBuf, size_t cbBuf, bool fOtherProfile)
536{
537 PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
538 const char *pszCur = *ppvEnumCtx ? (const char *)*ppvEnumCtx
539 : fOtherProfile ? pState->pszOtherExtensions : pState->pszExtensions;
540 while (*pszCur == ' ')
541 pszCur++;
542 if (!*pszCur)
543 return false;
544
545 const char *pszEnd = strchr(pszCur, ' ');
546 AssertReturn(pszEnd, false);
547 size_t cch = pszEnd - pszCur;
548 if (cch < cbBuf)
549 {
550 memcpy(pszBuf, pszCur, cch);
551 pszBuf[cch] = '\0';
552 }
553 else if (cbBuf > 0)
554 {
555 memcpy(pszBuf, "<overflow>", RT_MIN(sizeof("<overflow>"), cbBuf));
556 pszBuf[cbBuf - 1] = '\0';
557 }
558
559 *ppvEnumCtx = (void *)pszEnd;
560 return true;
561}
562
563
564/**
565 * Initializes the VMSVGA3D state during VGA device construction.
566 *
567 * Failure are generally not fatal, 3D support will just be disabled.
568 *
569 * @returns VBox status code.
570 * @param pThis The VGA device state where svga.p3dState will be modified.
571 */
572int vmsvga3dInit(PVGASTATE pThis)
573{
574 AssertCompile(GL_TRUE == 1);
575 AssertCompile(GL_FALSE == 0);
576
577 /*
578 * Load and resolve imports from the external shared libraries.
579 */
580 RTERRINFOSTATIC ErrInfo;
581 int rc = ExplicitlyLoadVBoxSVGA3D(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
582 if (RT_FAILURE(rc))
583 {
584 LogRel(("VMSVGA3d: Error loading VBoxSVGA3D and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
585 return rc;
586 }
587#ifdef RT_OS_DARWIN
588 rc = ExplicitlyLoadVBoxSVGA3DObjC(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
589 if (RT_FAILURE(rc))
590 {
591 LogRel(("VMSVGA3d: Error loading VBoxSVGA3DObjC and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
592 return rc;
593 }
594#endif
595
596 /*
597 * Allocate the state.
598 */
599 pThis->svga.p3dState = (PVMSVGA3DSTATE)RTMemAllocZ(sizeof(VMSVGA3DSTATE));
600 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
601
602#ifdef RT_OS_WINDOWS
603 /* Create event semaphore and async IO thread. */
604 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
605 rc = RTSemEventCreate(&pState->WndRequestSem);
606 if (RT_SUCCESS(rc))
607 {
608 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dWindowThread, pState->WndRequestSem, 0, RTTHREADTYPE_GUI, 0,
609 "VMSVGA3DWND");
610 if (RT_SUCCESS(rc))
611 return VINF_SUCCESS;
612
613 /* bail out. */
614 LogRel(("VMSVGA3d: RTThreadCreate failed: %Rrc\n", rc));
615 RTSemEventDestroy(pState->WndRequestSem);
616 }
617 else
618 LogRel(("VMSVGA3d: RTSemEventCreate failed: %Rrc\n", rc));
619 RTMemFree(pThis->svga.p3dState);
620 pThis->svga.p3dState = NULL;
621 return rc;
622#else
623 return VINF_SUCCESS;
624#endif
625}
626
627/* We must delay window creation until the PowerOn phase. Init is too early and will cause failures. */
628int vmsvga3dPowerOn(PVGASTATE pThis)
629{
630 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
631 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
632 PVMSVGA3DCONTEXT pContext;
633#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
634 PVMSVGA3DCONTEXT pOtherCtx;
635#endif
636 int rc;
637
638 if (pState->rsGLVersion != 0.0)
639 return VINF_SUCCESS; /* already initialized (load state) */
640
641 /*
642 * OpenGL function calls aren't possible without a valid current context, so create a fake one here.
643 */
644 rc = vmsvga3dContextDefineOgl(pThis, 1, VMSVGA3D_DEF_CTX_F_INIT);
645 AssertRCReturn(rc, rc);
646
647 pContext = pState->papContexts[1];
648 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
649
650 LogRel(("VMSVGA3d: OpenGL version: %s\n"
651 "VMSVGA3d: OpenGL Vendor: %s\n"
652 "VMSVGA3d: OpenGL Renderer: %s\n"
653 "VMSVGA3d: OpenGL shader language version: %s\n",
654 glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
655 glGetString(GL_SHADING_LANGUAGE_VERSION)));
656
657 rc = vmsvga3dGatherExtensions(&pState->pszExtensions, VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE);
658 AssertRCReturn(rc, rc);
659 vmsvga3dLogRelExtensions("", pState->pszExtensions);
660
661 pState->rsGLVersion = atof((const char *)glGetString(GL_VERSION));
662
663
664#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
665 /*
666 * Get the extension list for the alternative profile so we can better
667 * figure out the shader model and stuff.
668 */
669 rc = vmsvga3dContextDefineOgl(pThis, 2, VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
670 AssertLogRelRCReturn(rc, rc);
671 pContext = pState->papContexts[1]; /* Array may have been reallocated. */
672
673 pOtherCtx = pState->papContexts[2];
674 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
675
676 LogRel(("VMSVGA3d: Alternative OpenGL version: %s\n"
677 "VMSVGA3d: Alternative OpenGL Vendor: %s\n"
678 "VMSVGA3d: Alternative OpenGL Renderer: %s\n"
679 "VMSVGA3d: Alternative OpenGL shader language version: %s\n",
680 glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
681 glGetString(GL_SHADING_LANGUAGE_VERSION)));
682
683 rc = vmsvga3dGatherExtensions(&pState->pszOtherExtensions, VBOX_VMSVGA3D_OTHER_OGL_PROFILE);
684 AssertRCReturn(rc, rc);
685 vmsvga3dLogRelExtensions("Alternative ", pState->pszOtherExtensions);
686
687 pState->rsOtherGLVersion = atof((const char *)glGetString(GL_VERSION));
688
689 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
690#else
691 pState->pszOtherExtensions = (char *)"";
692 pState->rsOtherGLVersion = pState->rsGLVersion;
693#endif
694
695
696 if (vmsvga3dCheckGLExtension(pState, 3.0f, " GL_ARB_framebuffer_object "))
697 {
698 pState->ext.glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)OGLGETPROCADDRESS("glIsRenderbuffer");
699 pState->ext.glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)OGLGETPROCADDRESS("glBindRenderbuffer");
700 pState->ext.glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)OGLGETPROCADDRESS("glDeleteRenderbuffers");
701 pState->ext.glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)OGLGETPROCADDRESS("glGenRenderbuffers");
702 pState->ext.glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)OGLGETPROCADDRESS("glRenderbufferStorage");
703 pState->ext.glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)OGLGETPROCADDRESS("glGetRenderbufferParameteriv");
704 pState->ext.glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)OGLGETPROCADDRESS("glIsFramebuffer");
705 pState->ext.glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)OGLGETPROCADDRESS("glBindFramebuffer");
706 pState->ext.glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)OGLGETPROCADDRESS("glDeleteFramebuffers");
707 pState->ext.glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)OGLGETPROCADDRESS("glGenFramebuffers");
708 pState->ext.glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)OGLGETPROCADDRESS("glCheckFramebufferStatus");
709 pState->ext.glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)OGLGETPROCADDRESS("glFramebufferTexture1D");
710 pState->ext.glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)OGLGETPROCADDRESS("glFramebufferTexture2D");
711 pState->ext.glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)OGLGETPROCADDRESS("glFramebufferTexture3D");
712 pState->ext.glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)OGLGETPROCADDRESS("glFramebufferRenderbuffer");
713 pState->ext.glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)OGLGETPROCADDRESS("glGetFramebufferAttachmentParameteriv");
714 pState->ext.glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)OGLGETPROCADDRESS("glGenerateMipmap");
715 pState->ext.glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)OGLGETPROCADDRESS("glBlitFramebuffer");
716 pState->ext.glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)OGLGETPROCADDRESS("glRenderbufferStorageMultisample");
717 pState->ext.glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)OGLGETPROCADDRESS("glFramebufferTextureLayer");
718 }
719 pState->ext.glPointParameterf = (PFNGLPOINTPARAMETERFPROC)OGLGETPROCADDRESS("glPointParameterf");
720 AssertMsgReturn(pState->ext.glPointParameterf, ("glPointParameterf missing"), VERR_NOT_IMPLEMENTED);
721#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x102
722 pState->ext.glBlendColor = (PFNGLBLENDCOLORPROC)OGLGETPROCADDRESS("glBlendColor");
723 AssertMsgReturn(pState->ext.glBlendColor, ("glBlendColor missing"), VERR_NOT_IMPLEMENTED);
724 pState->ext.glBlendEquation = (PFNGLBLENDEQUATIONPROC)OGLGETPROCADDRESS("glBlendEquation");
725 AssertMsgReturn(pState->ext.glBlendEquation, ("glBlendEquation missing"), VERR_NOT_IMPLEMENTED);
726#endif
727 pState->ext.glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)OGLGETPROCADDRESS("glBlendEquationSeparate");
728 AssertMsgReturn(pState->ext.glBlendEquationSeparate, ("glBlendEquationSeparate missing"), VERR_NOT_IMPLEMENTED);
729 pState->ext.glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)OGLGETPROCADDRESS("glBlendFuncSeparate");
730 AssertMsgReturn(pState->ext.glBlendFuncSeparate, ("glBlendFuncSeparate missing"), VERR_NOT_IMPLEMENTED);
731 pState->ext.glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)OGLGETPROCADDRESS("glStencilOpSeparate");
732 AssertMsgReturn(pState->ext.glStencilOpSeparate, ("glStencilOpSeparate missing"), VERR_NOT_IMPLEMENTED);
733 pState->ext.glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)OGLGETPROCADDRESS("glStencilFuncSeparate");
734 AssertMsgReturn(pState->ext.glStencilFuncSeparate, ("glStencilFuncSeparate missing"), VERR_NOT_IMPLEMENTED);
735 pState->ext.glBindBuffer = (PFNGLBINDBUFFERPROC)OGLGETPROCADDRESS("glBindBuffer");
736 AssertMsgReturn(pState->ext.glBindBuffer, ("glBindBuffer missing"), VERR_NOT_IMPLEMENTED);
737 pState->ext.glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)OGLGETPROCADDRESS("glDeleteBuffers");
738 AssertMsgReturn(pState->ext.glDeleteBuffers, ("glDeleteBuffers missing"), VERR_NOT_IMPLEMENTED);
739 pState->ext.glGenBuffers = (PFNGLGENBUFFERSPROC)OGLGETPROCADDRESS("glGenBuffers");
740 AssertMsgReturn(pState->ext.glGenBuffers, ("glGenBuffers missing"), VERR_NOT_IMPLEMENTED);
741 pState->ext.glBufferData = (PFNGLBUFFERDATAPROC)OGLGETPROCADDRESS("glBufferData");
742 AssertMsgReturn(pState->ext.glBufferData, ("glBufferData missing"), VERR_NOT_IMPLEMENTED);
743 pState->ext.glMapBuffer = (PFNGLMAPBUFFERPROC)OGLGETPROCADDRESS("glMapBuffer");
744 AssertMsgReturn(pState->ext.glMapBuffer, ("glMapBuffer missing"), VERR_NOT_IMPLEMENTED);
745 pState->ext.glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)OGLGETPROCADDRESS("glUnmapBuffer");
746 AssertMsgReturn(pState->ext.glUnmapBuffer, ("glUnmapBuffer missing"), VERR_NOT_IMPLEMENTED);
747 pState->ext.glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)OGLGETPROCADDRESS("glEnableVertexAttribArray");
748 AssertMsgReturn(pState->ext.glEnableVertexAttribArray, ("glEnableVertexAttribArray missing"), VERR_NOT_IMPLEMENTED);
749 pState->ext.glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)OGLGETPROCADDRESS("glDisableVertexAttribArray");
750 AssertMsgReturn(pState->ext.glDisableVertexAttribArray, ("glDisableVertexAttribArray missing"), VERR_NOT_IMPLEMENTED);
751 pState->ext.glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)OGLGETPROCADDRESS("glVertexAttribPointer");
752 AssertMsgReturn(pState->ext.glVertexAttribPointer, ("glVertexAttribPointer missing"), VERR_NOT_IMPLEMENTED);
753 pState->ext.glFogCoordPointer = (PFNGLFOGCOORDPOINTERPROC)OGLGETPROCADDRESS("glFogCoordPointer");
754 AssertMsgReturn(pState->ext.glFogCoordPointer, ("glFogCoordPointer missing"), VERR_NOT_IMPLEMENTED);
755 pState->ext.glActiveTexture = (PFNGLACTIVETEXTUREPROC)OGLGETPROCADDRESS("glActiveTexture");
756 AssertMsgReturn(pState->ext.glActiveTexture, ("glActiveTexture missing"), VERR_NOT_IMPLEMENTED);
757#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x103
758 pState->ext.glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)OGLGETPROCADDRESS("glClientActiveTexture");
759 AssertMsgReturn(pState->ext.glClientActiveTexture, ("glClientActiveTexture missing"), VERR_NOT_IMPLEMENTED);
760#endif
761 pState->ext.glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)OGLGETPROCADDRESS("glGetProgramivARB");
762 AssertMsgReturn(pState->ext.glGetProgramivARB, ("glGetProgramivARB missing"), VERR_NOT_IMPLEMENTED);
763
764 /* OpenGL 3.2 core */
765 if (vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_draw_elements_base_vertex "))
766 {
767 pState->ext.glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)OGLGETPROCADDRESS("glDrawElementsBaseVertex");
768 pState->ext.glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)OGLGETPROCADDRESS("glDrawElementsInstancedBaseVertex");
769 }
770 else
771 LogRel(("VMSVGA3d: missing extension GL_ARB_draw_elements_base_vertex\n"));
772
773 /* OpenGL 3.2 core */
774 if (vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_provoking_vertex "))
775 {
776 pState->ext.glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)OGLGETPROCADDRESS("glProvokingVertex");
777 }
778 else
779 LogRel(("VMSVGA3d: missing extension GL_ARB_provoking_vertex\n"));
780
781 /* Extension support */
782#if defined(RT_OS_DARWIN)
783 /** @todo OpenGL version history suggest this, verify... */
784 pState->ext.fEXT_stencil_two_side = vmsvga3dCheckGLExtension(pState, 2.0f, " GL_EXT_stencil_two_side ");
785#else
786 pState->ext.fEXT_stencil_two_side = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_stencil_two_side ");
787#endif
788
789 /*
790 * Initialize the capabilities with sensible defaults.
791 */
792 pState->caps.maxActiveLights = 1;
793 pState->caps.maxTextureBufferSize = 65536;
794 pState->caps.maxTextures = 1;
795 pState->caps.maxClipDistances = 4;
796 pState->caps.maxColorAttachments = 1;
797 pState->caps.maxRectangleTextureSize = 2048;
798 pState->caps.maxTextureAnisotropy = 2;
799 pState->caps.maxVertexShaderInstructions = 1024;
800 pState->caps.maxFragmentShaderInstructions = 1024;
801 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_NONE;
802 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_NONE;
803 pState->caps.flPointSize[0] = 1;
804 pState->caps.flPointSize[1] = 1;
805
806 /*
807 * Query capabilities
808 */
809 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_LIGHTS, &pState->caps.maxActiveLights));
810 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &pState->caps.maxTextureBufferSize));
811 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &pState->caps.maxTextures));
812#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE /* The alternative profile has a higher number here (ati/darwin). */
813 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
814 VMSVGA3D_INIT_CHECKED_BOTH(pState, pOtherCtx, pContext, glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
815 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
816#else
817 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
818#endif
819 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &pState->caps.maxColorAttachments));
820 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE, &pState->caps.maxRectangleTextureSize));
821 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &pState->caps.maxTextureAnisotropy));
822 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pState->caps.flPointSize));
823
824 if (pState->ext.glGetProgramivARB)
825 {
826 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
827 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
828 &pState->caps.maxFragmentShaderTemps));
829 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
830 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
831 &pState->caps.maxFragmentShaderInstructions));
832 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
833 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
834 &pState->caps.maxVertexShaderTemps));
835 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
836 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
837 &pState->caps.maxVertexShaderInstructions));
838 }
839 pState->caps.fS3TCSupported = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_texture_compression_s3tc ");
840
841 /* http://http://www.opengl.org/wiki/Detecting_the_Shader_Model
842 * ARB Assembly Language
843 * These are done through testing the presence of extensions. You should test them in this order:
844 * GL_NV_gpu_program4: SM 4.0 or better.
845 * GL_NV_vertex_program3: SM 3.0 or better.
846 * GL_ARB_fragment_program: SM 2.0 or better.
847 * ATI does not support higher than SM 2.0 functionality in assembly shaders.
848 *
849 */
850 /** @todo distinguish between vertex and pixel shaders??? */
851 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_gpu_program4 ")
852 || strstr(pState->pszOtherExtensions, " GL_NV_gpu_program4 "))
853 {
854 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40;
855 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40;
856 }
857 else
858 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_vertex_program3 ")
859 || strstr(pState->pszOtherExtensions, " GL_NV_vertex_program3 ")
860 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_shader_texture_lod ") /* Wine claims this suggests SM 3.0 support */
861 || strstr(pState->pszOtherExtensions, " GL_ARB_shader_texture_lod ")
862 )
863 {
864 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_30;
865 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_30;
866 }
867 else
868 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_fragment_program ")
869 || strstr(pState->pszOtherExtensions, " GL_ARB_fragment_program "))
870 {
871 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20;
872 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20;
873 }
874 else
875 {
876 LogRel(("VMSVGA3D: WARNING: unknown support for assembly shaders!!\n"));
877 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_11;
878 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_11;
879 }
880
881 if (!vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_vertex_array_bgra "))
882 {
883 /** @todo Intel drivers don't support this extension! */
884 LogRel(("VMSVGA3D: WARNING: Missing required extension GL_ARB_vertex_array_bgra (d3dcolor)!!!\n"));
885 }
886#if 0
887 SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND = 11,
888 SVGA3D_DEVCAP_QUERY_TYPES = 15,
889 SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING = 16,
890 SVGA3D_DEVCAP_MAX_POINT_SIZE = 17,
891 SVGA3D_DEVCAP_MAX_SHADER_TEXTURES = 18,
892 SVGA3D_DEVCAP_MAX_VOLUME_EXTENT = 21,
893 SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT = 22,
894 SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO = 23,
895 SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY = 24,
896 SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT = 25,
897 SVGA3D_DEVCAP_MAX_VERTEX_INDEX = 26,
898 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS = 28,
899 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS = 29,
900 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS = 30,
901 SVGA3D_DEVCAP_TEXTURE_OPS = 31,
902 SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8 = 32,
903 SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8 = 33,
904 SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10 = 34,
905 SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5 = 35,
906 SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5 = 36,
907 SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4 = 37,
908 SVGA3D_DEVCAP_SURFACEFMT_R5G6B5 = 38,
909 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16 = 39,
910 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8 = 40,
911 SVGA3D_DEVCAP_SURFACEFMT_ALPHA8 = 41,
912 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8 = 42,
913 SVGA3D_DEVCAP_SURFACEFMT_Z_D16 = 43,
914 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8 = 44,
915 SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8 = 45,
916 SVGA3D_DEVCAP_SURFACEFMT_DXT1 = 46,
917 SVGA3D_DEVCAP_SURFACEFMT_DXT2 = 47,
918 SVGA3D_DEVCAP_SURFACEFMT_DXT3 = 48,
919 SVGA3D_DEVCAP_SURFACEFMT_DXT4 = 49,
920 SVGA3D_DEVCAP_SURFACEFMT_DXT5 = 50,
921 SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8 = 51,
922 SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10 = 52,
923 SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8 = 53,
924 SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8 = 54,
925 SVGA3D_DEVCAP_SURFACEFMT_CxV8U8 = 55,
926 SVGA3D_DEVCAP_SURFACEFMT_R_S10E5 = 56,
927 SVGA3D_DEVCAP_SURFACEFMT_R_S23E8 = 57,
928 SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5 = 58,
929 SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8 = 59,
930 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5 = 60,
931 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8 = 61,
932 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES = 63,
933 SVGA3D_DEVCAP_SURFACEFMT_V16U16 = 65,
934 SVGA3D_DEVCAP_SURFACEFMT_G16R16 = 66,
935 SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16 = 67,
936 SVGA3D_DEVCAP_SURFACEFMT_UYVY = 68,
937 SVGA3D_DEVCAP_SURFACEFMT_YUY2 = 69,
938 SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES = 70,
939 SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES = 71,
940 SVGA3D_DEVCAP_ALPHATOCOVERAGE = 72,
941 SVGA3D_DEVCAP_SUPERSAMPLE = 73,
942 SVGA3D_DEVCAP_AUTOGENMIPMAPS = 74,
943 SVGA3D_DEVCAP_SURFACEFMT_NV12 = 75,
944 SVGA3D_DEVCAP_SURFACEFMT_AYUV = 76,
945 SVGA3D_DEVCAP_SURFACEFMT_Z_DF16 = 79,
946 SVGA3D_DEVCAP_SURFACEFMT_Z_DF24 = 80,
947 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT = 81,
948 SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM = 82,
949 SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM = 83,
950#endif
951
952 LogRel(("VMSVGA3d: Capabilities:\n"));
953 LogRel(("VMSVGA3d: maxActiveLights=%-2d maxTextures=%-2d maxTextureBufferSize=%d\n",
954 pState->caps.maxActiveLights, pState->caps.maxTextures, pState->caps.maxTextureBufferSize));
955 LogRel(("VMSVGA3d: maxClipDistances=%-2d maxColorAttachments=%-2d maxClipDistances=%d\n",
956 pState->caps.maxClipDistances, pState->caps.maxColorAttachments, pState->caps.maxClipDistances));
957 LogRel(("VMSVGA3d: maxColorAttachments=%-2d maxTextureAnisotropy=%-2d maxRectangleTextureSize=%d\n",
958 pState->caps.maxColorAttachments, pState->caps.maxTextureAnisotropy, pState->caps.maxRectangleTextureSize));
959 LogRel(("VMSVGA3d: maxVertexShaderTemps=%-2d maxVertexShaderInstructions=%d maxFragmentShaderInstructions=%d\n",
960 pState->caps.maxVertexShaderTemps, pState->caps.maxVertexShaderInstructions, pState->caps.maxFragmentShaderInstructions));
961 LogRel(("VMSVGA3d: maxFragmentShaderTemps=%d flPointSize={%d.%02u, %d.%02u}\n",
962 pState->caps.maxFragmentShaderTemps,
963 (int)pState->caps.flPointSize[0], (int)(pState->caps.flPointSize[0] * 100) % 100,
964 (int)pState->caps.flPointSize[1], (int)(pState->caps.flPointSize[1] * 100) % 100));
965 LogRel(("VMSVGA3d: fragmentShaderVersion=%-2d vertexShaderVersion=%-2d fS3TCSupported=%d\n",
966 pState->caps.fragmentShaderVersion, pState->caps.vertexShaderVersion, pState->caps.fS3TCSupported));
967
968
969 /* Initialize the shader library. */
970 pState->ShaderIf.pfnSwitchInitProfile = vmsvga3dShaderIfSwitchInitProfile;
971 pState->ShaderIf.pfnGetNextExtension = vmsvga3dShaderIfGetNextExtension;
972 rc = ShaderInitLib(&pState->ShaderIf);
973 AssertRC(rc);
974
975 /* Cleanup */
976 rc = vmsvga3dContextDestroy(pThis, 1);
977 AssertRC(rc);
978#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
979 rc = vmsvga3dContextDestroy(pThis, 2);
980 AssertRC(rc);
981#endif
982
983 if ( pState->rsGLVersion < 3.0
984 && pState->rsOtherGLVersion < 3.0 /* darwin: legacy profile hack */)
985 {
986 LogRel(("VMSVGA3d: unsupported OpenGL version; minimum is 3.0\n"));
987 return VERR_NOT_IMPLEMENTED;
988 }
989 if ( !pState->ext.glIsRenderbuffer
990 || !pState->ext.glBindRenderbuffer
991 || !pState->ext.glDeleteRenderbuffers
992 || !pState->ext.glGenRenderbuffers
993 || !pState->ext.glRenderbufferStorage
994 || !pState->ext.glGetRenderbufferParameteriv
995 || !pState->ext.glIsFramebuffer
996 || !pState->ext.glBindFramebuffer
997 || !pState->ext.glDeleteFramebuffers
998 || !pState->ext.glGenFramebuffers
999 || !pState->ext.glCheckFramebufferStatus
1000 || !pState->ext.glFramebufferTexture1D
1001 || !pState->ext.glFramebufferTexture2D
1002 || !pState->ext.glFramebufferTexture3D
1003 || !pState->ext.glFramebufferRenderbuffer
1004 || !pState->ext.glGetFramebufferAttachmentParameteriv
1005 || !pState->ext.glGenerateMipmap
1006 || !pState->ext.glBlitFramebuffer
1007 || !pState->ext.glRenderbufferStorageMultisample
1008 || !pState->ext.glFramebufferTextureLayer)
1009 {
1010 LogRel(("VMSVGA3d: missing required OpenGL extension; aborting\n"));
1011 return VERR_NOT_IMPLEMENTED;
1012 }
1013
1014#ifdef DEBUG_DEBUG_GFX_WINDOW_TEST_CONTEXT
1015 pState->idTestContext = SVGA_ID_INVALID;
1016#endif
1017 return VINF_SUCCESS;
1018}
1019
1020int vmsvga3dReset(PVGASTATE pThis)
1021{
1022 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1023 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
1024
1025 /* Destroy all leftover surfaces. */
1026 for (uint32_t i = 0; i < pState->cSurfaces; i++)
1027 {
1028 if (pState->papSurfaces[i]->id != SVGA3D_INVALID_ID)
1029 vmsvga3dSurfaceDestroy(pThis, pState->papSurfaces[i]->id);
1030 }
1031
1032 /* Destroy all leftover contexts. */
1033 for (uint32_t i = 0; i < pState->cContexts; i++)
1034 {
1035 if (pState->papContexts[i]->id != SVGA3D_INVALID_ID)
1036 vmsvga3dContextDestroy(pThis, pState->papContexts[i]->id);
1037 }
1038
1039 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1040 vmsvga3dContextDestroyOgl(pThis, &pState->SharedCtx, VMSVGA3D_SHARED_CTX_ID);
1041
1042 return VINF_SUCCESS;
1043}
1044
1045int vmsvga3dTerminate(PVGASTATE pThis)
1046{
1047 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1048 AssertReturn(pState, VERR_WRONG_ORDER);
1049 int rc;
1050
1051 rc = vmsvga3dReset(pThis);
1052 AssertRCReturn(rc, rc);
1053
1054 /* Terminate the shader library. */
1055 rc = ShaderDestroyLib();
1056 AssertRC(rc);
1057
1058#ifdef RT_OS_WINDOWS
1059 /* Terminate the window creation thread. */
1060 rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_EXIT, 0, 0);
1061 AssertRCReturn(rc, rc);
1062
1063 RTSemEventDestroy(pState->WndRequestSem);
1064#elif defined(RT_OS_DARWIN)
1065
1066#elif defined(RT_OS_LINUX)
1067 /* signal to the thread that it is supposed to exit */
1068 pState->bTerminate = true;
1069 /* wait for it to terminate */
1070 rc = RTThreadWait(pState->pWindowThread, 10000, NULL);
1071 AssertRC(rc);
1072 XCloseDisplay(pState->display);
1073#endif
1074
1075 RTStrFree(pState->pszExtensions);
1076 pState->pszExtensions = NULL;
1077#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1078 RTStrFree(pState->pszOtherExtensions);
1079#endif
1080 pState->pszOtherExtensions = NULL;
1081
1082 return VINF_SUCCESS;
1083}
1084
1085
1086void vmsvga3dUpdateHostScreenViewport(PVGASTATE pThis, uint32_t idScreen, VMSVGAVIEWPORT const *pOldViewport)
1087{
1088 /** @todo Move the visible framebuffer content here, don't wait for the guest to
1089 * redraw it. */
1090
1091#ifdef RT_OS_DARWIN
1092 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1093 if ( pState
1094 && idScreen == 0
1095 && pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1096 {
1097 vmsvga3dCocoaViewUpdateViewport(pState->SharedCtx.cocoaView);
1098 }
1099#else
1100 RT_NOREF(pThis, idScreen, pOldViewport);
1101#endif
1102}
1103
1104
1105/**
1106 * Worker for vmsvga3dQueryCaps that figures out supported operations for a
1107 * given surface format capability.
1108 *
1109 * @returns Supported/indented operations (SVGA3DFORMAT_OP_XXX).
1110 * @param idx3dCaps The SVGA3D_CAPS_XXX value of the surface format.
1111 *
1112 * @remarks See fromat_cap_table in svga_format.c (mesa/gallium) for a reference
1113 * of implicit guest expectations:
1114 * http://cgit.freedesktop.org/mesa/mesa/tree/src/gallium/drivers/svga/svga_format.c
1115 */
1116static uint32_t vmsvga3dGetSurfaceFormatSupport(uint32_t idx3dCaps)
1117{
1118 uint32_t result = 0;
1119
1120 /** @todo missing:
1121 *
1122 * SVGA3DFORMAT_OP_PIXELSIZE
1123 */
1124
1125 switch (idx3dCaps)
1126 {
1127 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1128 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1129 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1130 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1131 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1132 | SVGA3DFORMAT_OP_DISPLAYMODE /* Should not be set for alpha formats. */
1133 | SVGA3DFORMAT_OP_3DACCELERATION; /* implies OP_DISPLAYMODE */
1134 break;
1135
1136 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1137 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1138 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1139 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1140 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1141 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1142 | SVGA3DFORMAT_OP_SAME_FORMAT_UP_TO_ALPHA_RENDERTARGET;
1143 break;
1144 }
1145
1146 /** @todo check hardware caps! */
1147 switch (idx3dCaps)
1148 {
1149 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1150 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1151 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1152 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1153 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1154 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1155 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1156 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1157 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1158 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1159 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1160 result |= SVGA3DFORMAT_OP_TEXTURE
1161 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET
1162 | SVGA3DFORMAT_OP_OFFSCREENPLAIN
1163 | SVGA3DFORMAT_OP_SAME_FORMAT_RENDERTARGET
1164 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1165 | SVGA3DFORMAT_OP_CUBETEXTURE
1166 | SVGA3DFORMAT_OP_SRGBREAD
1167 | SVGA3DFORMAT_OP_SRGBWRITE;
1168 break;
1169
1170 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1171 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1172 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1173 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1174 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1175 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1176 result |= SVGA3DFORMAT_OP_ZSTENCIL
1177 | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH
1178 | SVGA3DFORMAT_OP_TEXTURE /* Necessary for Ubuntu Unity */;
1179 break;
1180
1181 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1182 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1183 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1184 result |= SVGA3DFORMAT_OP_TEXTURE
1185 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1186 | SVGA3DFORMAT_OP_CUBETEXTURE
1187 | SVGA3DFORMAT_OP_SRGBREAD;
1188 break;
1189
1190 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1191 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1192 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1193 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1194 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1195 break;
1196
1197 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1198 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1199 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1200 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1201 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1202 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1203 break;
1204
1205 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1206 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1207 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1208
1209 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1210 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1211 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1212 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1213 break;
1214 }
1215 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1216
1217 return result;
1218}
1219
1220static uint32_t vmsvga3dGetDepthFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps)
1221{
1222 RT_NOREF(pState3D, idx3dCaps);
1223
1224 /** @todo test this somehow */
1225 uint32_t result = SVGA3DFORMAT_OP_ZSTENCIL | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH;
1226
1227 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1228 return result;
1229}
1230
1231
1232int vmsvga3dQueryCaps(PVGASTATE pThis, uint32_t idx3dCaps, uint32_t *pu32Val)
1233{
1234 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1235 AssertReturn(pState, VERR_NO_MEMORY);
1236 int rc = VINF_SUCCESS;
1237
1238 *pu32Val = 0;
1239
1240 /*
1241 * The capabilities access by current (2015-03-01) linux sources (gallium,
1242 * vmwgfx, xorg-video-vmware) are annotated, caps without xref annotations
1243 * aren't access.
1244 */
1245
1246 switch (idx3dCaps)
1247 {
1248 /* Linux: vmwgfx_fifo.c in kmod; only used with SVGA_CAP_GBOBJECTS. */
1249 case SVGA3D_DEVCAP_3D:
1250 *pu32Val = 1; /* boolean? */
1251 break;
1252
1253 case SVGA3D_DEVCAP_MAX_LIGHTS:
1254 *pu32Val = pState->caps.maxActiveLights;
1255 break;
1256
1257 case SVGA3D_DEVCAP_MAX_TEXTURES:
1258 *pu32Val = pState->caps.maxTextures;
1259 break;
1260
1261 case SVGA3D_DEVCAP_MAX_CLIP_PLANES:
1262 *pu32Val = pState->caps.maxClipDistances;
1263 break;
1264
1265 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1266 case SVGA3D_DEVCAP_VERTEX_SHADER_VERSION:
1267 *pu32Val = pState->caps.vertexShaderVersion;
1268 break;
1269
1270 case SVGA3D_DEVCAP_VERTEX_SHADER:
1271 /* boolean? */
1272 *pu32Val = (pState->caps.vertexShaderVersion != SVGA3DVSVERSION_NONE);
1273 break;
1274
1275 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1276 case SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION:
1277 *pu32Val = pState->caps.fragmentShaderVersion;
1278 break;
1279
1280 case SVGA3D_DEVCAP_FRAGMENT_SHADER:
1281 /* boolean? */
1282 *pu32Val = (pState->caps.fragmentShaderVersion != SVGA3DPSVERSION_NONE);
1283 break;
1284
1285 case SVGA3D_DEVCAP_S23E8_TEXTURES:
1286 case SVGA3D_DEVCAP_S10E5_TEXTURES:
1287 /* Must be obsolete by now; surface format caps specify the same thing. */
1288 rc = VERR_INVALID_PARAMETER;
1289 break;
1290
1291 case SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND:
1292 break;
1293
1294 /*
1295 * 2. The BUFFER_FORMAT capabilities are deprecated, and they always
1296 * return TRUE. Even on physical hardware that does not support
1297 * these formats natively, the SVGA3D device will provide an emulation
1298 * which should be invisible to the guest OS.
1299 */
1300 case SVGA3D_DEVCAP_D16_BUFFER_FORMAT:
1301 case SVGA3D_DEVCAP_D24S8_BUFFER_FORMAT:
1302 case SVGA3D_DEVCAP_D24X8_BUFFER_FORMAT:
1303 *pu32Val = 1;
1304 break;
1305
1306 case SVGA3D_DEVCAP_QUERY_TYPES:
1307 break;
1308
1309 case SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING:
1310 break;
1311
1312 /* Linux: svga_screen.c in gallium; capped at 80.0, default 1.0. */
1313 case SVGA3D_DEVCAP_MAX_POINT_SIZE:
1314 AssertCompile(sizeof(uint32_t) == sizeof(float));
1315 *(float *)pu32Val = pState->caps.flPointSize[1];
1316 break;
1317
1318 case SVGA3D_DEVCAP_MAX_SHADER_TEXTURES:
1319 /** @todo ?? */
1320 rc = VERR_INVALID_PARAMETER;
1321 break;
1322
1323 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_2D_LEVELS); have default if missing. */
1324 case SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH:
1325 case SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT:
1326 *pu32Val = pState->caps.maxRectangleTextureSize;
1327 break;
1328
1329 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_3D_LEVELS); have default if missing. */
1330 case SVGA3D_DEVCAP_MAX_VOLUME_EXTENT:
1331 //*pu32Val = pCaps->MaxVolumeExtent;
1332 break;
1333
1334 case SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT:
1335 *pu32Val = 32768; /* hardcoded in Wine */
1336 break;
1337
1338 case SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO:
1339 //*pu32Val = pCaps->MaxTextureAspectRatio;
1340 break;
1341
1342 /* Linux: svga_screen.c in gallium (for PIPE_CAPF_MAX_TEXTURE_ANISOTROPY); defaults to 4.0. */
1343 case SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY:
1344 *pu32Val = pState->caps.maxTextureAnisotropy;
1345 break;
1346
1347 case SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT:
1348 case SVGA3D_DEVCAP_MAX_VERTEX_INDEX:
1349 *pu32Val = 0xFFFFF; /* hardcoded in Wine */
1350 break;
1351
1352 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_INSTRUCTIONS); defaults to 512. */
1353 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS:
1354 *pu32Val = pState->caps.maxVertexShaderInstructions;
1355 break;
1356
1357 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS:
1358 *pu32Val = pState->caps.maxFragmentShaderInstructions;
1359 break;
1360
1361 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1362 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS:
1363 *pu32Val = pState->caps.maxVertexShaderTemps;
1364 break;
1365
1366 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_FRAGMENT/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1367 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS:
1368 *pu32Val = pState->caps.maxFragmentShaderTemps;
1369 break;
1370
1371 case SVGA3D_DEVCAP_TEXTURE_OPS:
1372 break;
1373
1374 case SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES:
1375 break;
1376
1377 case SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES:
1378 break;
1379
1380 case SVGA3D_DEVCAP_ALPHATOCOVERAGE:
1381 break;
1382
1383 case SVGA3D_DEVCAP_SUPERSAMPLE:
1384 break;
1385
1386 case SVGA3D_DEVCAP_AUTOGENMIPMAPS:
1387 //*pu32Val = !!(pCaps->Caps2 & D3DCAPS2_CANAUTOGENMIPMAP);
1388 break;
1389
1390 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES:
1391 break;
1392
1393 case SVGA3D_DEVCAP_MAX_RENDER_TARGETS: /** @todo same thing? */
1394 case SVGA3D_DEVCAP_MAX_SIMULTANEOUS_RENDER_TARGETS:
1395 *pu32Val = pState->caps.maxColorAttachments;
1396 break;
1397
1398 /*
1399 * This is the maximum number of SVGA context IDs that the guest
1400 * can define using SVGA_3D_CMD_CONTEXT_DEFINE.
1401 */
1402 case SVGA3D_DEVCAP_MAX_CONTEXT_IDS:
1403 *pu32Val = SVGA3D_MAX_CONTEXT_IDS;
1404 break;
1405
1406 /*
1407 * This is the maximum number of SVGA surface IDs that the guest
1408 * can define using SVGA_3D_CMD_SURFACE_DEFINE*.
1409 */
1410 case SVGA3D_DEVCAP_MAX_SURFACE_IDS:
1411 *pu32Val = SVGA3D_MAX_SURFACE_IDS;
1412 break;
1413
1414#if 0 /* Appeared more recently, not yet implemented. */
1415 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1416 case SVGA3D_DEVCAP_LINE_AA:
1417 break;
1418 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1419 case SVGA3D_DEVCAP_LINE_STIPPLE:
1420 break;
1421 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1422 case SVGA3D_DEVCAP_MAX_LINE_WIDTH:
1423 break;
1424 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1425 case SVGA3D_DEVCAP_MAX_AA_LINE_WIDTH:
1426 break;
1427#endif
1428
1429 /*
1430 * Supported surface formats.
1431 * Linux: svga_format.c in gallium, format_cap_table defines implicit expectations.
1432 */
1433 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1434 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1435 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1436 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1437 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1438 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1439 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1440 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1441 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1442 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1443 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1444 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1445 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1446 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1447 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1448 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1449 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1450 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1451 *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
1452 break;
1453
1454 case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
1455 case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
1456 *pu32Val = 0; /* apparently not supported in OpenGL */
1457 break;
1458
1459 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1460 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1461 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1462 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1463 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1464 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1465 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1466 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1467 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1468 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1469 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1470 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1471 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1472 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1473 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1474 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1475 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1476 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1477 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1478 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1479 *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
1480 break;
1481
1482 /* Linux: Not referenced in current sources. */
1483 case SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM:
1484 case SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM:
1485 Log(("CAPS: Unknown CAP %s\n", vmsvga3dGetCapString(idx3dCaps)));
1486 rc = VERR_INVALID_PARAMETER;
1487 *pu32Val = 0;
1488 break;
1489
1490 default:
1491 Log(("CAPS: Unexpected CAP %d\n", idx3dCaps));
1492 rc = VERR_INVALID_PARAMETER;
1493 break;
1494 }
1495
1496 Log(("CAPS: %s - %x\n", vmsvga3dGetCapString(idx3dCaps), *pu32Val));
1497 return rc;
1498}
1499
1500/**
1501 * Convert SVGA format value to its OpenGL equivalent
1502 *
1503 * @remarks Clues to be had in format_texture_info table (wined3d/utils.c) with
1504 * help from wined3dformat_from_d3dformat().
1505 */
1506void vmsvga3dSurfaceFormat2OGL(PVMSVGA3DSURFACE pSurface, SVGA3dSurfaceFormat format)
1507{
1508 switch (format)
1509 {
1510 case SVGA3D_X8R8G8B8: /* D3DFMT_X8R8G8B8 - WINED3DFMT_B8G8R8X8_UNORM */
1511 pSurface->internalFormatGL = GL_RGB8;
1512 pSurface->formatGL = GL_BGRA;
1513 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1514 break;
1515 case SVGA3D_A8R8G8B8: /* D3DFMT_A8R8G8B8 - WINED3DFMT_B8G8R8A8_UNORM */
1516 pSurface->internalFormatGL = GL_RGBA8;
1517 pSurface->formatGL = GL_BGRA;
1518 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1519 break;
1520 case SVGA3D_R5G6B5: /* D3DFMT_R5G6B5 - WINED3DFMT_B5G6R5_UNORM */
1521 pSurface->internalFormatGL = GL_RGB5;
1522 pSurface->formatGL = GL_RGB;
1523 pSurface->typeGL = GL_UNSIGNED_SHORT_5_6_5;
1524 AssertMsgFailed(("Test me - SVGA3D_R5G6B5\n"));
1525 break;
1526 case SVGA3D_X1R5G5B5: /* D3DFMT_X1R5G5B5 - WINED3DFMT_B5G5R5X1_UNORM */
1527 pSurface->internalFormatGL = GL_RGB5;
1528 pSurface->formatGL = GL_BGRA;
1529 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1530 AssertMsgFailed(("Test me - SVGA3D_X1R5G5B5\n"));
1531 break;
1532 case SVGA3D_A1R5G5B5: /* D3DFMT_A1R5G5B5 - WINED3DFMT_B5G5R5A1_UNORM */
1533 pSurface->internalFormatGL = GL_RGB5_A1;
1534 pSurface->formatGL = GL_BGRA;
1535 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1536 AssertMsgFailed(("Test me - SVGA3D_A1R5G5B5\n"));
1537 break;
1538 case SVGA3D_A4R4G4B4: /* D3DFMT_A4R4G4B4 - WINED3DFMT_B4G4R4A4_UNORM */
1539 pSurface->internalFormatGL = GL_RGBA4;
1540 pSurface->formatGL = GL_BGRA;
1541 pSurface->typeGL = GL_UNSIGNED_SHORT_4_4_4_4_REV;
1542 AssertMsgFailed(("Test me - SVGA3D_A4R4G4B4\n"));
1543 break;
1544
1545 case SVGA3D_Z_D32: /* D3DFMT_D32 - WINED3DFMT_D32_UNORM */
1546 pSurface->internalFormatGL = GL_DEPTH_COMPONENT32;
1547 pSurface->formatGL = GL_DEPTH_COMPONENT;
1548 pSurface->typeGL = GL_UNSIGNED_INT;
1549 break;
1550 case SVGA3D_Z_D16: /* D3DFMT_D16 - WINED3DFMT_D16_UNORM */
1551 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo Wine suggests GL_DEPTH_COMPONENT24. */
1552 pSurface->formatGL = GL_DEPTH_COMPONENT;
1553 pSurface->typeGL = GL_UNSIGNED_SHORT;
1554 //AssertMsgFailed(("Test me - SVGA3D_Z_D16\n"));
1555 break;
1556 case SVGA3D_Z_D24S8: /* D3DFMT_D24S8 - WINED3DFMT_D24_UNORM_S8_UINT */
1557 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1558 pSurface->formatGL = GL_DEPTH_STENCIL;
1559 pSurface->typeGL = GL_UNSIGNED_INT;
1560 break;
1561 case SVGA3D_Z_D15S1: /* D3DFMT_D15S1 - WINED3DFMT_S1_UINT_D15_UNORM */
1562 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /* @todo ??? */
1563 pSurface->formatGL = GL_DEPTH_STENCIL;
1564 pSurface->typeGL = GL_UNSIGNED_SHORT;
1565 /** @todo Wine sources hints at no hw support for this, so test this one! */
1566 AssertMsgFailed(("Test me - SVGA3D_Z_D15S1\n"));
1567 break;
1568 case SVGA3D_Z_D24X8: /* D3DFMT_D24X8 - WINED3DFMT_X8D24_UNORM */
1569 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1570 pSurface->formatGL = GL_DEPTH_COMPONENT;
1571 pSurface->typeGL = GL_UNSIGNED_INT;
1572 break;
1573
1574 /* Advanced D3D9 depth formats. */
1575 case SVGA3D_Z_DF16: /* D3DFMT_DF16? - not supported */
1576 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16;
1577 pSurface->formatGL = GL_DEPTH_COMPONENT;
1578 pSurface->typeGL = GL_FLOAT;
1579 break;
1580
1581 case SVGA3D_Z_DF24: /* D3DFMT_DF24? - not supported */
1582 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1583 pSurface->formatGL = GL_DEPTH_COMPONENT;
1584 pSurface->typeGL = GL_FLOAT; /* ??? */
1585 break;
1586
1587 case SVGA3D_Z_D24S8_INT: /* D3DFMT_??? - not supported */
1588 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1589 pSurface->formatGL = GL_DEPTH_STENCIL;
1590 pSurface->typeGL = GL_INT; /* ??? */
1591 break;
1592
1593 case SVGA3D_DXT1: /* D3DFMT_DXT1 - WINED3DFMT_DXT1 */
1594 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1595#if 0
1596 pSurface->formatGL = GL_RGBA_S3TC; /* ??? */
1597 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1598#else /* wine suggests: */
1599 pSurface->formatGL = GL_RGBA;
1600 pSurface->typeGL = GL_UNSIGNED_BYTE;
1601 AssertMsgFailed(("Test me - SVGA3D_DXT1\n"));
1602#endif
1603 break;
1604
1605 case SVGA3D_DXT3: /* D3DFMT_DXT3 - WINED3DFMT_DXT3 */
1606 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
1607#if 0 /** @todo this needs testing... */
1608 pSurface->formatGL = GL_RGBA_S3TC; /* ??? */
1609 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1610#else /* wine suggests: */
1611 pSurface->formatGL = GL_RGBA;
1612 pSurface->typeGL = GL_UNSIGNED_BYTE;
1613 AssertMsgFailed(("Test me - SVGA3D_DXT3\n"));
1614#endif
1615 break;
1616
1617 case SVGA3D_DXT5: /* D3DFMT_DXT5 - WINED3DFMT_DXT5 */
1618 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
1619#if 0 /** @todo this needs testing... */
1620 pSurface->formatGL = GL_RGBA_S3TC;
1621 pSurface->typeGL = GL_UNSIGNED_INT;
1622#else /* wine suggests: */
1623 pSurface->formatGL = GL_RGBA;
1624 pSurface->typeGL = GL_UNSIGNED_BYTE;
1625 AssertMsgFailed(("Test me - SVGA3D_DXT5\n"));
1626#endif
1627 break;
1628
1629 case SVGA3D_LUMINANCE8: /* D3DFMT_? - ? */
1630 pSurface->internalFormatGL = GL_LUMINANCE8_EXT;
1631 pSurface->formatGL = GL_LUMINANCE;
1632 pSurface->typeGL = GL_UNSIGNED_BYTE;
1633 break;
1634
1635 case SVGA3D_LUMINANCE16: /* D3DFMT_? - ? */
1636 pSurface->internalFormatGL = GL_LUMINANCE16_EXT;
1637 pSurface->formatGL = GL_LUMINANCE;
1638 pSurface->typeGL = GL_UNSIGNED_SHORT;
1639 break;
1640
1641 case SVGA3D_LUMINANCE4_ALPHA4: /* D3DFMT_? - ? */
1642 pSurface->internalFormatGL = GL_LUMINANCE4_ALPHA4_EXT;
1643 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1644 pSurface->typeGL = GL_UNSIGNED_BYTE;
1645 break;
1646
1647 case SVGA3D_LUMINANCE8_ALPHA8: /* D3DFMT_? - ? */
1648 pSurface->internalFormatGL = GL_LUMINANCE8_ALPHA8_EXT;
1649 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1650 pSurface->typeGL = GL_UNSIGNED_BYTE; /* unsigned_short causes issues even though this type should be 16-bit */
1651 break;
1652
1653 case SVGA3D_ALPHA8: /* D3DFMT_A8? - WINED3DFMT_A8_UNORM? */
1654 pSurface->internalFormatGL = GL_ALPHA8_EXT;
1655 pSurface->formatGL = GL_ALPHA;
1656 pSurface->typeGL = GL_UNSIGNED_BYTE;
1657 break;
1658
1659#if 0
1660
1661 /* Bump-map formats */
1662 case SVGA3D_BUMPU8V8:
1663 return D3DFMT_V8U8;
1664 case SVGA3D_BUMPL6V5U5:
1665 return D3DFMT_L6V5U5;
1666 case SVGA3D_BUMPX8L8V8U8:
1667 return D3DFMT_X8L8V8U8;
1668 case SVGA3D_BUMPL8V8U8:
1669 /* No corresponding D3D9 equivalent. */
1670 AssertFailedReturn(D3DFMT_UNKNOWN);
1671 /* signed bump-map formats */
1672 case SVGA3D_V8U8:
1673 return D3DFMT_V8U8;
1674 case SVGA3D_Q8W8V8U8:
1675 return D3DFMT_Q8W8V8U8;
1676 case SVGA3D_CxV8U8:
1677 return D3DFMT_CxV8U8;
1678 /* mixed bump-map formats */
1679 case SVGA3D_X8L8V8U8:
1680 return D3DFMT_X8L8V8U8;
1681 case SVGA3D_A2W10V10U10:
1682 return D3DFMT_A2W10V10U10;
1683#endif
1684
1685 case SVGA3D_ARGB_S10E5: /* 16-bit floating-point ARGB */ /* D3DFMT_A16B16G16R16F - WINED3DFMT_R16G16B16A16_FLOAT */
1686 pSurface->internalFormatGL = GL_RGBA16F;
1687 pSurface->formatGL = GL_RGBA;
1688#if 0 /* bird: wine uses half float, sounds correct to me... */
1689 pSurface->typeGL = GL_FLOAT;
1690#else
1691 pSurface->typeGL = GL_HALF_FLOAT;
1692 AssertMsgFailed(("Test me - SVGA3D_ARGB_S10E5\n"));
1693#endif
1694 break;
1695
1696 case SVGA3D_ARGB_S23E8: /* 32-bit floating-point ARGB */ /* D3DFMT_A32B32G32R32F - WINED3DFMT_R32G32B32A32_FLOAT */
1697 pSurface->internalFormatGL = GL_RGBA32F;
1698 pSurface->formatGL = GL_RGBA;
1699 pSurface->typeGL = GL_FLOAT; /* ?? - same as wine, so probably correct */
1700 break;
1701
1702 case SVGA3D_A2R10G10B10: /* D3DFMT_A2R10G10B10 - WINED3DFMT_B10G10R10A2_UNORM */
1703 pSurface->internalFormatGL = GL_RGB10_A2; /* ?? - same as wine, so probably correct */
1704#if 0 /* bird: Wine uses GL_BGRA instead of GL_RGBA. */
1705 pSurface->formatGL = GL_RGBA;
1706#else
1707 pSurface->formatGL = GL_BGRA;
1708#endif
1709 pSurface->typeGL = GL_UNSIGNED_INT;
1710 AssertMsgFailed(("Test me - SVGA3D_A2R10G10B10\n"));
1711 break;
1712
1713
1714 /* Single- and dual-component floating point formats */
1715 case SVGA3D_R_S10E5: /* D3DFMT_R16F - WINED3DFMT_R16_FLOAT */
1716 pSurface->internalFormatGL = GL_R16F;
1717 pSurface->formatGL = GL_RED;
1718#if 0 /* bird: wine uses half float, sounds correct to me... */
1719 pSurface->typeGL = GL_FLOAT;
1720#else
1721 pSurface->typeGL = GL_HALF_FLOAT;
1722 AssertMsgFailed(("Test me - SVGA3D_R_S10E5\n"));
1723#endif
1724 break;
1725 case SVGA3D_R_S23E8: /* D3DFMT_R32F - WINED3DFMT_R32_FLOAT */
1726 pSurface->internalFormatGL = GL_R32F;
1727 pSurface->formatGL = GL_RG;
1728 pSurface->typeGL = GL_FLOAT;
1729 break;
1730 case SVGA3D_RG_S10E5: /* D3DFMT_G16R16F - WINED3DFMT_R16G16_FLOAT */
1731 pSurface->internalFormatGL = GL_RG16F;
1732 pSurface->formatGL = GL_RG;
1733#if 0 /* bird: wine uses half float, sounds correct to me... */
1734 pSurface->typeGL = GL_FLOAT;
1735#else
1736 pSurface->typeGL = GL_HALF_FLOAT;
1737 AssertMsgFailed(("Test me - SVGA3D_RG_S10E5\n"));
1738#endif
1739 break;
1740 case SVGA3D_RG_S23E8: /* D3DFMT_G32R32F - WINED3DFMT_R32G32_FLOAT */
1741 pSurface->internalFormatGL = GL_RG32F;
1742 pSurface->formatGL = GL_RG;
1743 pSurface->typeGL = GL_FLOAT;
1744 break;
1745
1746 /*
1747 * Any surface can be used as a buffer object, but SVGA3D_BUFFER is
1748 * the most efficient format to use when creating new surfaces
1749 * expressly for index or vertex data.
1750 */
1751 case SVGA3D_BUFFER:
1752 pSurface->internalFormatGL = -1;
1753 pSurface->formatGL = -1;
1754 pSurface->typeGL = -1;
1755 break;
1756
1757#if 0
1758 return D3DFMT_UNKNOWN;
1759
1760 case SVGA3D_V16U16:
1761 return D3DFMT_V16U16;
1762#endif
1763
1764 case SVGA3D_G16R16: /* D3DFMT_G16R16 - WINED3DFMT_R16G16_UNORM */
1765 pSurface->internalFormatGL = GL_RG16;
1766 pSurface->formatGL = GL_RG;
1767#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1768 pSurface->typeGL = GL_UNSIGNED_INT;
1769#else
1770 pSurface->typeGL = GL_UNSIGNED_SHORT;
1771 AssertMsgFailed(("test me - SVGA3D_G16R16\n"));
1772#endif
1773 break;
1774
1775 case SVGA3D_A16B16G16R16: /* D3DFMT_A16B16G16R16 - WINED3DFMT_R16G16B16A16_UNORM */
1776 pSurface->internalFormatGL = GL_RGBA16;
1777 pSurface->formatGL = GL_RGBA;
1778#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1779 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1780#else
1781 pSurface->typeGL = GL_UNSIGNED_SHORT;
1782 AssertMsgFailed(("Test me - SVGA3D_A16B16G16R16\n"));
1783#endif
1784 break;
1785
1786#if 0
1787 /* Packed Video formats */
1788 case SVGA3D_UYVY:
1789 return D3DFMT_UYVY;
1790 case SVGA3D_YUY2:
1791 return D3DFMT_YUY2;
1792
1793 /* Planar video formats */
1794 case SVGA3D_NV12:
1795 return (D3DFORMAT)MAKEFOURCC('N', 'V', '1', '2');
1796
1797 /* Video format with alpha */
1798 case SVGA3D_AYUV:
1799 return (D3DFORMAT)MAKEFOURCC('A', 'Y', 'U', 'V');
1800
1801 case SVGA3D_BC4_UNORM:
1802 case SVGA3D_BC5_UNORM:
1803 /* Unknown; only in DX10 & 11 */
1804 break;
1805#endif
1806 default:
1807 AssertMsgFailed(("Unsupported format %d\n", format));
1808 break;
1809 }
1810}
1811
1812
1813#if 0
1814/**
1815 * Convert SVGA multi sample count value to its D3D equivalent
1816 */
1817D3DMULTISAMPLE_TYPE vmsvga3dMultipeSampleCount2D3D(uint32_t multisampleCount)
1818{
1819 AssertCompile(D3DMULTISAMPLE_2_SAMPLES == 2);
1820 AssertCompile(D3DMULTISAMPLE_16_SAMPLES == 16);
1821
1822 if (multisampleCount > 16)
1823 return D3DMULTISAMPLE_NONE;
1824
1825 /** @todo exact same mapping as d3d? */
1826 return (D3DMULTISAMPLE_TYPE)multisampleCount;
1827}
1828#endif
1829
1830/**
1831 * Destroy backend specific surface bits (part of SVGA_3D_CMD_SURFACE_DESTROY).
1832 *
1833 * @param pState The VMSVGA3d state.
1834 * @param pSurface The surface being destroyed.
1835 */
1836void vmsvga3dBackSurfaceDestroy(PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface)
1837{
1838 PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
1839 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
1840
1841 switch (pSurface->flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)
1842 {
1843 case SVGA3D_SURFACE_CUBEMAP:
1844 AssertFailed(); /** @todo destroy SVGA3D_SURFACE_CUBEMAP */
1845 break;
1846
1847 case SVGA3D_SURFACE_HINT_INDEXBUFFER:
1848 case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
1849 if (pSurface->oglId.buffer != OPENGL_INVALID_ID)
1850 {
1851 pState->ext.glDeleteBuffers(1, &pSurface->oglId.buffer);
1852 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1853 }
1854 break;
1855
1856 case SVGA3D_SURFACE_HINT_TEXTURE:
1857 case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
1858 if (pSurface->oglId.texture != OPENGL_INVALID_ID)
1859 {
1860 glDeleteTextures(1, &pSurface->oglId.texture);
1861 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1862 }
1863 break;
1864
1865 case SVGA3D_SURFACE_HINT_RENDERTARGET:
1866 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
1867 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_HINT_TEXTURE: /** @todo actual texture surface not supported */
1868 if (pSurface->oglId.renderbuffer != OPENGL_INVALID_ID)
1869 {
1870 pState->ext.glDeleteRenderbuffers(1, &pSurface->oglId.renderbuffer);
1871 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1872 }
1873 break;
1874
1875 default:
1876 AssertMsg(!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurface), ("type=%x\n", (pSurface->flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)));
1877 break;
1878 }
1879}
1880
1881
1882int vmsvga3dSurfaceCopy(PVGASTATE pThis, SVGA3dSurfaceImageId dest, SVGA3dSurfaceImageId src, uint32_t cCopyBoxes, SVGA3dCopyBox *pBox)
1883{
1884 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1885 uint32_t sidSrc = src.sid;
1886 uint32_t sidDest = dest.sid;
1887 int rc = VINF_SUCCESS;
1888
1889 AssertReturn(pState, VERR_NO_MEMORY);
1890 Assert(sidSrc < SVGA3D_MAX_SURFACE_IDS);
1891 AssertReturn(sidSrc < pState->cSurfaces && pState->papSurfaces[sidSrc]->id == sidSrc, VERR_INVALID_PARAMETER);
1892 Assert(sidDest < SVGA3D_MAX_SURFACE_IDS);
1893 AssertReturn(sidDest < pState->cSurfaces && pState->papSurfaces[sidDest]->id == sidDest, VERR_INVALID_PARAMETER);
1894
1895 for (uint32_t i = 0; i < cCopyBoxes; i++)
1896 {
1897 SVGA3dBox destBox, srcBox;
1898
1899 srcBox.x = pBox[i].srcx;
1900 srcBox.y = pBox[i].srcy;
1901 srcBox.z = pBox[i].srcz;
1902 srcBox.w = pBox[i].w;
1903 srcBox.h = pBox[i].h;
1904 srcBox.d = pBox[i].z; /* XXX what about pBox[i].d? */
1905
1906 destBox.x = pBox[i].x;
1907 destBox.y = pBox[i].y;
1908 destBox.z = pBox[i].z;
1909 destBox.w = pBox[i].w;
1910 destBox.h = pBox[i].h;
1911 destBox.z = pBox[i].z; /* XXX initializing destBox.z again? What about pBox[i].d and destBox.d? */
1912
1913 rc = vmsvga3dSurfaceStretchBlt(pThis, &dest, &destBox, &src, &srcBox, SVGA3D_STRETCH_BLT_LINEAR);
1914 AssertRCReturn(rc, rc);
1915 }
1916 return VINF_SUCCESS;
1917}
1918
1919
1920/**
1921 * Save texture unpacking parameters and loads those appropriate for the given
1922 * surface.
1923 *
1924 * @param pState The VMSVGA3D state structure.
1925 * @param pContext The active context.
1926 * @param pSurface The surface.
1927 * @param pSave Where to save stuff.
1928 */
1929void vmsvga3dOglSetUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
1930 PVMSVGAPACKPARAMS pSave)
1931{
1932 RT_NOREF(pState);
1933
1934 /*
1935 * Save (ignore errors, setting the defaults we want and avoids restore).
1936 */
1937 pSave->iAlignment = 1;
1938 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
1939 pSave->cxRow = 0;
1940 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
1941
1942#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
1943 pSave->cyImage = 0;
1944 glGetIntegerv(GL_UNPACK_IMAGE_HEIGHT, &pSave->cyImage);
1945 Assert(pSave->cyImage == 0);
1946
1947 pSave->fSwapBytes = GL_FALSE;
1948 glGetBooleanv(GL_UNPACK_SWAP_BYTES, &pSave->fSwapBytes);
1949 Assert(pSave->fSwapBytes == GL_FALSE);
1950
1951 pSave->fLsbFirst = GL_FALSE;
1952 glGetBooleanv(GL_UNPACK_LSB_FIRST, &pSave->fLsbFirst);
1953 Assert(pSave->fLsbFirst == GL_FALSE);
1954
1955 pSave->cSkipRows = 0;
1956 glGetIntegerv(GL_UNPACK_SKIP_ROWS, &pSave->cSkipRows);
1957 Assert(pSave->cSkipRows == 0);
1958
1959 pSave->cSkipPixels = 0;
1960 glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &pSave->cSkipPixels);
1961 Assert(pSave->cSkipPixels == 0);
1962
1963 pSave->cSkipImages = 0;
1964 glGetIntegerv(GL_UNPACK_SKIP_IMAGES, &pSave->cSkipImages);
1965 Assert(pSave->cSkipImages == 0);
1966
1967 VMSVGA3D_CLEAR_GL_ERRORS();
1968#endif
1969
1970 /*
1971 * Setup unpack.
1972 *
1973 * Note! We use 1 as alignment here because we currently don't do any
1974 * aligning of line pitches anywhere.
1975 */
1976 NOREF(pSurface);
1977 if (pSave->iAlignment != 1)
1978 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1), pState, pContext);
1979 if (pSave->cxRow != 0)
1980 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0), pState, pContext);
1981#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
1982 if (pSave->cyImage != 0)
1983 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0), pState, pContext);
1984 if (pSave->fSwapBytes != 0)
1985 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE), pState, pContext);
1986 if (pSave->fLsbFirst != 0)
1987 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE), pState, pContext);
1988 if (pSave->cSkipRows != 0)
1989 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, 0), pState, pContext);
1990 if (pSave->cSkipPixels != 0)
1991 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0), pState, pContext);
1992 if (pSave->cSkipImages != 0)
1993 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0), pState, pContext);
1994#endif
1995}
1996
1997
1998/**
1999 * Restores texture unpacking parameters.
2000 *
2001 * @param pState The VMSVGA3D state structure.
2002 * @param pContext The active context.
2003 * @param pSurface The surface.
2004 * @param pSave Where stuff was saved.
2005 */
2006void vmsvga3dOglRestoreUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2007 PCVMSVGAPACKPARAMS pSave)
2008{
2009 RT_NOREF(pState, pSurface);
2010
2011 if (pSave->iAlignment != 1)
2012 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2013 if (pSave->cxRow != 0)
2014 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2015#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2016 if (pSave->cyImage != 0)
2017 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2018 if (pSave->fSwapBytes != 0)
2019 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2020 if (pSave->fLsbFirst != 0)
2021 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2022 if (pSave->cSkipRows != 0)
2023 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2024 if (pSave->cSkipPixels != 0)
2025 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2026 if (pSave->cSkipImages != 0)
2027 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2028#endif
2029}
2030
2031
2032/**
2033 * Create D3D/OpenGL texture object for the specified surface.
2034 *
2035 * Surfaces are created when needed.
2036 *
2037 * @param pState The VMSVGA3d state.
2038 * @param pContext The context.
2039 * @param idAssociatedContext Probably the same as pContext->id.
2040 * @param pSurface The surface to create the texture for.
2041 */
2042int vmsvga3dBackCreateTexture(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext,
2043 PVMSVGA3DSURFACE pSurface)
2044{
2045 RT_NOREF(idAssociatedContext);
2046 GLint activeTexture = 0;
2047 uint32_t idPrevCtx = pState->idActiveContext;
2048 pContext = &pState->SharedCtx;
2049 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2050
2051 glGenTextures(1, &pSurface->oglId.texture);
2052 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2053 /** @todo Set the mip map generation filter settings. */
2054
2055 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2056 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2057
2058 /* Must bind texture to the current context in order to change it. */
2059 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2060 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2061
2062 /* Set the unpacking parameters. */
2063 VMSVGAPACKPARAMS SavedParams;
2064 vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams);
2065
2066 /* Set the mipmap base and max level paramters. */
2067 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2068 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2069 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, pSurface->faces[0].numMipLevels);
2070 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2071
2072 if (pSurface->fDirty)
2073 Log(("vmsvga3dBackCreateTexture: sync dirty texture\n"));
2074
2075 /* Always allocate and initialize all mipmap levels; non-initialized mipmap levels used as render targets cause failures. */
2076 for (uint32_t i = 0; i < pSurface->faces[0].numMipLevels; i++)
2077 {
2078 /* Allocate and initialize texture memory. Passing the zero filled pSurfaceData avoids
2079 exposing random host memory to the guest and helps a with the fedora 21 surface
2080 corruption issues (launchpad, background, search field, login). */
2081 if (pSurface->pMipmapLevels[i].fDirty)
2082 Log(("vmsvga3dBackCreateTexture: sync dirty texture mipmap level %d (pitch %x)\n", i, pSurface->pMipmapLevels[i].cbSurfacePitch));
2083
2084 glTexImage2D(GL_TEXTURE_2D,
2085 i,
2086 pSurface->internalFormatGL,
2087 pSurface->pMipmapLevels[i].size.width,
2088 pSurface->pMipmapLevels[i].size.height,
2089 0,
2090 pSurface->formatGL,
2091 pSurface->typeGL,
2092 pSurface->pMipmapLevels[i].pSurfaceData);
2093
2094 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2095
2096 pSurface->pMipmapLevels[i].fDirty = false;
2097 }
2098 pSurface->fDirty = false;
2099
2100 /* Restore unpacking parameters. */
2101 vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams);
2102
2103 /* Restore the old active texture. */
2104 glBindTexture(GL_TEXTURE_2D, activeTexture);
2105 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2106
2107 pSurface->flags |= SVGA3D_SURFACE_HINT_TEXTURE;
2108
2109 if (idPrevCtx < pState->cContexts && pState->papContexts[idPrevCtx]->id == idPrevCtx)
2110 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[idPrevCtx]);
2111 return VINF_SUCCESS;
2112}
2113
2114
2115/**
2116 * Backend worker for implementing SVGA_3D_CMD_SURFACE_STRETCHBLT.
2117 *
2118 * @returns VBox status code.
2119 * @param pThis The VGA device instance.
2120 * @param pState The VMSVGA3d state.
2121 * @param pDstSurface The destination host surface.
2122 * @param uDstMipmap The destination mipmap level (valid).
2123 * @param pDstBox The destination box.
2124 * @param pSrcSurface The source host surface.
2125 * @param uSrcMipmap The source mimap level (valid).
2126 * @param pSrcBox The source box.
2127 * @param enmMode The strecht blt mode .
2128 * @param pContext The VMSVGA3d context (already current for OGL).
2129 */
2130int vmsvga3dBackSurfaceStretchBlt(PVGASTATE pThis, PVMSVGA3DSTATE pState,
2131 PVMSVGA3DSURFACE pDstSurface, uint32_t uDstMipmap, SVGA3dBox const *pDstBox,
2132 PVMSVGA3DSURFACE pSrcSurface, uint32_t uSrcMipmap, SVGA3dBox const *pSrcBox,
2133 SVGA3dStretchBltMode enmMode, PVMSVGA3DCONTEXT pContext)
2134{
2135 RT_NOREF(pThis);
2136
2137 /* Activate the read and draw framebuffer objects. */
2138 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
2139 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2140 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, pContext->idDrawFramebuffer);
2141 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2142
2143 /* Bind the source and destination objects to the right place. */
2144 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
2145 pSrcSurface->oglId.texture, uSrcMipmap);
2146 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2147 pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
2148 pDstSurface->oglId.texture, uDstMipmap);
2149 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2150
2151 Log(("src conv. (%d,%d)(%d,%d); dest conv (%d,%d)(%d,%d)\n", pSrcBox->x, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y + pSrcBox->h),
2152 pSrcBox->x + pSrcBox->w, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y), pDstBox->x, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y + pDstBox->h),
2153 pDstBox->x + pDstBox->w, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y)));
2154
2155 pState->ext.glBlitFramebuffer(pSrcBox->x,
2156#ifdef MANUAL_FLIP_SURFACE_DATA
2157 D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y + pSrcBox->h), /* inclusive */
2158#else
2159 pSrcBox->y,
2160#endif
2161 pSrcBox->x + pSrcBox->w, /* exclusive. */
2162#ifdef MANUAL_FLIP_SURFACE_DATA
2163 D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y), /* exclusive */
2164#else
2165 pSrcBox->y + pSrcBox->h,
2166#endif
2167 pDstBox->x,
2168#ifdef MANUAL_FLIP_SURFACE_DATA
2169 D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y + pDstBox->h), /* inclusive. */
2170#else
2171 pDstBox->y,
2172#endif
2173 pDstBox->x + pDstBox->w, /* exclusive. */
2174#ifdef MANUAL_FLIP_SURFACE_DATA
2175 D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y), /* exclusive */
2176#else
2177 pDstBox->y + pDstBox->h,
2178#endif
2179 GL_COLOR_BUFFER_BIT,
2180 (enmMode == SVGA3D_STRETCH_BLT_POINT) ? GL_NEAREST : GL_LINEAR);
2181 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2182
2183 /* Reset the frame buffer association */
2184 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
2185 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2186
2187 return VINF_SUCCESS;
2188}
2189
2190/**
2191 * Save texture packing parameters and loads those appropriate for the given
2192 * surface.
2193 *
2194 * @param pState The VMSVGA3D state structure.
2195 * @param pContext The active context.
2196 * @param pSurface The surface.
2197 * @param pSave Where to save stuff.
2198 */
2199void vmsvga3dOglSetPackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2200 PVMSVGAPACKPARAMS pSave)
2201{
2202 RT_NOREF(pState);
2203 /*
2204 * Save (ignore errors, setting the defaults we want and avoids restore).
2205 */
2206 pSave->iAlignment = 1;
2207 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
2208 pSave->cxRow = 0;
2209 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
2210
2211#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2212 pSave->cyImage = 0;
2213 glGetIntegerv(GL_PACK_IMAGE_HEIGHT, &pSave->cyImage);
2214 Assert(pSave->cyImage == 0);
2215
2216 pSave->fSwapBytes = GL_FALSE;
2217 glGetBooleanv(GL_PACK_SWAP_BYTES, &pSave->fSwapBytes);
2218 Assert(pSave->fSwapBytes == GL_FALSE);
2219
2220 pSave->fLsbFirst = GL_FALSE;
2221 glGetBooleanv(GL_PACK_LSB_FIRST, &pSave->fLsbFirst);
2222 Assert(pSave->fLsbFirst == GL_FALSE);
2223
2224 pSave->cSkipRows = 0;
2225 glGetIntegerv(GL_PACK_SKIP_ROWS, &pSave->cSkipRows);
2226 Assert(pSave->cSkipRows == 0);
2227
2228 pSave->cSkipPixels = 0;
2229 glGetIntegerv(GL_PACK_SKIP_PIXELS, &pSave->cSkipPixels);
2230 Assert(pSave->cSkipPixels == 0);
2231
2232 pSave->cSkipImages = 0;
2233 glGetIntegerv(GL_PACK_SKIP_IMAGES, &pSave->cSkipImages);
2234 Assert(pSave->cSkipImages == 0);
2235
2236 VMSVGA3D_CLEAR_GL_ERRORS();
2237#endif
2238
2239 /*
2240 * Setup unpack.
2241 *
2242 * Note! We use 1 as alignment here because we currently don't do any
2243 * aligning of line pitches anywhere.
2244 */
2245 NOREF(pSurface);
2246 if (pSave->iAlignment != 1)
2247 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 1), pState, pContext);
2248 if (pSave->cxRow != 0)
2249 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, 0), pState, pContext);
2250#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2251 if (pSave->cyImage != 0)
2252 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0), pState, pContext);
2253 if (pSave->fSwapBytes != 0)
2254 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE), pState, pContext);
2255 if (pSave->fLsbFirst != 0)
2256 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, GL_FALSE), pState, pContext);
2257 if (pSave->cSkipRows != 0)
2258 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, 0), pState, pContext);
2259 if (pSave->cSkipPixels != 0)
2260 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, 0), pState, pContext);
2261 if (pSave->cSkipImages != 0)
2262 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, 0), pState, pContext);
2263#endif
2264}
2265
2266
2267/**
2268 * Restores texture packing parameters.
2269 *
2270 * @param pState The VMSVGA3D state structure.
2271 * @param pContext The active context.
2272 * @param pSurface The surface.
2273 * @param pSave Where stuff was saved.
2274 */
2275void vmsvga3dOglRestorePackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2276 PCVMSVGAPACKPARAMS pSave)
2277{
2278 RT_NOREF(pState, pSurface);
2279 if (pSave->iAlignment != 1)
2280 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2281 if (pSave->cxRow != 0)
2282 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2283#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2284 if (pSave->cyImage != 0)
2285 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2286 if (pSave->fSwapBytes != 0)
2287 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2288 if (pSave->fLsbFirst != 0)
2289 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2290 if (pSave->cSkipRows != 0)
2291 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2292 if (pSave->cSkipPixels != 0)
2293 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2294 if (pSave->cSkipImages != 0)
2295 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2296#endif
2297}
2298
2299
2300/**
2301 * Backend worker for implementing SVGA_3D_CMD_SURFACE_DMA that copies one box.
2302 *
2303 * @returns Failure status code or @a rc.
2304 * @param pThis The VGA device instance data.
2305 * @param pState The VMSVGA3d state.
2306 * @param pSurface The host surface.
2307 * @param uHostMipmap The host mipmap level (valid).
2308 * @param GuestPtr The guest pointer.
2309 * @param cbSrcPitch The guest (?) pitch.
2310 * @param transfer The transfer direction.
2311 * @param pBox The box to copy.
2312 * @param pContext The context (for OpenGL).
2313 * @param rc The current rc for all boxes.
2314 * @param iBox The current box number (for Direct 3D).
2315 */
2316int vmsvga3dBackSurfaceDMACopyBox(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface, uint32_t uHostMipmap,
2317 SVGAGuestPtr GuestPtr, uint32_t cbSrcPitch, SVGA3dTransferType transfer,
2318 SVGA3dCopyBox const *pBox, PVMSVGA3DCONTEXT pContext, int rc, int iBox)
2319{
2320 RT_NOREF(iBox);
2321 PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->pMipmapLevels[uHostMipmap];
2322
2323 switch (pSurface->flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)
2324 {
2325 case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
2326 case SVGA3D_SURFACE_HINT_TEXTURE:
2327 case SVGA3D_SURFACE_HINT_RENDERTARGET:
2328 {
2329 uint32_t cbSurfacePitch;
2330 uint8_t *pDoubleBuffer, *pBufferStart;
2331 unsigned uDestOffset = 0;
2332
2333 pDoubleBuffer = (uint8_t *)RTMemAlloc(pMipLevel->cbSurface);
2334 AssertReturn(pDoubleBuffer, VERR_NO_MEMORY);
2335
2336 if (transfer == SVGA3D_READ_HOST_VRAM)
2337 {
2338 GLint activeTexture;
2339
2340 /* Must bind texture to the current context in order to read it. */
2341 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2342 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2343
2344 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2345 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2346
2347 /* Set row length and alignment of the input data. */
2348 VMSVGAPACKPARAMS SavedParams;
2349 vmsvga3dOglSetPackParams(pState, pContext, pSurface, &SavedParams);
2350
2351 glGetTexImage(GL_TEXTURE_2D,
2352 uHostMipmap,
2353 pSurface->formatGL,
2354 pSurface->typeGL,
2355 pDoubleBuffer);
2356 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2357
2358 vmsvga3dOglRestorePackParams(pState, pContext, pSurface, &SavedParams);
2359
2360 /* Restore the old active texture. */
2361 glBindTexture(GL_TEXTURE_2D, activeTexture);
2362 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2363
2364 uDestOffset = pBox->x * pSurface->cbBlock + pBox->y * pMipLevel->cbSurfacePitch;
2365 AssertReturnStmt( uDestOffset + pBox->w * pSurface->cbBlock + (pBox->h - 1) * pMipLevel->cbSurfacePitch
2366 <= pMipLevel->cbSurface,
2367 RTMemFree(pDoubleBuffer),
2368 VERR_INTERNAL_ERROR);
2369
2370 cbSurfacePitch = pMipLevel->cbSurfacePitch;
2371
2372#ifdef MANUAL_FLIP_SURFACE_DATA
2373 pBufferStart = pDoubleBuffer
2374 + pBox->x * pSurface->cbBlock
2375 + pMipLevel->cbSurface - pBox->y * cbSurfacePitch
2376 - cbSurfacePitch; /* flip image during copy */
2377#else
2378 pBufferStart = pDoubleBuffer + uDestOffset;
2379#endif
2380 }
2381 else
2382 {
2383 cbSurfacePitch = pBox->w * pSurface->cbBlock;
2384#ifdef MANUAL_FLIP_SURFACE_DATA
2385 pBufferStart = pDoubleBuffer + cbSurfacePitch * pBox->h - cbSurfacePitch; /* flip image during copy */
2386#else
2387 pBufferStart = pDoubleBuffer;
2388#endif
2389 }
2390
2391 rc = vmsvgaGMRTransfer(pThis,
2392 transfer,
2393 pBufferStart,
2394#ifdef MANUAL_FLIP_SURFACE_DATA
2395 -(int32_t)cbSurfacePitch,
2396#else
2397 (int32_t)cbSurfacePitch,
2398#endif
2399 GuestPtr,
2400 pBox->srcx * pSurface->cbBlock + pBox->srcy * cbSrcPitch,
2401 cbSrcPitch,
2402 pBox->w * pSurface->cbBlock,
2403 pBox->h);
2404 AssertRC(rc);
2405
2406 /* Update the opengl surface data. */
2407 if (transfer == SVGA3D_WRITE_HOST_VRAM)
2408 {
2409 GLint activeTexture = 0;
2410
2411 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2412 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2413
2414 /* Must bind texture to the current context in order to change it. */
2415 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2416 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2417
2418 Log(("vmsvga3dSurfaceDMA: copy texture mipmap level %d (pitch %x)\n", uHostMipmap, pMipLevel->cbSurfacePitch));
2419
2420 /* Set row length and alignment of the input data. */
2421 VMSVGAPACKPARAMS SavedParams;
2422 vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams); /** @todo do we need to set ROW_LENGTH to w here? */
2423
2424 glTexSubImage2D(GL_TEXTURE_2D,
2425 uHostMipmap,
2426 pBox->x,
2427 pBox->y,
2428 pBox->w,
2429 pBox->h,
2430 pSurface->formatGL,
2431 pSurface->typeGL,
2432 pDoubleBuffer);
2433
2434 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2435
2436 /* Restore old values. */
2437 vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams);
2438
2439 /* Restore the old active texture. */
2440 glBindTexture(GL_TEXTURE_2D, activeTexture);
2441 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2442 }
2443
2444 Log4(("first line:\n%.*Rhxd\n", pBox->w * pSurface->cbBlock, pDoubleBuffer));
2445
2446 /* Free the double buffer. */
2447 RTMemFree(pDoubleBuffer);
2448 break;
2449 }
2450
2451 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
2452 AssertFailed(); /** @todo DMA SVGA3D_SURFACE_HINT_DEPTHSTENCIL */
2453 break;
2454
2455 case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
2456 case SVGA3D_SURFACE_HINT_INDEXBUFFER:
2457 {
2458 Assert(pBox->h == 1);
2459
2460 VMSVGA3D_CLEAR_GL_ERRORS();
2461 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pSurface->oglId.buffer);
2462 if (VMSVGA3D_GL_IS_SUCCESS(pContext))
2463 {
2464 GLenum enmGlTransfer = (transfer == SVGA3D_READ_HOST_VRAM) ? GL_READ_ONLY : GL_WRITE_ONLY;
2465 uint8_t *pbData = (uint8_t *)pState->ext.glMapBuffer(GL_ARRAY_BUFFER, enmGlTransfer);
2466 if (RT_LIKELY(pbData != NULL))
2467 {
2468#if defined(VBOX_STRICT) && defined(RT_OS_DARWIN)
2469 GLint cbStrictBufSize;
2470 glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &cbStrictBufSize);
2471 Assert(VMSVGA3D_GL_IS_SUCCESS(pContext));
2472 AssertMsg(cbStrictBufSize >= (int32_t)pMipLevel->cbSurface,
2473 ("cbStrictBufSize=%#x cbSurface=%#x pContext->id=%#x\n", (uint32_t)cbStrictBufSize, pMipLevel->cbSurface, pContext->id));
2474#endif
2475
2476 unsigned offDst = pBox->x * pSurface->cbBlock + pBox->y * pMipLevel->cbSurfacePitch;
2477 if (RT_LIKELY( offDst + pBox->w * pSurface->cbBlock + (pBox->h - 1) * pMipLevel->cbSurfacePitch
2478 <= pMipLevel->cbSurface))
2479 {
2480 Log(("Lock %s memory for rectangle (%d,%d)(%d,%d)\n", (pSurface->flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_VERTEXBUFFER ? "vertex" : "index",
2481 pBox->x, pBox->y, pBox->x + pBox->w, pBox->y + pBox->h));
2482
2483 rc = vmsvgaGMRTransfer(pThis,
2484 transfer,
2485 pbData + offDst,
2486 pMipLevel->cbSurfacePitch,
2487 GuestPtr,
2488 pBox->srcx * pSurface->cbBlock + pBox->srcy * cbSrcPitch,
2489 cbSrcPitch,
2490 pBox->w * pSurface->cbBlock,
2491 pBox->h);
2492 AssertRC(rc);
2493
2494 Log4(("first line:\n%.*Rhxd\n", cbSrcPitch, pbData));
2495 }
2496 else
2497 {
2498 AssertFailed();
2499 rc = VERR_INTERNAL_ERROR;
2500 }
2501
2502 pState->ext.glUnmapBuffer(GL_ARRAY_BUFFER);
2503 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2504 }
2505 else
2506 VMSVGA3D_GL_GET_AND_COMPLAIN(pState, pContext, ("glMapBuffer(GL_ARRAY_BUFFER, %#x) -> NULL\n", enmGlTransfer));
2507 }
2508 else
2509 VMSVGA3D_GL_COMPLAIN(pState, pContext, ("glBindBuffer(GL_ARRAY_BUFFER, %#x)\n", pSurface->oglId.buffer));
2510 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
2511 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2512 break;
2513 }
2514
2515 default:
2516 AssertFailed();
2517 break;
2518 }
2519
2520 return rc;
2521}
2522
2523
2524int vmsvga3dSurfaceBlitToScreen(PVGASTATE pThis, uint32_t dest, SVGASignedRect destRect, SVGA3dSurfaceImageId src, SVGASignedRect srcRect, uint32_t cRects, SVGASignedRect *pRect)
2525{
2526 /* Requires SVGA_FIFO_CAP_SCREEN_OBJECT support */
2527 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));
2528 for (uint32_t i = 0; i < cRects; i++)
2529 {
2530 Log(("vmsvga3dSurfaceBlitToScreen: clipping rect %d (%d,%d)(%d,%d)\n", i, pRect[i].left, pRect[i].top, pRect[i].right, pRect[i].bottom));
2531 }
2532
2533 /** @todo Only screen 0 for now. */
2534 AssertReturn(dest == 0, VERR_INTERNAL_ERROR);
2535 AssertReturn(src.mipmap == 0 && src.face == 0, VERR_INVALID_PARAMETER);
2536 /** @todo scaling */
2537 AssertReturn(destRect.right - destRect.left == srcRect.right - srcRect.left && destRect.bottom - destRect.top == srcRect.bottom - srcRect.top, VERR_INVALID_PARAMETER);
2538
2539 if (cRects == 0)
2540 {
2541 /* easy case; no clipping */
2542 SVGA3dCopyBox box;
2543 SVGA3dGuestImage dst;
2544
2545 box.x = destRect.left;
2546 box.y = destRect.top;
2547 box.z = 0;
2548 box.w = destRect.right - destRect.left;
2549 box.h = destRect.bottom - destRect.top;
2550 box.d = 1;
2551 box.srcx = srcRect.left;
2552 box.srcy = srcRect.top;
2553 box.srcz = 0;
2554
2555 dst.ptr.gmrId = SVGA_GMR_FRAMEBUFFER;
2556 dst.ptr.offset = 0;
2557 dst.pitch = pThis->svga.cbScanline;
2558
2559 int rc = vmsvga3dSurfaceDMA(pThis, dst, src, SVGA3D_READ_HOST_VRAM, 1, &box);
2560 AssertRCReturn(rc, rc);
2561
2562 vgaR3UpdateDisplay(pThis, box.x, box.y, box.w, box.h);
2563 return VINF_SUCCESS;
2564 }
2565 else
2566 {
2567 SVGA3dGuestImage dst;
2568 SVGA3dCopyBox box;
2569
2570 box.srcz = 0;
2571 box.z = 0;
2572 box.d = 1;
2573
2574 dst.ptr.gmrId = SVGA_GMR_FRAMEBUFFER;
2575 dst.ptr.offset = 0;
2576 dst.pitch = pThis->svga.cbScanline;
2577
2578 /** @todo merge into one SurfaceDMA call */
2579 for (uint32_t i = 0; i < cRects; i++)
2580 {
2581 /* The clipping rectangle is relative to the top-left corner of srcRect & destRect. Adjust here. */
2582 box.srcx = srcRect.left + pRect[i].left;
2583 box.srcy = srcRect.top + pRect[i].top;
2584
2585 box.x = pRect[i].left + destRect.left;
2586 box.y = pRect[i].top + destRect.top;
2587 box.z = 0;
2588 box.w = pRect[i].right - pRect[i].left;
2589 box.h = pRect[i].bottom - pRect[i].top;
2590
2591 int rc = vmsvga3dSurfaceDMA(pThis, dst, src, SVGA3D_READ_HOST_VRAM, 1, &box);
2592 AssertRCReturn(rc, rc);
2593
2594 vgaR3UpdateDisplay(pThis, box.x, box.y, box.w, box.h);
2595 }
2596
2597 return VINF_SUCCESS;
2598 }
2599}
2600
2601int vmsvga3dGenerateMipmaps(PVGASTATE pThis, uint32_t sid, SVGA3dTextureFilter filter)
2602{
2603 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
2604 PVMSVGA3DSURFACE pSurface;
2605 int rc = VINF_SUCCESS;
2606 PVMSVGA3DCONTEXT pContext;
2607 uint32_t cid;
2608 GLint activeTexture = 0;
2609
2610 AssertReturn(pState, VERR_NO_MEMORY);
2611 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
2612 AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER);
2613
2614 pSurface = pState->papSurfaces[sid];
2615
2616 Assert(filter != SVGA3D_TEX_FILTER_FLATCUBIC);
2617 Assert(filter != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
2618 pSurface->autogenFilter = filter;
2619
2620 Log(("vmsvga3dGenerateMipmaps: sid=%x filter=%d\n", sid, filter));
2621
2622 cid = SVGA3D_INVALID_ID;
2623 pContext = &pState->SharedCtx;
2624 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2625
2626 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
2627 {
2628 /* Unknown surface type; turn it into a texture. */
2629 Log(("vmsvga3dGenerateMipmaps: unknown src surface id=%x type=%d format=%d -> create texture\n", sid, pSurface->flags, pSurface->format));
2630 rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface);
2631 AssertRCReturn(rc, rc);
2632 }
2633 else
2634 {
2635 /** @todo new filter */
2636 AssertFailed();
2637 }
2638
2639 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2640 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2641
2642 /* Must bind texture to the current context in order to change it. */
2643 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2644 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2645
2646 /* Generate the mip maps. */
2647 pState->ext.glGenerateMipmap(GL_TEXTURE_2D);
2648 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2649
2650 /* Restore the old texture. */
2651 glBindTexture(GL_TEXTURE_2D, activeTexture);
2652 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2653
2654 return VINF_SUCCESS;
2655}
2656
2657int vmsvga3dCommandPresent(PVGASTATE pThis, uint32_t sid, uint32_t cRects, SVGA3dCopyRect *pRect)
2658{
2659 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
2660 PVMSVGA3DSURFACE pSurface;
2661 PVMSVGA3DCONTEXT pContext;
2662 uint32_t cid;
2663
2664 AssertReturn(pState, VERR_NO_MEMORY);
2665 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
2666 AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER);
2667
2668 pSurface = pState->papSurfaces[sid];
2669
2670 Log(("vmsvga3dCommandPresent: sid=%x cRects=%d\n", sid, cRects));
2671 for (uint32_t i=0; i < cRects; i++)
2672 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));
2673
2674 pContext = &pState->SharedCtx;
2675 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2676 cid = pContext->id;
2677 VMSVGA3D_CLEAR_GL_ERRORS();
2678
2679#if 0 /* Can't make sense of this. SVGA3dCopyRect doesn't allow scaling. non-blit-cube path change to not use it. */
2680 /*
2681 * Source surface different size?
2682 */
2683 RTRECT2 srcViewPort;
2684 if ( pSurface->pMipmapLevels[0].size.width != pThis->svga.uWidth
2685 || pSurface->pMipmapLevels[0].size.height != pThis->svga.uHeight)
2686 {
2687 float xMultiplier = (float)pSurface->pMipmapLevels[0].size.width / (float)pThis->svga.uWidth;
2688 float yMultiplier = (float)pSurface->pMipmapLevels[0].size.height / (float)pThis->svga.uHeight;
2689
2690 LogFlow(("size (%d vs %d, %d vs %d) multiplier (" FLOAT_FMT_STR ", " FLOAT_FMT_STR ")\n",
2691 pSurface->pMipmapLevels[0].size.width, pThis->svga.uWidth,
2692 pSurface->pMipmapLevels[0].size.height, pThis->svga.uHeight,
2693 FLOAT_FMT_ARGS(xMultiplier), FLOAT_FMT_ARGS(yMultiplier) ));
2694
2695 srcViewPort.x = (uint32_t)((float)pThis->svga.viewport.x * xMultiplier);
2696 srcViewPort.y = (uint32_t)((float)pThis->svga.viewport.y * yMultiplier);
2697 srcViewPort.cx = (uint32_t)((float)pThis->svga.viewport.cx * xMultiplier);
2698 srcViewPort.cy = (uint32_t)((float)pThis->svga.viewport.cy * yMultiplier);
2699 }
2700 else
2701 {
2702 srcViewPort.x = pThis->svga.viewport.x;
2703 srcViewPort.y = pThis->svga.viewport.y;
2704 srcViewPort.cx = pThis->svga.viewport.cx;
2705 srcViewPort.cy = pThis->svga.viewport.cy;
2706 }
2707 RTRECT SrcViewPortRect;
2708 SrcViewPortRect.xLeft = srcViewPort.x;
2709 SrcViewPortRect.xRight = srcViewPort.x + srcViewPort.cx;
2710 SrcViewPortRect.yBottom = srcViewPort.y;
2711 SrcViewPortRect.yTop = srcViewPort.y + srcViewPort.cy;
2712#endif
2713
2714
2715#if 0//ndef RT_OS_DARWIN /* blit-cube fails in this path... */
2716 /*
2717 * Note! this path is slightly faster than the glBlitFrameBuffer path below.
2718 */
2719 SVGA3dCopyRect rect;
2720 uint32_t oldVShader, oldPShader;
2721 GLint oldTextureId;
2722
2723 if (cRects == 0)
2724 {
2725 rect.x = rect.y = rect.srcx = rect.srcy = 0;
2726 rect.w = pSurface->pMipmapLevels[0].size.width;
2727 rect.h = pSurface->pMipmapLevels[0].size.height;
2728 pRect = &rect;
2729 cRects = 1;
2730 }
2731
2732 //glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
2733
2734#if 0
2735 glDisable(GL_CULL_FACE);
2736 glDisable(GL_BLEND);
2737 glDisable(GL_ALPHA_TEST);
2738 glDisable(GL_SCISSOR_TEST);
2739 glDisable(GL_STENCIL_TEST);
2740 glEnable(GL_DEPTH_TEST);
2741 glDepthFunc(GL_ALWAYS);
2742 glDepthMask(GL_TRUE);
2743 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2744 glViewport(0, 0, pSurface->pMipmapLevels[0].size.width, pSurface->pMipmapLevels[0].size.height);
2745#endif
2746
2747 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTextureId), pState, pContext);
2748
2749 oldVShader = pContext->state.shidVertex;
2750 oldPShader = pContext->state.shidPixel;
2751 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_VS, SVGA_ID_INVALID);
2752 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_PS, SVGA_ID_INVALID);
2753
2754 /* Flush shader changes. */
2755 if (pContext->pShaderContext)
2756 ShaderUpdateState(pContext->pShaderContext, 0);
2757
2758 /* Activate the read and draw framebuffer objects. */
2759 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer), pState, pContext);
2760 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 /* back buffer */), pState, pContext);
2761
2762 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glActiveTexture(GL_TEXTURE0), pState, pContext);
2763 VMSVGA3D_ASSERT_GL_CALL(glEnable(GL_TEXTURE_2D), pState, pContext);;
2764 VMSVGA3D_ASSERT_GL_CALL(glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture), pState, pContext);
2765
2766 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR), pState, pContext);
2767 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR), pState, pContext);;
2768
2769#if 0
2770 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP), pState, pContext);;
2771 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP), pState, pContext);;
2772#endif
2773
2774 /* Reset the transformation matrices. */
2775 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_MODELVIEW), pState, pContext);
2776 VMSVGA3D_ASSERT_GL_CALL(glPushMatrix(), pState, pContext);
2777 VMSVGA3D_ASSERT_GL_CALL(glLoadIdentity(), pState, pContext);
2778 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_PROJECTION), pState, pContext);
2779 VMSVGA3D_ASSERT_GL_CALL(glPushMatrix(), pState, pContext);
2780 VMSVGA3D_ASSERT_GL_CALL(glLoadIdentity(), pState, pContext);
2781 VMSVGA3D_ASSERT_GL_CALL(glScalef(1.0f, -1.0f, 1.0f), pState, pContext);
2782 VMSVGA3D_ASSERT_GL_CALL(glOrtho(0, pThis->svga.uWidth, pThis->svga.uHeight, 0, 0.0, -1.0), pState, pContext);
2783
2784 for (uint32_t i = 0; i < cRects; i++)
2785 {
2786 float left, right, top, bottom; /* Texture coordinates */
2787 int vertexLeft, vertexRight, vertexTop, vertexBottom;
2788
2789 pRect[i].srcx = RT_MAX(pRect[i].srcx, (uint32_t)RT_MAX(srcViewPort.x, 0));
2790 pRect[i].srcy = RT_MAX(pRect[i].srcy, (uint32_t)RT_MAX(srcViewPort.y, 0));
2791 pRect[i].x = RT_MAX(pRect[i].x, pThis->svga.viewport.x) - pThis->svga.viewport.x;
2792 pRect[i].y = RT_MAX(pRect[i].y, pThis->svga.viewport.y) - pThis->svga.viewport.y;
2793 pRect[i].w = pThis->svga.viewport.cx;
2794 pRect[i].h = pThis->svga.viewport.cy;
2795
2796 if ( pRect[i].x + pRect[i].w <= pThis->svga.viewport.x
2797 || pThis->svga.viewport.x + pThis->svga.viewport.cx <= pRect[i].x
2798 || pRect[i].y + pRect[i].h <= pThis->svga.viewport.y
2799 || pThis->svga.viewport.y + pThis->svga.viewport.cy <= pRect[i].y)
2800 {
2801 /* Intersection is empty; skip */
2802 continue;
2803 }
2804
2805 left = pRect[i].srcx;
2806 right = pRect[i].srcx + pRect[i].w;
2807 top = pRect[i].srcy + pRect[i].h;
2808 bottom = pRect[i].srcy;
2809
2810 left /= pSurface->pMipmapLevels[0].size.width;
2811 right /= pSurface->pMipmapLevels[0].size.width;
2812 top /= pSurface->pMipmapLevels[0].size.height;
2813 bottom /= pSurface->pMipmapLevels[0].size.height;
2814
2815 vertexLeft = pRect[i].x;
2816 vertexRight = pRect[i].x + pRect[i].w;
2817 vertexTop = ((uint32_t)pThis->svga.uHeight >= pRect[i].y + pRect[i].h) ? pThis->svga.uHeight - pRect[i].y - pRect[i].h : 0;
2818 vertexBottom = pThis->svga.uHeight - pRect[i].y;
2819
2820 Log(("view port (%d,%d)(%d,%d)\n", srcViewPort.x, srcViewPort.y, srcViewPort.cx, srcViewPort.cy));
2821 Log(("vertex (%d,%d) (%d,%d) (%d,%d) (%d,%d)\n", vertexLeft, vertexBottom, vertexLeft, vertexTop, vertexRight, vertexTop, vertexRight, vertexBottom));
2822 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)));
2823
2824 glBegin(GL_QUADS);
2825
2826 /* bottom left */
2827 glTexCoord2f(left, bottom);
2828 glVertex2i(vertexLeft, vertexBottom);
2829
2830 /* top left */
2831 glTexCoord2f(left, top);
2832 glVertex2i(vertexLeft, vertexTop);
2833
2834 /* top right */
2835 glTexCoord2f(right, top);
2836 glVertex2i(vertexRight, vertexTop);
2837
2838 /* bottom right */
2839 glTexCoord2f(right, bottom);
2840 glVertex2i(vertexRight, vertexBottom);
2841
2842 VMSVGA3D_ASSERT_GL_CALL(glEnd(), pState, pContext);
2843 }
2844
2845 /* Restore old settings. */
2846 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_PROJECTION), pState, pContext);
2847 VMSVGA3D_ASSERT_GL_CALL(glPopMatrix(), pState, pContext);
2848 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_MODELVIEW), pState, pContext);
2849 VMSVGA3D_ASSERT_GL_CALL(glPopMatrix(), pState, pContext);
2850
2851 //VMSVGA3D_ASSERT_GL_CALL(glPopAttrib(), pState, pContext);
2852
2853 VMSVGA3D_ASSERT_GL_CALL(glBindTexture(GL_TEXTURE_2D, oldTextureId), pState, pContext);
2854 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_VS, oldVShader);
2855 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_PS, oldPShader);
2856
2857#else
2858 /*
2859 * glBlitFramebuffer variant.
2860 */
2861 /* Activate the read and draw framebuffer objects. */
2862 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
2863 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2864 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 /* back buffer */);
2865 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2866
2867 /* Bind the source objects to the right place. */
2868 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pSurface->oglId.texture, 0 /* level 0 */);
2869 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2870
2871
2872 /* Read the destination viewport specs in one go to try avoid some unnecessary update races. */
2873 VMSVGAVIEWPORT const DstViewport = pThis->svga.viewport;
2874 ASMCompilerBarrier(); /* paranoia */
2875 Assert(DstViewport.yHighWC >= DstViewport.yLowWC);
2876
2877 /* If there are no recangles specified, just grab a screenful. */
2878 SVGA3dCopyRect DummyRect;
2879 if (cRects != 0)
2880 { /* likely */ }
2881 else
2882 {
2883 /** @todo Find the usecase for this or check what the original device does.
2884 * The original code was doing some scaling based on the surface
2885 * size... */
2886# ifdef DEBUG_bird
2887 AssertMsgFailed(("No rects to present. Who is doing that and what do they actually expect?\n"));
2888# endif
2889 DummyRect.x = DummyRect.srcx = 0;
2890 DummyRect.y = DummyRect.srcy = 0;
2891 DummyRect.w = pThis->svga.uWidth;
2892 DummyRect.h = pThis->svga.uHeight;
2893 cRects = 1;
2894 pRect = &DummyRect;
2895 }
2896
2897 /*
2898 * Blit the surface rectangle(s) to the back buffer.
2899 */
2900 uint32_t const cxSurface = pSurface->pMipmapLevels[0].size.width;
2901 uint32_t const cySurface = pSurface->pMipmapLevels[0].size.height;
2902 for (uint32_t i = 0; i < cRects; i++)
2903 {
2904 SVGA3dCopyRect ClippedRect = pRect[i];
2905
2906 /*
2907 * Do some sanity checking and limit width and height, all so we
2908 * don't need to think about wrap-arounds below.
2909 */
2910 if (RT_LIKELY( ClippedRect.w
2911 && ClippedRect.x < VMSVGA_MAX_X
2912 && ClippedRect.srcx < VMSVGA_MAX_X
2913 && ClippedRect.h
2914 && ClippedRect.y < VMSVGA_MAX_Y
2915 && ClippedRect.srcy < VMSVGA_MAX_Y
2916 ))
2917 { /* likely */ }
2918 else
2919 continue;
2920
2921 if (RT_LIKELY(ClippedRect.w < VMSVGA_MAX_Y))
2922 { /* likely */ }
2923 else
2924 ClippedRect.w = VMSVGA_MAX_Y;
2925 if (RT_LIKELY(ClippedRect.w < VMSVGA_MAX_Y))
2926 { /* likely */ }
2927 else
2928 ClippedRect.w = VMSVGA_MAX_Y;
2929
2930
2931 /*
2932 * Source surface clipping (paranoia). Straight forward.
2933 */
2934 if (RT_LIKELY(ClippedRect.srcx < cxSurface))
2935 { /* likely */ }
2936 else
2937 continue;
2938 if (RT_LIKELY(ClippedRect.srcx + ClippedRect.w <= cxSurface))
2939 { /* likely */ }
2940 else
2941 {
2942 AssertFailed(); /* remove if annoying. */
2943 ClippedRect.w = cxSurface - ClippedRect.srcx;
2944 }
2945
2946 if (RT_LIKELY(ClippedRect.srcy < cySurface))
2947 { /* likely */ }
2948 else
2949 continue;
2950 if (RT_LIKELY(ClippedRect.srcy + ClippedRect.h <= cySurface))
2951 { /* likely */ }
2952 else
2953 {
2954 AssertFailed(); /* remove if annoying. */
2955 ClippedRect.h = cySurface - ClippedRect.srcy;
2956 }
2957
2958 /*
2959 * Destination viewport clipping - real PITA.
2960 *
2961 * We have to take the following into account here:
2962 * - The source image is Y inverted.
2963 * - The destination framebuffer is in world and not window coordinates,
2964 * just like the source surface. This means working in the first quadrant.
2965 * - The viewport is in window coordinate, that is fourth quadrant and
2966 * negated Y values.
2967 * - The destination framebuffer is not scrolled, so we have to blit
2968 * what's visible into the top of the framebuffer.
2969 *
2970 *
2971 * To illustrate:
2972 *
2973 * source destination 0123456789
2974 * 8 ^---------- 8 ^---------- 0 ----------->
2975 * 7 | | 7 | | 1 | |
2976 * 6 | | 6 | ******* | 2 | ******* |
2977 * 5 | *** | 5 | * | 3 | * |
2978 * 4 | * | => 4 | * | => 4 | * |
2979 * 3 | * | 3 | *** | 5 | *** |
2980 * 2 | ******* | 2 | | 6 | |
2981 * 1 | | 1 | | 7 | |
2982 * 0 -----------> 0 -----------> 8 v----------
2983 * 0123456789 0123456789 Destination window
2984 *
2985 * From the above, it follows that a destination viewport given in
2986 * window coordinates matches the source exactly when srcy = srcx = 0.
2987 *
2988 * Example (Y only):
2989 * ySrc = 0
2990 * yDst = 0
2991 * cyCopy = 9
2992 * cyScreen = cyCopy
2993 * cySurface >= cyCopy
2994 * yViewport = 5
2995 * cyViewport = 2 (i.e. '| *** |'
2996 * '| |' )
2997 * yWCViewportHi = cxScreen - yViewport = 9 - 5 = 4
2998 * yWCViewportLow = cxScreen - yViewport - cyViewport = 4 - 2 = 2
2999 *
3000 * We can see from the illustration that the final result should be:
3001 * SrcRect = (0,7) (11, 5) (cy=2 from y=5)
3002 * DstRect = (0,2) (11, 4)
3003 *
3004 * Let's postpone the switching of SrcRect.yBottom/yTop to make it
3005 * easier to follow:
3006 * SrcRect = (0,5) (11, 7)
3007 *
3008 * From the top, Y values only:
3009 * 0. Copy = { .yDst = 0, .ySrc = 0, .cy = 9 }
3010 *
3011 * 1. CopyRect.yDst (=0) is lower than yWCViewportLow:
3012 * cyAdjust = yWCViewportLow - CopyRect.yDst = 2;
3013 * Copy.yDst += cyAdjust = 2;
3014 * Copy.ySrc = unchanged;
3015 * Copy.cx -= cyAdjust = 7;
3016 * => Copy = { .yDst = 2, .ySrc = 0, .cy = 7 }
3017 *
3018 * 2. CopyRect.yDst + CopyRect.cx (=9) is higher than yWCViewportHi:
3019 * cyAdjust = CopyRect.yDst + CopyRect.cx - yWCViewportHi = 9 - 4 = 5
3020 * Copy.yDst = unchanged;
3021 * Copy.ySrc += cyAdjust = 5;
3022 * Copy.cx -= cyAdjust = 2;
3023 * => Copy = { .yDst = 2, .ySrc = 5, .cy = 2 }
3024 *
3025 * Update: On darwin, it turns out that when we call [NSOpenGLContext updates]
3026 * when the view is resized, moved and otherwise messed with,
3027 * the visible part of the framebuffer is actually the bottom
3028 * one. It's easy to adjust for this, just have to adjust the
3029 * destination rectangle such that yBottom is zero.
3030 */
3031 /* X - no inversion, so kind of simple. */
3032 if (ClippedRect.x >= DstViewport.x)
3033 {
3034 if (ClippedRect.x + ClippedRect.w <= DstViewport.xRight)
3035 { /* typical */ }
3036 else if (ClippedRect.x < DstViewport.xRight)
3037 ClippedRect.w = DstViewport.xRight - ClippedRect.x;
3038 else
3039 continue;
3040 }
3041 else
3042 {
3043 uint32_t cxAdjust = DstViewport.x - ClippedRect.x;
3044 if (cxAdjust < ClippedRect.w)
3045 {
3046 ClippedRect.w -= cxAdjust;
3047 ClippedRect.x += cxAdjust;
3048 ClippedRect.srcx += cxAdjust;
3049 }
3050 else
3051 continue;
3052
3053 if (ClippedRect.x + ClippedRect.w <= DstViewport.xRight)
3054 { /* typical */ }
3055 else
3056 ClippedRect.w = DstViewport.xRight - ClippedRect.x;
3057 }
3058
3059 /* Y - complicated, see above. */
3060 if (ClippedRect.y >= DstViewport.yLowWC)
3061 {
3062 if (ClippedRect.y + ClippedRect.h <= DstViewport.yHighWC)
3063 { /* typical */ }
3064 else if (ClippedRect.y < DstViewport.yHighWC)
3065 {
3066 /* adjustment #2 */
3067 uint32_t cyAdjust = ClippedRect.y + ClippedRect.h - DstViewport.yHighWC;
3068 ClippedRect.srcy += cyAdjust;
3069 ClippedRect.h -= cyAdjust;
3070 }
3071 else
3072 continue;
3073 }
3074 else
3075 {
3076 /* adjustment #1 */
3077 uint32_t cyAdjust = DstViewport.yLowWC - ClippedRect.y;
3078 if (cyAdjust < ClippedRect.h)
3079 {
3080 ClippedRect.y += cyAdjust;
3081 ClippedRect.h -= cyAdjust;
3082 }
3083 else
3084 continue;
3085
3086 if (ClippedRect.y + ClippedRect.h <= DstViewport.yHighWC)
3087 { /* typical */ }
3088 else
3089 {
3090 /* adjustment #2 */
3091 cyAdjust = ClippedRect.y + ClippedRect.h - DstViewport.yHighWC;
3092 ClippedRect.srcy += cyAdjust;
3093 ClippedRect.h -= cyAdjust;
3094 }
3095 }
3096
3097 /* Calc source rectangle with y flipping wrt destination. */
3098 RTRECT SrcRect;
3099 SrcRect.xLeft = ClippedRect.srcx;
3100 SrcRect.xRight = ClippedRect.srcx + ClippedRect.w;
3101 SrcRect.yBottom = ClippedRect.srcy + ClippedRect.h;
3102 SrcRect.yTop = ClippedRect.srcy;
3103
3104 /* Calc destination rectangle. */
3105 RTRECT DstRect;
3106 DstRect.xLeft = ClippedRect.x;
3107 DstRect.xRight = ClippedRect.x + ClippedRect.w;
3108 DstRect.yBottom = ClippedRect.y;
3109 DstRect.yTop = ClippedRect.y + ClippedRect.h;
3110
3111 /* Adjust for viewport. */
3112 DstRect.xLeft -= DstViewport.x;
3113 DstRect.xRight -= DstViewport.x;
3114# ifdef RT_OS_DARWIN /* We actually seeing the bottom of the FB, not the top as on windows and X11. */
3115 DstRect.yTop -= DstRect.yBottom;
3116 DstRect.yBottom = 0;
3117# else
3118 DstRect.yBottom += DstViewport.y;
3119 DstRect.yTop += DstViewport.y;
3120# endif
3121
3122 Log(("SrcRect: (%d,%d)(%d,%d) DstRect: (%d,%d)(%d,%d)\n",
3123 SrcRect.xLeft, SrcRect.yBottom, SrcRect.xRight, SrcRect.yTop,
3124 DstRect.xLeft, DstRect.yBottom, DstRect.xRight, DstRect.yTop));
3125 pState->ext.glBlitFramebuffer(SrcRect.xLeft, SrcRect.yBottom, SrcRect.xRight, SrcRect.yTop,
3126 DstRect.xLeft, DstRect.yBottom, DstRect.xRight, DstRect.yTop,
3127 GL_COLOR_BUFFER_BIT, GL_LINEAR);
3128 }
3129
3130#endif
3131
3132 /*
3133 * Flip the front and back buffers.
3134 */
3135#ifdef RT_OS_WINDOWS
3136 BOOL fRef = SwapBuffers(pContext->hdc);
3137 AssertMsg(fRef, ("SwapBuffers failed with %d\n", GetLastError())); NOREF(fRef);
3138#elif defined(RT_OS_DARWIN)
3139 vmsvga3dCocoaSwapBuffers(pContext->cocoaView, pContext->cocoaContext);
3140#else
3141 /* show the window if not already done */
3142 if (!pContext->fMapped)
3143 {
3144 XMapWindow(pState->display, pContext->window);
3145 pContext->fMapped = true;
3146 }
3147 /* now swap the buffers, i.e. display the rendering result */
3148 glXSwapBuffers(pState->display, pContext->window);
3149#endif
3150
3151 /*
3152 * Now we can reset the frame buffer association. Doing it earlier means no
3153 * output on darwin.
3154 */
3155 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer), pState, pContext);
3156 return VINF_SUCCESS;
3157}
3158
3159#ifdef RT_OS_LINUX
3160/**
3161 * X11 event handling thread
3162 * @param ThreadSelf thread handle
3163 * @param pvUser pointer to pState structure
3164 * @returns VBox status code
3165 */
3166DECLCALLBACK(int) vmsvga3dXEventThread(RTTHREAD ThreadSelf, void *pvUser)
3167{
3168 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pvUser;
3169 while (!pState->bTerminate)
3170 {
3171 while (XPending(pState->display) > 0)
3172 {
3173 XEvent event;
3174 XNextEvent(pState->display, &event);
3175
3176 switch (event.type)
3177 {
3178 default:
3179 break;
3180 }
3181 }
3182 /* sleep for 16ms to not burn too many cycles */
3183 RTThreadSleep(16);
3184 }
3185 return VINF_SUCCESS;
3186}
3187#endif // RT_OS_LINUX
3188
3189
3190/**
3191 * Create a new 3d context
3192 *
3193 * @returns VBox status code.
3194 * @param pThis VGA device instance data.
3195 * @param cid Context id
3196 * @param fFlags VMSVGA3D_DEF_CTX_F_XXX.
3197 */
3198int vmsvga3dContextDefineOgl(PVGASTATE pThis, uint32_t cid, uint32_t fFlags)
3199{
3200 int rc;
3201 PVMSVGA3DCONTEXT pContext;
3202 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3203
3204 AssertReturn(pState, VERR_NO_MEMORY);
3205 AssertReturn( cid < SVGA3D_MAX_CONTEXT_IDS
3206 || (cid == VMSVGA3D_SHARED_CTX_ID && (fFlags & VMSVGA3D_DEF_CTX_F_SHARED_CTX)), VERR_INVALID_PARAMETER);
3207#if !defined(VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE) || !(defined(RT_OS_DARWIN))
3208 AssertReturn(!(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE), VERR_INTERNAL_ERROR_3);
3209#endif
3210
3211 Log(("vmsvga3dContextDefine id %x\n", cid));
3212#ifdef DEBUG_DEBUG_GFX_WINDOW_TEST_CONTEXT
3213 if (pState->idTestContext == SVGA_ID_INVALID)
3214 {
3215 pState->idTestContext = 207;
3216 rc = vmsvga3dContextDefine(pThis, pState->idTestContext);
3217 AssertRCReturn(rc, rc);
3218 }
3219#endif
3220
3221 if (cid == VMSVGA3D_SHARED_CTX_ID)
3222 pContext = &pState->SharedCtx;
3223 else
3224 {
3225 if (cid >= pState->cContexts)
3226 {
3227 /* Grow the array. */
3228 uint32_t cNew = RT_ALIGN(cid + 15, 16);
3229 void *pvNew = RTMemRealloc(pState->papContexts, sizeof(pState->papContexts[0]) * cNew);
3230 AssertReturn(pvNew, VERR_NO_MEMORY);
3231 pState->papContexts = (PVMSVGA3DCONTEXT *)pvNew;
3232 while (pState->cContexts < cNew)
3233 {
3234 pContext = (PVMSVGA3DCONTEXT)RTMemAllocZ(sizeof(*pContext));
3235 AssertReturn(pContext, VERR_NO_MEMORY);
3236 pContext->id = SVGA3D_INVALID_ID;
3237 pState->papContexts[pState->cContexts++] = pContext;
3238 }
3239 }
3240 /* If one already exists with this id, then destroy it now. */
3241 if (pState->papContexts[cid]->id != SVGA3D_INVALID_ID)
3242 vmsvga3dContextDestroy(pThis, cid);
3243
3244 pContext = pState->papContexts[cid];
3245 }
3246
3247 /*
3248 * Find or create the shared context if needed (necessary for sharing e.g. textures between contexts).
3249 */
3250 PVMSVGA3DCONTEXT pSharedCtx = NULL;
3251 if (!(fFlags & (VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_SHARED_CTX)))
3252 {
3253 pSharedCtx = &pState->SharedCtx;
3254 if (pSharedCtx->id != VMSVGA3D_SHARED_CTX_ID)
3255 {
3256 rc = vmsvga3dContextDefineOgl(pThis, VMSVGA3D_SHARED_CTX_ID, VMSVGA3D_DEF_CTX_F_SHARED_CTX);
3257 AssertLogRelRCReturn(rc, rc);
3258 }
3259 }
3260
3261 /*
3262 * Initialize the context.
3263 */
3264 memset(pContext, 0, sizeof(*pContext));
3265 pContext->id = cid;
3266 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTexture); i++)
3267 pContext->aSidActiveTexture[i] = SVGA3D_INVALID_ID;
3268
3269 pContext->sidRenderTarget = SVGA3D_INVALID_ID;
3270 pContext->state.shidVertex = SVGA3D_INVALID_ID;
3271 pContext->state.shidPixel = SVGA3D_INVALID_ID;
3272 pContext->idFramebuffer = OPENGL_INVALID_ID;
3273 pContext->idReadFramebuffer = OPENGL_INVALID_ID;
3274 pContext->idDrawFramebuffer = OPENGL_INVALID_ID;
3275
3276 rc = ShaderContextCreate(&pContext->pShaderContext);
3277 AssertRCReturn(rc, rc);
3278
3279 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->state.aRenderTargets); i++)
3280 pContext->state.aRenderTargets[i] = SVGA3D_INVALID_ID;
3281
3282 AssertReturn(pThis->svga.u64HostWindowId, VERR_INTERNAL_ERROR);
3283
3284#ifdef RT_OS_WINDOWS
3285 /* Create a context window. */
3286 CREATESTRUCT cs;
3287 cs.lpCreateParams = NULL;
3288 cs.dwExStyle = WS_EX_NOACTIVATE | WS_EX_NOPARENTNOTIFY | WS_EX_TRANSPARENT;
3289# ifdef DEBUG_GFX_WINDOW
3290 cs.lpszName = (char *)RTMemAllocZ(256);
3291 RTStrPrintf((char *)cs.lpszName, 256, "Context %d OpenGL Window", cid);
3292# else
3293 cs.lpszName = NULL;
3294# endif
3295 cs.lpszClass = 0;
3296# ifdef DEBUG_GFX_WINDOW
3297 cs.style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE | WS_CAPTION;
3298# else
3299 cs.style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_DISABLED | WS_CHILD | WS_VISIBLE;
3300# endif
3301 cs.x = 0;
3302 cs.y = 0;
3303 cs.cx = pThis->svga.uWidth;
3304 cs.cy = pThis->svga.uHeight;
3305 cs.hwndParent = (HWND)pThis->svga.u64HostWindowId;
3306 cs.hMenu = NULL;
3307 cs.hInstance = pState->hInstance;
3308
3309 rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_CREATEWINDOW, (WPARAM)&pContext->hwnd, (LPARAM)&cs);
3310 AssertRCReturn(rc, rc);
3311
3312 pContext->hdc = GetDC(pContext->hwnd);
3313 AssertMsgReturn(pContext->hdc, ("GetDC %x failed with %d\n", pContext->hwnd, GetLastError()), VERR_INTERNAL_ERROR);
3314
3315 PIXELFORMATDESCRIPTOR pfd = {
3316 sizeof(PIXELFORMATDESCRIPTOR), /* size of this pfd */
3317 1, /* version number */
3318 PFD_DRAW_TO_WINDOW | /* support window */
3319 PFD_DOUBLEBUFFER | /* support double buffering */
3320 PFD_SUPPORT_OPENGL, /* support OpenGL */
3321 PFD_TYPE_RGBA, /* RGBA type */
3322 24, /* 24-bit color depth */
3323 0, 0, 0, 0, 0, 0, /* color bits ignored */
3324 8, /* alpha buffer */
3325 0, /* shift bit ignored */
3326 0, /* no accumulation buffer */
3327 0, 0, 0, 0, /* accum bits ignored */
3328 16, /* set depth buffer */
3329 16, /* set stencil buffer */
3330 0, /* no auxiliary buffer */
3331 PFD_MAIN_PLANE, /* main layer */
3332 0, /* reserved */
3333 0, 0, 0 /* layer masks ignored */
3334 };
3335 int pixelFormat;
3336 BOOL ret;
3337
3338 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3339 /** @todo is this really necessary?? */
3340 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3341 AssertMsgReturn(pixelFormat != 0, ("ChoosePixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3342
3343 ret = SetPixelFormat(pContext->hdc, pixelFormat, &pfd);
3344 AssertMsgReturn(ret == TRUE, ("SetPixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3345
3346 pContext->hglrc = wglCreateContext(pContext->hdc);
3347 AssertMsgReturn(pContext->hglrc, ("wglCreateContext %x failed with %d\n", pContext->hdc, GetLastError()), VERR_INTERNAL_ERROR);
3348
3349 if (pSharedCtx)
3350 {
3351 ret = wglShareLists(pSharedCtx->hglrc, pContext->hglrc);
3352 AssertMsg(ret == TRUE, ("wglShareLists(%p, %p) failed with %d\n", pSharedCtx->hglrc, pContext->hglrc, GetLastError()));
3353 }
3354
3355#elif defined(RT_OS_DARWIN)
3356 pContext->fOtherProfile = RT_BOOL(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
3357
3358 NativeNSOpenGLContextRef pShareContext = pSharedCtx ? pSharedCtx->cocoaContext : NULL;
3359 NativeNSViewRef pHostView = (NativeNSViewRef)pThis->svga.u64HostWindowId;
3360 vmsvga3dCocoaCreateViewAndContext(&pContext->cocoaView, &pContext->cocoaContext,
3361 pSharedCtx ? NULL : pHostView, /* Only attach one subview, the one we'll present in. */ /** @todo screen objects and stuff. */
3362 pThis->svga.uWidth, pThis->svga.uHeight,
3363 pShareContext, pContext->fOtherProfile);
3364
3365#else
3366 Window hostWindow = (Window)pThis->svga.u64HostWindowId;
3367
3368 if (pState->display == NULL)
3369 {
3370 /* get an X display and make sure we have glX 1.3 */
3371 pState->display = XOpenDisplay(0);
3372 Assert(pState->display);
3373 int glxMajor, glxMinor;
3374 Bool ret = glXQueryVersion(pState->display, &glxMajor, &glxMinor);
3375 AssertMsgReturn(ret && glxMajor == 1 && glxMinor >= 3, ("glX >=1.3 not present"), VERR_INTERNAL_ERROR);
3376 /* start our X event handling thread */
3377 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dXEventThread, pState, 0, RTTHREADTYPE_GUI, RTTHREADFLAGS_WAITABLE, "VMSVGA3DXEVENT");
3378 if (RT_FAILURE(rc))
3379 {
3380 AssertMsgFailed(("%s: Async IO Thread creation for 3d window handling failed rc=%d\n", __FUNCTION__, rc));
3381 return rc;
3382 }
3383 }
3384 int attrib[] =
3385 {
3386 GLX_RGBA,
3387 GLX_RED_SIZE, 1,
3388 GLX_GREEN_SIZE, 1,
3389 GLX_BLUE_SIZE, 1,
3390 //GLX_ALPHA_SIZE, 1, this flips the bbos screen
3391 GLX_DOUBLEBUFFER,
3392 None
3393 };
3394 XVisualInfo *vi = glXChooseVisual(pState->display, DefaultScreen(pState->display), attrib);
3395 XSetWindowAttributes swa;
3396 swa.colormap = XCreateColormap(pState->display, XDefaultRootWindow(pState->display), vi->visual, AllocNone);
3397 swa.border_pixel = 0;
3398 swa.background_pixel = 0;
3399 swa.event_mask = StructureNotifyMask | ExposureMask;
3400 unsigned long flags = CWBorderPixel | CWBackPixel | CWColormap | CWEventMask;
3401 pContext->window = XCreateWindow(pState->display, hostWindow,//XDefaultRootWindow(pState->display),//hostWindow,
3402 0, 0, pThis->svga.uWidth, pThis->svga.uHeight,
3403 0, vi->depth, InputOutput,
3404 vi->visual, flags, &swa);
3405 AssertMsgReturn(pContext->window, ("XCreateWindow failed"), VERR_INTERNAL_ERROR);
3406 uint32_t cardinal_alpha = (uint32_t) (0.5 * (uint32_t)-1) ;
3407
3408 /* the window is hidden by default and only mapped when CommandPresent is executed on it */
3409
3410 GLXContext shareContext = pSharedCtx ? pSharedCtx->glxContext : NULL;
3411 pContext->glxContext = glXCreateContext(pState->display, vi, shareContext, GL_TRUE);
3412 AssertMsgReturn(pContext->glxContext, ("glXCreateContext failed"), VERR_INTERNAL_ERROR);
3413#endif
3414
3415 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3416
3417 /* NULL during the first PowerOn call. */
3418 if (pState->ext.glGenFramebuffers)
3419 {
3420 /* Create a framebuffer object for this context. */
3421 pState->ext.glGenFramebuffers(1, &pContext->idFramebuffer);
3422 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3423
3424 /* Bind the object to the framebuffer target. */
3425 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
3426 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3427
3428 /* Create read and draw framebuffer objects for this context. */
3429 pState->ext.glGenFramebuffers(1, &pContext->idReadFramebuffer);
3430 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3431
3432 pState->ext.glGenFramebuffers(1, &pContext->idDrawFramebuffer);
3433 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3434
3435 }
3436#if 0
3437 /** @todo move to shader lib!!! */
3438 /* Clear the screen */
3439 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3440
3441 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
3442 glClearIndex(0);
3443 glClearDepth(1);
3444 glClearStencil(0xffff);
3445 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
3446 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
3447 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
3448 if (pState->ext.glProvokingVertex)
3449 pState->ext.glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
3450 /** @todo move to shader lib!!! */
3451#endif
3452 return VINF_SUCCESS;
3453}
3454
3455
3456/**
3457 * Create a new 3d context
3458 *
3459 * @returns VBox status code.
3460 * @param pThis VGA device instance data.
3461 * @param cid Context id
3462 */
3463int vmsvga3dContextDefine(PVGASTATE pThis, uint32_t cid)
3464{
3465 return vmsvga3dContextDefineOgl(pThis, cid, 0/*fFlags*/);
3466}
3467
3468/**
3469 * Destroys a 3d context.
3470 *
3471 * @returns VBox status code.
3472 * @param pThis VGA device instance data.
3473 * @param pContext The context to destroy.
3474 * @param cid Context id
3475 */
3476static int vmsvga3dContextDestroyOgl(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid)
3477{
3478 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3479 AssertReturn(pState, VERR_NO_MEMORY);
3480 AssertReturn(pContext, VERR_INVALID_PARAMETER);
3481 AssertReturn(pContext->id == cid, VERR_INVALID_PARAMETER);
3482 Log(("vmsvga3dContextDestroyOgl id %x\n", cid));
3483
3484 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3485
3486 /* Destroy all leftover pixel shaders. */
3487 for (uint32_t i = 0; i < pContext->cPixelShaders; i++)
3488 {
3489 if (pContext->paPixelShader[i].id != SVGA3D_INVALID_ID)
3490 vmsvga3dShaderDestroy(pThis, pContext->paPixelShader[i].cid, pContext->paPixelShader[i].id, pContext->paPixelShader[i].type);
3491 }
3492 if (pContext->paPixelShader)
3493 RTMemFree(pContext->paPixelShader);
3494
3495 /* Destroy all leftover vertex shaders. */
3496 for (uint32_t i = 0; i < pContext->cVertexShaders; i++)
3497 {
3498 if (pContext->paVertexShader[i].id != SVGA3D_INVALID_ID)
3499 vmsvga3dShaderDestroy(pThis, pContext->paVertexShader[i].cid, pContext->paVertexShader[i].id, pContext->paVertexShader[i].type);
3500 }
3501 if (pContext->paVertexShader)
3502 RTMemFree(pContext->paVertexShader);
3503
3504 if (pContext->state.paVertexShaderConst)
3505 RTMemFree(pContext->state.paVertexShaderConst);
3506 if (pContext->state.paPixelShaderConst)
3507 RTMemFree(pContext->state.paPixelShaderConst);
3508
3509 if (pContext->pShaderContext)
3510 {
3511 int rc = ShaderContextDestroy(pContext->pShaderContext);
3512 AssertRC(rc);
3513 }
3514
3515 if (pContext->idFramebuffer != OPENGL_INVALID_ID)
3516 {
3517 /* Unbind the object from the framebuffer target. */
3518 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, 0 /* back buffer */);
3519 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3520 pState->ext.glDeleteFramebuffers(1, &pContext->idFramebuffer);
3521 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3522
3523 if (pContext->idReadFramebuffer != OPENGL_INVALID_ID)
3524 {
3525 pState->ext.glDeleteFramebuffers(1, &pContext->idReadFramebuffer);
3526 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3527 }
3528 if (pContext->idDrawFramebuffer != OPENGL_INVALID_ID)
3529 {
3530 pState->ext.glDeleteFramebuffers(1, &pContext->idDrawFramebuffer);
3531 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3532 }
3533 }
3534#ifdef RT_OS_WINDOWS
3535 wglMakeCurrent(pContext->hdc, NULL);
3536 wglDeleteContext(pContext->hglrc);
3537 ReleaseDC(pContext->hwnd, pContext->hdc);
3538
3539 /* Destroy the window we've created. */
3540 int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_DESTROYWINDOW, (WPARAM)pContext->hwnd, 0);
3541 AssertRC(rc);
3542#elif defined(RT_OS_DARWIN)
3543 vmsvga3dCocoaDestroyViewAndContext(pContext->cocoaView, pContext->cocoaContext);
3544#elif defined(RT_OS_LINUX)
3545 glXMakeCurrent(pState->display, None, NULL);
3546 glXDestroyContext(pState->display, pContext->glxContext);
3547 XDestroyWindow(pState->display, pContext->window);
3548#endif
3549
3550 memset(pContext, 0, sizeof(*pContext));
3551 pContext->id = SVGA3D_INVALID_ID;
3552
3553 VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
3554 return VINF_SUCCESS;
3555}
3556
3557/**
3558 * Destroy an existing 3d context
3559 *
3560 * @returns VBox status code.
3561 * @param pThis VGA device instance data.
3562 * @param cid Context id
3563 */
3564int vmsvga3dContextDestroy(PVGASTATE pThis, uint32_t cid)
3565{
3566 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3567 AssertReturn(pState, VERR_WRONG_ORDER);
3568
3569 /*
3570 * Resolve the context and hand it to the common worker function.
3571 */
3572 if ( cid < pState->cContexts
3573 && pState->papContexts[cid]->id == cid)
3574 return vmsvga3dContextDestroyOgl(pThis, pState->papContexts[cid], cid);
3575
3576 AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER);
3577 return VINF_SUCCESS;
3578}
3579
3580/**
3581 * Worker for vmsvga3dChangeMode that resizes a context.
3582 *
3583 * @param pThis The VGA device instance data.
3584 * @param pState The VMSVGA3d state.
3585 * @param pContext The context.
3586 */
3587static void vmsvga3dChangeModeOneContext(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
3588{
3589#ifdef RT_OS_WINDOWS
3590 /* Resize the window. */
3591 CREATESTRUCT cs;
3592 RT_ZERO(cs);
3593 cs.cx = pThis->svga.uWidth;
3594 cs.cy = pThis->svga.uHeight;
3595 int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_RESIZEWINDOW, (WPARAM)pContext->hwnd, (LPARAM)&cs);
3596 AssertRC(rc);
3597
3598#elif defined(RT_OS_DARWIN)
3599 vmsvga3dCocoaViewSetSize(pContext->cocoaView, pThis->svga.uWidth, pThis->svga.uHeight);
3600
3601#elif defined(RT_OS_LINUX)
3602 XWindowChanges wc;
3603 wc.width = pThis->svga.uWidth;
3604 wc.height = pThis->svga.uHeight;
3605 XConfigureWindow(pState->display, pContext->window, CWWidth | CWHeight, &wc);
3606#endif
3607}
3608
3609/* Handle resize */
3610int vmsvga3dChangeMode(PVGASTATE pThis)
3611{
3612 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3613 AssertReturn(pState, VERR_NO_MEMORY);
3614
3615 /* Resize the shared context too. */
3616 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
3617 vmsvga3dChangeModeOneContext(pThis, pState, &pState->SharedCtx);
3618
3619 /* Resize all active contexts. */
3620 for (uint32_t i = 0; i < pState->cContexts; i++)
3621 {
3622 PVMSVGA3DCONTEXT pContext = pState->papContexts[i];
3623 if (pContext->id != SVGA3D_INVALID_ID)
3624 vmsvga3dChangeModeOneContext(pThis, pState, pContext);
3625 }
3626
3627 return VINF_SUCCESS;
3628}
3629
3630
3631int vmsvga3dSetTransform(PVGASTATE pThis, uint32_t cid, SVGA3dTransformType type, float matrix[16])
3632{
3633 PVMSVGA3DCONTEXT pContext;
3634 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3635 AssertReturn(pState, VERR_NO_MEMORY);
3636 bool fModelViewChanged = false;
3637
3638 Log(("vmsvga3dSetTransform cid=%x %s\n", cid, vmsvgaTransformToString(type)));
3639
3640 if ( cid >= pState->cContexts
3641 || pState->papContexts[cid]->id != cid)
3642 {
3643 Log(("vmsvga3dSetTransform invalid context id!\n"));
3644 return VERR_INVALID_PARAMETER;
3645 }
3646 pContext = pState->papContexts[cid];
3647 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3648
3649 /* Save this matrix for vm state save/restore. */
3650 pContext->state.aTransformState[type].fValid = true;
3651 memcpy(pContext->state.aTransformState[type].matrix, matrix, sizeof(pContext->state.aTransformState[type].matrix));
3652 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_TRANSFORM;
3653
3654 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)));
3655 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)));
3656 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)));
3657 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)));
3658
3659 switch (type)
3660 {
3661 case SVGA3D_TRANSFORM_VIEW:
3662 /* View * World = Model View */
3663 glMatrixMode(GL_MODELVIEW);
3664 glLoadMatrixf(matrix);
3665 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].fValid)
3666 glMultMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].matrix);
3667 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3668 fModelViewChanged = true;
3669 break;
3670
3671 case SVGA3D_TRANSFORM_PROJECTION:
3672 {
3673 int rc = ShaderTransformProjection(pContext->state.RectViewPort.w, pContext->state.RectViewPort.h, matrix, false /* fPretransformed */);
3674 AssertRCReturn(rc, rc);
3675 break;
3676 }
3677
3678 case SVGA3D_TRANSFORM_TEXTURE0:
3679 glMatrixMode(GL_TEXTURE);
3680 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3681 glLoadMatrixf(matrix);
3682 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3683 break;
3684
3685 case SVGA3D_TRANSFORM_TEXTURE1:
3686 case SVGA3D_TRANSFORM_TEXTURE2:
3687 case SVGA3D_TRANSFORM_TEXTURE3:
3688 case SVGA3D_TRANSFORM_TEXTURE4:
3689 case SVGA3D_TRANSFORM_TEXTURE5:
3690 case SVGA3D_TRANSFORM_TEXTURE6:
3691 case SVGA3D_TRANSFORM_TEXTURE7:
3692 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_TEXTUREx transform!!\n"));
3693 return VERR_INVALID_PARAMETER;
3694
3695 case SVGA3D_TRANSFORM_WORLD:
3696 /* View * World = Model View */
3697 glMatrixMode(GL_MODELVIEW);
3698 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid)
3699 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
3700 else
3701 glLoadIdentity();
3702 glMultMatrixf(matrix);
3703 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3704 fModelViewChanged = true;
3705 break;
3706
3707 case SVGA3D_TRANSFORM_WORLD1:
3708 case SVGA3D_TRANSFORM_WORLD2:
3709 case SVGA3D_TRANSFORM_WORLD3:
3710 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_WORLDx transform!!\n"));
3711 return VERR_INVALID_PARAMETER;
3712
3713 default:
3714 Log(("vmsvga3dSetTransform: unknown type!!\n"));
3715 return VERR_INVALID_PARAMETER;
3716 }
3717
3718 /* Apparently we need to reset the light and clip data after modifying the modelview matrix. */
3719 if (fModelViewChanged)
3720 {
3721 /* Reprogram the clip planes. */
3722 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aClipPlane); j++)
3723 {
3724 if (pContext->state.aClipPlane[j].fValid == true)
3725 vmsvga3dSetClipPlane(pThis, cid, j, pContext->state.aClipPlane[j].plane);
3726 }
3727
3728 /* Reprogram the light data. */
3729 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aLightData); j++)
3730 {
3731 if (pContext->state.aLightData[j].fValidData == true)
3732 vmsvga3dSetLightData(pThis, cid, j, &pContext->state.aLightData[j].data);
3733 }
3734 }
3735
3736 return VINF_SUCCESS;
3737}
3738
3739int vmsvga3dSetZRange(PVGASTATE pThis, uint32_t cid, SVGA3dZRange zRange)
3740{
3741 PVMSVGA3DCONTEXT pContext;
3742 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3743 AssertReturn(pState, VERR_NO_MEMORY);
3744
3745 Log(("vmsvga3dSetZRange cid=%x min=%d max=%d\n", cid, (uint32_t)(zRange.min * 100.0), (uint32_t)(zRange.max * 100.0)));
3746
3747 if ( cid >= pState->cContexts
3748 || pState->papContexts[cid]->id != cid)
3749 {
3750 Log(("vmsvga3dSetZRange invalid context id!\n"));
3751 return VERR_INVALID_PARAMETER;
3752 }
3753 pContext = pState->papContexts[cid];
3754 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3755
3756 pContext->state.zRange = zRange;
3757 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_ZRANGE;
3758
3759 if (zRange.min < -1.0)
3760 zRange.min = -1.0;
3761 if (zRange.max > 1.0)
3762 zRange.max = 1.0;
3763
3764 glDepthRange((GLdouble)zRange.min, (GLdouble)zRange.max);
3765 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3766 return VINF_SUCCESS;
3767}
3768
3769/**
3770 * Convert SVGA blend op value to its OpenGL equivalent
3771 */
3772static GLenum vmsvga3dBlendOp2GL(uint32_t blendOp)
3773{
3774 switch (blendOp)
3775 {
3776 case SVGA3D_BLENDOP_ZERO:
3777 return GL_ZERO;
3778 case SVGA3D_BLENDOP_ONE:
3779 return GL_ONE;
3780 case SVGA3D_BLENDOP_SRCCOLOR:
3781 return GL_SRC_COLOR;
3782 case SVGA3D_BLENDOP_INVSRCCOLOR:
3783 return GL_ONE_MINUS_SRC_COLOR;
3784 case SVGA3D_BLENDOP_SRCALPHA:
3785 return GL_SRC_ALPHA;
3786 case SVGA3D_BLENDOP_INVSRCALPHA:
3787 return GL_ONE_MINUS_SRC_ALPHA;
3788 case SVGA3D_BLENDOP_DESTALPHA:
3789 return GL_DST_ALPHA;
3790 case SVGA3D_BLENDOP_INVDESTALPHA:
3791 return GL_ONE_MINUS_DST_ALPHA;
3792 case SVGA3D_BLENDOP_DESTCOLOR:
3793 return GL_DST_COLOR;
3794 case SVGA3D_BLENDOP_INVDESTCOLOR:
3795 return GL_ONE_MINUS_DST_COLOR;
3796 case SVGA3D_BLENDOP_SRCALPHASAT:
3797 return GL_SRC_ALPHA_SATURATE;
3798 case SVGA3D_BLENDOP_BLENDFACTOR:
3799 return GL_CONSTANT_ALPHA; /** @todo correct?? */
3800 case SVGA3D_BLENDOP_INVBLENDFACTOR:
3801 return GL_ONE_MINUS_CONSTANT_ALPHA; /** @todo correct?? */
3802 default:
3803 AssertFailed();
3804 return GL_ONE;
3805 }
3806}
3807
3808static GLenum vmsvga3dBlendEquation2GL(uint32_t blendEq)
3809{
3810 switch (blendEq)
3811 {
3812 case SVGA3D_BLENDEQ_ADD:
3813 return GL_FUNC_ADD;
3814 case SVGA3D_BLENDEQ_SUBTRACT:
3815 return GL_FUNC_SUBTRACT;
3816 case SVGA3D_BLENDEQ_REVSUBTRACT:
3817 return GL_FUNC_REVERSE_SUBTRACT;
3818 case SVGA3D_BLENDEQ_MINIMUM:
3819 return GL_MIN;
3820 case SVGA3D_BLENDEQ_MAXIMUM:
3821 return GL_MAX;
3822 default:
3823 AssertMsgFailed(("blendEq=%d (%#x)\n", blendEq, blendEq));
3824 return GL_FUNC_ADD;
3825 }
3826}
3827
3828static GLenum vmsvgaCmpFunc2GL(uint32_t cmpFunc)
3829{
3830 switch (cmpFunc)
3831 {
3832 case SVGA3D_CMP_NEVER:
3833 return GL_NEVER;
3834 case SVGA3D_CMP_LESS:
3835 return GL_LESS;
3836 case SVGA3D_CMP_EQUAL:
3837 return GL_EQUAL;
3838 case SVGA3D_CMP_LESSEQUAL:
3839 return GL_LEQUAL;
3840 case SVGA3D_CMP_GREATER:
3841 return GL_GREATER;
3842 case SVGA3D_CMP_NOTEQUAL:
3843 return GL_NOTEQUAL;
3844 case SVGA3D_CMP_GREATEREQUAL:
3845 return GL_GEQUAL;
3846 case SVGA3D_CMP_ALWAYS:
3847 return GL_ALWAYS;
3848 default:
3849 AssertFailed();
3850 return GL_LESS;
3851 }
3852}
3853
3854static GLenum vmsvgaStencipOp2GL(uint32_t stencilOp)
3855{
3856 switch (stencilOp)
3857 {
3858 case SVGA3D_STENCILOP_KEEP:
3859 return GL_KEEP;
3860 case SVGA3D_STENCILOP_ZERO:
3861 return GL_ZERO;
3862 case SVGA3D_STENCILOP_REPLACE:
3863 return GL_REPLACE;
3864 case SVGA3D_STENCILOP_INCRSAT:
3865 return GL_INCR_WRAP;
3866 case SVGA3D_STENCILOP_DECRSAT:
3867 return GL_DECR_WRAP;
3868 case SVGA3D_STENCILOP_INVERT:
3869 return GL_INVERT;
3870 case SVGA3D_STENCILOP_INCR:
3871 return GL_INCR;
3872 case SVGA3D_STENCILOP_DECR:
3873 return GL_DECR;
3874 default:
3875 AssertFailed();
3876 return GL_KEEP;
3877 }
3878}
3879
3880int vmsvga3dSetRenderState(PVGASTATE pThis, uint32_t cid, uint32_t cRenderStates, SVGA3dRenderState *pRenderState)
3881{
3882 uint32_t val = UINT32_MAX; /* Shut up MSC. */
3883 PVMSVGA3DCONTEXT pContext;
3884 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3885 AssertReturn(pState, VERR_NO_MEMORY);
3886
3887 Log(("vmsvga3dSetRenderState cid=%x cRenderStates=%d\n", cid, cRenderStates));
3888
3889 if ( cid >= pState->cContexts
3890 || pState->papContexts[cid]->id != cid)
3891 {
3892 Log(("vmsvga3dSetRenderState invalid context id!\n"));
3893 return VERR_INVALID_PARAMETER;
3894 }
3895 pContext = pState->papContexts[cid];
3896 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3897
3898 for (unsigned i = 0; i < cRenderStates; i++)
3899 {
3900 GLenum enableCap = ~(GLenum)0;
3901 Log(("vmsvga3dSetRenderState: cid=%x state=%s (%d) val=%x\n", cid, vmsvga3dGetRenderStateName(pRenderState[i].state), pRenderState[i].state, pRenderState[i].uintValue));
3902 /* Save the render state for vm state saving. */
3903 if (pRenderState[i].state < SVGA3D_RS_MAX)
3904 pContext->state.aRenderState[pRenderState[i].state] = pRenderState[i];
3905
3906 switch (pRenderState[i].state)
3907 {
3908 case SVGA3D_RS_ZENABLE: /* SVGA3dBool */
3909 enableCap = GL_DEPTH_TEST;
3910 val = pRenderState[i].uintValue;
3911 break;
3912
3913 case SVGA3D_RS_ZWRITEENABLE: /* SVGA3dBool */
3914 glDepthMask(!!pRenderState[i].uintValue);
3915 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3916 break;
3917
3918 case SVGA3D_RS_ALPHATESTENABLE: /* SVGA3dBool */
3919 enableCap = GL_ALPHA_TEST;
3920 val = pRenderState[i].uintValue;
3921 break;
3922
3923 case SVGA3D_RS_DITHERENABLE: /* SVGA3dBool */
3924 enableCap = GL_DITHER;
3925 val = pRenderState[i].uintValue;
3926 break;
3927
3928 case SVGA3D_RS_FOGENABLE: /* SVGA3dBool */
3929 enableCap = GL_FOG;
3930 val = pRenderState[i].uintValue;
3931 break;
3932
3933 case SVGA3D_RS_SPECULARENABLE: /* SVGA3dBool */
3934 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3935 break;
3936
3937 case SVGA3D_RS_LIGHTINGENABLE: /* SVGA3dBool */
3938 enableCap = GL_LIGHTING;
3939 val = pRenderState[i].uintValue;
3940 break;
3941
3942 case SVGA3D_RS_NORMALIZENORMALS: /* SVGA3dBool */
3943 /* not applicable */
3944 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3945 break;
3946
3947 case SVGA3D_RS_POINTSPRITEENABLE: /* SVGA3dBool */
3948 enableCap = GL_POINT_SPRITE_ARB;
3949 val = pRenderState[i].uintValue;
3950 break;
3951
3952 case SVGA3D_RS_POINTSIZE: /* float */
3953 /** @todo we need to apply scaling for point sizes below the min or above the max; see Wine) */
3954 if (pRenderState[i].floatValue < pState->caps.flPointSize[0])
3955 pRenderState[i].floatValue = pState->caps.flPointSize[0];
3956 if (pRenderState[i].floatValue > pState->caps.flPointSize[1])
3957 pRenderState[i].floatValue = pState->caps.flPointSize[1];
3958
3959 glPointSize(pRenderState[i].floatValue);
3960 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3961 Log(("SVGA3D_RS_POINTSIZE: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3962 break;
3963
3964 case SVGA3D_RS_POINTSIZEMIN: /* float */
3965 pState->ext.glPointParameterf(GL_POINT_SIZE_MIN, pRenderState[i].floatValue);
3966 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3967 Log(("SVGA3D_RS_POINTSIZEMIN: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3968 break;
3969
3970 case SVGA3D_RS_POINTSIZEMAX: /* float */
3971 pState->ext.glPointParameterf(GL_POINT_SIZE_MAX, pRenderState[i].floatValue);
3972 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3973 Log(("SVGA3D_RS_POINTSIZEMAX: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3974 break;
3975
3976 case SVGA3D_RS_POINTSCALEENABLE: /* SVGA3dBool */
3977 case SVGA3D_RS_POINTSCALE_A: /* float */
3978 case SVGA3D_RS_POINTSCALE_B: /* float */
3979 case SVGA3D_RS_POINTSCALE_C: /* float */
3980 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3981 break;
3982
3983 case SVGA3D_RS_AMBIENT: /* SVGA3dColor */
3984 {
3985 GLfloat color[4]; /* red, green, blue, alpha */
3986
3987 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
3988
3989 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color);
3990 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3991 break;
3992 }
3993
3994 case SVGA3D_RS_CLIPPLANEENABLE: /* SVGA3dClipPlanes */
3995 {
3996 AssertCompile(SVGA3D_CLIPPLANE_MAX == (1 << 5));
3997 for (uint32_t j = 0; j <= 5; j++)
3998 {
3999 if (pRenderState[i].uintValue & RT_BIT(j))
4000 glEnable(GL_CLIP_PLANE0 + j);
4001 else
4002 glDisable(GL_CLIP_PLANE0 + j);
4003 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4004 }
4005 break;
4006 }
4007
4008 case SVGA3D_RS_FOGCOLOR: /* SVGA3dColor */
4009 {
4010 GLfloat color[4]; /* red, green, blue, alpha */
4011
4012 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
4013
4014 glFogfv(GL_FOG_COLOR, color);
4015 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4016 break;
4017 }
4018
4019 case SVGA3D_RS_FOGSTART: /* float */
4020 glFogf(GL_FOG_START, pRenderState[i].floatValue);
4021 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4022 break;
4023
4024 case SVGA3D_RS_FOGEND: /* float */
4025 glFogf(GL_FOG_END, pRenderState[i].floatValue);
4026 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4027 break;
4028
4029 case SVGA3D_RS_FOGDENSITY: /* float */
4030 glFogf(GL_FOG_DENSITY, pRenderState[i].floatValue);
4031 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4032 break;
4033
4034 case SVGA3D_RS_RANGEFOGENABLE: /* SVGA3dBool */
4035 glFogi(GL_FOG_COORD_SRC, (pRenderState[i].uintValue) ? GL_FOG_COORD : GL_FRAGMENT_DEPTH);
4036 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4037 break;
4038
4039 case SVGA3D_RS_FOGMODE: /* SVGA3dFogMode */
4040 {
4041 SVGA3dFogMode mode;
4042 mode.uintValue = pRenderState[i].uintValue;
4043
4044 enableCap = GL_FOG_MODE;
4045 switch (mode.s.function)
4046 {
4047 case SVGA3D_FOGFUNC_EXP:
4048 val = GL_EXP;
4049 break;
4050 case SVGA3D_FOGFUNC_EXP2:
4051 val = GL_EXP2;
4052 break;
4053 case SVGA3D_FOGFUNC_LINEAR:
4054 val = GL_LINEAR;
4055 break;
4056 default:
4057 AssertMsgFailedReturn(("Unexpected fog function %d\n", mode.s.function), VERR_INTERNAL_ERROR);
4058 break;
4059 }
4060
4061 /** @todo how to switch between vertex and pixel fog modes??? */
4062 Assert(mode.s.type == SVGA3D_FOGTYPE_PIXEL);
4063#if 0
4064 /* The fog type determines the render state. */
4065 switch (mode.s.type)
4066 {
4067 case SVGA3D_FOGTYPE_VERTEX:
4068 renderState = D3DRS_FOGVERTEXMODE;
4069 break;
4070 case SVGA3D_FOGTYPE_PIXEL:
4071 renderState = D3DRS_FOGTABLEMODE;
4072 break;
4073 default:
4074 AssertMsgFailedReturn(("Unexpected fog type %d\n", mode.s.type), VERR_INTERNAL_ERROR);
4075 break;
4076 }
4077#endif
4078
4079 /* Set the fog base to depth or range. */
4080 switch (mode.s.base)
4081 {
4082 case SVGA3D_FOGBASE_DEPTHBASED:
4083 glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
4084 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4085 break;
4086 case SVGA3D_FOGBASE_RANGEBASED:
4087 glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
4088 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4089 break;
4090 default:
4091 /* ignore */
4092 AssertMsgFailed(("Unexpected fog base %d\n", mode.s.base));
4093 break;
4094 }
4095 break;
4096 }
4097
4098 case SVGA3D_RS_FILLMODE: /* SVGA3dFillMode */
4099 {
4100 SVGA3dFillMode mode;
4101
4102 mode.uintValue = pRenderState[i].uintValue;
4103
4104 switch (mode.s.mode)
4105 {
4106 case SVGA3D_FILLMODE_POINT:
4107 val = GL_POINT;
4108 break;
4109 case SVGA3D_FILLMODE_LINE:
4110 val = GL_LINE;
4111 break;
4112 case SVGA3D_FILLMODE_FILL:
4113 val = GL_FILL;
4114 break;
4115 default:
4116 AssertMsgFailedReturn(("Unexpected fill mode %d\n", mode.s.mode), VERR_INTERNAL_ERROR);
4117 break;
4118 }
4119 /* @note only front and back faces */
4120 Assert(mode.s.face == SVGA3D_FACE_FRONT_BACK);
4121 glPolygonMode(GL_FRONT_AND_BACK, val);
4122 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4123 break;
4124 }
4125
4126 case SVGA3D_RS_SHADEMODE: /* SVGA3dShadeMode */
4127 switch (pRenderState[i].uintValue)
4128 {
4129 case SVGA3D_SHADEMODE_FLAT:
4130 val = GL_FLAT;
4131 break;
4132
4133 case SVGA3D_SHADEMODE_SMOOTH:
4134 val = GL_SMOOTH;
4135 break;
4136
4137 default:
4138 AssertMsgFailedReturn(("Unexpected shade mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
4139 break;
4140 }
4141
4142 glShadeModel(val);
4143 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4144 break;
4145
4146 case SVGA3D_RS_LINEPATTERN: /* SVGA3dLinePattern */
4147 /* No longer supported by d3d; mesagl comments suggest not all backends support it */
4148 /** @todo */
4149 Log(("WARNING: SVGA3D_RS_LINEPATTERN %x not supported!!\n", pRenderState[i].uintValue));
4150 /*
4151 renderState = D3DRS_LINEPATTERN;
4152 val = pRenderState[i].uintValue;
4153 */
4154 break;
4155
4156 case SVGA3D_RS_LINEAA: /* SVGA3dBool */
4157 enableCap = GL_LINE_SMOOTH;
4158 val = pRenderState[i].uintValue;
4159 break;
4160
4161 case SVGA3D_RS_LINEWIDTH: /* float */
4162 glLineWidth(pRenderState[i].floatValue);
4163 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4164 break;
4165
4166 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
4167 {
4168 /* Refresh the blending state based on the new enable setting. */
4169 SVGA3dRenderState renderstate[2];
4170
4171 renderstate[0].state = SVGA3D_RS_SRCBLEND;
4172 renderstate[0].uintValue = pContext->state.aRenderState[SVGA3D_RS_SRCBLEND].uintValue;
4173 renderstate[1].state = SVGA3D_RS_BLENDEQUATION;
4174 renderstate[1].uintValue = pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue;
4175
4176 int rc = vmsvga3dSetRenderState(pThis, cid, 2, renderstate);
4177 AssertRCReturn(rc, rc);
4178
4179 if (pContext->state.aRenderState[SVGA3D_RS_BLENDENABLE].uintValue != 0)
4180 continue; /* ignore if blend is already enabled */
4181 /* no break */
4182 }
4183
4184 case SVGA3D_RS_BLENDENABLE: /* SVGA3dBool */
4185 enableCap = GL_BLEND;
4186 val = pRenderState[i].uintValue;
4187 break;
4188
4189 case SVGA3D_RS_SRCBLENDALPHA: /* SVGA3dBlendOp */
4190 case SVGA3D_RS_DSTBLENDALPHA: /* SVGA3dBlendOp */
4191 case SVGA3D_RS_SRCBLEND: /* SVGA3dBlendOp */
4192 case SVGA3D_RS_DSTBLEND: /* SVGA3dBlendOp */
4193 {
4194 GLint srcRGB, srcAlpha, dstRGB, dstAlpha;
4195 GLint blendop = vmsvga3dBlendOp2GL(pRenderState[i].uintValue);
4196
4197 glGetIntegerv(GL_BLEND_SRC_RGB, &srcRGB);
4198 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4199 glGetIntegerv(GL_BLEND_DST_RGB, &dstRGB);
4200 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4201 glGetIntegerv(GL_BLEND_DST_ALPHA, &dstAlpha);
4202 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4203 glGetIntegerv(GL_BLEND_SRC_ALPHA, &srcAlpha);
4204 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4205
4206 switch (pRenderState[i].state)
4207 {
4208 case SVGA3D_RS_SRCBLEND:
4209 srcRGB = blendop;
4210 break;
4211 case SVGA3D_RS_DSTBLEND:
4212 dstRGB = blendop;
4213 break;
4214 case SVGA3D_RS_SRCBLENDALPHA:
4215 srcAlpha = blendop;
4216 break;
4217 case SVGA3D_RS_DSTBLENDALPHA:
4218 dstAlpha = blendop;
4219 break;
4220 default:
4221 /* not possible; shut up gcc */
4222 AssertFailed();
4223 break;
4224 }
4225
4226 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4227 pState->ext.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
4228 else
4229 glBlendFunc(srcRGB, dstRGB);
4230 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4231 break;
4232 }
4233
4234 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4235 case SVGA3D_RS_BLENDEQUATION: /* SVGA3dBlendEquation */
4236 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4237 pState->ext.glBlendEquationSeparate(vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue),
4238 vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATIONALPHA].uintValue));
4239 else
4240 {
4241#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
4242 glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4243#else
4244 pState->ext.glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4245#endif
4246 }
4247 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4248 break;
4249
4250 case SVGA3D_RS_BLENDCOLOR: /* SVGA3dColor */
4251 {
4252 GLfloat red, green, blue, alpha;
4253
4254 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &red, &green, &blue, &alpha);
4255
4256#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
4257 glBlendColor(red, green, blue, alpha);
4258#else
4259 pState->ext.glBlendColor(red, green, blue, alpha);
4260#endif
4261 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4262 break;
4263 }
4264
4265 case SVGA3D_RS_CULLMODE: /* SVGA3dFace */
4266 {
4267 GLenum mode = GL_BACK; /* default for OpenGL */
4268
4269 switch (pRenderState[i].uintValue)
4270 {
4271 case SVGA3D_FACE_NONE:
4272 break;
4273 case SVGA3D_FACE_FRONT:
4274 mode = GL_FRONT;
4275 break;
4276 case SVGA3D_FACE_BACK:
4277 mode = GL_BACK;
4278 break;
4279 case SVGA3D_FACE_FRONT_BACK:
4280 mode = GL_FRONT_AND_BACK;
4281 break;
4282 default:
4283 AssertMsgFailedReturn(("Unexpected cull mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
4284 break;
4285 }
4286 enableCap = GL_CULL_FACE;
4287 if (pRenderState[i].uintValue != SVGA3D_FACE_NONE)
4288 {
4289 glCullFace(mode);
4290 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4291 val = 1;
4292 }
4293 else
4294 val = 0;
4295 break;
4296 }
4297
4298 case SVGA3D_RS_ZFUNC: /* SVGA3dCmpFunc */
4299 glDepthFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue));
4300 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4301 break;
4302
4303 case SVGA3D_RS_ALPHAFUNC: /* SVGA3dCmpFunc */
4304 {
4305 GLclampf ref;
4306
4307 glGetFloatv(GL_ALPHA_TEST_REF, &ref);
4308 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4309 glAlphaFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref);
4310 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4311 break;
4312 }
4313
4314 case SVGA3D_RS_ALPHAREF: /* float (0.0 .. 1.0) */
4315 {
4316 GLint func;
4317
4318 glGetIntegerv(GL_ALPHA_TEST_FUNC, &func);
4319 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4320 glAlphaFunc(func, pRenderState[i].floatValue);
4321 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4322 break;
4323 }
4324
4325 case SVGA3D_RS_STENCILENABLE: /* SVGA3dBool */
4326 enableCap = GL_STENCIL_TEST;
4327 val = pRenderState[i].uintValue;
4328 break;
4329
4330 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4331 case SVGA3D_RS_STENCILREF: /* uint32_t */
4332 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4333 {
4334 GLint func, ref;
4335 GLuint mask;
4336
4337 glGetIntegerv(GL_STENCIL_FUNC, &func);
4338 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4339 glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask);
4340 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4341 glGetIntegerv(GL_STENCIL_REF, &ref);
4342 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4343
4344 switch (pRenderState[i].state)
4345 {
4346 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4347 func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue);
4348 break;
4349
4350 case SVGA3D_RS_STENCILREF: /* uint32_t */
4351 ref = pRenderState[i].uintValue;
4352 break;
4353
4354 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4355 mask = pRenderState[i].uintValue;
4356 break;
4357
4358 default:
4359 /* not possible; shut up gcc */
4360 AssertFailed();
4361 break;
4362 }
4363
4364 glStencilFunc(func, ref, mask);
4365 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4366 break;
4367 }
4368
4369 case SVGA3D_RS_STENCILWRITEMASK: /* uint32_t */
4370 glStencilMask(pRenderState[i].uintValue);
4371 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4372 break;
4373
4374 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4375 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4376 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4377 {
4378 GLint sfail, dpfail, dppass;
4379 GLenum stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4380
4381 glGetIntegerv(GL_STENCIL_FAIL, &sfail);
4382 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4383 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &dpfail);
4384 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4385 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &dppass);
4386 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4387
4388 switch (pRenderState[i].state)
4389 {
4390 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4391 sfail = stencilop;
4392 break;
4393 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4394 dpfail = stencilop;
4395 break;
4396 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4397 dppass = stencilop;
4398 break;
4399 default:
4400 /* not possible; shut up gcc */
4401 AssertFailed();
4402 break;
4403 }
4404 glStencilOp(sfail, dpfail, dppass);
4405 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4406 break;
4407 }
4408
4409 case SVGA3D_RS_STENCILENABLE2SIDED: /* SVGA3dBool */
4410 /* @note GL_EXT_stencil_two_side required! */
4411 if (pState->ext.fEXT_stencil_two_side)
4412 {
4413 enableCap = GL_STENCIL_TEST_TWO_SIDE_EXT;
4414 val = pRenderState[i].uintValue;
4415 }
4416 else
4417 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_STENCILENABLE2SIDED\n"));
4418 break;
4419
4420 case SVGA3D_RS_CCWSTENCILFUNC: /* SVGA3dCmpFunc */
4421 {
4422 /** @todo SVGA3D_RS_STENCILFAIL/ZFAIL/PASS for front & back faces
4423 * SVGA3D_RS_CCWSTENCILFAIL/ZFAIL/PASS for back faces ??
4424 */
4425 GLint ref;
4426 GLuint mask;
4427
4428 glGetIntegerv(GL_STENCIL_BACK_VALUE_MASK, (GLint *)&mask);
4429 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4430 glGetIntegerv(GL_STENCIL_BACK_REF, &ref);
4431 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4432
4433 pState->ext.glStencilFuncSeparate(GL_BACK, vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref, mask);
4434 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4435 break;
4436 }
4437
4438 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4439 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4440 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4441 {
4442 /** @todo SVGA3D_RS_STENCILFAIL/ZFAIL/PASS for front & back faces
4443 * SVGA3D_RS_CCWSTENCILFAIL/ZFAIL/PASS for back faces ??
4444 */
4445 GLint sfail, dpfail, dppass;
4446 GLenum stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4447
4448 glGetIntegerv(GL_STENCIL_BACK_FAIL, &sfail);
4449 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4450 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &dpfail);
4451 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4452 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &dppass);
4453 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4454
4455 switch (pRenderState[i].state)
4456 {
4457 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4458 sfail = stencilop;
4459 break;
4460 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4461 dpfail = stencilop;
4462 break;
4463 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4464 dppass = stencilop;
4465 break;
4466 default:
4467 /* not possible; shut up gcc */
4468 AssertFailed();
4469 break;
4470 }
4471 pState->ext.glStencilOpSeparate(GL_BACK, sfail, dpfail, dppass);
4472 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4473 break;
4474 }
4475
4476 case SVGA3D_RS_ZBIAS: /* float */
4477 /** @todo unknown meaning; depth bias is not identical
4478 renderState = D3DRS_DEPTHBIAS;
4479 val = pRenderState[i].uintValue;
4480 */
4481 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_ZBIAS\n"));
4482 break;
4483
4484 case SVGA3D_RS_DEPTHBIAS: /* float */
4485 {
4486 GLfloat factor;
4487
4488 /** @todo not sure if the d3d & ogl definitions are identical. */
4489
4490 /* Do not change the factor part. */
4491 glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &factor);
4492 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4493
4494 glPolygonOffset(factor, pRenderState[i].floatValue);
4495 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4496 break;
4497 }
4498
4499 case SVGA3D_RS_SLOPESCALEDEPTHBIAS: /* float */
4500 {
4501 GLfloat units;
4502
4503 /** @todo not sure if the d3d & ogl definitions are identical. */
4504
4505 /* Do not change the factor part. */
4506 glGetFloatv(GL_POLYGON_OFFSET_UNITS, &units);
4507 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4508
4509 glPolygonOffset(pRenderState[i].floatValue, units);
4510 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4511 break;
4512 }
4513
4514 case SVGA3D_RS_COLORWRITEENABLE: /* SVGA3dColorMask */
4515 {
4516 GLboolean red, green, blue, alpha;
4517 SVGA3dColorMask mask;
4518
4519 mask.uintValue = pRenderState[i].uintValue;
4520
4521 red = mask.s.red;
4522 green = mask.s.green;
4523 blue = mask.s.blue;
4524 alpha = mask.s.alpha;
4525
4526 glColorMask(red, green, blue, alpha);
4527 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4528 break;
4529 }
4530
4531 case SVGA3D_RS_COLORWRITEENABLE1: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4532 case SVGA3D_RS_COLORWRITEENABLE2: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4533 case SVGA3D_RS_COLORWRITEENABLE3: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4534 Log(("vmsvga3dSetRenderState: WARNING SVGA3D_RS_COLORWRITEENABLEx not supported!!\n"));
4535 break;
4536
4537 case SVGA3D_RS_SCISSORTESTENABLE: /* SVGA3dBool */
4538 enableCap = GL_SCISSOR_TEST;
4539 val = pRenderState[i].uintValue;
4540 break;
4541
4542#if 0
4543 case SVGA3D_RS_DIFFUSEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4544 AssertCompile(D3DMCS_COLOR2 == SVGA3D_VERTEXMATERIAL_SPECULAR);
4545 renderState = D3DRS_DIFFUSEMATERIALSOURCE;
4546 val = pRenderState[i].uintValue;
4547 break;
4548
4549 case SVGA3D_RS_SPECULARMATERIALSOURCE: /* SVGA3dVertexMaterial */
4550 renderState = D3DRS_SPECULARMATERIALSOURCE;
4551 val = pRenderState[i].uintValue;
4552 break;
4553
4554 case SVGA3D_RS_AMBIENTMATERIALSOURCE: /* SVGA3dVertexMaterial */
4555 renderState = D3DRS_AMBIENTMATERIALSOURCE;
4556 val = pRenderState[i].uintValue;
4557 break;
4558
4559 case SVGA3D_RS_EMISSIVEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4560 renderState = D3DRS_EMISSIVEMATERIALSOURCE;
4561 val = pRenderState[i].uintValue;
4562 break;
4563#endif
4564
4565 case SVGA3D_RS_WRAP3: /* SVGA3dWrapFlags */
4566 case SVGA3D_RS_WRAP4: /* SVGA3dWrapFlags */
4567 case SVGA3D_RS_WRAP5: /* SVGA3dWrapFlags */
4568 case SVGA3D_RS_WRAP6: /* SVGA3dWrapFlags */
4569 case SVGA3D_RS_WRAP7: /* SVGA3dWrapFlags */
4570 case SVGA3D_RS_WRAP8: /* SVGA3dWrapFlags */
4571 case SVGA3D_RS_WRAP9: /* SVGA3dWrapFlags */
4572 case SVGA3D_RS_WRAP10: /* SVGA3dWrapFlags */
4573 case SVGA3D_RS_WRAP11: /* SVGA3dWrapFlags */
4574 case SVGA3D_RS_WRAP12: /* SVGA3dWrapFlags */
4575 case SVGA3D_RS_WRAP13: /* SVGA3dWrapFlags */
4576 case SVGA3D_RS_WRAP14: /* SVGA3dWrapFlags */
4577 case SVGA3D_RS_WRAP15: /* SVGA3dWrapFlags */
4578 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_WRAPx (x >= 3)\n"));
4579 break;
4580
4581 case SVGA3D_RS_LASTPIXEL: /* SVGA3dBool */
4582 case SVGA3D_RS_TWEENFACTOR: /* float */
4583 case SVGA3D_RS_INDEXEDVERTEXBLENDENABLE: /* SVGA3dBool */
4584 case SVGA3D_RS_VERTEXBLEND: /* SVGA3dVertexBlendFlags */
4585 Log(("vmsvga3dSetRenderState: WARNING not applicable!!\n"));
4586 break;
4587
4588 case SVGA3D_RS_MULTISAMPLEANTIALIAS: /* SVGA3dBool */
4589 enableCap = GL_MULTISAMPLE;
4590 val = pRenderState[i].uintValue;
4591 break;
4592
4593 case SVGA3D_RS_MULTISAMPLEMASK: /* uint32_t */
4594 case SVGA3D_RS_ANTIALIASEDLINEENABLE: /* SVGA3dBool */
4595 Log(("vmsvga3dSetRenderState: WARNING not applicable??!!\n"));
4596 break;
4597
4598 case SVGA3D_RS_COORDINATETYPE: /* SVGA3dCoordinateType */
4599 Assert(pRenderState[i].uintValue == SVGA3D_COORDINATE_LEFTHANDED);
4600 /** @todo setup a view matrix to scale the world space by -1 in the z-direction for right handed coordinates. */
4601 /*
4602 renderState = D3DRS_COORDINATETYPE;
4603 val = pRenderState[i].uintValue;
4604 */
4605 break;
4606
4607 case SVGA3D_RS_FRONTWINDING: /* SVGA3dFrontWinding */
4608 Assert(pRenderState[i].uintValue == SVGA3D_FRONTWINDING_CW);
4609 /* Invert the selected mode because of y-inversion (?) */
4610 glFrontFace((pRenderState[i].uintValue != SVGA3D_FRONTWINDING_CW) ? GL_CW : GL_CCW);
4611 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4612 break;
4613
4614 case SVGA3D_RS_OUTPUTGAMMA: /* float */
4615 //AssertFailed();
4616 /*
4617 D3DRS_SRGBWRITEENABLE ??
4618 renderState = D3DRS_OUTPUTGAMMA;
4619 val = pRenderState[i].uintValue;
4620 */
4621 break;
4622
4623#if 0
4624
4625 case SVGA3D_RS_VERTEXMATERIALENABLE: /* SVGA3dBool */
4626 //AssertFailed();
4627 renderState = D3DRS_INDEXEDVERTEXBLENDENABLE; /* correct?? */
4628 val = pRenderState[i].uintValue;
4629 break;
4630
4631 case SVGA3D_RS_TEXTUREFACTOR: /* SVGA3dColor */
4632 renderState = D3DRS_TEXTUREFACTOR;
4633 val = pRenderState[i].uintValue;
4634 break;
4635
4636 case SVGA3D_RS_LOCALVIEWER: /* SVGA3dBool */
4637 renderState = D3DRS_LOCALVIEWER;
4638 val = pRenderState[i].uintValue;
4639 break;
4640
4641 case SVGA3D_RS_ZVISIBLE: /* SVGA3dBool */
4642 AssertFailed();
4643 /*
4644 renderState = D3DRS_ZVISIBLE;
4645 val = pRenderState[i].uintValue;
4646 */
4647 break;
4648
4649 case SVGA3D_RS_CLIPPING: /* SVGA3dBool */
4650 renderState = D3DRS_CLIPPING;
4651 val = pRenderState[i].uintValue;
4652 break;
4653
4654 case SVGA3D_RS_WRAP0: /* SVGA3dWrapFlags */
4655 glTexParameter GL_TEXTURE_WRAP_S
4656 Assert(SVGA3D_WRAPCOORD_3 == D3DWRAPCOORD_3);
4657 renderState = D3DRS_WRAP0;
4658 val = pRenderState[i].uintValue;
4659 break;
4660
4661 case SVGA3D_RS_WRAP1: /* SVGA3dWrapFlags */
4662 glTexParameter GL_TEXTURE_WRAP_T
4663 renderState = D3DRS_WRAP1;
4664 val = pRenderState[i].uintValue;
4665 break;
4666
4667 case SVGA3D_RS_WRAP2: /* SVGA3dWrapFlags */
4668 glTexParameter GL_TEXTURE_WRAP_R
4669 renderState = D3DRS_WRAP2;
4670 val = pRenderState[i].uintValue;
4671 break;
4672
4673
4674 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
4675 renderState = D3DRS_SEPARATEALPHABLENDENABLE;
4676 val = pRenderState[i].uintValue;
4677 break;
4678
4679
4680 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4681 renderState = D3DRS_BLENDOPALPHA;
4682 val = pRenderState[i].uintValue;
4683 break;
4684
4685 case SVGA3D_RS_TRANSPARENCYANTIALIAS: /* SVGA3dTransparencyAntialiasType */
4686 AssertFailed();
4687 /*
4688 renderState = D3DRS_TRANSPARENCYANTIALIAS;
4689 val = pRenderState[i].uintValue;
4690 */
4691 break;
4692
4693#endif
4694 default:
4695 AssertFailed();
4696 break;
4697 }
4698
4699 if (enableCap != ~(GLenum)0)
4700 {
4701 if (val)
4702 glEnable(enableCap);
4703 else
4704 glDisable(enableCap);
4705 }
4706 }
4707
4708 return VINF_SUCCESS;
4709}
4710
4711int vmsvga3dSetRenderTarget(PVGASTATE pThis, uint32_t cid, SVGA3dRenderTargetType type, SVGA3dSurfaceImageId target)
4712{
4713 PVMSVGA3DCONTEXT pContext;
4714 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
4715 PVMSVGA3DSURFACE pRenderTarget;
4716
4717 AssertReturn(pState, VERR_NO_MEMORY);
4718 AssertReturn(type < SVGA3D_RT_MAX, VERR_INVALID_PARAMETER);
4719 AssertReturn(target.face == 0, VERR_INVALID_PARAMETER);
4720
4721 Log(("vmsvga3dSetRenderTarget cid=%x type=%x surface id=%x\n", cid, type, target.sid));
4722
4723 if ( cid >= pState->cContexts
4724 || pState->papContexts[cid]->id != cid)
4725 {
4726 Log(("vmsvga3dSetRenderTarget invalid context id!\n"));
4727 return VERR_INVALID_PARAMETER;
4728 }
4729 pContext = pState->papContexts[cid];
4730 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4731
4732 /* Save for vm state save/restore. */
4733 pContext->state.aRenderTargets[type] = target.sid;
4734
4735 if (target.sid == SVGA3D_INVALID_ID)
4736 {
4737 /* Disable render target. */
4738 switch (type)
4739 {
4740 case SVGA3D_RT_DEPTH:
4741 case SVGA3D_RT_STENCIL:
4742 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
4743 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4744 break;
4745
4746 case SVGA3D_RT_COLOR0:
4747 case SVGA3D_RT_COLOR1:
4748 case SVGA3D_RT_COLOR2:
4749 case SVGA3D_RT_COLOR3:
4750 case SVGA3D_RT_COLOR4:
4751 case SVGA3D_RT_COLOR5:
4752 case SVGA3D_RT_COLOR6:
4753 case SVGA3D_RT_COLOR7:
4754 pContext->sidRenderTarget = SVGA3D_INVALID_ID;
4755 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, 0, 0, 0);
4756 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4757 break;
4758
4759 default:
4760 AssertFailedReturn(VERR_INVALID_PARAMETER);
4761 }
4762 return VINF_SUCCESS;
4763 }
4764
4765 AssertReturn(target.sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
4766 AssertReturn(target.sid < pState->cSurfaces && pState->papSurfaces[target.sid]->id == target.sid, VERR_INVALID_PARAMETER);
4767 pRenderTarget = pState->papSurfaces[target.sid];
4768
4769 switch (type)
4770 {
4771 case SVGA3D_RT_DEPTH:
4772 case SVGA3D_RT_STENCIL:
4773 AssertReturn(target.mipmap == 0, VERR_INVALID_PARAMETER);
4774 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4775 {
4776 Log(("vmsvga3dSetRenderTarget: create renderbuffer to be used as render target; surface id=%x type=%d format=%d\n", target.sid, pRenderTarget->flags, pRenderTarget->internalFormatGL));
4777 pContext = &pState->SharedCtx;
4778 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4779
4780 pState->ext.glGenRenderbuffers(1, &pRenderTarget->oglId.renderbuffer);
4781 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4782
4783 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4784 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4785
4786 pState->ext.glRenderbufferStorage(GL_RENDERBUFFER,
4787 pRenderTarget->internalFormatGL,
4788 pRenderTarget->pMipmapLevels[0].size.width,
4789 pRenderTarget->pMipmapLevels[0].size.height);
4790 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4791
4792 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, OPENGL_INVALID_ID);
4793 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4794
4795 pContext = pState->papContexts[cid];
4796 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4797 pRenderTarget->idWeakContextAssociation = cid;
4798 }
4799
4800 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4801 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4802 Assert(!pRenderTarget->fDirty);
4803 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4804
4805 pRenderTarget->flags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
4806
4807 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4808 (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT,
4809 GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4810 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4811 break;
4812
4813 case SVGA3D_RT_COLOR0:
4814 case SVGA3D_RT_COLOR1:
4815 case SVGA3D_RT_COLOR2:
4816 case SVGA3D_RT_COLOR3:
4817 case SVGA3D_RT_COLOR4:
4818 case SVGA3D_RT_COLOR5:
4819 case SVGA3D_RT_COLOR6:
4820 case SVGA3D_RT_COLOR7:
4821 {
4822 /* A texture surface can be used as a render target to fill it and later on used as a texture. */
4823 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4824 {
4825 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));
4826 int rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pRenderTarget);
4827 AssertRCReturn(rc, rc);
4828 }
4829
4830 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4831 Assert(!pRenderTarget->fDirty);
4832
4833 pRenderTarget->flags |= SVGA3D_SURFACE_HINT_RENDERTARGET;
4834
4835 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, GL_TEXTURE_2D, pRenderTarget->oglId.texture, target.mipmap);
4836 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4837
4838 pContext->sidRenderTarget = target.sid;
4839
4840#ifdef DEBUG
4841 GLenum status = pState->ext.glCheckFramebufferStatus(GL_FRAMEBUFFER);
4842 if (status != GL_FRAMEBUFFER_COMPLETE)
4843 Log(("vmsvga3dSetRenderTarget: WARNING: glCheckFramebufferStatus returned %x\n", status));
4844#endif
4845 /** @todo use glDrawBuffers too? */
4846 break;
4847 }
4848
4849 default:
4850 AssertFailedReturn(VERR_INVALID_PARAMETER);
4851 }
4852
4853 return VINF_SUCCESS;
4854}
4855
4856#if 0
4857/**
4858 * Convert SVGA texture combiner value to its D3D equivalent
4859 */
4860static DWORD vmsvga3dTextureCombiner2D3D(uint32_t value)
4861{
4862 switch (value)
4863 {
4864 case SVGA3D_TC_DISABLE:
4865 return D3DTOP_DISABLE;
4866 case SVGA3D_TC_SELECTARG1:
4867 return D3DTOP_SELECTARG1;
4868 case SVGA3D_TC_SELECTARG2:
4869 return D3DTOP_SELECTARG2;
4870 case SVGA3D_TC_MODULATE:
4871 return D3DTOP_MODULATE;
4872 case SVGA3D_TC_ADD:
4873 return D3DTOP_ADD;
4874 case SVGA3D_TC_ADDSIGNED:
4875 return D3DTOP_ADDSIGNED;
4876 case SVGA3D_TC_SUBTRACT:
4877 return D3DTOP_SUBTRACT;
4878 case SVGA3D_TC_BLENDTEXTUREALPHA:
4879 return D3DTOP_BLENDTEXTUREALPHA;
4880 case SVGA3D_TC_BLENDDIFFUSEALPHA:
4881 return D3DTOP_BLENDDIFFUSEALPHA;
4882 case SVGA3D_TC_BLENDCURRENTALPHA:
4883 return D3DTOP_BLENDCURRENTALPHA;
4884 case SVGA3D_TC_BLENDFACTORALPHA:
4885 return D3DTOP_BLENDFACTORALPHA;
4886 case SVGA3D_TC_MODULATE2X:
4887 return D3DTOP_MODULATE2X;
4888 case SVGA3D_TC_MODULATE4X:
4889 return D3DTOP_MODULATE4X;
4890 case SVGA3D_TC_DSDT:
4891 AssertFailed(); /** @todo ??? */
4892 return D3DTOP_DISABLE;
4893 case SVGA3D_TC_DOTPRODUCT3:
4894 return D3DTOP_DOTPRODUCT3;
4895 case SVGA3D_TC_BLENDTEXTUREALPHAPM:
4896 return D3DTOP_BLENDTEXTUREALPHAPM;
4897 case SVGA3D_TC_ADDSIGNED2X:
4898 return D3DTOP_ADDSIGNED2X;
4899 case SVGA3D_TC_ADDSMOOTH:
4900 return D3DTOP_ADDSMOOTH;
4901 case SVGA3D_TC_PREMODULATE:
4902 return D3DTOP_PREMODULATE;
4903 case SVGA3D_TC_MODULATEALPHA_ADDCOLOR:
4904 return D3DTOP_MODULATEALPHA_ADDCOLOR;
4905 case SVGA3D_TC_MODULATECOLOR_ADDALPHA:
4906 return D3DTOP_MODULATECOLOR_ADDALPHA;
4907 case SVGA3D_TC_MODULATEINVALPHA_ADDCOLOR:
4908 return D3DTOP_MODULATEINVALPHA_ADDCOLOR;
4909 case SVGA3D_TC_MODULATEINVCOLOR_ADDALPHA:
4910 return D3DTOP_MODULATEINVCOLOR_ADDALPHA;
4911 case SVGA3D_TC_BUMPENVMAPLUMINANCE:
4912 return D3DTOP_BUMPENVMAPLUMINANCE;
4913 case SVGA3D_TC_MULTIPLYADD:
4914 return D3DTOP_MULTIPLYADD;
4915 case SVGA3D_TC_LERP:
4916 return D3DTOP_LERP;
4917 default:
4918 AssertFailed();
4919 return D3DTOP_DISABLE;
4920 }
4921}
4922
4923/**
4924 * Convert SVGA texture arg data value to its D3D equivalent
4925 */
4926static DWORD vmsvga3dTextureArgData2D3D(uint32_t value)
4927{
4928 switch (value)
4929 {
4930 case SVGA3D_TA_CONSTANT:
4931 return D3DTA_CONSTANT;
4932 case SVGA3D_TA_PREVIOUS:
4933 return D3DTA_CURRENT; /* current = previous */
4934 case SVGA3D_TA_DIFFUSE:
4935 return D3DTA_DIFFUSE;
4936 case SVGA3D_TA_TEXTURE:
4937 return D3DTA_TEXTURE;
4938 case SVGA3D_TA_SPECULAR:
4939 return D3DTA_SPECULAR;
4940 default:
4941 AssertFailed();
4942 return 0;
4943 }
4944}
4945
4946/**
4947 * Convert SVGA texture transform flag value to its D3D equivalent
4948 */
4949static DWORD vmsvga3dTextTransformFlags2D3D(uint32_t value)
4950{
4951 switch (value)
4952 {
4953 case SVGA3D_TEX_TRANSFORM_OFF:
4954 return D3DTTFF_DISABLE;
4955 case SVGA3D_TEX_TRANSFORM_S:
4956 return D3DTTFF_COUNT1; /** @todo correct? */
4957 case SVGA3D_TEX_TRANSFORM_T:
4958 return D3DTTFF_COUNT2; /** @todo correct? */
4959 case SVGA3D_TEX_TRANSFORM_R:
4960 return D3DTTFF_COUNT3; /** @todo correct? */
4961 case SVGA3D_TEX_TRANSFORM_Q:
4962 return D3DTTFF_COUNT4; /** @todo correct? */
4963 case SVGA3D_TEX_PROJECTED:
4964 return D3DTTFF_PROJECTED;
4965 default:
4966 AssertFailed();
4967 return 0;
4968 }
4969}
4970#endif
4971
4972static GLenum vmsvga3dTextureAddress2OGL(SVGA3dTextureAddress value)
4973{
4974 switch (value)
4975 {
4976 case SVGA3D_TEX_ADDRESS_WRAP:
4977 return GL_REPEAT;
4978 case SVGA3D_TEX_ADDRESS_MIRROR:
4979 return GL_MIRRORED_REPEAT;
4980 case SVGA3D_TEX_ADDRESS_CLAMP:
4981 return GL_CLAMP_TO_EDGE;
4982 case SVGA3D_TEX_ADDRESS_BORDER:
4983 return GL_CLAMP_TO_BORDER;
4984 case SVGA3D_TEX_ADDRESS_MIRRORONCE:
4985 AssertFailed();
4986 return GL_CLAMP_TO_EDGE_SGIS; /** @todo correct? */
4987
4988 case SVGA3D_TEX_ADDRESS_EDGE:
4989 case SVGA3D_TEX_ADDRESS_INVALID:
4990 default:
4991 AssertFailed();
4992 return GL_REPEAT; /* default */
4993 }
4994}
4995
4996static GLenum vmsvga3dTextureFilter2OGL(SVGA3dTextureFilter value)
4997{
4998 switch (value)
4999 {
5000 case SVGA3D_TEX_FILTER_NONE:
5001 case SVGA3D_TEX_FILTER_LINEAR:
5002 return GL_LINEAR;
5003 case SVGA3D_TEX_FILTER_NEAREST:
5004 return GL_NEAREST;
5005 case SVGA3D_TEX_FILTER_ANISOTROPIC:
5006 /** @todo */
5007 case SVGA3D_TEX_FILTER_FLATCUBIC: // Deprecated, not implemented
5008 case SVGA3D_TEX_FILTER_GAUSSIANCUBIC: // Deprecated, not implemented
5009 case SVGA3D_TEX_FILTER_PYRAMIDALQUAD: // Not currently implemented
5010 case SVGA3D_TEX_FILTER_GAUSSIANQUAD: // Not currently implemented
5011 default:
5012 AssertFailed();
5013 return GL_LINEAR; /* default */
5014 }
5015}
5016
5017uint32_t vmsvga3dSVGA3dColor2RGBA(SVGA3dColor value)
5018{
5019 /* flip the red and blue bytes */
5020 uint8_t blue = value & 0xff;
5021 uint8_t red = (value >> 16) & 0xff;
5022 return (value & 0xff00ff00) | red | (blue << 16);
5023}
5024
5025int vmsvga3dSetTextureState(PVGASTATE pThis, uint32_t cid, uint32_t cTextureStates, SVGA3dTextureState *pTextureState)
5026{
5027 GLenum val = ~(GLenum)0; /* Shut up MSC. */
5028 GLenum currentStage = ~(GLenum)0;
5029 PVMSVGA3DCONTEXT pContext;
5030 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5031 AssertReturn(pState, VERR_NO_MEMORY);
5032
5033 Log(("vmsvga3dSetTextureState %x cTextureState=%d\n", cid, cTextureStates));
5034
5035 if ( cid >= pState->cContexts
5036 || pState->papContexts[cid]->id != cid)
5037 {
5038 Log(("vmsvga3dSetTextureState invalid context id!\n"));
5039 return VERR_INVALID_PARAMETER;
5040 }
5041 pContext = pState->papContexts[cid];
5042 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5043
5044 for (unsigned i = 0; i < cTextureStates; i++)
5045 {
5046 GLenum textureType = ~(GLenum)0;
5047#if 0
5048 GLenum samplerType = ~(GLenum)0;
5049#endif
5050
5051 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));
5052 /* Record the texture state for vm state saving. */
5053 if ( pTextureState[i].stage < SVGA3D_MAX_TEXTURE_STAGE
5054 && pTextureState[i].name < SVGA3D_TS_MAX)
5055 {
5056 pContext->state.aTextureState[pTextureState[i].stage][pTextureState[i].name] = pTextureState[i];
5057 }
5058
5059 /* Active the right texture unit for subsequent texture state changes. */
5060 if (pTextureState[i].stage != currentStage || i == 0)
5061 {
5062 /** @todo Is this the appropriate limit for all kinds of textures? It is the
5063 * size of aSidActiveTexture and for binding/unbinding we cannot exceed it. */
5064 if (pTextureState[i].stage < SVGA3D_MAX_TEXTURE_STAGE)
5065 {
5066 pState->ext.glActiveTexture(GL_TEXTURE0 + pTextureState[i].stage);
5067 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5068 currentStage = pTextureState[i].stage;
5069 }
5070 else
5071 {
5072 AssertMsgFailed(("pTextureState[%d].stage=%#x name=%#x\n", i, pTextureState[i].stage, pTextureState[i].name));
5073 continue;
5074 }
5075 }
5076
5077 switch (pTextureState[i].name)
5078 {
5079 case SVGA3D_TS_BUMPENVMAT00: /* float */
5080 case SVGA3D_TS_BUMPENVMAT01: /* float */
5081 case SVGA3D_TS_BUMPENVMAT10: /* float */
5082 case SVGA3D_TS_BUMPENVMAT11: /* float */
5083 case SVGA3D_TS_BUMPENVLSCALE: /* float */
5084 case SVGA3D_TS_BUMPENVLOFFSET: /* float */
5085 Log(("vmsvga3dSetTextureState: bump mapping texture options not supported!!\n"));
5086 break;
5087
5088 case SVGA3D_TS_COLOROP: /* SVGA3dTextureCombiner */
5089 case SVGA3D_TS_COLORARG0: /* SVGA3dTextureArgData */
5090 case SVGA3D_TS_COLORARG1: /* SVGA3dTextureArgData */
5091 case SVGA3D_TS_COLORARG2: /* SVGA3dTextureArgData */
5092 case SVGA3D_TS_ALPHAOP: /* SVGA3dTextureCombiner */
5093 case SVGA3D_TS_ALPHAARG0: /* SVGA3dTextureArgData */
5094 case SVGA3D_TS_ALPHAARG1: /* SVGA3dTextureArgData */
5095 case SVGA3D_TS_ALPHAARG2: /* SVGA3dTextureArgData */
5096 /** @todo not used by MesaGL */
5097 Log(("vmsvga3dSetTextureState: colorop/alphaop not yet supported!!\n"));
5098 break;
5099#if 0
5100
5101 case SVGA3D_TS_TEXCOORDINDEX: /* uint32_t */
5102 textureType = D3DTSS_TEXCOORDINDEX;
5103 val = pTextureState[i].value;
5104 break;
5105
5106 case SVGA3D_TS_TEXTURETRANSFORMFLAGS: /* SVGA3dTexTransformFlags */
5107 textureType = D3DTSS_TEXTURETRANSFORMFLAGS;
5108 val = vmsvga3dTextTransformFlags2D3D(pTextureState[i].value);
5109 break;
5110#endif
5111
5112 case SVGA3D_TS_BIND_TEXTURE: /* SVGA3dSurfaceId */
5113 if (pTextureState[i].value == SVGA3D_INVALID_ID)
5114 {
5115 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture surface id=%x replacing=%x\n",
5116 currentStage, pTextureState[i].value, pContext->aSidActiveTexture[currentStage]));
5117
5118 pContext->aSidActiveTexture[currentStage] = SVGA3D_INVALID_ID;
5119 /* Unselect the currently associated texture. */
5120 glBindTexture(GL_TEXTURE_2D, 0);
5121 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5122 /* Necessary for the fixed pipeline. */
5123 glDisable(GL_TEXTURE_2D);
5124 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5125 }
5126 else
5127 {
5128 uint32_t sid = pTextureState[i].value;
5129
5130 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
5131 AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER);
5132
5133 PVMSVGA3DSURFACE pSurface = pState->papSurfaces[sid];
5134
5135 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture surface id=%x (%d,%d) replacing=%x\n",
5136 currentStage, pTextureState[i].value, pSurface->pMipmapLevels[0].size.width,
5137 pSurface->pMipmapLevels[0].size.height, pContext->aSidActiveTexture[currentStage]));
5138
5139 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
5140 {
5141 Log(("CreateTexture (%d,%d) level=%d\n", pSurface->pMipmapLevels[0].size.width, pSurface->pMipmapLevels[0].size.height, pSurface->faces[0].numMipLevels));
5142 int rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface);
5143 AssertRCReturn(rc, rc);
5144 }
5145
5146 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
5147 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5148
5149 /* Necessary for the fixed pipeline. */
5150 glEnable(GL_TEXTURE_2D);
5151 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5152
5153 if (pContext->aSidActiveTexture[currentStage] != sid)
5154 {
5155 /* Recreate the texture state as glBindTexture resets them all (sigh). */
5156 for (uint32_t iStage = 0; iStage < SVGA3D_MAX_TEXTURE_STAGE; iStage++)
5157 {
5158 for (uint32_t j = 0; j < SVGA3D_TS_MAX; j++)
5159 {
5160 SVGA3dTextureState *pTextureStateIter = &pContext->state.aTextureState[iStage][j];
5161
5162 if ( pTextureStateIter->name != SVGA3D_TS_INVALID
5163 && pTextureStateIter->name != SVGA3D_TS_BIND_TEXTURE)
5164 vmsvga3dSetTextureState(pThis, pContext->id, 1, pTextureStateIter);
5165 }
5166 }
5167 }
5168 pContext->aSidActiveTexture[currentStage] = sid;
5169 }
5170 /* Finished; continue with the next one. */
5171 continue;
5172
5173 case SVGA3D_TS_ADDRESSW: /* SVGA3dTextureAddress */
5174 textureType = GL_TEXTURE_WRAP_R; /* R = W */
5175 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5176 break;
5177
5178 case SVGA3D_TS_ADDRESSU: /* SVGA3dTextureAddress */
5179 textureType = GL_TEXTURE_WRAP_S; /* S = U */
5180 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5181 break;
5182
5183 case SVGA3D_TS_ADDRESSV: /* SVGA3dTextureAddress */
5184 textureType = GL_TEXTURE_WRAP_T; /* T = V */
5185 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5186 break;
5187
5188 case SVGA3D_TS_MIPFILTER: /* SVGA3dTextureFilter */
5189 case SVGA3D_TS_MINFILTER: /* SVGA3dTextureFilter */
5190 {
5191 uint32_t mipFilter = pContext->state.aTextureState[currentStage][SVGA3D_TS_MIPFILTER].value;
5192 uint32_t minFilter = pContext->state.aTextureState[currentStage][SVGA3D_TS_MINFILTER].value;
5193
5194 /* If SVGA3D_TS_MIPFILTER is set to NONE, then use SVGA3D_TS_MIPFILTER, otherwise SVGA3D_TS_MIPFILTER enables mipmap minification. */
5195 textureType = GL_TEXTURE_MIN_FILTER;
5196 if (mipFilter != SVGA3D_TEX_FILTER_NONE)
5197 {
5198 if (minFilter == SVGA3D_TEX_FILTER_NEAREST)
5199 {
5200 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
5201 val = GL_NEAREST_MIPMAP_LINEAR;
5202 else
5203 val = GL_NEAREST_MIPMAP_NEAREST;
5204 }
5205 else
5206 {
5207 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
5208 val = GL_LINEAR_MIPMAP_LINEAR;
5209 else
5210 val = GL_LINEAR_MIPMAP_NEAREST;
5211 }
5212 }
5213 else
5214 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)minFilter);
5215 break;
5216 }
5217
5218 case SVGA3D_TS_MAGFILTER: /* SVGA3dTextureFilter */
5219 textureType = GL_TEXTURE_MAG_FILTER;
5220 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)pTextureState[i].value);
5221 Assert(val == GL_NEAREST || val == GL_LINEAR);
5222 break;
5223
5224 case SVGA3D_TS_BORDERCOLOR: /* SVGA3dColor */
5225 {
5226 GLfloat color[4]; /* red, green, blue, alpha */
5227
5228 vmsvgaColor2GLFloatArray(pTextureState[i].value, &color[0], &color[1], &color[2], &color[3]);
5229
5230 glTexParameterfv(GL_TEXTURE_2D /** @todo flexible type */, GL_TEXTURE_BORDER_COLOR, color); /* Identical; default 0.0 identical too */
5231 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5232 break;
5233 }
5234
5235 case SVGA3D_TS_TEXTURE_LOD_BIAS: /* float */
5236 glTexParameterf(GL_TEXTURE_2D /** @todo flexible type */, GL_TEXTURE_LOD_BIAS, pTextureState[i].value); /* Identical; default 0.0 identical too */
5237 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5238 break;
5239
5240 case SVGA3D_TS_TEXTURE_MIPMAP_LEVEL: /* uint32_t */
5241 textureType = GL_TEXTURE_BASE_LEVEL;
5242 val = pTextureState[i].value;
5243 break;
5244
5245#if 0
5246 case SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL: /* uint32_t */
5247 samplerType = D3DSAMP_MAXANISOTROPY;
5248 val = pTextureState[i].value; /* Identical?? */
5249 break;
5250
5251 case SVGA3D_TS_GAMMA: /* float */
5252 samplerType = D3DSAMP_SRGBTEXTURE;
5253 /* Boolean in D3D */
5254 if (pTextureState[i].floatValue == 1.0f)
5255 val = FALSE;
5256 else
5257 val = TRUE;
5258 break;
5259#endif
5260 /* Internal commands, that don't map directly to the SetTextureStageState API. */
5261 case SVGA3D_TS_TEXCOORDGEN: /* SVGA3dTextureCoordGen */
5262 AssertFailed();
5263 break;
5264
5265 default:
5266 //AssertFailed();
5267 break;
5268 }
5269
5270 if (textureType != ~(GLenum)0)
5271 {
5272 glTexParameteri(GL_TEXTURE_2D /** @todo flexible type */, textureType, val);
5273 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5274 }
5275 }
5276
5277 return VINF_SUCCESS;
5278}
5279
5280int vmsvga3dSetMaterial(PVGASTATE pThis, uint32_t cid, SVGA3dFace face, SVGA3dMaterial *pMaterial)
5281{
5282 PVMSVGA3DCONTEXT pContext;
5283 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5284 AssertReturn(pState, VERR_NO_MEMORY);
5285 GLenum oglFace;
5286
5287 Log(("vmsvga3dSetMaterial cid=%x face %d\n", cid, face));
5288
5289 if ( cid >= pState->cContexts
5290 || pState->papContexts[cid]->id != cid)
5291 {
5292 Log(("vmsvga3dSetMaterial invalid context id!\n"));
5293 return VERR_INVALID_PARAMETER;
5294 }
5295 pContext = pState->papContexts[cid];
5296 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5297
5298 switch (face)
5299 {
5300 case SVGA3D_FACE_NONE:
5301 case SVGA3D_FACE_FRONT:
5302 oglFace = GL_FRONT;
5303 break;
5304
5305 case SVGA3D_FACE_BACK:
5306 oglFace = GL_BACK;
5307 break;
5308
5309 case SVGA3D_FACE_FRONT_BACK:
5310 oglFace = GL_FRONT_AND_BACK;
5311 break;
5312
5313 default:
5314 AssertFailedReturn(VERR_INVALID_PARAMETER);
5315 }
5316
5317 /* Save for vm state save/restore. */
5318 pContext->state.aMaterial[face].fValid = true;
5319 pContext->state.aMaterial[face].material = *pMaterial;
5320 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_MATERIAL;
5321
5322 glMaterialfv(oglFace, GL_DIFFUSE, pMaterial->diffuse);
5323 glMaterialfv(oglFace, GL_AMBIENT, pMaterial->ambient);
5324 glMaterialfv(oglFace, GL_SPECULAR, pMaterial->specular);
5325 glMaterialfv(oglFace, GL_EMISSION, pMaterial->emissive);
5326 glMaterialfv(oglFace, GL_SHININESS, &pMaterial->shininess);
5327 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5328
5329 return VINF_SUCCESS;
5330}
5331
5332/** @todo Move into separate library as we are using logic from Wine here. */
5333int vmsvga3dSetLightData(PVGASTATE pThis, uint32_t cid, uint32_t index, SVGA3dLightData *pData)
5334{
5335 PVMSVGA3DCONTEXT pContext;
5336 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5337 AssertReturn(pState, VERR_NO_MEMORY);
5338 float QuadAttenuation;
5339
5340 Log(("vmsvga3dSetLightData cid=%x index=%d type=%d\n", cid, index, pData->type));
5341
5342 if ( cid >= pState->cContexts
5343 || pState->papContexts[cid]->id != cid)
5344 {
5345 Log(("vmsvga3dSetLightData invalid context id!\n"));
5346 return VERR_INVALID_PARAMETER;
5347 }
5348 pContext = pState->papContexts[cid];
5349 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5350
5351 /* Store for vm state save/restore */
5352 if (index < SVGA3D_MAX_LIGHTS)
5353 {
5354 pContext->state.aLightData[index].fValidData = true;
5355 pContext->state.aLightData[index].data = *pData;
5356 }
5357 else
5358 AssertFailed();
5359
5360 if ( pData->attenuation0 < 0.0f
5361 || pData->attenuation1 < 0.0f
5362 || pData->attenuation2 < 0.0f)
5363 {
5364 Log(("vmsvga3dSetLightData: invalid negative attenuation values!!\n"));
5365 return VINF_SUCCESS; /* ignore; could crash the GL driver */
5366 }
5367
5368 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d */
5369 glMatrixMode(GL_MODELVIEW);
5370 glPushMatrix();
5371 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5372
5373 glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, pData->diffuse);
5374 glLightfv(GL_LIGHT0 + index, GL_SPECULAR, pData->specular);
5375 glLightfv(GL_LIGHT0 + index, GL_AMBIENT, pData->ambient);
5376
5377 if (pData->range * pData->range >= FLT_MIN)
5378 QuadAttenuation = 1.4f / (pData->range * pData->range);
5379 else
5380 QuadAttenuation = 0.0f;
5381
5382 switch (pData->type)
5383 {
5384 case SVGA3D_LIGHTTYPE_POINT:
5385 {
5386 GLfloat position[4];
5387
5388 position[0] = pData->position[0];
5389 position[1] = pData->position[1];
5390 position[2] = pData->position[2];
5391 position[3] = 1.0f;
5392
5393 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5394 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5395
5396 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5397 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5398
5399 /* Attenuation - Are these right? guessing... */
5400 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5401 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5402
5403 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5404 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5405
5406 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5407 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5408
5409 /** @todo range */
5410 break;
5411 }
5412
5413 case SVGA3D_LIGHTTYPE_SPOT1:
5414 {
5415 GLfloat exponent;
5416 GLfloat position[4];
5417 const GLfloat pi = 4.0f * atanf(1.0f);
5418
5419 position[0] = pData->position[0];
5420 position[1] = pData->position[1];
5421 position[2] = pData->position[2];
5422 position[3] = 1.0f;
5423
5424 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5425 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5426
5427 position[0] = pData->direction[0];
5428 position[1] = pData->direction[1];
5429 position[2] = pData->direction[2];
5430 position[3] = 1.0f;
5431
5432 glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, position);
5433 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5434
5435 /*
5436 * opengl-ish and d3d-ish spot lights use too different models for the
5437 * light "intensity" as a function of the angle towards the main light direction,
5438 * so we only can approximate very roughly.
5439 * however spot lights are rather rarely used in games (if ever used at all).
5440 * furthermore if still used, probably nobody pays attention to such details.
5441 */
5442 if (pData->falloff == 0)
5443 {
5444 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
5445 * falloff resp. exponent parameter as an exponent, so the spot light lighting
5446 * will always be 1.0 for both of them, and we don't have to care for the
5447 * rest of the rather complex calculation
5448 */
5449 exponent = 0.0f;
5450 }
5451 else
5452 {
5453 float rho = pData->theta + (pData->phi - pData->theta) / (2 * pData->falloff);
5454 if (rho < 0.0001f)
5455 rho = 0.0001f;
5456 exponent = -0.3f/log(cos(rho/2));
5457 }
5458 if (exponent > 128.0f)
5459 exponent = 128.0f;
5460
5461 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, exponent);
5462 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5463
5464 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, pData->phi * 90.0 / pi);
5465 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5466
5467 /* Attenuation - Are these right? guessing... */
5468 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5469 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5470
5471 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5472 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5473
5474 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5475 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5476
5477 /** @todo range */
5478 break;
5479 }
5480
5481 case SVGA3D_LIGHTTYPE_DIRECTIONAL:
5482 {
5483 GLfloat position[4];
5484
5485 position[0] = -pData->direction[0];
5486 position[1] = -pData->direction[1];
5487 position[2] = -pData->direction[2];
5488 position[3] = 0.0f;
5489
5490 glLightfv(GL_LIGHT0 + index, GL_POSITION, position); /* Note gl uses w position of 0 for direction! */
5491 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5492
5493 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5494 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5495
5496 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, 0.0f);
5497 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5498 break;
5499 }
5500
5501 case SVGA3D_LIGHTTYPE_SPOT2:
5502 default:
5503 Log(("Unsupported light type!!\n"));
5504 return VERR_INVALID_PARAMETER;
5505 }
5506
5507 /* Restore the modelview matrix */
5508 glPopMatrix();
5509
5510 return VINF_SUCCESS;
5511}
5512
5513int vmsvga3dSetLightEnabled(PVGASTATE pThis, uint32_t cid, uint32_t index, uint32_t enabled)
5514{
5515 PVMSVGA3DCONTEXT pContext;
5516 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5517 AssertReturn(pState, VERR_NO_MEMORY);
5518
5519 Log(("vmsvga3dSetLightEnabled cid=%x %d -> %d\n", cid, index, enabled));
5520
5521 if ( cid >= pState->cContexts
5522 || pState->papContexts[cid]->id != cid)
5523 {
5524 Log(("vmsvga3dSetLightEnabled invalid context id!\n"));
5525 return VERR_INVALID_PARAMETER;
5526 }
5527 pContext = pState->papContexts[cid];
5528 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5529
5530 /* Store for vm state save/restore */
5531 if (index < SVGA3D_MAX_LIGHTS)
5532 pContext->state.aLightData[index].fEnabled = !!enabled;
5533 else
5534 AssertFailed();
5535
5536 if (enabled)
5537 {
5538 /* Load the default settings if none have been set yet. */
5539 if (!pContext->state.aLightData[index].fValidData)
5540 vmsvga3dSetLightData(pThis, cid, index, (SVGA3dLightData *)&vmsvga3d_default_light);
5541 glEnable(GL_LIGHT0 + index);
5542 }
5543 else
5544 glDisable(GL_LIGHT0 + index);
5545
5546 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5547 return VINF_SUCCESS;
5548}
5549
5550int vmsvga3dSetViewPort(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5551{
5552 PVMSVGA3DCONTEXT pContext;
5553 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5554 AssertReturn(pState, VERR_NO_MEMORY);
5555
5556 Log(("vmsvga3dSetViewPort cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5557
5558 if ( cid >= pState->cContexts
5559 || pState->papContexts[cid]->id != cid)
5560 {
5561 Log(("vmsvga3dSetViewPort invalid context id!\n"));
5562 return VERR_INVALID_PARAMETER;
5563 }
5564 pContext = pState->papContexts[cid];
5565 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5566
5567 /* Save for vm state save/restore. */
5568 pContext->state.RectViewPort = *pRect;
5569 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VIEWPORT;
5570
5571 /** @todo y-inversion for partial viewport coordinates? */
5572 glViewport(pRect->x, pRect->y, pRect->w, pRect->h);
5573 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5574
5575 /* Reset the projection matrix as that relies on the viewport setting. */
5576 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5577 {
5578 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5579 }
5580 else
5581 {
5582 float matrix[16];
5583
5584 /* identity matrix if no matrix set. */
5585 memset(matrix, 0, sizeof(matrix));
5586 matrix[0] = 1.0;
5587 matrix[5] = 1.0;
5588 matrix[10] = 1.0;
5589 matrix[15] = 1.0;
5590 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, matrix);
5591 }
5592
5593 return VINF_SUCCESS;
5594}
5595
5596int vmsvga3dSetClipPlane(PVGASTATE pThis, uint32_t cid, uint32_t index, float plane[4])
5597{
5598 PVMSVGA3DCONTEXT pContext;
5599 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5600 AssertReturn(pState, VERR_NO_MEMORY);
5601 double oglPlane[4];
5602
5603 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)));
5604 AssertReturn(index < SVGA3D_CLIPPLANE_MAX, VERR_INVALID_PARAMETER);
5605
5606 if ( cid >= pState->cContexts
5607 || pState->papContexts[cid]->id != cid)
5608 {
5609 Log(("vmsvga3dSetClipPlane invalid context id!\n"));
5610 return VERR_INVALID_PARAMETER;
5611 }
5612 pContext = pState->papContexts[cid];
5613 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5614
5615 /* Store for vm state save/restore. */
5616 pContext->state.aClipPlane[index].fValid = true;
5617 memcpy(pContext->state.aClipPlane[index].plane, plane, sizeof(pContext->state.aClipPlane[index].plane));
5618
5619 /** @todo clip plane affected by model view in OpenGL & view in D3D + vertex shader -> not transformed (see Wine; state.c clipplane) */
5620 oglPlane[0] = (double)plane[0];
5621 oglPlane[1] = (double)plane[1];
5622 oglPlane[2] = (double)plane[2];
5623 oglPlane[3] = (double)plane[3];
5624
5625 glClipPlane(GL_CLIP_PLANE0 + index, oglPlane);
5626 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5627
5628 return VINF_SUCCESS;
5629}
5630
5631int vmsvga3dSetScissorRect(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5632{
5633 PVMSVGA3DCONTEXT pContext;
5634 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5635 AssertReturn(pState, VERR_NO_MEMORY);
5636
5637 Log(("vmsvga3dSetScissorRect cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5638
5639 if ( cid >= pState->cContexts
5640 || pState->papContexts[cid]->id != cid)
5641 {
5642 Log(("vmsvga3dSetScissorRect invalid context id!\n"));
5643 return VERR_INVALID_PARAMETER;
5644 }
5645 pContext = pState->papContexts[cid];
5646 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5647
5648 /* Store for vm state save/restore. */
5649 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_SCISSORRECT;
5650 pContext->state.RectScissor = *pRect;
5651
5652 glScissor(pRect->x, pRect->y, pRect->w, pRect->h);
5653 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5654
5655 return VINF_SUCCESS;
5656}
5657
5658static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha)
5659{
5660 /* Convert byte color components to float (0-1.0) */
5661 *pAlpha = (GLfloat)(color >> 24) / 255.0;
5662 *pRed = (GLfloat)((color >> 16) & 0xff) / 255.0;
5663 *pGreen = (GLfloat)((color >> 8) & 0xff) / 255.0;
5664 *pBlue = (GLfloat)(color & 0xff) / 255.0;
5665}
5666
5667int vmsvga3dCommandClear(PVGASTATE pThis, uint32_t cid, SVGA3dClearFlag clearFlag, uint32_t color, float depth, uint32_t stencil,
5668 uint32_t cRects, SVGA3dRect *pRect)
5669{
5670 GLbitfield mask = 0;
5671 PVMSVGA3DCONTEXT pContext;
5672 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5673 AssertReturn(pState, VERR_NO_MEMORY);
5674 GLboolean fDepthWriteEnabled = GL_FALSE;
5675
5676 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));
5677
5678 if ( cid >= pState->cContexts
5679 || pState->papContexts[cid]->id != cid)
5680 {
5681 Log(("vmsvga3dCommandClear invalid context id!\n"));
5682 return VERR_INVALID_PARAMETER;
5683 }
5684 pContext = pState->papContexts[cid];
5685 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5686
5687 if (clearFlag & SVGA3D_CLEAR_COLOR)
5688 {
5689 GLfloat red, green, blue, alpha;
5690
5691 vmsvgaColor2GLFloatArray(color, &red, &green, &blue, &alpha);
5692
5693 /* Set the color clear value. */
5694 glClearColor(red, green, blue, alpha);
5695
5696 mask |= GL_COLOR_BUFFER_BIT;
5697 }
5698 if (clearFlag & SVGA3D_CLEAR_STENCIL)
5699 {
5700 /** @todo possibly the same problem as with glDepthMask */
5701 glClearStencil(stencil);
5702 mask |= GL_STENCIL_BUFFER_BIT;
5703 }
5704 if (clearFlag & SVGA3D_CLEAR_DEPTH)
5705 {
5706 glClearDepth((GLdouble)depth);
5707 mask |= GL_DEPTH_BUFFER_BIT;
5708
5709 /* glClear will not clear the depth buffer if writing is disabled. */
5710 glGetBooleanv(GL_DEPTH_WRITEMASK, &fDepthWriteEnabled);
5711 if (fDepthWriteEnabled == GL_FALSE)
5712 glDepthMask(GL_TRUE);
5713 }
5714
5715 if (cRects)
5716 {
5717 /* Save the current scissor test bit and scissor box. */
5718 glPushAttrib(GL_SCISSOR_BIT);
5719 glEnable(GL_SCISSOR_TEST);
5720 for (unsigned i=0; i < cRects; i++)
5721 {
5722 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));
5723 glScissor(pRect[i].x, pRect[i].y, pRect[i].w, pRect[i].h);
5724 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5725 glClear(mask);
5726 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5727 }
5728 /* Restore the old scissor test bit and box */
5729 glPopAttrib();
5730 }
5731 else
5732 {
5733 glClear(mask);
5734 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5735 }
5736
5737 /* Restore depth write state. */
5738 if ( (clearFlag & SVGA3D_CLEAR_DEPTH)
5739 && fDepthWriteEnabled == GL_FALSE)
5740 glDepthMask(GL_FALSE);
5741
5742 return VINF_SUCCESS;
5743}
5744
5745/* Convert VMWare vertex declaration to its OpenGL equivalent. */
5746int vmsvga3dVertexDecl2OGL(SVGA3dVertexArrayIdentity &identity, GLint &size, GLenum &type, GLboolean &normalized)
5747{
5748 normalized = GL_FALSE;
5749 switch (identity.type)
5750 {
5751 case SVGA3D_DECLTYPE_FLOAT1:
5752 size = 1;
5753 type = GL_FLOAT;
5754 break;
5755 case SVGA3D_DECLTYPE_FLOAT2:
5756 size = 2;
5757 type = GL_FLOAT;
5758 break;
5759 case SVGA3D_DECLTYPE_FLOAT3:
5760 size = 3;
5761 type = GL_FLOAT;
5762 break;
5763 case SVGA3D_DECLTYPE_FLOAT4:
5764 size = 4;
5765 type = GL_FLOAT;
5766 break;
5767
5768 case SVGA3D_DECLTYPE_D3DCOLOR:
5769 size = GL_BGRA; /* @note requires GL_ARB_vertex_array_bgra */
5770 type = GL_UNSIGNED_BYTE;
5771 normalized = GL_TRUE; /* glVertexAttribPointer fails otherwise */
5772 break;
5773
5774 case SVGA3D_DECLTYPE_UBYTE4N:
5775 normalized = GL_TRUE;
5776 /* no break */
5777 case SVGA3D_DECLTYPE_UBYTE4:
5778 size = 4;
5779 type = GL_UNSIGNED_BYTE;
5780 break;
5781
5782 case SVGA3D_DECLTYPE_SHORT2N:
5783 normalized = GL_TRUE;
5784 /* no break */
5785 case SVGA3D_DECLTYPE_SHORT2:
5786 size = 2;
5787 type = GL_SHORT;
5788 break;
5789
5790 case SVGA3D_DECLTYPE_SHORT4N:
5791 normalized = GL_TRUE;
5792 /* no break */
5793 case SVGA3D_DECLTYPE_SHORT4:
5794 size = 4;
5795 type = GL_SHORT;
5796 break;
5797
5798 case SVGA3D_DECLTYPE_USHORT4N:
5799 normalized = GL_TRUE;
5800 size = 4;
5801 type = GL_UNSIGNED_SHORT;
5802 break;
5803
5804 case SVGA3D_DECLTYPE_USHORT2N:
5805 normalized = GL_TRUE;
5806 size = 2;
5807 type = GL_UNSIGNED_SHORT;
5808 break;
5809
5810 case SVGA3D_DECLTYPE_UDEC3:
5811 size = 3;
5812 type = GL_UNSIGNED_INT_2_10_10_10_REV; /** @todo correct? */
5813 break;
5814
5815 case SVGA3D_DECLTYPE_DEC3N:
5816 normalized = true;
5817 size = 3;
5818 type = GL_INT_2_10_10_10_REV; /** @todo correct? */
5819 break;
5820
5821 case SVGA3D_DECLTYPE_FLOAT16_2:
5822 size = 2;
5823 type = GL_HALF_FLOAT;
5824 break;
5825 case SVGA3D_DECLTYPE_FLOAT16_4:
5826 size = 4;
5827 type = GL_HALF_FLOAT;
5828 break;
5829 default:
5830 AssertFailedReturn(VERR_INVALID_PARAMETER);
5831 }
5832
5833 //pVertexElement->Method = identity.method;
5834 //pVertexElement->Usage = identity.usage;
5835
5836 return VINF_SUCCESS;
5837}
5838
5839/* Convert VMWare primitive type to its OpenGL equivalent. */
5840/* Calculate the vertex count based on the primitive type and nr of primitives. */
5841int vmsvga3dPrimitiveType2OGL(SVGA3dPrimitiveType PrimitiveType, GLenum *pMode, uint32_t cPrimitiveCount, uint32_t *pcVertices)
5842{
5843 switch (PrimitiveType)
5844 {
5845 case SVGA3D_PRIMITIVE_TRIANGLELIST:
5846 *pMode = GL_TRIANGLES;
5847 *pcVertices = cPrimitiveCount * 3;
5848 break;
5849 case SVGA3D_PRIMITIVE_POINTLIST:
5850 *pMode = GL_POINTS;
5851 *pcVertices = cPrimitiveCount;
5852 break;
5853 case SVGA3D_PRIMITIVE_LINELIST:
5854 *pMode = GL_LINES;
5855 *pcVertices = cPrimitiveCount * 2;
5856 break;
5857 case SVGA3D_PRIMITIVE_LINESTRIP:
5858 *pMode = GL_LINE_STRIP;
5859 *pcVertices = cPrimitiveCount + 1;
5860 break;
5861 case SVGA3D_PRIMITIVE_TRIANGLESTRIP:
5862 *pMode = GL_TRIANGLE_STRIP;
5863 *pcVertices = cPrimitiveCount + 2;
5864 break;
5865 case SVGA3D_PRIMITIVE_TRIANGLEFAN:
5866 *pMode = GL_TRIANGLE_FAN;
5867 *pcVertices = cPrimitiveCount + 2;
5868 break;
5869 default:
5870 return VERR_INVALID_PARAMETER;
5871 }
5872 return VINF_SUCCESS;
5873}
5874
5875int vmsvga3dResetTransformMatrices(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext)
5876{
5877 int rc;
5878
5879 /* Reset the view matrix (also takes the world matrix into account). */
5880 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid == true)
5881 {
5882 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5883 }
5884 else
5885 {
5886 float matrix[16];
5887
5888 /* identity matrix if no matrix set. */
5889 memset(matrix, 0, sizeof(matrix));
5890 matrix[0] = 1.0;
5891 matrix[5] = 1.0;
5892 matrix[10] = 1.0;
5893 matrix[15] = 1.0;
5894 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, matrix);
5895 }
5896
5897 /* Reset the projection matrix. */
5898 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5899 {
5900 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5901 }
5902 else
5903 {
5904 float matrix[16];
5905
5906 /* identity matrix if no matrix set. */
5907 memset(matrix, 0, sizeof(matrix));
5908 matrix[0] = 1.0;
5909 matrix[5] = 1.0;
5910 matrix[10] = 1.0;
5911 matrix[15] = 1.0;
5912 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, matrix);
5913 }
5914 AssertRC(rc);
5915 return rc;
5916}
5917
5918int vmsvga3dDrawPrimitivesProcessVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
5919{
5920 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5921 unsigned sidVertex = pVertexDecl[0].array.surfaceId;
5922 PVMSVGA3DSURFACE pVertexSurface;
5923
5924 AssertReturn(sidVertex < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
5925 AssertReturn(sidVertex < pState->cSurfaces && pState->papSurfaces[sidVertex]->id == sidVertex, VERR_INVALID_PARAMETER);
5926
5927 pVertexSurface = pState->papSurfaces[sidVertex];
5928 Log(("vmsvga3dDrawPrimitives: vertex surface %x\n", sidVertex));
5929
5930 /* Create and/or bind the vertex buffer. */
5931 if (pVertexSurface->oglId.buffer == OPENGL_INVALID_ID)
5932 {
5933 Log(("vmsvga3dDrawPrimitives: create vertex buffer fDirty=%d size=%x bytes\n", pVertexSurface->fDirty, pVertexSurface->pMipmapLevels[0].cbSurface));
5934 PVMSVGA3DCONTEXT pSavedCtx = pContext;
5935 pContext = &pState->SharedCtx;
5936 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5937
5938 pState->ext.glGenBuffers(1, &pVertexSurface->oglId.buffer);
5939 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5940
5941 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
5942 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5943
5944 Assert(pVertexSurface->fDirty);
5945 /** @todo rethink usage dynamic/static */
5946 pState->ext.glBufferData(GL_ARRAY_BUFFER, pVertexSurface->pMipmapLevels[0].cbSurface, pVertexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
5947 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5948
5949 pVertexSurface->pMipmapLevels[0].fDirty = false;
5950 pVertexSurface->fDirty = false;
5951
5952 pVertexSurface->flags |= SVGA3D_SURFACE_HINT_VERTEXBUFFER;
5953
5954 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, OPENGL_INVALID_ID);
5955 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5956
5957 pContext = pSavedCtx;
5958 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5959 }
5960
5961 Assert(pVertexSurface->fDirty == false);
5962 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
5963 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5964
5965 /* Setup the vertex declarations. */
5966 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
5967 {
5968 GLint size;
5969 GLenum type;
5970 GLboolean normalized;
5971 GLuint index = iVertexDeclBase + iVertex;
5972
5973 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));
5974
5975 int rc = vmsvga3dVertexDecl2OGL(pVertexDecl[iVertex].identity, size, type, normalized);
5976 AssertRCReturn(rc, rc);
5977
5978 if (pContext->state.shidVertex != SVGA_ID_INVALID)
5979 {
5980 /* Use numbered vertex arrays when shaders are active. */
5981 pState->ext.glEnableVertexAttribArray(index);
5982 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5983 pState->ext.glVertexAttribPointer(index, size, type, normalized, pVertexDecl[iVertex].array.stride,
5984 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
5985 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5986 /** @todo case SVGA3D_DECLUSAGE_COLOR: color component order not identical!! test GL_BGRA!! */
5987 }
5988 else
5989 {
5990 /* Use the predefined selection of vertex streams for the fixed pipeline. */
5991 switch (pVertexDecl[iVertex].identity.usage)
5992 {
5993 case SVGA3D_DECLUSAGE_POSITIONT:
5994 case SVGA3D_DECLUSAGE_POSITION:
5995 {
5996 glEnableClientState(GL_VERTEX_ARRAY);
5997 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5998 glVertexPointer(size, type, pVertexDecl[iVertex].array.stride,
5999 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6000 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6001 break;
6002 }
6003 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
6004 AssertFailed();
6005 break;
6006 case SVGA3D_DECLUSAGE_BLENDINDICES:
6007 AssertFailed();
6008 break;
6009 case SVGA3D_DECLUSAGE_NORMAL:
6010 glEnableClientState(GL_NORMAL_ARRAY);
6011 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6012 glNormalPointer(type, pVertexDecl[iVertex].array.stride,
6013 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6014 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6015 break;
6016 case SVGA3D_DECLUSAGE_PSIZE:
6017 AssertFailed();
6018 break;
6019 case SVGA3D_DECLUSAGE_TEXCOORD:
6020 /* Specify the affected texture unit. */
6021#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
6022 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6023#else
6024 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6025#endif
6026 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
6027 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6028 glTexCoordPointer(size, type, pVertexDecl[iVertex].array.stride,
6029 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6030 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6031 break;
6032 case SVGA3D_DECLUSAGE_TANGENT:
6033 AssertFailed();
6034 break;
6035 case SVGA3D_DECLUSAGE_BINORMAL:
6036 AssertFailed();
6037 break;
6038 case SVGA3D_DECLUSAGE_TESSFACTOR:
6039 AssertFailed();
6040 break;
6041 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! test GL_BGRA!! */
6042 glEnableClientState(GL_COLOR_ARRAY);
6043 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6044 glColorPointer(size, type, pVertexDecl[iVertex].array.stride,
6045 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6046 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6047 break;
6048 case SVGA3D_DECLUSAGE_FOG:
6049 glEnableClientState(GL_FOG_COORD_ARRAY);
6050 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6051 pState->ext.glFogCoordPointer(type, pVertexDecl[iVertex].array.stride,
6052 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6053 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6054 break;
6055 case SVGA3D_DECLUSAGE_DEPTH:
6056 AssertFailed();
6057 break;
6058 case SVGA3D_DECLUSAGE_SAMPLE:
6059 AssertFailed();
6060 break;
6061 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6062 }
6063 }
6064
6065#ifdef LOG_ENABLED
6066 if (pVertexDecl[iVertex].array.stride == 0)
6067 Log(("vmsvga3dDrawPrimitives: stride == 0! Can be valid\n"));
6068#endif
6069 }
6070
6071 return VINF_SUCCESS;
6072}
6073
6074int vmsvga3dDrawPrimitivesCleanupVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
6075{
6076 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6077
6078 /* Clean up the vertex declarations. */
6079 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6080 {
6081 if (pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT)
6082 {
6083 /* Reset the transformation matrices in case of a switch back from pretransformed mode. */
6084 Log(("vmsvga3dDrawPrimitivesCleanupVertexDecls: reset world and projection matrices after transformation reset (pre-transformed -> transformed)\n"));
6085 vmsvga3dResetTransformMatrices(pThis, pContext);
6086 }
6087
6088 if (pContext->state.shidVertex != SVGA_ID_INVALID)
6089 {
6090 /* Use numbered vertex arrays when shaders are active. */
6091 pState->ext.glDisableVertexAttribArray(iVertexDeclBase + iVertex);
6092 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6093 }
6094 else
6095 {
6096 /* Use the predefined selection of vertex streams for the fixed pipeline. */
6097 switch (pVertexDecl[iVertex].identity.usage)
6098 {
6099 case SVGA3D_DECLUSAGE_POSITION:
6100 case SVGA3D_DECLUSAGE_POSITIONT:
6101 glDisableClientState(GL_VERTEX_ARRAY);
6102 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6103 break;
6104 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
6105 break;
6106 case SVGA3D_DECLUSAGE_BLENDINDICES:
6107 break;
6108 case SVGA3D_DECLUSAGE_NORMAL:
6109 glDisableClientState(GL_NORMAL_ARRAY);
6110 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6111 break;
6112 case SVGA3D_DECLUSAGE_PSIZE:
6113 break;
6114 case SVGA3D_DECLUSAGE_TEXCOORD:
6115 /* Specify the affected texture unit. */
6116#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
6117 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6118#else
6119 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6120#endif
6121 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
6122 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6123 break;
6124 case SVGA3D_DECLUSAGE_TANGENT:
6125 break;
6126 case SVGA3D_DECLUSAGE_BINORMAL:
6127 break;
6128 case SVGA3D_DECLUSAGE_TESSFACTOR:
6129 break;
6130 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! */
6131 glDisableClientState(GL_COLOR_ARRAY);
6132 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6133 break;
6134 case SVGA3D_DECLUSAGE_FOG:
6135 glDisableClientState(GL_FOG_COORD_ARRAY);
6136 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6137 break;
6138 case SVGA3D_DECLUSAGE_DEPTH:
6139 break;
6140 case SVGA3D_DECLUSAGE_SAMPLE:
6141 break;
6142 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6143 }
6144 }
6145 }
6146 /* Unbind the vertex buffer after usage. */
6147 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
6148 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6149 return VINF_SUCCESS;
6150}
6151
6152int vmsvga3dDrawPrimitives(PVGASTATE pThis, uint32_t cid, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl,
6153 uint32_t numRanges, SVGA3dPrimitiveRange *pRange, uint32_t cVertexDivisor,
6154 SVGA3dVertexDivisor *pVertexDivisor)
6155{
6156 RT_NOREF(pVertexDivisor);
6157 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6158 AssertReturn(pState, VERR_INTERNAL_ERROR);
6159 PVMSVGA3DCONTEXT pContext;
6160 int rc = VERR_NOT_IMPLEMENTED;
6161 uint32_t iCurrentVertex;
6162
6163 Log(("vmsvga3dDrawPrimitives cid=%x numVertexDecls=%d numRanges=%d, cVertexDivisor=%d\n", cid, numVertexDecls, numRanges, cVertexDivisor));
6164
6165 AssertReturn(numVertexDecls && numVertexDecls <= SVGA3D_MAX_VERTEX_ARRAYS, VERR_INVALID_PARAMETER);
6166 AssertReturn(numRanges && numRanges <= SVGA3D_MAX_DRAW_PRIMITIVE_RANGES, VERR_INVALID_PARAMETER);
6167 AssertReturn(!cVertexDivisor || cVertexDivisor == numVertexDecls, VERR_INVALID_PARAMETER);
6168 /** @todo Non-zero cVertexDivisor */
6169 Assert(!cVertexDivisor);
6170
6171 if ( cid >= pState->cContexts
6172 || pState->papContexts[cid]->id != cid)
6173 {
6174 Log(("vmsvga3dDrawPrimitives invalid context id!\n"));
6175 return VERR_INVALID_PARAMETER;
6176 }
6177 pContext = pState->papContexts[cid];
6178 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6179
6180 /* Check for pretransformed vertex declarations. */
6181 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6182 {
6183 switch (pVertexDecl[iVertex].identity.usage)
6184 {
6185 case SVGA3D_DECLUSAGE_POSITIONT:
6186 Log(("ShaderSetPositionTransformed: (%d,%d)\n", pContext->state.RectViewPort.w, pContext->state.RectViewPort.h));
6187 case SVGA3D_DECLUSAGE_POSITION:
6188 ShaderSetPositionTransformed(pContext->pShaderContext, pContext->state.RectViewPort.w,
6189 pContext->state.RectViewPort.h,
6190 pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT);
6191 break;
6192 default: /* Shut up MSC. */ break;
6193 }
6194 }
6195
6196 /* Flush any shader changes; after (!) checking the vertex declarations to deal with pre-transformed vertices. */
6197 if (pContext->pShaderContext)
6198 {
6199 uint32_t rtHeight = 0;
6200
6201 if (pContext->sidRenderTarget != SVGA_ID_INVALID)
6202 {
6203 PVMSVGA3DSURFACE pRenderTarget = pState->papSurfaces[pContext->sidRenderTarget];
6204 rtHeight = pRenderTarget->pMipmapLevels[0].size.height;
6205 }
6206
6207 ShaderUpdateState(pContext->pShaderContext, rtHeight);
6208 }
6209
6210 /* Process all vertex declarations. Each vertex buffer is represented by one stream. */
6211 iCurrentVertex = 0;
6212 while (iCurrentVertex < numVertexDecls)
6213 {
6214 uint32_t sidVertex = SVGA_ID_INVALID;
6215 uint32_t iVertex;
6216
6217 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6218 {
6219 if ( sidVertex != SVGA_ID_INVALID
6220 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6221 )
6222 break;
6223 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6224 }
6225
6226 rc = vmsvga3dDrawPrimitivesProcessVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
6227 AssertRCReturn(rc, rc);
6228
6229 iCurrentVertex = iVertex;
6230 }
6231
6232 /* Now draw the primitives. */
6233 for (unsigned iPrimitive = 0; iPrimitive < numRanges; iPrimitive++)
6234 {
6235 GLenum modeDraw;
6236 unsigned sidIndex = pRange[iPrimitive].indexArray.surfaceId;
6237 PVMSVGA3DSURFACE pIndexSurface = NULL;
6238 unsigned cVertices;
6239
6240 Log(("Primitive %d: type %s\n", iPrimitive, vmsvga3dPrimitiveType2String(pRange[iPrimitive].primType)));
6241 rc = vmsvga3dPrimitiveType2OGL(pRange[iPrimitive].primType, &modeDraw, pRange[iPrimitive].primitiveCount, &cVertices);
6242 if (RT_FAILURE(rc))
6243 {
6244 AssertRC(rc);
6245 goto internal_error;
6246 }
6247
6248 if (sidIndex != SVGA3D_INVALID_ID)
6249 {
6250 AssertMsg(pRange[iPrimitive].indexWidth == sizeof(uint32_t) || pRange[iPrimitive].indexWidth == sizeof(uint16_t), ("Unsupported primitive width %d\n", pRange[iPrimitive].indexWidth));
6251
6252 if ( sidIndex >= SVGA3D_MAX_SURFACE_IDS
6253 || sidIndex >= pState->cSurfaces
6254 || pState->papSurfaces[sidIndex]->id != sidIndex)
6255 {
6256 Assert(sidIndex < SVGA3D_MAX_SURFACE_IDS);
6257 Assert(sidIndex < pState->cSurfaces && pState->papSurfaces[sidIndex]->id == sidIndex);
6258 rc = VERR_INVALID_PARAMETER;
6259 goto internal_error;
6260 }
6261 pIndexSurface = pState->papSurfaces[sidIndex];
6262 Log(("vmsvga3dDrawPrimitives: index surface %x\n", sidIndex));
6263
6264 if (pIndexSurface->oglId.buffer == OPENGL_INVALID_ID)
6265 {
6266 Log(("vmsvga3dDrawPrimitives: create index buffer fDirty=%d size=%x bytes\n", pIndexSurface->fDirty, pIndexSurface->pMipmapLevels[0].cbSurface));
6267 pContext = &pState->SharedCtx;
6268 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6269
6270 pState->ext.glGenBuffers(1, &pIndexSurface->oglId.buffer);
6271 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6272
6273 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6274 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6275
6276 Assert(pIndexSurface->fDirty);
6277
6278 /** @todo rethink usage dynamic/static */
6279 pState->ext.glBufferData(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->pMipmapLevels[0].cbSurface, pIndexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
6280 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6281
6282 pIndexSurface->pMipmapLevels[0].fDirty = false;
6283 pIndexSurface->fDirty = false;
6284
6285 pIndexSurface->flags |= SVGA3D_SURFACE_HINT_INDEXBUFFER;
6286
6287 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, OPENGL_INVALID_ID);
6288 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6289
6290 pContext = pState->papContexts[cid];
6291 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6292 }
6293 Assert(pIndexSurface->fDirty == false);
6294
6295 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6296 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6297 }
6298
6299 if (!pIndexSurface)
6300 {
6301 /* Render without an index buffer */
6302 Log(("DrawPrimitive %x cPrimitives=%d cVertices=%d index index bias=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pRange[iPrimitive].indexBias));
6303 glDrawArrays(modeDraw, pRange[iPrimitive].indexBias, cVertices);
6304 }
6305 else
6306 {
6307 GLenum indexType;
6308
6309 Assert(pRange[iPrimitive].indexBias >= 0); /** @todo indexBias */
6310 Assert(pRange[iPrimitive].indexWidth == pRange[iPrimitive].indexArray.stride);
6311
6312 if (pRange[iPrimitive].indexWidth == sizeof(uint8_t))
6313 {
6314 indexType = GL_UNSIGNED_BYTE;
6315 }
6316 else
6317 if (pRange[iPrimitive].indexWidth == sizeof(uint16_t))
6318 {
6319 indexType = GL_UNSIGNED_SHORT;
6320 }
6321 else
6322 {
6323 Assert(pRange[iPrimitive].indexWidth == sizeof(uint32_t));
6324 indexType = GL_UNSIGNED_INT;
6325 }
6326
6327 /* Render with an index buffer */
6328 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));
6329 if (pRange[iPrimitive].indexBias == 0)
6330 glDrawElements(modeDraw,
6331 cVertices,
6332 indexType,
6333 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset); /* byte offset in indices buffer */
6334 else
6335 pState->ext.glDrawElementsBaseVertex(modeDraw,
6336 cVertices,
6337 indexType,
6338 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
6339 pRange[iPrimitive].indexBias); /* basevertex */
6340
6341 /* Unbind the index buffer after usage. */
6342 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
6343 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6344 }
6345 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6346 }
6347
6348internal_error:
6349
6350 /* Deactivate the vertex declarations. */
6351 iCurrentVertex = 0;
6352 while (iCurrentVertex < numVertexDecls)
6353 {
6354 uint32_t sidVertex = SVGA_ID_INVALID;
6355 uint32_t iVertex;
6356
6357 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6358 {
6359 if ( sidVertex != SVGA_ID_INVALID
6360 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6361 )
6362 break;
6363 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6364 }
6365
6366 rc = vmsvga3dDrawPrimitivesCleanupVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
6367 AssertRCReturn(rc, rc);
6368
6369 iCurrentVertex = iVertex;
6370 }
6371#ifdef DEBUG
6372 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTexture); i++)
6373 {
6374 if (pContext->aSidActiveTexture[i] != SVGA3D_INVALID_ID)
6375 {
6376 GLint activeTexture = 0;
6377 GLint activeTextureUnit = 0;
6378
6379 glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureUnit);
6380 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6381 pState->ext.glActiveTexture(GL_TEXTURE0 + i);
6382 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6383
6384 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
6385 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6386 pState->ext.glActiveTexture(activeTextureUnit);
6387 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6388
6389# if 0 /* Aren't we checking whether 'activeTexture' on texture unit 'i' matches what we expected? This works if only one unit is active, but if both are it _will_ fail for one of them. */
6390 if (pContext->aSidActiveTexture[activeTextureUnit - GL_TEXTURE0] != SVGA3D_INVALID_ID)
6391 {
6392 PVMSVGA3DSURFACE pTexture;
6393 pTexture = pState->papSurfaces[pContext->aSidActiveTexture[activeTextureUnit - GL_TEXTURE0]];
6394
6395 AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture, ("%x vs %x unit %d - %d\n", pTexture->oglId.texture, activeTexture, i, activeTextureUnit - GL_TEXTURE0));
6396 }
6397# else
6398 PVMSVGA3DSURFACE pTexture = pState->papSurfaces[pContext->aSidActiveTexture[i]];
6399 AssertMsg(pTexture->id == pContext->aSidActiveTexture[i], ("%x vs %x\n", pTexture->id == pContext->aSidActiveTexture[i]));
6400 AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture,
6401 ("%x vs %x unit %d (active unit %d) sid=%x\n", pTexture->oglId.texture, activeTexture, i,
6402 activeTextureUnit - GL_TEXTURE0, pContext->aSidActiveTexture[i]));
6403# endif
6404 }
6405 }
6406#endif
6407
6408#ifdef DEBUG_GFX_WINDOW
6409 if (pContext->sidRenderTarget)
6410 {
6411 SVGA3dCopyRect rect;
6412
6413 rect.srcx = rect.srcy = rect.x = rect.y = 0;
6414 rect.w = pContext->state.RectViewPort.w;
6415 rect.h = pContext->state.RectViewPort.h;
6416 vmsvga3dCommandPresent(pThis, pContext->sidRenderTarget, 0, NULL);
6417 }
6418#endif
6419
6420 return rc;
6421}
6422
6423
6424int vmsvga3dShaderDefine(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type, uint32_t cbData, uint32_t *pShaderData)
6425{
6426 PVMSVGA3DCONTEXT pContext;
6427 PVMSVGA3DSHADER pShader;
6428 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6429 AssertReturn(pState, VERR_NO_MEMORY);
6430 int rc;
6431
6432 Log(("vmsvga3dShaderDefine cid=%x shid=%x type=%s cbData=%x\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cbData));
6433 Log3(("shader code:\n%.*Rhxd\n", cbData, pShaderData));
6434
6435 if ( cid >= pState->cContexts
6436 || pState->papContexts[cid]->id != cid)
6437 {
6438 Log(("vmsvga3dShaderDefine invalid context id!\n"));
6439 return VERR_INVALID_PARAMETER;
6440 }
6441 pContext = pState->papContexts[cid];
6442 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6443
6444 AssertReturn(shid < SVGA3D_MAX_SHADER_IDS, VERR_INVALID_PARAMETER);
6445 if (type == SVGA3D_SHADERTYPE_VS)
6446 {
6447 if (shid >= pContext->cVertexShaders)
6448 {
6449 void *pvNew = RTMemRealloc(pContext->paVertexShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6450 AssertReturn(pvNew, VERR_NO_MEMORY);
6451 pContext->paVertexShader = (PVMSVGA3DSHADER)pvNew;
6452 memset(&pContext->paVertexShader[pContext->cVertexShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cVertexShaders));
6453 for (uint32_t i = pContext->cVertexShaders; i < shid + 1; i++)
6454 pContext->paVertexShader[i].id = SVGA3D_INVALID_ID;
6455 pContext->cVertexShaders = shid + 1;
6456 }
6457 /* If one already exists with this id, then destroy it now. */
6458 if (pContext->paVertexShader[shid].id != SVGA3D_INVALID_ID)
6459 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paVertexShader[shid].type);
6460
6461 pShader = &pContext->paVertexShader[shid];
6462 }
6463 else
6464 {
6465 Assert(type == SVGA3D_SHADERTYPE_PS);
6466 if (shid >= pContext->cPixelShaders)
6467 {
6468 void *pvNew = RTMemRealloc(pContext->paPixelShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6469 AssertReturn(pvNew, VERR_NO_MEMORY);
6470 pContext->paPixelShader = (PVMSVGA3DSHADER)pvNew;
6471 memset(&pContext->paPixelShader[pContext->cPixelShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cPixelShaders));
6472 for (uint32_t i = pContext->cPixelShaders; i < shid + 1; i++)
6473 pContext->paPixelShader[i].id = SVGA3D_INVALID_ID;
6474 pContext->cPixelShaders = shid + 1;
6475 }
6476 /* If one already exists with this id, then destroy it now. */
6477 if (pContext->paPixelShader[shid].id != SVGA3D_INVALID_ID)
6478 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paPixelShader[shid].type);
6479
6480 pShader = &pContext->paPixelShader[shid];
6481 }
6482
6483 memset(pShader, 0, sizeof(*pShader));
6484 pShader->id = shid;
6485 pShader->cid = cid;
6486 pShader->type = type;
6487 pShader->cbData = cbData;
6488 pShader->pShaderProgram = RTMemAllocZ(cbData);
6489 AssertReturn(pShader->pShaderProgram, VERR_NO_MEMORY);
6490 memcpy(pShader->pShaderProgram, pShaderData, cbData);
6491
6492#ifdef DUMP_SHADER_DISASSEMBLY
6493 LPD3DXBUFFER pDisassembly;
6494 HRESULT hr = D3DXDisassembleShader((const DWORD *)pShaderData, FALSE, NULL, &pDisassembly);
6495 if (hr == D3D_OK)
6496 {
6497 Log(("Shader disassembly:\n%s\n", pDisassembly->GetBufferPointer()));
6498 pDisassembly->Release();
6499 }
6500#endif
6501
6502 switch (type)
6503 {
6504 case SVGA3D_SHADERTYPE_VS:
6505 rc = ShaderCreateVertexShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pVertexShader);
6506 break;
6507
6508 case SVGA3D_SHADERTYPE_PS:
6509 rc = ShaderCreatePixelShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pPixelShader);
6510 break;
6511
6512 default:
6513 AssertFailedReturn(VERR_INVALID_PARAMETER);
6514 }
6515 if (rc != VINF_SUCCESS)
6516 {
6517 RTMemFree(pShader->pShaderProgram);
6518 memset(pShader, 0, sizeof(*pShader));
6519 pShader->id = SVGA3D_INVALID_ID;
6520 }
6521
6522 return rc;
6523}
6524
6525int vmsvga3dShaderDestroy(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type)
6526{
6527 PVMSVGA3DCONTEXT pContext;
6528 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6529 AssertReturn(pState, VERR_NO_MEMORY);
6530 PVMSVGA3DSHADER pShader = NULL;
6531 int rc;
6532
6533 Log(("vmsvga3dShaderDestroy cid=%x shid=%x type=%s\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL"));
6534
6535 if ( cid >= pState->cContexts
6536 || pState->papContexts[cid]->id != cid)
6537 {
6538 Log(("vmsvga3dShaderDestroy invalid context id!\n"));
6539 return VERR_INVALID_PARAMETER;
6540 }
6541 pContext = pState->papContexts[cid];
6542 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6543
6544 if (type == SVGA3D_SHADERTYPE_VS)
6545 {
6546 if ( shid < pContext->cVertexShaders
6547 && pContext->paVertexShader[shid].id == shid)
6548 {
6549 pShader = &pContext->paVertexShader[shid];
6550 rc = ShaderDestroyVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6551 AssertRC(rc);
6552 }
6553 }
6554 else
6555 {
6556 Assert(type == SVGA3D_SHADERTYPE_PS);
6557 if ( shid < pContext->cPixelShaders
6558 && pContext->paPixelShader[shid].id == shid)
6559 {
6560 pShader = &pContext->paPixelShader[shid];
6561 rc = ShaderDestroyPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6562 AssertRC(rc);
6563 }
6564 }
6565
6566 if (pShader)
6567 {
6568 if (pShader->pShaderProgram)
6569 RTMemFree(pShader->pShaderProgram);
6570 memset(pShader, 0, sizeof(*pShader));
6571 pShader->id = SVGA3D_INVALID_ID;
6572 }
6573 else
6574 AssertFailedReturn(VERR_INVALID_PARAMETER);
6575
6576 return VINF_SUCCESS;
6577}
6578
6579int vmsvga3dShaderSet(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid, SVGA3dShaderType type, uint32_t shid)
6580{
6581 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6582 AssertReturn(pState, VERR_NO_MEMORY);
6583 int rc;
6584
6585 Log(("vmsvga3dShaderSet cid=%x type=%s shid=%d\n", cid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", shid));
6586
6587 if ( !pContext
6588 && cid < pState->cContexts
6589 && pState->papContexts[cid]->id == cid)
6590 pContext = pState->papContexts[cid];
6591 else if (!pContext)
6592 {
6593 AssertMsgFailed(("cid=%#x cContexts=%#x\n", cid, pState->cContexts));
6594 Log(("vmsvga3dShaderSet invalid context id!\n"));
6595 return VERR_INVALID_PARAMETER;
6596 }
6597 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6598
6599 if (type == SVGA3D_SHADERTYPE_VS)
6600 {
6601 /* Save for vm state save/restore. */
6602 pContext->state.shidVertex = shid;
6603 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VERTEXSHADER;
6604
6605 if ( shid < pContext->cVertexShaders
6606 && pContext->paVertexShader[shid].id == shid)
6607 {
6608 PVMSVGA3DSHADER pShader = &pContext->paVertexShader[shid];
6609 Assert(type == pShader->type);
6610
6611 rc = ShaderSetVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6612 AssertRCReturn(rc, rc);
6613 }
6614 else
6615 if (shid == SVGA_ID_INVALID)
6616 {
6617 /* Unselect shader. */
6618 rc = ShaderSetVertexShader(pContext->pShaderContext, NULL);
6619 AssertRCReturn(rc, rc);
6620 }
6621 else
6622 AssertFailedReturn(VERR_INVALID_PARAMETER);
6623 }
6624 else
6625 {
6626 /* Save for vm state save/restore. */
6627 pContext->state.shidPixel = shid;
6628 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_PIXELSHADER;
6629
6630 Assert(type == SVGA3D_SHADERTYPE_PS);
6631 if ( shid < pContext->cPixelShaders
6632 && pContext->paPixelShader[shid].id == shid)
6633 {
6634 PVMSVGA3DSHADER pShader = &pContext->paPixelShader[shid];
6635 Assert(type == pShader->type);
6636
6637 rc = ShaderSetPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6638 AssertRCReturn(rc, rc);
6639 }
6640 else
6641 if (shid == SVGA_ID_INVALID)
6642 {
6643 /* Unselect shader. */
6644 rc = ShaderSetPixelShader(pContext->pShaderContext, NULL);
6645 AssertRCReturn(rc, rc);
6646 }
6647 else
6648 AssertFailedReturn(VERR_INVALID_PARAMETER);
6649 }
6650
6651 return VINF_SUCCESS;
6652}
6653
6654int vmsvga3dShaderSetConst(PVGASTATE pThis, uint32_t cid, uint32_t reg, SVGA3dShaderType type, SVGA3dShaderConstType ctype, uint32_t cRegisters, uint32_t *pValues)
6655{
6656 PVMSVGA3DCONTEXT pContext;
6657 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6658 AssertReturn(pState, VERR_NO_MEMORY);
6659 int rc;
6660
6661 Log(("vmsvga3dShaderSetConst cid=%x reg=%x type=%s cregs=%d ctype=%x\n", cid, reg, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cRegisters, ctype));
6662
6663 if ( cid >= pState->cContexts
6664 || pState->papContexts[cid]->id != cid)
6665 {
6666 Log(("vmsvga3dShaderSetConst invalid context id!\n"));
6667 return VERR_INVALID_PARAMETER;
6668 }
6669 pContext = pState->papContexts[cid];
6670 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6671
6672 for (uint32_t i = 0; i < cRegisters; i++)
6673 {
6674#ifdef LOG_ENABLED
6675 switch (ctype)
6676 {
6677 case SVGA3D_CONST_TYPE_FLOAT:
6678 {
6679 float *pValuesF = (float *)pValues;
6680 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)));
6681 break;
6682 }
6683
6684 case SVGA3D_CONST_TYPE_INT:
6685 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]));
6686 break;
6687
6688 case SVGA3D_CONST_TYPE_BOOL:
6689 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]));
6690 break;
6691 }
6692#endif
6693 vmsvga3dSaveShaderConst(pContext, reg + i, type, ctype, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]);
6694 }
6695
6696 switch (type)
6697 {
6698 case SVGA3D_SHADERTYPE_VS:
6699 switch (ctype)
6700 {
6701 case SVGA3D_CONST_TYPE_FLOAT:
6702 rc = ShaderSetVertexShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6703 break;
6704
6705 case SVGA3D_CONST_TYPE_INT:
6706 rc = ShaderSetVertexShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6707 break;
6708
6709 case SVGA3D_CONST_TYPE_BOOL:
6710 rc = ShaderSetVertexShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6711 break;
6712
6713 default:
6714 AssertFailedReturn(VERR_INVALID_PARAMETER);
6715 }
6716 AssertRCReturn(rc, rc);
6717 break;
6718
6719 case SVGA3D_SHADERTYPE_PS:
6720 switch (ctype)
6721 {
6722 case SVGA3D_CONST_TYPE_FLOAT:
6723 rc = ShaderSetPixelShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6724 break;
6725
6726 case SVGA3D_CONST_TYPE_INT:
6727 rc = ShaderSetPixelShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6728 break;
6729
6730 case SVGA3D_CONST_TYPE_BOOL:
6731 rc = ShaderSetPixelShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6732 break;
6733
6734 default:
6735 AssertFailedReturn(VERR_INVALID_PARAMETER);
6736 }
6737 AssertRCReturn(rc, rc);
6738 break;
6739
6740 default:
6741 AssertFailedReturn(VERR_INVALID_PARAMETER);
6742 }
6743
6744 return VINF_SUCCESS;
6745}
6746
6747
6748int vmsvga3dQueryBegin(PVGASTATE pThis, uint32_t cid, SVGA3dQueryType type)
6749{
6750 RT_NOREF(pThis, cid, type);
6751 AssertFailed();
6752 return VERR_NOT_IMPLEMENTED;
6753}
6754
6755int vmsvga3dQueryEnd(PVGASTATE pThis, uint32_t cid, SVGA3dQueryType type, SVGAGuestPtr guestResult)
6756{
6757 RT_NOREF(pThis, cid, type, guestResult);
6758 AssertFailed();
6759 return VERR_NOT_IMPLEMENTED;
6760}
6761
6762int vmsvga3dQueryWait(PVGASTATE pThis, uint32_t cid, SVGA3dQueryType type, SVGAGuestPtr guestResult)
6763{
6764 RT_NOREF(pThis, cid, type, guestResult);
6765 AssertFailed();
6766 return VERR_NOT_IMPLEMENTED;
6767}
6768
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