VirtualBox

source: vbox/trunk/src/VBox/Devices/Graphics/DevVGA-SVGA3d-ogl.cpp@ 73284

Last change on this file since 73284 was 73284, checked in by vboxsync, 7 years ago

DevVGA-SVGA3d-ogl: removed never used MANUAL_FLIP_SURFACE_DATA code.

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File size: 262.1 KB
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1/* $Id: DevVGA-SVGA3d-ogl.cpp 73284 2018-07-20 21:52:10Z vboxsync $ */
2/** @file
3 * DevVMWare - VMWare SVGA device
4 */
5
6/*
7 * Copyright (C) 2013-2017 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 <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].mipmapSize.height - (y_coordinate))
88#define D3D_TO_OGL_Y_COORD_MIPLEVEL(ptrMipLevel, y_coordinate) (ptrMipLevel->size.height - (y_coordinate))
89
90/* Enable to render the result of DrawPrimitive in a seperate window. */
91//#define DEBUG_GFX_WINDOW
92
93
94/**
95 * Macro for doing something and then checking for errors during initialization.
96 * Uses AssertLogRelMsg.
97 */
98#define VMSVGA3D_INIT_CHECKED(a_Expr) \
99 do \
100 { \
101 a_Expr; \
102 GLenum iGlError = glGetError(); \
103 AssertLogRelMsg(iGlError == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x\n", #a_Expr, iGlError)); \
104 } while (0)
105
106/**
107 * Macro for doing something and then checking for errors during initialization,
108 * doing the same in the other context when enabled.
109 *
110 * This will try both profiles in dual profile builds. Caller must be in the
111 * default context.
112 *
113 * Uses AssertLogRelMsg to indicate trouble.
114 */
115#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
116# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) \
117 do \
118 { \
119 for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
120 a_Expr; \
121 GLenum iGlError = glGetError(); \
122 if (iGlError != GL_NO_ERROR) \
123 { \
124 VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pOtherCtx); \
125 for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
126 a_Expr; \
127 GLenum iGlError2 = glGetError(); \
128 AssertLogRelMsg(iGlError2 == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x / %#x\n", #a_Expr, iGlError, iGlError2)); \
129 VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pContext); \
130 } \
131 } while (0)
132#else
133# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) VMSVGA3D_INIT_CHECKED(a_Expr)
134#endif
135
136
137/*********************************************************************************************************************************
138* Global Variables *
139*********************************************************************************************************************************/
140/* Define the default light parameters as specified by MSDN. */
141/** @todo move out; fetched from Wine */
142const SVGA3dLightData vmsvga3d_default_light =
143{
144 SVGA3D_LIGHTTYPE_DIRECTIONAL, /* type */
145 false, /* inWorldSpace */
146 { 1.0f, 1.0f, 1.0f, 0.0f }, /* diffuse r,g,b,a */
147 { 0.0f, 0.0f, 0.0f, 0.0f }, /* specular r,g,b,a */
148 { 0.0f, 0.0f, 0.0f, 0.0f }, /* ambient r,g,b,a, */
149 { 0.0f, 0.0f, 0.0f }, /* position x,y,z */
150 { 0.0f, 0.0f, 1.0f }, /* direction x,y,z */
151 0.0f, /* range */
152 0.0f, /* falloff */
153 0.0f, 0.0f, 0.0f, /* attenuation 0,1,2 */
154 0.0f, /* theta */
155 0.0f /* phi */
156};
157
158
159/*********************************************************************************************************************************
160* Internal Functions *
161*********************************************************************************************************************************/
162static int vmsvga3dContextDestroyOgl(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid);
163static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha);
164
165/* Generated by VBoxDef2LazyLoad from the VBoxSVGA3D.def and VBoxSVGA3DObjC.def files. */
166extern "C" int ExplicitlyLoadVBoxSVGA3D(bool fResolveAllImports, PRTERRINFO pErrInfo);
167
168
169/**
170 * Checks if the given OpenGL extension is supported.
171 *
172 * @returns true if supported, false if not.
173 * @param pState The VMSVGA3d state.
174 * @param rsMinGLVersion The OpenGL version that introduced this feature
175 * into the core.
176 * @param pszWantedExtension The name of the OpenGL extension we want padded
177 * with one space at each end.
178 * @remarks Init time only.
179 */
180static bool vmsvga3dCheckGLExtension(PVMSVGA3DSTATE pState, float rsMinGLVersion, const char *pszWantedExtension)
181{
182 RT_NOREF(rsMinGLVersion);
183 /* check padding. */
184 Assert(pszWantedExtension[0] == ' ');
185 Assert(pszWantedExtension[1] != ' ');
186 Assert(strchr(&pszWantedExtension[1], ' ') + 1 == strchr(pszWantedExtension, '\0'));
187
188 /* Look it up. */
189 bool fRet = false;
190 if (strstr(pState->pszExtensions, pszWantedExtension))
191 fRet = true;
192
193 /* Temporarily. Later start if (rsMinGLVersion != 0.0 && fActualGLVersion >= rsMinGLVersion) return true; */
194#ifdef RT_OS_DARWIN
195 AssertMsg( rsMinGLVersion == 0.0
196 || fRet == (pState->rsGLVersion >= rsMinGLVersion)
197 || VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE == 2.1,
198 ("%s actual:%d min:%d fRet=%d\n",
199 pszWantedExtension, (int)(pState->rsGLVersion * 10), (int)(rsMinGLVersion * 10), fRet));
200#else
201 AssertMsg(rsMinGLVersion == 0.0 || fRet == (pState->rsGLVersion >= rsMinGLVersion),
202 ("%s actual:%d min:%d fRet=%d\n",
203 pszWantedExtension, (int)(pState->rsGLVersion * 10), (int)(rsMinGLVersion * 10), fRet));
204#endif
205 return fRet;
206}
207
208
209/**
210 * Outputs GL_EXTENSIONS list to the release log.
211 */
212static void vmsvga3dLogRelExtensions(const char *pszPrefix, const char *pszExtensions)
213{
214 /* OpenGL 3.0 interface (glGetString(GL_EXTENSIONS) return NULL). */
215 bool fBuffered = RTLogRelSetBuffering(true);
216
217 /*
218 * Determin the column widths first.
219 */
220 size_t acchWidths[4] = { 1, 1, 1, 1 };
221 uint32_t i;
222 const char *psz = pszExtensions;
223 for (i = 0; ; i++)
224 {
225 while (*psz == ' ')
226 psz++;
227 if (!*psz)
228 break;
229
230 const char *pszEnd = strchr(psz, ' ');
231 AssertBreak(pszEnd);
232 size_t cch = pszEnd - psz;
233
234 uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
235 if (acchWidths[iColumn] < cch)
236 acchWidths[iColumn] = cch;
237
238 psz = pszEnd;
239 }
240
241 /*
242 * Output it.
243 */
244 LogRel(("VMSVGA3d: %sOpenGL extensions (%d):", pszPrefix, i));
245 psz = pszExtensions;
246 for (i = 0; ; i++)
247 {
248 while (*psz == ' ')
249 psz++;
250 if (!*psz)
251 break;
252
253 const char *pszEnd = strchr(psz, ' ');
254 AssertBreak(pszEnd);
255 size_t cch = pszEnd - psz;
256
257 uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
258 if (iColumn == 0)
259 LogRel(("\nVMSVGA3d: %-*.*s", acchWidths[iColumn], cch, psz));
260 else if (iColumn != RT_ELEMENTS(acchWidths) - 1)
261 LogRel((" %-*.*s", acchWidths[iColumn], cch, psz));
262 else
263 LogRel((" %.*s", cch, psz));
264
265 psz = pszEnd;
266 }
267
268 RTLogRelSetBuffering(fBuffered);
269 LogRel(("\n"));
270}
271
272/**
273 * Gathers the GL_EXTENSIONS list, storing it as a space padded list at
274 * @a ppszExtensions.
275 *
276 * @returns VINF_SUCCESS or VERR_NO_STR_MEMORY
277 * @param ppszExtensions Pointer to the string pointer. Free with RTStrFree.
278 * @param fGLProfileVersion The OpenGL profile version.
279 */
280static int vmsvga3dGatherExtensions(char **ppszExtensions, float fGLProfileVersion)
281{
282 int rc;
283 *ppszExtensions = NULL;
284
285 /*
286 * Try the old glGetString interface first.
287 */
288 const char *pszExtensions = (const char *)glGetString(GL_EXTENSIONS);
289 if (pszExtensions)
290 {
291 rc = RTStrAAppendExN(ppszExtensions, 3, " ", (size_t)1, pszExtensions, RTSTR_MAX, " ", (size_t)1);
292 AssertLogRelRCReturn(rc, rc);
293 }
294 else
295 {
296 /*
297 * The new interface where each extension string is retrieved separately.
298 * Note! Cannot use VMSVGA3D_INIT_CHECKED_GL_GET_INTEGER_VALUE here because
299 * the above GL_EXTENSIONS error lingers on darwin. sucks.
300 */
301#ifndef GL_NUM_EXTENSIONS
302# define GL_NUM_EXTENSIONS 0x821D
303#endif
304 GLint cExtensions = 1024;
305 glGetIntegerv(GL_NUM_EXTENSIONS, &cExtensions);
306 Assert(cExtensions != 1024);
307
308 PFNGLGETSTRINGIPROC pfnGlGetStringi = (PFNGLGETSTRINGIPROC)OGLGETPROCADDRESS("glGetStringi");
309 AssertLogRelReturn(pfnGlGetStringi, VERR_NOT_SUPPORTED);
310
311 rc = RTStrAAppend(ppszExtensions, " ");
312 for (GLint i = 0; RT_SUCCESS(rc) && i < cExtensions; i++)
313 {
314 const char *pszExt = (const char *)pfnGlGetStringi(GL_EXTENSIONS, i);
315 if (pszExt)
316 rc = RTStrAAppendExN(ppszExtensions, 2, pfnGlGetStringi(GL_EXTENSIONS, i), RTSTR_MAX, " ", (size_t)1);
317 }
318 AssertRCReturn(rc, rc);
319 }
320
321#if 1
322 /*
323 * Add extensions promoted into the core OpenGL profile.
324 */
325 static const struct
326 {
327 float fGLVersion;
328 const char *pszzExtensions;
329 } s_aPromotedExtensions[] =
330 {
331 {
332 1.1f,
333 " GL_EXT_vertex_array \0"
334 " GL_EXT_polygon_offset \0"
335 " GL_EXT_blend_logic_op \0"
336 " GL_EXT_texture \0"
337 " GL_EXT_copy_texture \0"
338 " GL_EXT_subtexture \0"
339 " GL_EXT_texture_object \0"
340 " GL_ARB_framebuffer_object \0"
341 " GL_ARB_map_buffer_range \0"
342 " GL_ARB_vertex_array_object \0"
343 "\0"
344 },
345 {
346 1.2f,
347 " EXT_texture3D \0"
348 " EXT_bgra \0"
349 " EXT_packed_pixels \0"
350 " EXT_rescale_normal \0"
351 " EXT_separate_specular_color \0"
352 " SGIS_texture_edge_clamp \0"
353 " SGIS_texture_lod \0"
354 " EXT_draw_range_elements \0"
355 "\0"
356 },
357 {
358 1.3f,
359 " GL_ARB_texture_compression \0"
360 " GL_ARB_texture_cube_map \0"
361 " GL_ARB_multisample \0"
362 " GL_ARB_multitexture \0"
363 " GL_ARB_texture_env_add \0"
364 " GL_ARB_texture_env_combine \0"
365 " GL_ARB_texture_env_dot3 \0"
366 " GL_ARB_texture_border_clamp \0"
367 " GL_ARB_transpose_matrix \0"
368 "\0"
369 },
370 {
371 1.5f,
372 " GL_SGIS_generate_mipmap \0"
373 /*" GL_NV_blend_equare \0"*/
374 " GL_ARB_depth_texture \0"
375 " GL_ARB_shadow \0"
376 " GL_EXT_fog_coord \0"
377 " GL_EXT_multi_draw_arrays \0"
378 " GL_ARB_point_parameters \0"
379 " GL_EXT_secondary_color \0"
380 " GL_EXT_blend_func_separate \0"
381 " GL_EXT_stencil_wrap \0"
382 " GL_ARB_texture_env_crossbar \0"
383 " GL_EXT_texture_lod_bias \0"
384 " GL_ARB_texture_mirrored_repeat \0"
385 " GL_ARB_window_pos \0"
386 "\0"
387 },
388 {
389 1.6f,
390 " GL_ARB_vertex_buffer_object \0"
391 " GL_ARB_occlusion_query \0"
392 " GL_EXT_shadow_funcs \0"
393 },
394 {
395 2.0f,
396 " GL_ARB_shader_objects \0" /*??*/
397 " GL_ARB_vertex_shader \0" /*??*/
398 " GL_ARB_fragment_shader \0" /*??*/
399 " GL_ARB_shading_language_100 \0" /*??*/
400 " GL_ARB_draw_buffers \0"
401 " GL_ARB_texture_non_power_of_two \0"
402 " GL_ARB_point_sprite \0"
403 " GL_ATI_separate_stencil \0"
404 " GL_EXT_stencil_two_side \0"
405 "\0"
406 },
407 {
408 2.1f,
409 " GL_ARB_pixel_buffer_object \0"
410 " GL_EXT_texture_sRGB \0"
411 "\0"
412 },
413 {
414 3.0f,
415 " GL_ARB_framebuffer_object \0"
416 " GL_ARB_map_buffer_range \0"
417 " GL_ARB_vertex_array_object \0"
418 "\0"
419 },
420 {
421 3.1f,
422 " GL_ARB_copy_buffer \0"
423 " GL_ARB_uniform_buffer_object \0"
424 "\0"
425 },
426 {
427 3.2f,
428 " GL_ARB_vertex_array_bgra \0"
429 " GL_ARB_draw_elements_base_vertex \0"
430 " GL_ARB_fragment_coord_conventions \0"
431 " GL_ARB_provoking_vertex \0"
432 " GL_ARB_seamless_cube_map \0"
433 " GL_ARB_texture_multisample \0"
434 " GL_ARB_depth_clamp \0"
435 " GL_ARB_sync \0"
436 " GL_ARB_geometry_shader4 \0" /*??*/
437 "\0"
438 },
439 {
440 3.3f,
441 " GL_ARB_blend_func_extended \0"
442 " GL_ARB_sampler_objects \0"
443 " GL_ARB_explicit_attrib_location \0"
444 " GL_ARB_occlusion_query2 \0"
445 " GL_ARB_shader_bit_encoding \0"
446 " GL_ARB_texture_rgb10_a2ui \0"
447 " GL_ARB_texture_swizzle \0"
448 " GL_ARB_timer_query \0"
449 " GL_ARB_vertex_type_2_10_10_10_rev \0"
450 "\0"
451 },
452 {
453 4.0f,
454 " GL_ARB_texture_query_lod \0"
455 " GL_ARB_draw_indirect \0"
456 " GL_ARB_gpu_shader5 \0"
457 " GL_ARB_gpu_shader_fp64 \0"
458 " GL_ARB_shader_subroutine \0"
459 " GL_ARB_tessellation_shader \0"
460 " GL_ARB_texture_buffer_object_rgb32 \0"
461 " GL_ARB_texture_cube_map_array \0"
462 " GL_ARB_texture_gather \0"
463 " GL_ARB_transform_feedback2 \0"
464 " GL_ARB_transform_feedback3 \0"
465 "\0"
466 },
467 {
468 4.1f,
469 " GL_ARB_ES2_compatibility \0"
470 " GL_ARB_get_program_binary \0"
471 " GL_ARB_separate_shader_objects \0"
472 " GL_ARB_shader_precision \0"
473 " GL_ARB_vertex_attrib_64bit \0"
474 " GL_ARB_viewport_array \0"
475 "\0"
476 }
477 };
478
479 uint32_t cPromoted = 0;
480 for (uint32_t i = 0; i < RT_ELEMENTS(s_aPromotedExtensions) && s_aPromotedExtensions[i].fGLVersion <= fGLProfileVersion; i++)
481 {
482 const char *pszExt = s_aPromotedExtensions[i].pszzExtensions;
483 while (*pszExt)
484 {
485# ifdef VBOX_STRICT
486 size_t cchExt = strlen(pszExt);
487 Assert(cchExt > 3);
488 Assert(pszExt[0] == ' ');
489 Assert(pszExt[1] != ' ');
490 Assert(pszExt[cchExt - 2] != ' ');
491 Assert(pszExt[cchExt - 1] == ' ');
492# endif
493
494 if (strstr(*ppszExtensions, pszExt) == NULL)
495 {
496 if (cPromoted++ == 0)
497 {
498 rc = RTStrAAppend(ppszExtensions, " <promoted-extensions:> <promoted-extensions:> <promoted-extensions:> ");
499 AssertRCReturn(rc, rc);
500 }
501
502 rc = RTStrAAppend(ppszExtensions, pszExt);
503 AssertRCReturn(rc, rc);
504 }
505
506 pszExt = strchr(pszExt, '\0') + 1;
507 }
508 }
509#endif
510
511 return VINF_SUCCESS;
512}
513
514/**
515 * @interface_method_impl{VBOXVMSVGASHADERIF,pfnSwitchInitProfile}
516 */
517static DECLCALLBACK(void) vmsvga3dShaderIfSwitchInitProfile(PVBOXVMSVGASHADERIF pThis, bool fOtherProfile)
518{
519#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
520 PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
521 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[fOtherProfile ? 2 : 1]);
522#else
523 NOREF(pThis);
524 NOREF(fOtherProfile);
525#endif
526}
527
528
529/**
530 * @interface_method_impl{VBOXVMSVGASHADERIF,pfnGetNextExtension}
531 */
532static DECLCALLBACK(bool) vmsvga3dShaderIfGetNextExtension(PVBOXVMSVGASHADERIF pThis, void **ppvEnumCtx,
533 char *pszBuf, size_t cbBuf, bool fOtherProfile)
534{
535 PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
536 const char *pszCur = *ppvEnumCtx ? (const char *)*ppvEnumCtx
537 : fOtherProfile ? pState->pszOtherExtensions : pState->pszExtensions;
538 while (*pszCur == ' ')
539 pszCur++;
540 if (!*pszCur)
541 return false;
542
543 const char *pszEnd = strchr(pszCur, ' ');
544 AssertReturn(pszEnd, false);
545 size_t cch = pszEnd - pszCur;
546 if (cch < cbBuf)
547 {
548 memcpy(pszBuf, pszCur, cch);
549 pszBuf[cch] = '\0';
550 }
551 else if (cbBuf > 0)
552 {
553 memcpy(pszBuf, "<overflow>", RT_MIN(sizeof("<overflow>"), cbBuf));
554 pszBuf[cbBuf - 1] = '\0';
555 }
556
557 *ppvEnumCtx = (void *)pszEnd;
558 return true;
559}
560
561
562/**
563 * Initializes the VMSVGA3D state during VGA device construction.
564 *
565 * Failure are generally not fatal, 3D support will just be disabled.
566 *
567 * @returns VBox status code.
568 * @param pThis The VGA device state where svga.p3dState will be modified.
569 */
570int vmsvga3dInit(PVGASTATE pThis)
571{
572 AssertCompile(GL_TRUE == 1);
573 AssertCompile(GL_FALSE == 0);
574
575 /*
576 * Load and resolve imports from the external shared libraries.
577 */
578 RTERRINFOSTATIC ErrInfo;
579 int rc = ExplicitlyLoadVBoxSVGA3D(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
580 if (RT_FAILURE(rc))
581 {
582 LogRel(("VMSVGA3d: Error loading VBoxSVGA3D and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
583 return rc;
584 }
585#ifdef RT_OS_DARWIN
586 rc = ExplicitlyLoadVBoxSVGA3DObjC(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
587 if (RT_FAILURE(rc))
588 {
589 LogRel(("VMSVGA3d: Error loading VBoxSVGA3DObjC and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
590 return rc;
591 }
592#endif
593
594 /*
595 * Allocate the state.
596 */
597 pThis->svga.p3dState = (PVMSVGA3DSTATE)RTMemAllocZ(sizeof(VMSVGA3DSTATE));
598 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
599
600#ifdef RT_OS_WINDOWS
601 /* Create event semaphore and async IO thread. */
602 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
603 rc = RTSemEventCreate(&pState->WndRequestSem);
604 if (RT_SUCCESS(rc))
605 {
606 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dWindowThread, pState->WndRequestSem, 0, RTTHREADTYPE_GUI, 0,
607 "VMSVGA3DWND");
608 if (RT_SUCCESS(rc))
609 return VINF_SUCCESS;
610
611 /* bail out. */
612 LogRel(("VMSVGA3d: RTThreadCreate failed: %Rrc\n", rc));
613 RTSemEventDestroy(pState->WndRequestSem);
614 }
615 else
616 LogRel(("VMSVGA3d: RTSemEventCreate failed: %Rrc\n", rc));
617 RTMemFree(pThis->svga.p3dState);
618 pThis->svga.p3dState = NULL;
619 return rc;
620#else
621 return VINF_SUCCESS;
622#endif
623}
624
625/* We must delay window creation until the PowerOn phase. Init is too early and will cause failures. */
626int vmsvga3dPowerOn(PVGASTATE pThis)
627{
628 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
629 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
630 PVMSVGA3DCONTEXT pContext;
631#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
632 PVMSVGA3DCONTEXT pOtherCtx;
633#endif
634 int rc;
635
636 if (pState->rsGLVersion != 0.0)
637 return VINF_SUCCESS; /* already initialized (load state) */
638
639 /*
640 * OpenGL function calls aren't possible without a valid current context, so create a fake one here.
641 */
642 rc = vmsvga3dContextDefineOgl(pThis, 1, VMSVGA3D_DEF_CTX_F_INIT);
643 AssertRCReturn(rc, rc);
644
645 pContext = pState->papContexts[1];
646 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
647
648 LogRel(("VMSVGA3d: OpenGL version: %s\n"
649 "VMSVGA3d: OpenGL Vendor: %s\n"
650 "VMSVGA3d: OpenGL Renderer: %s\n"
651 "VMSVGA3d: OpenGL shader language version: %s\n",
652 glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
653 glGetString(GL_SHADING_LANGUAGE_VERSION)));
654
655 rc = vmsvga3dGatherExtensions(&pState->pszExtensions, VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE);
656 AssertRCReturn(rc, rc);
657 vmsvga3dLogRelExtensions("", pState->pszExtensions);
658
659 pState->rsGLVersion = atof((const char *)glGetString(GL_VERSION));
660
661
662#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
663 /*
664 * Get the extension list for the alternative profile so we can better
665 * figure out the shader model and stuff.
666 */
667 rc = vmsvga3dContextDefineOgl(pThis, 2, VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
668 AssertLogRelRCReturn(rc, rc);
669 pContext = pState->papContexts[1]; /* Array may have been reallocated. */
670
671 pOtherCtx = pState->papContexts[2];
672 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
673
674 LogRel(("VMSVGA3d: Alternative OpenGL version: %s\n"
675 "VMSVGA3d: Alternative OpenGL Vendor: %s\n"
676 "VMSVGA3d: Alternative OpenGL Renderer: %s\n"
677 "VMSVGA3d: Alternative OpenGL shader language version: %s\n",
678 glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
679 glGetString(GL_SHADING_LANGUAGE_VERSION)));
680
681 rc = vmsvga3dGatherExtensions(&pState->pszOtherExtensions, VBOX_VMSVGA3D_OTHER_OGL_PROFILE);
682 AssertRCReturn(rc, rc);
683 vmsvga3dLogRelExtensions("Alternative ", pState->pszOtherExtensions);
684
685 pState->rsOtherGLVersion = atof((const char *)glGetString(GL_VERSION));
686
687 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
688#else
689 pState->pszOtherExtensions = (char *)"";
690 pState->rsOtherGLVersion = pState->rsGLVersion;
691#endif
692
693
694 if (vmsvga3dCheckGLExtension(pState, 3.0f, " GL_ARB_framebuffer_object "))
695 {
696 pState->ext.glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)OGLGETPROCADDRESS("glIsRenderbuffer");
697 pState->ext.glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)OGLGETPROCADDRESS("glBindRenderbuffer");
698 pState->ext.glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)OGLGETPROCADDRESS("glDeleteRenderbuffers");
699 pState->ext.glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)OGLGETPROCADDRESS("glGenRenderbuffers");
700 pState->ext.glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)OGLGETPROCADDRESS("glRenderbufferStorage");
701 pState->ext.glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)OGLGETPROCADDRESS("glGetRenderbufferParameteriv");
702 pState->ext.glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)OGLGETPROCADDRESS("glIsFramebuffer");
703 pState->ext.glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)OGLGETPROCADDRESS("glBindFramebuffer");
704 pState->ext.glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)OGLGETPROCADDRESS("glDeleteFramebuffers");
705 pState->ext.glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)OGLGETPROCADDRESS("glGenFramebuffers");
706 pState->ext.glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)OGLGETPROCADDRESS("glCheckFramebufferStatus");
707 pState->ext.glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)OGLGETPROCADDRESS("glFramebufferTexture1D");
708 pState->ext.glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)OGLGETPROCADDRESS("glFramebufferTexture2D");
709 pState->ext.glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)OGLGETPROCADDRESS("glFramebufferTexture3D");
710 pState->ext.glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)OGLGETPROCADDRESS("glFramebufferRenderbuffer");
711 pState->ext.glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)OGLGETPROCADDRESS("glGetFramebufferAttachmentParameteriv");
712 pState->ext.glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)OGLGETPROCADDRESS("glGenerateMipmap");
713 pState->ext.glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)OGLGETPROCADDRESS("glBlitFramebuffer");
714 pState->ext.glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)OGLGETPROCADDRESS("glRenderbufferStorageMultisample");
715 pState->ext.glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)OGLGETPROCADDRESS("glFramebufferTextureLayer");
716 }
717 pState->ext.glPointParameterf = (PFNGLPOINTPARAMETERFPROC)OGLGETPROCADDRESS("glPointParameterf");
718 AssertMsgReturn(pState->ext.glPointParameterf, ("glPointParameterf missing"), VERR_NOT_IMPLEMENTED);
719#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x102
720 pState->ext.glBlendColor = (PFNGLBLENDCOLORPROC)OGLGETPROCADDRESS("glBlendColor");
721 AssertMsgReturn(pState->ext.glBlendColor, ("glBlendColor missing"), VERR_NOT_IMPLEMENTED);
722 pState->ext.glBlendEquation = (PFNGLBLENDEQUATIONPROC)OGLGETPROCADDRESS("glBlendEquation");
723 AssertMsgReturn(pState->ext.glBlendEquation, ("glBlendEquation missing"), VERR_NOT_IMPLEMENTED);
724#endif
725 pState->ext.glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)OGLGETPROCADDRESS("glBlendEquationSeparate");
726 AssertMsgReturn(pState->ext.glBlendEquationSeparate, ("glBlendEquationSeparate missing"), VERR_NOT_IMPLEMENTED);
727 pState->ext.glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)OGLGETPROCADDRESS("glBlendFuncSeparate");
728 AssertMsgReturn(pState->ext.glBlendFuncSeparate, ("glBlendFuncSeparate missing"), VERR_NOT_IMPLEMENTED);
729 pState->ext.glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)OGLGETPROCADDRESS("glStencilOpSeparate");
730 AssertMsgReturn(pState->ext.glStencilOpSeparate, ("glStencilOpSeparate missing"), VERR_NOT_IMPLEMENTED);
731 pState->ext.glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)OGLGETPROCADDRESS("glStencilFuncSeparate");
732 AssertMsgReturn(pState->ext.glStencilFuncSeparate, ("glStencilFuncSeparate missing"), VERR_NOT_IMPLEMENTED);
733 pState->ext.glBindBuffer = (PFNGLBINDBUFFERPROC)OGLGETPROCADDRESS("glBindBuffer");
734 AssertMsgReturn(pState->ext.glBindBuffer, ("glBindBuffer missing"), VERR_NOT_IMPLEMENTED);
735 pState->ext.glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)OGLGETPROCADDRESS("glDeleteBuffers");
736 AssertMsgReturn(pState->ext.glDeleteBuffers, ("glDeleteBuffers missing"), VERR_NOT_IMPLEMENTED);
737 pState->ext.glGenBuffers = (PFNGLGENBUFFERSPROC)OGLGETPROCADDRESS("glGenBuffers");
738 AssertMsgReturn(pState->ext.glGenBuffers, ("glGenBuffers missing"), VERR_NOT_IMPLEMENTED);
739 pState->ext.glBufferData = (PFNGLBUFFERDATAPROC)OGLGETPROCADDRESS("glBufferData");
740 AssertMsgReturn(pState->ext.glBufferData, ("glBufferData missing"), VERR_NOT_IMPLEMENTED);
741 pState->ext.glMapBuffer = (PFNGLMAPBUFFERPROC)OGLGETPROCADDRESS("glMapBuffer");
742 AssertMsgReturn(pState->ext.glMapBuffer, ("glMapBuffer missing"), VERR_NOT_IMPLEMENTED);
743 pState->ext.glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)OGLGETPROCADDRESS("glUnmapBuffer");
744 AssertMsgReturn(pState->ext.glUnmapBuffer, ("glUnmapBuffer missing"), VERR_NOT_IMPLEMENTED);
745 pState->ext.glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)OGLGETPROCADDRESS("glEnableVertexAttribArray");
746 AssertMsgReturn(pState->ext.glEnableVertexAttribArray, ("glEnableVertexAttribArray missing"), VERR_NOT_IMPLEMENTED);
747 pState->ext.glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)OGLGETPROCADDRESS("glDisableVertexAttribArray");
748 AssertMsgReturn(pState->ext.glDisableVertexAttribArray, ("glDisableVertexAttribArray missing"), VERR_NOT_IMPLEMENTED);
749 pState->ext.glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)OGLGETPROCADDRESS("glVertexAttribPointer");
750 AssertMsgReturn(pState->ext.glVertexAttribPointer, ("glVertexAttribPointer missing"), VERR_NOT_IMPLEMENTED);
751 pState->ext.glFogCoordPointer = (PFNGLFOGCOORDPOINTERPROC)OGLGETPROCADDRESS("glFogCoordPointer");
752 AssertMsgReturn(pState->ext.glFogCoordPointer, ("glFogCoordPointer missing"), VERR_NOT_IMPLEMENTED);
753 pState->ext.glActiveTexture = (PFNGLACTIVETEXTUREPROC)OGLGETPROCADDRESS("glActiveTexture");
754 AssertMsgReturn(pState->ext.glActiveTexture, ("glActiveTexture missing"), VERR_NOT_IMPLEMENTED);
755#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x103
756 pState->ext.glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)OGLGETPROCADDRESS("glClientActiveTexture");
757 AssertMsgReturn(pState->ext.glClientActiveTexture, ("glClientActiveTexture missing"), VERR_NOT_IMPLEMENTED);
758#endif
759 pState->ext.glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)OGLGETPROCADDRESS("glGetProgramivARB");
760 AssertMsgReturn(pState->ext.glGetProgramivARB, ("glGetProgramivARB missing"), VERR_NOT_IMPLEMENTED);
761
762 /* OpenGL 3.2 core */
763 if (vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_draw_elements_base_vertex "))
764 {
765 pState->ext.glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)OGLGETPROCADDRESS("glDrawElementsBaseVertex");
766 pState->ext.glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)OGLGETPROCADDRESS("glDrawElementsInstancedBaseVertex");
767 }
768 else
769 LogRel(("VMSVGA3d: missing extension GL_ARB_draw_elements_base_vertex\n"));
770
771 /* OpenGL 3.2 core */
772 if (vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_provoking_vertex "))
773 {
774 pState->ext.glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)OGLGETPROCADDRESS("glProvokingVertex");
775 }
776 else
777 LogRel(("VMSVGA3d: missing extension GL_ARB_provoking_vertex\n"));
778
779 /* Extension support */
780#if defined(RT_OS_DARWIN)
781 /** @todo OpenGL version history suggest this, verify... */
782 pState->ext.fEXT_stencil_two_side = vmsvga3dCheckGLExtension(pState, 2.0f, " GL_EXT_stencil_two_side ");
783#else
784 pState->ext.fEXT_stencil_two_side = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_stencil_two_side ");
785#endif
786
787#define GLGETPROC(ProcType, ProcName) do { \
788 pState->ext.ProcName = (ProcType)OGLGETPROCADDRESS(#ProcName); \
789 AssertMsgReturn(pState->ext.ProcName, (#ProcName " missing"), VERR_NOT_IMPLEMENTED); \
790} while(0)
791#define GLGETPROCOPT(ProcType, ProcName) do { \
792 pState->ext.ProcName = (ProcType)OGLGETPROCADDRESS(#ProcName); \
793 AssertMsg(pState->ext.ProcName, (#ProcName " missing (optional)")); \
794} while(0)
795
796 GLGETPROCOPT(PFNGLGENQUERIESPROC , glGenQueries);
797 GLGETPROCOPT(PFNGLDELETEQUERIESPROC , glDeleteQueries);
798 GLGETPROCOPT(PFNGLBEGINQUERYPROC , glBeginQuery);
799 GLGETPROCOPT(PFNGLENDQUERYPROC , glEndQuery);
800 GLGETPROCOPT(PFNGLGETQUERYOBJECTUIVPROC , glGetQueryObjectuiv);
801
802#undef GLGETPROCOPT
803#undef GLGETPROC
804 /*
805 * Initialize the capabilities with sensible defaults.
806 */
807 pState->caps.maxActiveLights = 1;
808 pState->caps.maxTextureBufferSize = 65536;
809 pState->caps.maxTextures = 1;
810 pState->caps.maxClipDistances = 4;
811 pState->caps.maxColorAttachments = 1;
812 pState->caps.maxRectangleTextureSize = 2048;
813 pState->caps.maxTextureAnisotropy = 2;
814 pState->caps.maxVertexShaderInstructions = 1024;
815 pState->caps.maxFragmentShaderInstructions = 1024;
816 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_NONE;
817 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_NONE;
818 pState->caps.flPointSize[0] = 1;
819 pState->caps.flPointSize[1] = 1;
820
821 /*
822 * Query capabilities
823 */
824 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_LIGHTS, &pState->caps.maxActiveLights));
825 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &pState->caps.maxTextureBufferSize));
826 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &pState->caps.maxTextures));
827#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE /* The alternative profile has a higher number here (ati/darwin). */
828 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
829 VMSVGA3D_INIT_CHECKED_BOTH(pState, pOtherCtx, pContext, glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
830 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
831#else
832 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
833#endif
834 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &pState->caps.maxColorAttachments));
835 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE, &pState->caps.maxRectangleTextureSize));
836 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &pState->caps.maxTextureAnisotropy));
837 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pState->caps.flPointSize));
838
839 if (pState->ext.glGetProgramivARB)
840 {
841 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
842 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
843 &pState->caps.maxFragmentShaderTemps));
844 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
845 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
846 &pState->caps.maxFragmentShaderInstructions));
847 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
848 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
849 &pState->caps.maxVertexShaderTemps));
850#ifdef DEBUG_sunlover
851 /// @todo Fix properly!!! Some Windows host drivers return 31 for the compatible OGL context (wglCreateContext).
852 if (pState->caps.maxVertexShaderTemps < 32)
853 pState->caps.maxVertexShaderTemps = 32;
854#endif
855 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
856 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
857 &pState->caps.maxVertexShaderInstructions));
858 }
859 pState->caps.fS3TCSupported = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_texture_compression_s3tc ");
860
861 /* http://http://www.opengl.org/wiki/Detecting_the_Shader_Model
862 * ARB Assembly Language
863 * These are done through testing the presence of extensions. You should test them in this order:
864 * GL_NV_gpu_program4: SM 4.0 or better.
865 * GL_NV_vertex_program3: SM 3.0 or better.
866 * GL_ARB_fragment_program: SM 2.0 or better.
867 * ATI does not support higher than SM 2.0 functionality in assembly shaders.
868 *
869 */
870 /** @todo distinguish between vertex and pixel shaders??? */
871 const char *pszShadingLanguageVersion = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
872 float v = pszShadingLanguageVersion ? atof(pszShadingLanguageVersion) : 0.0f;
873 if (v >= 3.30f)
874 {
875 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40;
876 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40;
877 }
878 else
879 if (v >= 1.20f)
880 {
881 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20;
882 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20;
883 }
884 else
885 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_gpu_program4 ")
886 || strstr(pState->pszOtherExtensions, " GL_NV_gpu_program4 "))
887 {
888 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40;
889 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40;
890 }
891 else
892 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_vertex_program3 ")
893 || strstr(pState->pszOtherExtensions, " GL_NV_vertex_program3 ")
894 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_shader_texture_lod ") /* Wine claims this suggests SM 3.0 support */
895 || strstr(pState->pszOtherExtensions, " GL_ARB_shader_texture_lod ")
896 )
897 {
898 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_30;
899 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_30;
900 }
901 else
902 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_fragment_program ")
903 || strstr(pState->pszOtherExtensions, " GL_ARB_fragment_program "))
904 {
905 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20;
906 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20;
907 }
908 else
909 {
910 LogRel(("VMSVGA3D: WARNING: unknown support for assembly shaders!!\n"));
911 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_11;
912 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_11;
913 }
914
915 if (!vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_vertex_array_bgra "))
916 {
917 /** @todo Intel drivers don't support this extension! */
918 LogRel(("VMSVGA3D: WARNING: Missing required extension GL_ARB_vertex_array_bgra (d3dcolor)!!!\n"));
919 }
920#if 0
921 SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND = 11,
922 SVGA3D_DEVCAP_QUERY_TYPES = 15,
923 SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING = 16,
924 SVGA3D_DEVCAP_MAX_POINT_SIZE = 17,
925 SVGA3D_DEVCAP_MAX_SHADER_TEXTURES = 18,
926 SVGA3D_DEVCAP_MAX_VOLUME_EXTENT = 21,
927 SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT = 22,
928 SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO = 23,
929 SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY = 24,
930 SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT = 25,
931 SVGA3D_DEVCAP_MAX_VERTEX_INDEX = 26,
932 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS = 28,
933 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS = 29,
934 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS = 30,
935 SVGA3D_DEVCAP_TEXTURE_OPS = 31,
936 SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8 = 32,
937 SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8 = 33,
938 SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10 = 34,
939 SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5 = 35,
940 SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5 = 36,
941 SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4 = 37,
942 SVGA3D_DEVCAP_SURFACEFMT_R5G6B5 = 38,
943 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16 = 39,
944 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8 = 40,
945 SVGA3D_DEVCAP_SURFACEFMT_ALPHA8 = 41,
946 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8 = 42,
947 SVGA3D_DEVCAP_SURFACEFMT_Z_D16 = 43,
948 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8 = 44,
949 SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8 = 45,
950 SVGA3D_DEVCAP_SURFACEFMT_DXT1 = 46,
951 SVGA3D_DEVCAP_SURFACEFMT_DXT2 = 47,
952 SVGA3D_DEVCAP_SURFACEFMT_DXT3 = 48,
953 SVGA3D_DEVCAP_SURFACEFMT_DXT4 = 49,
954 SVGA3D_DEVCAP_SURFACEFMT_DXT5 = 50,
955 SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8 = 51,
956 SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10 = 52,
957 SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8 = 53,
958 SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8 = 54,
959 SVGA3D_DEVCAP_SURFACEFMT_CxV8U8 = 55,
960 SVGA3D_DEVCAP_SURFACEFMT_R_S10E5 = 56,
961 SVGA3D_DEVCAP_SURFACEFMT_R_S23E8 = 57,
962 SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5 = 58,
963 SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8 = 59,
964 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5 = 60,
965 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8 = 61,
966 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES = 63,
967 SVGA3D_DEVCAP_SURFACEFMT_V16U16 = 65,
968 SVGA3D_DEVCAP_SURFACEFMT_G16R16 = 66,
969 SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16 = 67,
970 SVGA3D_DEVCAP_SURFACEFMT_UYVY = 68,
971 SVGA3D_DEVCAP_SURFACEFMT_YUY2 = 69,
972 SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES = 70,
973 SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES = 71,
974 SVGA3D_DEVCAP_ALPHATOCOVERAGE = 72,
975 SVGA3D_DEVCAP_SUPERSAMPLE = 73,
976 SVGA3D_DEVCAP_AUTOGENMIPMAPS = 74,
977 SVGA3D_DEVCAP_SURFACEFMT_NV12 = 75,
978 SVGA3D_DEVCAP_SURFACEFMT_AYUV = 76,
979 SVGA3D_DEVCAP_SURFACEFMT_Z_DF16 = 79,
980 SVGA3D_DEVCAP_SURFACEFMT_Z_DF24 = 80,
981 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT = 81,
982 SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM = 82,
983 SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM = 83,
984#endif
985
986 LogRel(("VMSVGA3d: Capabilities:\n"));
987 LogRel(("VMSVGA3d: maxActiveLights=%-2d maxTextures=%-2d maxTextureBufferSize=%d\n",
988 pState->caps.maxActiveLights, pState->caps.maxTextures, pState->caps.maxTextureBufferSize));
989 LogRel(("VMSVGA3d: maxClipDistances=%-2d maxColorAttachments=%-2d maxClipDistances=%d\n",
990 pState->caps.maxClipDistances, pState->caps.maxColorAttachments, pState->caps.maxClipDistances));
991 LogRel(("VMSVGA3d: maxColorAttachments=%-2d maxTextureAnisotropy=%-2d maxRectangleTextureSize=%d\n",
992 pState->caps.maxColorAttachments, pState->caps.maxTextureAnisotropy, pState->caps.maxRectangleTextureSize));
993 LogRel(("VMSVGA3d: maxVertexShaderTemps=%-2d maxVertexShaderInstructions=%d maxFragmentShaderInstructions=%d\n",
994 pState->caps.maxVertexShaderTemps, pState->caps.maxVertexShaderInstructions, pState->caps.maxFragmentShaderInstructions));
995 LogRel(("VMSVGA3d: maxFragmentShaderTemps=%d flPointSize={%d.%02u, %d.%02u}\n",
996 pState->caps.maxFragmentShaderTemps,
997 (int)pState->caps.flPointSize[0], (int)(pState->caps.flPointSize[0] * 100) % 100,
998 (int)pState->caps.flPointSize[1], (int)(pState->caps.flPointSize[1] * 100) % 100));
999 LogRel(("VMSVGA3d: fragmentShaderVersion=%-2d vertexShaderVersion=%-2d fS3TCSupported=%d\n",
1000 pState->caps.fragmentShaderVersion, pState->caps.vertexShaderVersion, pState->caps.fS3TCSupported));
1001
1002
1003 /* Initialize the shader library. */
1004 pState->ShaderIf.pfnSwitchInitProfile = vmsvga3dShaderIfSwitchInitProfile;
1005 pState->ShaderIf.pfnGetNextExtension = vmsvga3dShaderIfGetNextExtension;
1006 rc = ShaderInitLib(&pState->ShaderIf);
1007 AssertRC(rc);
1008
1009 /* Cleanup */
1010 rc = vmsvga3dContextDestroy(pThis, 1);
1011 AssertRC(rc);
1012#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1013 rc = vmsvga3dContextDestroy(pThis, 2);
1014 AssertRC(rc);
1015#endif
1016
1017 if ( pState->rsGLVersion < 3.0
1018 && pState->rsOtherGLVersion < 3.0 /* darwin: legacy profile hack */)
1019 {
1020 LogRel(("VMSVGA3d: unsupported OpenGL version; minimum is 3.0\n"));
1021 return VERR_NOT_IMPLEMENTED;
1022 }
1023 if ( !pState->ext.glIsRenderbuffer
1024 || !pState->ext.glBindRenderbuffer
1025 || !pState->ext.glDeleteRenderbuffers
1026 || !pState->ext.glGenRenderbuffers
1027 || !pState->ext.glRenderbufferStorage
1028 || !pState->ext.glGetRenderbufferParameteriv
1029 || !pState->ext.glIsFramebuffer
1030 || !pState->ext.glBindFramebuffer
1031 || !pState->ext.glDeleteFramebuffers
1032 || !pState->ext.glGenFramebuffers
1033 || !pState->ext.glCheckFramebufferStatus
1034 || !pState->ext.glFramebufferTexture1D
1035 || !pState->ext.glFramebufferTexture2D
1036 || !pState->ext.glFramebufferTexture3D
1037 || !pState->ext.glFramebufferRenderbuffer
1038 || !pState->ext.glGetFramebufferAttachmentParameteriv
1039 || !pState->ext.glGenerateMipmap
1040 || !pState->ext.glBlitFramebuffer
1041 || !pState->ext.glRenderbufferStorageMultisample
1042 || !pState->ext.glFramebufferTextureLayer)
1043 {
1044 LogRel(("VMSVGA3d: missing required OpenGL extension; aborting\n"));
1045 return VERR_NOT_IMPLEMENTED;
1046 }
1047
1048#ifdef DEBUG_DEBUG_GFX_WINDOW_TEST_CONTEXT
1049 pState->idTestContext = SVGA_ID_INVALID;
1050#endif
1051 return VINF_SUCCESS;
1052}
1053
1054int vmsvga3dReset(PVGASTATE pThis)
1055{
1056 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1057 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
1058
1059 /* Destroy all leftover surfaces. */
1060 for (uint32_t i = 0; i < pState->cSurfaces; i++)
1061 {
1062 if (pState->papSurfaces[i]->id != SVGA3D_INVALID_ID)
1063 vmsvga3dSurfaceDestroy(pThis, pState->papSurfaces[i]->id);
1064 }
1065
1066 /* Destroy all leftover contexts. */
1067 for (uint32_t i = 0; i < pState->cContexts; i++)
1068 {
1069 if (pState->papContexts[i]->id != SVGA3D_INVALID_ID)
1070 vmsvga3dContextDestroy(pThis, pState->papContexts[i]->id);
1071 }
1072
1073 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1074 vmsvga3dContextDestroyOgl(pThis, &pState->SharedCtx, VMSVGA3D_SHARED_CTX_ID);
1075
1076 return VINF_SUCCESS;
1077}
1078
1079int vmsvga3dTerminate(PVGASTATE pThis)
1080{
1081 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1082 AssertReturn(pState, VERR_WRONG_ORDER);
1083 int rc;
1084
1085 rc = vmsvga3dReset(pThis);
1086 AssertRCReturn(rc, rc);
1087
1088 /* Terminate the shader library. */
1089 rc = ShaderDestroyLib();
1090 AssertRC(rc);
1091
1092#ifdef RT_OS_WINDOWS
1093 /* Terminate the window creation thread. */
1094 rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_EXIT, 0, 0);
1095 AssertRCReturn(rc, rc);
1096
1097 RTSemEventDestroy(pState->WndRequestSem);
1098#elif defined(RT_OS_DARWIN)
1099
1100#elif defined(RT_OS_LINUX)
1101 /* signal to the thread that it is supposed to exit */
1102 pState->bTerminate = true;
1103 /* wait for it to terminate */
1104 rc = RTThreadWait(pState->pWindowThread, 10000, NULL);
1105 AssertRC(rc);
1106 XCloseDisplay(pState->display);
1107#endif
1108
1109 RTStrFree(pState->pszExtensions);
1110 pState->pszExtensions = NULL;
1111#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1112 RTStrFree(pState->pszOtherExtensions);
1113#endif
1114 pState->pszOtherExtensions = NULL;
1115
1116 return VINF_SUCCESS;
1117}
1118
1119
1120void vmsvga3dUpdateHostScreenViewport(PVGASTATE pThis, uint32_t idScreen, VMSVGAVIEWPORT const *pOldViewport)
1121{
1122 /** @todo Move the visible framebuffer content here, don't wait for the guest to
1123 * redraw it. */
1124
1125#ifdef RT_OS_DARWIN
1126 RT_NOREF(pOldViewport);
1127 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1128 if ( pState
1129 && idScreen == 0
1130 && pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1131 {
1132 vmsvga3dCocoaViewUpdateViewport(pState->SharedCtx.cocoaView);
1133 }
1134#else
1135 RT_NOREF(pThis, idScreen, pOldViewport);
1136#endif
1137}
1138
1139
1140/**
1141 * Worker for vmsvga3dQueryCaps that figures out supported operations for a
1142 * given surface format capability.
1143 *
1144 * @returns Supported/indented operations (SVGA3DFORMAT_OP_XXX).
1145 * @param idx3dCaps The SVGA3D_CAPS_XXX value of the surface format.
1146 *
1147 * @remarks See fromat_cap_table in svga_format.c (mesa/gallium) for a reference
1148 * of implicit guest expectations:
1149 * http://cgit.freedesktop.org/mesa/mesa/tree/src/gallium/drivers/svga/svga_format.c
1150 */
1151static uint32_t vmsvga3dGetSurfaceFormatSupport(uint32_t idx3dCaps)
1152{
1153 uint32_t result = 0;
1154
1155 /** @todo missing:
1156 *
1157 * SVGA3DFORMAT_OP_PIXELSIZE
1158 */
1159
1160 switch (idx3dCaps)
1161 {
1162 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1163 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1164 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1165 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1166 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1167 | SVGA3DFORMAT_OP_DISPLAYMODE /* Should not be set for alpha formats. */
1168 | SVGA3DFORMAT_OP_3DACCELERATION; /* implies OP_DISPLAYMODE */
1169 break;
1170
1171 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1172 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1173 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1174 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1175 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1176 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1177 | SVGA3DFORMAT_OP_SAME_FORMAT_UP_TO_ALPHA_RENDERTARGET;
1178 break;
1179 }
1180
1181 /** @todo check hardware caps! */
1182 switch (idx3dCaps)
1183 {
1184 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1185 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1186 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1187 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1188 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1189 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1190 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1191 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1192 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1193 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1194 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1195 result |= SVGA3DFORMAT_OP_TEXTURE
1196 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET
1197 | SVGA3DFORMAT_OP_OFFSCREENPLAIN
1198 | SVGA3DFORMAT_OP_SAME_FORMAT_RENDERTARGET
1199 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1200 | SVGA3DFORMAT_OP_CUBETEXTURE
1201 | SVGA3DFORMAT_OP_SRGBREAD
1202 | SVGA3DFORMAT_OP_SRGBWRITE;
1203 break;
1204
1205 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1206 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1207 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1208 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1209 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1210 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1211 result |= SVGA3DFORMAT_OP_ZSTENCIL
1212 | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH
1213 | SVGA3DFORMAT_OP_TEXTURE /* Necessary for Ubuntu Unity */;
1214 break;
1215
1216 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1217 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1218 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1219 result |= SVGA3DFORMAT_OP_TEXTURE
1220 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1221 | SVGA3DFORMAT_OP_CUBETEXTURE
1222 | SVGA3DFORMAT_OP_SRGBREAD;
1223 break;
1224
1225 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1226 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1227 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1228 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1229 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1230 break;
1231
1232 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1233 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1234 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1235 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1236 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1237 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1238 break;
1239
1240 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1241 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1242 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1243
1244 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1245 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1246 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1247 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1248 break;
1249 }
1250 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1251
1252 return result;
1253}
1254
1255#if 0 /* unused */
1256static uint32_t vmsvga3dGetDepthFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps)
1257{
1258 RT_NOREF(pState3D, idx3dCaps);
1259
1260 /** @todo test this somehow */
1261 uint32_t result = SVGA3DFORMAT_OP_ZSTENCIL | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH;
1262
1263 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1264 return result;
1265}
1266#endif
1267
1268
1269int vmsvga3dQueryCaps(PVGASTATE pThis, uint32_t idx3dCaps, uint32_t *pu32Val)
1270{
1271 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1272 AssertReturn(pState, VERR_NO_MEMORY);
1273 int rc = VINF_SUCCESS;
1274
1275 *pu32Val = 0;
1276
1277 /*
1278 * The capabilities access by current (2015-03-01) linux sources (gallium,
1279 * vmwgfx, xorg-video-vmware) are annotated, caps without xref annotations
1280 * aren't access.
1281 */
1282
1283 switch (idx3dCaps)
1284 {
1285 /* Linux: vmwgfx_fifo.c in kmod; only used with SVGA_CAP_GBOBJECTS. */
1286 case SVGA3D_DEVCAP_3D:
1287 *pu32Val = 1; /* boolean? */
1288 break;
1289
1290 case SVGA3D_DEVCAP_MAX_LIGHTS:
1291 *pu32Val = pState->caps.maxActiveLights;
1292 break;
1293
1294 case SVGA3D_DEVCAP_MAX_TEXTURES:
1295 *pu32Val = pState->caps.maxTextures;
1296 break;
1297
1298 case SVGA3D_DEVCAP_MAX_CLIP_PLANES:
1299 *pu32Val = pState->caps.maxClipDistances;
1300 break;
1301
1302 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1303 case SVGA3D_DEVCAP_VERTEX_SHADER_VERSION:
1304 *pu32Val = pState->caps.vertexShaderVersion;
1305 break;
1306
1307 case SVGA3D_DEVCAP_VERTEX_SHADER:
1308 /* boolean? */
1309 *pu32Val = (pState->caps.vertexShaderVersion != SVGA3DVSVERSION_NONE);
1310 break;
1311
1312 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1313 case SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION:
1314 *pu32Val = pState->caps.fragmentShaderVersion;
1315 break;
1316
1317 case SVGA3D_DEVCAP_FRAGMENT_SHADER:
1318 /* boolean? */
1319 *pu32Val = (pState->caps.fragmentShaderVersion != SVGA3DPSVERSION_NONE);
1320 break;
1321
1322 case SVGA3D_DEVCAP_S23E8_TEXTURES:
1323 case SVGA3D_DEVCAP_S10E5_TEXTURES:
1324 /* Must be obsolete by now; surface format caps specify the same thing. */
1325 rc = VERR_INVALID_PARAMETER;
1326 break;
1327
1328 case SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND:
1329 break;
1330
1331 /*
1332 * 2. The BUFFER_FORMAT capabilities are deprecated, and they always
1333 * return TRUE. Even on physical hardware that does not support
1334 * these formats natively, the SVGA3D device will provide an emulation
1335 * which should be invisible to the guest OS.
1336 */
1337 case SVGA3D_DEVCAP_D16_BUFFER_FORMAT:
1338 case SVGA3D_DEVCAP_D24S8_BUFFER_FORMAT:
1339 case SVGA3D_DEVCAP_D24X8_BUFFER_FORMAT:
1340 *pu32Val = 1;
1341 break;
1342
1343 case SVGA3D_DEVCAP_QUERY_TYPES:
1344 break;
1345
1346 case SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING:
1347 break;
1348
1349 /* Linux: svga_screen.c in gallium; capped at 80.0, default 1.0. */
1350 case SVGA3D_DEVCAP_MAX_POINT_SIZE:
1351 AssertCompile(sizeof(uint32_t) == sizeof(float));
1352 *(float *)pu32Val = pState->caps.flPointSize[1];
1353 break;
1354
1355 case SVGA3D_DEVCAP_MAX_SHADER_TEXTURES:
1356 /** @todo ?? */
1357 rc = VERR_INVALID_PARAMETER;
1358 break;
1359
1360 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_2D_LEVELS); have default if missing. */
1361 case SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH:
1362 case SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT:
1363 *pu32Val = pState->caps.maxRectangleTextureSize;
1364 break;
1365
1366 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_3D_LEVELS); have default if missing. */
1367 case SVGA3D_DEVCAP_MAX_VOLUME_EXTENT:
1368 //*pu32Val = pCaps->MaxVolumeExtent;
1369 *pu32Val = 256;
1370 break;
1371
1372 case SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT:
1373 *pu32Val = 32768; /* hardcoded in Wine */
1374 break;
1375
1376 case SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO:
1377 //*pu32Val = pCaps->MaxTextureAspectRatio;
1378 break;
1379
1380 /* Linux: svga_screen.c in gallium (for PIPE_CAPF_MAX_TEXTURE_ANISOTROPY); defaults to 4.0. */
1381 case SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY:
1382 *pu32Val = pState->caps.maxTextureAnisotropy;
1383 break;
1384
1385 case SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT:
1386 case SVGA3D_DEVCAP_MAX_VERTEX_INDEX:
1387 *pu32Val = 0xFFFFF; /* hardcoded in Wine */
1388 break;
1389
1390 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_INSTRUCTIONS); defaults to 512. */
1391 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS:
1392 *pu32Val = pState->caps.maxVertexShaderInstructions;
1393 break;
1394
1395 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS:
1396 *pu32Val = pState->caps.maxFragmentShaderInstructions;
1397 break;
1398
1399 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1400 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS:
1401 *pu32Val = pState->caps.maxVertexShaderTemps;
1402 break;
1403
1404 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_FRAGMENT/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1405 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS:
1406 *pu32Val = pState->caps.maxFragmentShaderTemps;
1407 break;
1408
1409 case SVGA3D_DEVCAP_TEXTURE_OPS:
1410 break;
1411
1412 case SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES:
1413 break;
1414
1415 case SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES:
1416 break;
1417
1418 case SVGA3D_DEVCAP_ALPHATOCOVERAGE:
1419 break;
1420
1421 case SVGA3D_DEVCAP_SUPERSAMPLE:
1422 break;
1423
1424 case SVGA3D_DEVCAP_AUTOGENMIPMAPS:
1425 //*pu32Val = !!(pCaps->Caps2 & D3DCAPS2_CANAUTOGENMIPMAP);
1426 break;
1427
1428 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES:
1429 break;
1430
1431 case SVGA3D_DEVCAP_MAX_RENDER_TARGETS: /** @todo same thing? */
1432 case SVGA3D_DEVCAP_MAX_SIMULTANEOUS_RENDER_TARGETS:
1433 *pu32Val = pState->caps.maxColorAttachments;
1434 break;
1435
1436 /*
1437 * This is the maximum number of SVGA context IDs that the guest
1438 * can define using SVGA_3D_CMD_CONTEXT_DEFINE.
1439 */
1440 case SVGA3D_DEVCAP_MAX_CONTEXT_IDS:
1441 *pu32Val = SVGA3D_MAX_CONTEXT_IDS;
1442 break;
1443
1444 /*
1445 * This is the maximum number of SVGA surface IDs that the guest
1446 * can define using SVGA_3D_CMD_SURFACE_DEFINE*.
1447 */
1448 case SVGA3D_DEVCAP_MAX_SURFACE_IDS:
1449 *pu32Val = SVGA3D_MAX_SURFACE_IDS;
1450 break;
1451
1452#if 0 /* Appeared more recently, not yet implemented. */
1453 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1454 case SVGA3D_DEVCAP_LINE_AA:
1455 break;
1456 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1457 case SVGA3D_DEVCAP_LINE_STIPPLE:
1458 break;
1459 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1460 case SVGA3D_DEVCAP_MAX_LINE_WIDTH:
1461 break;
1462 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1463 case SVGA3D_DEVCAP_MAX_AA_LINE_WIDTH:
1464 break;
1465#endif
1466
1467 /*
1468 * Supported surface formats.
1469 * Linux: svga_format.c in gallium, format_cap_table defines implicit expectations.
1470 */
1471 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1472 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1473 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1474 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1475 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1476 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1477 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1478 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1479 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1480 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1481 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1482 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1483 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1484 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1485 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1486 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1487 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1488 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1489 *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
1490 break;
1491
1492 case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
1493 case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
1494 *pu32Val = 0; /* apparently not supported in OpenGL */
1495 break;
1496
1497 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1498 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1499 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1500 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1501 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1502 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1503 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1504 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1505 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1506 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1507 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1508 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1509 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1510 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1511 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1512 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1513 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1514 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1515 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1516 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1517 *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
1518 break;
1519
1520 /* Linux: Not referenced in current sources. */
1521 case SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM:
1522 case SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM:
1523 Log(("CAPS: Unknown CAP %s\n", vmsvga3dGetCapString(idx3dCaps)));
1524 rc = VERR_INVALID_PARAMETER;
1525 *pu32Val = 0;
1526 break;
1527
1528 default:
1529 Log(("CAPS: Unexpected CAP %d\n", idx3dCaps));
1530 rc = VERR_INVALID_PARAMETER;
1531 break;
1532 }
1533
1534 Log(("CAPS: %s - %x\n", vmsvga3dGetCapString(idx3dCaps), *pu32Val));
1535 return rc;
1536}
1537
1538/**
1539 * Convert SVGA format value to its OpenGL equivalent
1540 *
1541 * @remarks Clues to be had in format_texture_info table (wined3d/utils.c) with
1542 * help from wined3dformat_from_d3dformat().
1543 */
1544void vmsvga3dSurfaceFormat2OGL(PVMSVGA3DSURFACE pSurface, SVGA3dSurfaceFormat format)
1545{
1546 switch (format)
1547 {
1548 case SVGA3D_X8R8G8B8: /* D3DFMT_X8R8G8B8 - WINED3DFMT_B8G8R8X8_UNORM */
1549 pSurface->internalFormatGL = GL_RGB8;
1550 pSurface->formatGL = GL_BGRA;
1551 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1552 break;
1553 case SVGA3D_A8R8G8B8: /* D3DFMT_A8R8G8B8 - WINED3DFMT_B8G8R8A8_UNORM */
1554 pSurface->internalFormatGL = GL_RGBA8;
1555 pSurface->formatGL = GL_BGRA;
1556 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1557 break;
1558 case SVGA3D_R5G6B5: /* D3DFMT_R5G6B5 - WINED3DFMT_B5G6R5_UNORM */
1559 pSurface->internalFormatGL = GL_RGB5;
1560 pSurface->formatGL = GL_RGB;
1561 pSurface->typeGL = GL_UNSIGNED_SHORT_5_6_5;
1562 AssertMsgFailed(("Test me - SVGA3D_R5G6B5\n"));
1563 break;
1564 case SVGA3D_X1R5G5B5: /* D3DFMT_X1R5G5B5 - WINED3DFMT_B5G5R5X1_UNORM */
1565 pSurface->internalFormatGL = GL_RGB5;
1566 pSurface->formatGL = GL_BGRA;
1567 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1568 AssertMsgFailed(("Test me - SVGA3D_X1R5G5B5\n"));
1569 break;
1570 case SVGA3D_A1R5G5B5: /* D3DFMT_A1R5G5B5 - WINED3DFMT_B5G5R5A1_UNORM */
1571 pSurface->internalFormatGL = GL_RGB5_A1;
1572 pSurface->formatGL = GL_BGRA;
1573 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1574 AssertMsgFailed(("Test me - SVGA3D_A1R5G5B5\n"));
1575 break;
1576 case SVGA3D_A4R4G4B4: /* D3DFMT_A4R4G4B4 - WINED3DFMT_B4G4R4A4_UNORM */
1577 pSurface->internalFormatGL = GL_RGBA4;
1578 pSurface->formatGL = GL_BGRA;
1579 pSurface->typeGL = GL_UNSIGNED_SHORT_4_4_4_4_REV;
1580 AssertMsgFailed(("Test me - SVGA3D_A4R4G4B4\n"));
1581 break;
1582
1583 case SVGA3D_R8G8B8A8_UNORM:
1584 pSurface->internalFormatGL = GL_RGBA8;
1585 pSurface->formatGL = GL_RGBA;
1586 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1587 break;
1588
1589 case SVGA3D_Z_D32: /* D3DFMT_D32 - WINED3DFMT_D32_UNORM */
1590 pSurface->internalFormatGL = GL_DEPTH_COMPONENT32;
1591 pSurface->formatGL = GL_DEPTH_COMPONENT;
1592 pSurface->typeGL = GL_UNSIGNED_INT;
1593 break;
1594 case SVGA3D_Z_D16: /* D3DFMT_D16 - WINED3DFMT_D16_UNORM */
1595 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo Wine suggests GL_DEPTH_COMPONENT24. */
1596 pSurface->formatGL = GL_DEPTH_COMPONENT;
1597 pSurface->typeGL = GL_UNSIGNED_SHORT;
1598 //AssertMsgFailed(("Test me - SVGA3D_Z_D16\n"));
1599 break;
1600 case SVGA3D_Z_D24S8: /* D3DFMT_D24S8 - WINED3DFMT_D24_UNORM_S8_UINT */
1601 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1602 pSurface->formatGL = GL_DEPTH_STENCIL;
1603 pSurface->typeGL = GL_UNSIGNED_INT;
1604 break;
1605 case SVGA3D_Z_D15S1: /* D3DFMT_D15S1 - WINED3DFMT_S1_UINT_D15_UNORM */
1606 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo ??? */
1607 pSurface->formatGL = GL_DEPTH_STENCIL;
1608 pSurface->typeGL = GL_UNSIGNED_SHORT;
1609 /** @todo Wine sources hints at no hw support for this, so test this one! */
1610 AssertMsgFailed(("Test me - SVGA3D_Z_D15S1\n"));
1611 break;
1612 case SVGA3D_Z_D24X8: /* D3DFMT_D24X8 - WINED3DFMT_X8D24_UNORM */
1613 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1614 pSurface->formatGL = GL_DEPTH_COMPONENT;
1615 pSurface->typeGL = GL_UNSIGNED_INT;
1616 break;
1617
1618 /* Advanced D3D9 depth formats. */
1619 case SVGA3D_Z_DF16: /* D3DFMT_DF16? - not supported */
1620 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16;
1621 pSurface->formatGL = GL_DEPTH_COMPONENT;
1622 pSurface->typeGL = GL_FLOAT;
1623 break;
1624
1625 case SVGA3D_Z_DF24: /* D3DFMT_DF24? - not supported */
1626 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1627 pSurface->formatGL = GL_DEPTH_COMPONENT;
1628 pSurface->typeGL = GL_FLOAT; /* ??? */
1629 break;
1630
1631 case SVGA3D_Z_D24S8_INT: /* D3DFMT_??? - not supported */
1632 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1633 pSurface->formatGL = GL_DEPTH_STENCIL;
1634 pSurface->typeGL = GL_INT; /* ??? */
1635 break;
1636
1637 case SVGA3D_DXT1: /* D3DFMT_DXT1 - WINED3DFMT_DXT1 */
1638 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1639#if 0
1640 pSurface->formatGL = GL_RGBA_S3TC; /* ??? */
1641 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1642#else /* wine suggests: */
1643 pSurface->formatGL = GL_RGBA;
1644 pSurface->typeGL = GL_UNSIGNED_BYTE;
1645 AssertMsgFailed(("Test me - SVGA3D_DXT1\n"));
1646#endif
1647 break;
1648
1649 case SVGA3D_DXT2: /* D3DFMT_DXT2 */
1650 AssertMsgFailed(("Test me - SVGA3D_DXT2\n"));
1651 break;
1652
1653 case SVGA3D_DXT3: /* D3DFMT_DXT3 - WINED3DFMT_DXT3 */
1654 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
1655#if 0 /** @todo this needs testing... */
1656 pSurface->formatGL = GL_RGBA_S3TC; /* ??? */
1657 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1658#else /* wine suggests: */
1659 pSurface->formatGL = GL_RGBA;
1660 pSurface->typeGL = GL_UNSIGNED_BYTE;
1661 AssertMsgFailed(("Test me - SVGA3D_DXT3\n"));
1662#endif
1663 break;
1664
1665 case SVGA3D_DXT4: /* D3DFMT_DXT4 */
1666 AssertMsgFailed(("Test me - SVGA3D_DXT4\n"));
1667 break;
1668
1669 case SVGA3D_DXT5: /* D3DFMT_DXT5 - WINED3DFMT_DXT5 */
1670 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
1671#if 0 /** @todo this needs testing... */
1672 pSurface->formatGL = GL_RGBA_S3TC;
1673 pSurface->typeGL = GL_UNSIGNED_INT;
1674#else /* wine suggests: */
1675 pSurface->formatGL = GL_RGBA;
1676 pSurface->typeGL = GL_UNSIGNED_BYTE;
1677 AssertMsgFailed(("Test me - SVGA3D_DXT5\n"));
1678#endif
1679 break;
1680
1681 case SVGA3D_LUMINANCE8: /* D3DFMT_? - ? */
1682 pSurface->internalFormatGL = GL_LUMINANCE8_EXT;
1683 pSurface->formatGL = GL_LUMINANCE;
1684 pSurface->typeGL = GL_UNSIGNED_BYTE;
1685 break;
1686
1687 case SVGA3D_LUMINANCE16: /* D3DFMT_? - ? */
1688 pSurface->internalFormatGL = GL_LUMINANCE16_EXT;
1689 pSurface->formatGL = GL_LUMINANCE;
1690 pSurface->typeGL = GL_UNSIGNED_SHORT;
1691 break;
1692
1693 case SVGA3D_LUMINANCE4_ALPHA4: /* D3DFMT_? - ? */
1694 pSurface->internalFormatGL = GL_LUMINANCE4_ALPHA4_EXT;
1695 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1696 pSurface->typeGL = GL_UNSIGNED_BYTE;
1697 break;
1698
1699 case SVGA3D_LUMINANCE8_ALPHA8: /* D3DFMT_? - ? */
1700 pSurface->internalFormatGL = GL_LUMINANCE8_ALPHA8_EXT;
1701 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1702 pSurface->typeGL = GL_UNSIGNED_BYTE; /* unsigned_short causes issues even though this type should be 16-bit */
1703 break;
1704
1705 case SVGA3D_ALPHA8: /* D3DFMT_A8? - WINED3DFMT_A8_UNORM? */
1706 pSurface->internalFormatGL = GL_ALPHA8_EXT;
1707 pSurface->formatGL = GL_ALPHA;
1708 pSurface->typeGL = GL_UNSIGNED_BYTE;
1709 break;
1710
1711#if 0
1712
1713 /* Bump-map formats */
1714 case SVGA3D_BUMPU8V8:
1715 return D3DFMT_V8U8;
1716 case SVGA3D_BUMPL6V5U5:
1717 return D3DFMT_L6V5U5;
1718 case SVGA3D_BUMPX8L8V8U8:
1719 return D3DFMT_X8L8V8U8;
1720 case SVGA3D_BUMPL8V8U8:
1721 /* No corresponding D3D9 equivalent. */
1722 AssertFailedReturn(D3DFMT_UNKNOWN);
1723 /* signed bump-map formats */
1724 case SVGA3D_V8U8:
1725 return D3DFMT_V8U8;
1726 case SVGA3D_Q8W8V8U8:
1727 return D3DFMT_Q8W8V8U8;
1728 case SVGA3D_CxV8U8:
1729 return D3DFMT_CxV8U8;
1730 /* mixed bump-map formats */
1731 case SVGA3D_X8L8V8U8:
1732 return D3DFMT_X8L8V8U8;
1733 case SVGA3D_A2W10V10U10:
1734 return D3DFMT_A2W10V10U10;
1735#endif
1736
1737 case SVGA3D_ARGB_S10E5: /* 16-bit floating-point ARGB */ /* D3DFMT_A16B16G16R16F - WINED3DFMT_R16G16B16A16_FLOAT */
1738 pSurface->internalFormatGL = GL_RGBA16F;
1739 pSurface->formatGL = GL_RGBA;
1740#if 0 /* bird: wine uses half float, sounds correct to me... */
1741 pSurface->typeGL = GL_FLOAT;
1742#else
1743 pSurface->typeGL = GL_HALF_FLOAT;
1744 AssertMsgFailed(("Test me - SVGA3D_ARGB_S10E5\n"));
1745#endif
1746 break;
1747
1748 case SVGA3D_ARGB_S23E8: /* 32-bit floating-point ARGB */ /* D3DFMT_A32B32G32R32F - WINED3DFMT_R32G32B32A32_FLOAT */
1749 pSurface->internalFormatGL = GL_RGBA32F;
1750 pSurface->formatGL = GL_RGBA;
1751 pSurface->typeGL = GL_FLOAT; /* ?? - same as wine, so probably correct */
1752 break;
1753
1754 case SVGA3D_A2R10G10B10: /* D3DFMT_A2R10G10B10 - WINED3DFMT_B10G10R10A2_UNORM */
1755 pSurface->internalFormatGL = GL_RGB10_A2; /* ?? - same as wine, so probably correct */
1756#if 0 /* bird: Wine uses GL_BGRA instead of GL_RGBA. */
1757 pSurface->formatGL = GL_RGBA;
1758#else
1759 pSurface->formatGL = GL_BGRA;
1760#endif
1761 pSurface->typeGL = GL_UNSIGNED_INT;
1762 AssertMsgFailed(("Test me - SVGA3D_A2R10G10B10\n"));
1763 break;
1764
1765
1766 /* Single- and dual-component floating point formats */
1767 case SVGA3D_R_S10E5: /* D3DFMT_R16F - WINED3DFMT_R16_FLOAT */
1768 pSurface->internalFormatGL = GL_R16F;
1769 pSurface->formatGL = GL_RED;
1770#if 0 /* bird: wine uses half float, sounds correct to me... */
1771 pSurface->typeGL = GL_FLOAT;
1772#else
1773 pSurface->typeGL = GL_HALF_FLOAT;
1774 AssertMsgFailed(("Test me - SVGA3D_R_S10E5\n"));
1775#endif
1776 break;
1777 case SVGA3D_R_S23E8: /* D3DFMT_R32F - WINED3DFMT_R32_FLOAT */
1778 pSurface->internalFormatGL = GL_R32F;
1779 pSurface->formatGL = GL_RG;
1780 pSurface->typeGL = GL_FLOAT;
1781 break;
1782 case SVGA3D_RG_S10E5: /* D3DFMT_G16R16F - WINED3DFMT_R16G16_FLOAT */
1783 pSurface->internalFormatGL = GL_RG16F;
1784 pSurface->formatGL = GL_RG;
1785#if 0 /* bird: wine uses half float, sounds correct to me... */
1786 pSurface->typeGL = GL_FLOAT;
1787#else
1788 pSurface->typeGL = GL_HALF_FLOAT;
1789 AssertMsgFailed(("Test me - SVGA3D_RG_S10E5\n"));
1790#endif
1791 break;
1792 case SVGA3D_RG_S23E8: /* D3DFMT_G32R32F - WINED3DFMT_R32G32_FLOAT */
1793 pSurface->internalFormatGL = GL_RG32F;
1794 pSurface->formatGL = GL_RG;
1795 pSurface->typeGL = GL_FLOAT;
1796 break;
1797
1798 /*
1799 * Any surface can be used as a buffer object, but SVGA3D_BUFFER is
1800 * the most efficient format to use when creating new surfaces
1801 * expressly for index or vertex data.
1802 */
1803 case SVGA3D_BUFFER:
1804 pSurface->internalFormatGL = -1;
1805 pSurface->formatGL = -1;
1806 pSurface->typeGL = -1;
1807 break;
1808
1809#if 0
1810 return D3DFMT_UNKNOWN;
1811
1812 case SVGA3D_V16U16:
1813 return D3DFMT_V16U16;
1814#endif
1815
1816 case SVGA3D_G16R16: /* D3DFMT_G16R16 - WINED3DFMT_R16G16_UNORM */
1817 pSurface->internalFormatGL = GL_RG16;
1818 pSurface->formatGL = GL_RG;
1819#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1820 pSurface->typeGL = GL_UNSIGNED_INT;
1821#else
1822 pSurface->typeGL = GL_UNSIGNED_SHORT;
1823 AssertMsgFailed(("test me - SVGA3D_G16R16\n"));
1824#endif
1825 break;
1826
1827 case SVGA3D_A16B16G16R16: /* D3DFMT_A16B16G16R16 - WINED3DFMT_R16G16B16A16_UNORM */
1828 pSurface->internalFormatGL = GL_RGBA16;
1829 pSurface->formatGL = GL_RGBA;
1830#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1831 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1832#else
1833 pSurface->typeGL = GL_UNSIGNED_SHORT;
1834 AssertMsgFailed(("Test me - SVGA3D_A16B16G16R16\n"));
1835#endif
1836 break;
1837
1838#if 0
1839 /* Packed Video formats */
1840 case SVGA3D_UYVY:
1841 return D3DFMT_UYVY;
1842 case SVGA3D_YUY2:
1843 return D3DFMT_YUY2;
1844
1845 /* Planar video formats */
1846 case SVGA3D_NV12:
1847 return (D3DFORMAT)MAKEFOURCC('N', 'V', '1', '2');
1848
1849 /* Video format with alpha */
1850 case SVGA3D_AYUV:
1851 return (D3DFORMAT)MAKEFOURCC('A', 'Y', 'U', 'V');
1852
1853 case SVGA3D_BC4_UNORM:
1854 case SVGA3D_BC5_UNORM:
1855 /* Unknown; only in DX10 & 11 */
1856 break;
1857#endif
1858 default:
1859 AssertMsgFailed(("Unsupported format %d\n", format));
1860 break;
1861 }
1862}
1863
1864
1865#if 0
1866/**
1867 * Convert SVGA multi sample count value to its D3D equivalent
1868 */
1869D3DMULTISAMPLE_TYPE vmsvga3dMultipeSampleCount2D3D(uint32_t multisampleCount)
1870{
1871 AssertCompile(D3DMULTISAMPLE_2_SAMPLES == 2);
1872 AssertCompile(D3DMULTISAMPLE_16_SAMPLES == 16);
1873
1874 if (multisampleCount > 16)
1875 return D3DMULTISAMPLE_NONE;
1876
1877 /** @todo exact same mapping as d3d? */
1878 return (D3DMULTISAMPLE_TYPE)multisampleCount;
1879}
1880#endif
1881
1882/**
1883 * Destroy backend specific surface bits (part of SVGA_3D_CMD_SURFACE_DESTROY).
1884 *
1885 * @param pState The VMSVGA3d state.
1886 * @param pSurface The surface being destroyed.
1887 */
1888void vmsvga3dBackSurfaceDestroy(PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface)
1889{
1890 PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
1891 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
1892
1893 switch (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)
1894 {
1895 case SVGA3D_SURFACE_CUBEMAP:
1896 AssertFailed(); /** @todo destroy SVGA3D_SURFACE_CUBEMAP */
1897 break;
1898
1899 case SVGA3D_SURFACE_HINT_INDEXBUFFER | SVGA3D_SURFACE_HINT_VERTEXBUFFER:
1900 case SVGA3D_SURFACE_HINT_INDEXBUFFER:
1901 case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
1902 if (pSurface->oglId.buffer != OPENGL_INVALID_ID)
1903 {
1904 pState->ext.glDeleteBuffers(1, &pSurface->oglId.buffer);
1905 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1906 }
1907 break;
1908
1909 case SVGA3D_SURFACE_HINT_TEXTURE:
1910 case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
1911 if (pSurface->oglId.texture != OPENGL_INVALID_ID)
1912 {
1913 glDeleteTextures(1, &pSurface->oglId.texture);
1914 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1915 }
1916 break;
1917
1918 case SVGA3D_SURFACE_HINT_RENDERTARGET:
1919 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
1920 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_HINT_TEXTURE: /** @todo actual texture surface not supported */
1921 if (pSurface->oglId.renderbuffer != OPENGL_INVALID_ID)
1922 {
1923 pState->ext.glDeleteRenderbuffers(1, &pSurface->oglId.renderbuffer);
1924 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1925 }
1926 break;
1927
1928 default:
1929 AssertMsg(!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurface), ("type=%x\n", (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)));
1930 break;
1931 }
1932}
1933
1934
1935int vmsvga3dSurfaceCopy(PVGASTATE pThis, SVGA3dSurfaceImageId dest, SVGA3dSurfaceImageId src, uint32_t cCopyBoxes, SVGA3dCopyBox *pBox)
1936{
1937 for (uint32_t i = 0; i < cCopyBoxes; i++)
1938 {
1939 SVGA3dBox destBox, srcBox;
1940
1941 srcBox.x = pBox[i].srcx;
1942 srcBox.y = pBox[i].srcy;
1943 srcBox.z = pBox[i].srcz;
1944 srcBox.w = pBox[i].w;
1945 srcBox.h = pBox[i].h;
1946 srcBox.d = pBox[i].d;
1947
1948 destBox.x = pBox[i].x;
1949 destBox.y = pBox[i].y;
1950 destBox.z = pBox[i].z;
1951 destBox.w = pBox[i].w;
1952 destBox.h = pBox[i].h;
1953 destBox.d = pBox[i].d;
1954
1955 int rc = vmsvga3dSurfaceStretchBlt(pThis, &dest, &destBox, &src, &srcBox, SVGA3D_STRETCH_BLT_LINEAR);
1956 AssertRCReturn(rc, rc);
1957 }
1958 return VINF_SUCCESS;
1959}
1960
1961
1962/**
1963 * Save texture unpacking parameters and loads those appropriate for the given
1964 * surface.
1965 *
1966 * @param pState The VMSVGA3D state structure.
1967 * @param pContext The active context.
1968 * @param pSurface The surface.
1969 * @param pSave Where to save stuff.
1970 */
1971void vmsvga3dOglSetUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
1972 PVMSVGAPACKPARAMS pSave)
1973{
1974 RT_NOREF(pState);
1975
1976 /*
1977 * Save (ignore errors, setting the defaults we want and avoids restore).
1978 */
1979 pSave->iAlignment = 1;
1980 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
1981 pSave->cxRow = 0;
1982 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
1983
1984#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
1985 pSave->cyImage = 0;
1986 glGetIntegerv(GL_UNPACK_IMAGE_HEIGHT, &pSave->cyImage);
1987 Assert(pSave->cyImage == 0);
1988
1989 pSave->fSwapBytes = GL_FALSE;
1990 glGetBooleanv(GL_UNPACK_SWAP_BYTES, &pSave->fSwapBytes);
1991 Assert(pSave->fSwapBytes == GL_FALSE);
1992
1993 pSave->fLsbFirst = GL_FALSE;
1994 glGetBooleanv(GL_UNPACK_LSB_FIRST, &pSave->fLsbFirst);
1995 Assert(pSave->fLsbFirst == GL_FALSE);
1996
1997 pSave->cSkipRows = 0;
1998 glGetIntegerv(GL_UNPACK_SKIP_ROWS, &pSave->cSkipRows);
1999 Assert(pSave->cSkipRows == 0);
2000
2001 pSave->cSkipPixels = 0;
2002 glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &pSave->cSkipPixels);
2003 Assert(pSave->cSkipPixels == 0);
2004
2005 pSave->cSkipImages = 0;
2006 glGetIntegerv(GL_UNPACK_SKIP_IMAGES, &pSave->cSkipImages);
2007 Assert(pSave->cSkipImages == 0);
2008
2009 VMSVGA3D_CLEAR_GL_ERRORS();
2010#endif
2011
2012 /*
2013 * Setup unpack.
2014 *
2015 * Note! We use 1 as alignment here because we currently don't do any
2016 * aligning of line pitches anywhere.
2017 */
2018 NOREF(pSurface);
2019 if (pSave->iAlignment != 1)
2020 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1), pState, pContext);
2021 if (pSave->cxRow != 0)
2022 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0), pState, pContext);
2023#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2024 if (pSave->cyImage != 0)
2025 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0), pState, pContext);
2026 if (pSave->fSwapBytes != 0)
2027 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE), pState, pContext);
2028 if (pSave->fLsbFirst != 0)
2029 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE), pState, pContext);
2030 if (pSave->cSkipRows != 0)
2031 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, 0), pState, pContext);
2032 if (pSave->cSkipPixels != 0)
2033 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0), pState, pContext);
2034 if (pSave->cSkipImages != 0)
2035 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0), pState, pContext);
2036#endif
2037}
2038
2039
2040/**
2041 * Restores texture unpacking parameters.
2042 *
2043 * @param pState The VMSVGA3D state structure.
2044 * @param pContext The active context.
2045 * @param pSurface The surface.
2046 * @param pSave Where stuff was saved.
2047 */
2048void vmsvga3dOglRestoreUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2049 PCVMSVGAPACKPARAMS pSave)
2050{
2051 RT_NOREF(pState, pSurface);
2052
2053 if (pSave->iAlignment != 1)
2054 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2055 if (pSave->cxRow != 0)
2056 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2057#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2058 if (pSave->cyImage != 0)
2059 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2060 if (pSave->fSwapBytes != 0)
2061 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2062 if (pSave->fLsbFirst != 0)
2063 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2064 if (pSave->cSkipRows != 0)
2065 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2066 if (pSave->cSkipPixels != 0)
2067 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2068 if (pSave->cSkipImages != 0)
2069 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2070#endif
2071}
2072
2073
2074/**
2075 * Create D3D/OpenGL texture object for the specified surface.
2076 *
2077 * Surfaces are created when needed.
2078 *
2079 * @param pState The VMSVGA3d state.
2080 * @param pContext The context.
2081 * @param idAssociatedContext Probably the same as pContext->id.
2082 * @param pSurface The surface to create the texture for.
2083 */
2084int vmsvga3dBackCreateTexture(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext,
2085 PVMSVGA3DSURFACE pSurface)
2086{
2087 RT_NOREF(idAssociatedContext);
2088 GLint activeTexture = 0;
2089 uint32_t idPrevCtx = pState->idActiveContext;
2090 pContext = &pState->SharedCtx;
2091 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2092
2093 glGenTextures(1, &pSurface->oglId.texture);
2094 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2095 /** @todo Set the mip map generation filter settings. */
2096
2097 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2098 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2099
2100 /* Must bind texture to the current context in order to change it. */
2101 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2102 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2103
2104 /* Set the unpacking parameters. */
2105 VMSVGAPACKPARAMS SavedParams;
2106 vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams);
2107
2108 /* Set the mipmap base and max level parameters. */
2109 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2110 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2111 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, pSurface->faces[0].numMipLevels - 1);
2112 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2113
2114 if (pSurface->fDirty)
2115 Log(("vmsvga3dBackCreateTexture: sync dirty texture\n"));
2116
2117 /* Always allocate and initialize all mipmap levels; non-initialized mipmap levels used as render targets cause failures. */
2118 for (uint32_t i = 0; i < pSurface->faces[0].numMipLevels; i++)
2119 {
2120 /* Allocate and initialize texture memory. Passing the zero filled pSurfaceData avoids
2121 exposing random host memory to the guest and helps a with the fedora 21 surface
2122 corruption issues (launchpad, background, search field, login). */
2123 if (pSurface->pMipmapLevels[i].fDirty)
2124 Log(("vmsvga3dBackCreateTexture: sync dirty texture mipmap level %d (pitch %x)\n", i, pSurface->pMipmapLevels[i].cbSurfacePitch));
2125
2126 glTexImage2D(GL_TEXTURE_2D,
2127 i,
2128 pSurface->internalFormatGL,
2129 pSurface->pMipmapLevels[i].mipmapSize.width,
2130 pSurface->pMipmapLevels[i].mipmapSize.height,
2131 0,
2132 pSurface->formatGL,
2133 pSurface->typeGL,
2134 pSurface->pMipmapLevels[i].pSurfaceData);
2135
2136 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2137
2138 pSurface->pMipmapLevels[i].fDirty = false;
2139 }
2140 pSurface->fDirty = false;
2141
2142 /* Restore unpacking parameters. */
2143 vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams);
2144
2145 /* Restore the old active texture. */
2146 glBindTexture(GL_TEXTURE_2D, activeTexture);
2147 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2148
2149 pSurface->surfaceFlags |= SVGA3D_SURFACE_HINT_TEXTURE;
2150
2151 if (idPrevCtx < pState->cContexts && pState->papContexts[idPrevCtx]->id == idPrevCtx)
2152 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[idPrevCtx]);
2153 return VINF_SUCCESS;
2154}
2155
2156
2157/**
2158 * Backend worker for implementing SVGA_3D_CMD_SURFACE_STRETCHBLT.
2159 *
2160 * @returns VBox status code.
2161 * @param pThis The VGA device instance.
2162 * @param pState The VMSVGA3d state.
2163 * @param pDstSurface The destination host surface.
2164 * @param uDstFace The destination face (valid).
2165 * @param uDstMipmap The destination mipmap level (valid).
2166 * @param pDstBox The destination box.
2167 * @param pSrcSurface The source host surface.
2168 * @param uSrcFace The destination face (valid).
2169 * @param uSrcMipmap The source mimap level (valid).
2170 * @param pSrcBox The source box.
2171 * @param enmMode The strecht blt mode .
2172 * @param pContext The VMSVGA3d context (already current for OGL).
2173 */
2174int vmsvga3dBackSurfaceStretchBlt(PVGASTATE pThis, PVMSVGA3DSTATE pState,
2175 PVMSVGA3DSURFACE pDstSurface, uint32_t uDstFace, uint32_t uDstMipmap, SVGA3dBox const *pDstBox,
2176 PVMSVGA3DSURFACE pSrcSurface, uint32_t uSrcFace, uint32_t uSrcMipmap, SVGA3dBox const *pSrcBox,
2177 SVGA3dStretchBltMode enmMode, PVMSVGA3DCONTEXT pContext)
2178{
2179 RT_NOREF(pThis);
2180 RT_NOREF2(uDstFace, uSrcFace); /// @todo
2181
2182 /* Activate the read and draw framebuffer objects. */
2183 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
2184 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2185 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, pContext->idDrawFramebuffer);
2186 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2187
2188 /* Bind the source and destination objects to the right place. */
2189 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
2190 pSrcSurface->oglId.texture, uSrcMipmap);
2191 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2192 pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
2193 pDstSurface->oglId.texture, uDstMipmap);
2194 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2195
2196 Log(("src conv. (%d,%d)(%d,%d); dest conv (%d,%d)(%d,%d)\n",
2197 pSrcBox->x, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y + pSrcBox->h),
2198 pSrcBox->x + pSrcBox->w, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y),
2199 pDstBox->x, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y + pDstBox->h),
2200 pDstBox->x + pDstBox->w, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y)));
2201
2202 pState->ext.glBlitFramebuffer(pSrcBox->x,
2203 pSrcBox->y,
2204 pSrcBox->x + pSrcBox->w, /* exclusive. */
2205 pSrcBox->y + pSrcBox->h,
2206 pDstBox->x,
2207 pDstBox->y,
2208 pDstBox->x + pDstBox->w, /* exclusive. */
2209 pDstBox->y + pDstBox->h,
2210 GL_COLOR_BUFFER_BIT,
2211 (enmMode == SVGA3D_STRETCH_BLT_POINT) ? GL_NEAREST : GL_LINEAR);
2212 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2213
2214 /* Reset the frame buffer association */
2215 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
2216 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2217
2218 return VINF_SUCCESS;
2219}
2220
2221/**
2222 * Save texture packing parameters and loads those appropriate for the given
2223 * surface.
2224 *
2225 * @param pState The VMSVGA3D state structure.
2226 * @param pContext The active context.
2227 * @param pSurface The surface.
2228 * @param pSave Where to save stuff.
2229 */
2230void vmsvga3dOglSetPackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2231 PVMSVGAPACKPARAMS pSave)
2232{
2233 RT_NOREF(pState);
2234 /*
2235 * Save (ignore errors, setting the defaults we want and avoids restore).
2236 */
2237 pSave->iAlignment = 1;
2238 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
2239 pSave->cxRow = 0;
2240 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
2241
2242#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2243 pSave->cyImage = 0;
2244 glGetIntegerv(GL_PACK_IMAGE_HEIGHT, &pSave->cyImage);
2245 Assert(pSave->cyImage == 0);
2246
2247 pSave->fSwapBytes = GL_FALSE;
2248 glGetBooleanv(GL_PACK_SWAP_BYTES, &pSave->fSwapBytes);
2249 Assert(pSave->fSwapBytes == GL_FALSE);
2250
2251 pSave->fLsbFirst = GL_FALSE;
2252 glGetBooleanv(GL_PACK_LSB_FIRST, &pSave->fLsbFirst);
2253 Assert(pSave->fLsbFirst == GL_FALSE);
2254
2255 pSave->cSkipRows = 0;
2256 glGetIntegerv(GL_PACK_SKIP_ROWS, &pSave->cSkipRows);
2257 Assert(pSave->cSkipRows == 0);
2258
2259 pSave->cSkipPixels = 0;
2260 glGetIntegerv(GL_PACK_SKIP_PIXELS, &pSave->cSkipPixels);
2261 Assert(pSave->cSkipPixels == 0);
2262
2263 pSave->cSkipImages = 0;
2264 glGetIntegerv(GL_PACK_SKIP_IMAGES, &pSave->cSkipImages);
2265 Assert(pSave->cSkipImages == 0);
2266
2267 VMSVGA3D_CLEAR_GL_ERRORS();
2268#endif
2269
2270 /*
2271 * Setup unpack.
2272 *
2273 * Note! We use 1 as alignment here because we currently don't do any
2274 * aligning of line pitches anywhere.
2275 */
2276 NOREF(pSurface);
2277 if (pSave->iAlignment != 1)
2278 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 1), pState, pContext);
2279 if (pSave->cxRow != 0)
2280 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, 0), pState, pContext);
2281#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2282 if (pSave->cyImage != 0)
2283 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0), pState, pContext);
2284 if (pSave->fSwapBytes != 0)
2285 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE), pState, pContext);
2286 if (pSave->fLsbFirst != 0)
2287 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, GL_FALSE), pState, pContext);
2288 if (pSave->cSkipRows != 0)
2289 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, 0), pState, pContext);
2290 if (pSave->cSkipPixels != 0)
2291 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, 0), pState, pContext);
2292 if (pSave->cSkipImages != 0)
2293 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, 0), pState, pContext);
2294#endif
2295}
2296
2297
2298/**
2299 * Restores texture packing parameters.
2300 *
2301 * @param pState The VMSVGA3D state structure.
2302 * @param pContext The active context.
2303 * @param pSurface The surface.
2304 * @param pSave Where stuff was saved.
2305 */
2306void vmsvga3dOglRestorePackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2307 PCVMSVGAPACKPARAMS pSave)
2308{
2309 RT_NOREF(pState, pSurface);
2310 if (pSave->iAlignment != 1)
2311 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2312 if (pSave->cxRow != 0)
2313 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2314#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2315 if (pSave->cyImage != 0)
2316 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2317 if (pSave->fSwapBytes != 0)
2318 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2319 if (pSave->fLsbFirst != 0)
2320 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2321 if (pSave->cSkipRows != 0)
2322 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2323 if (pSave->cSkipPixels != 0)
2324 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2325 if (pSave->cSkipImages != 0)
2326 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2327#endif
2328}
2329
2330
2331/**
2332 * Backend worker for implementing SVGA_3D_CMD_SURFACE_DMA that copies one box.
2333 *
2334 * @returns Failure status code or @a rc.
2335 * @param pThis The VGA device instance data.
2336 * @param pState The VMSVGA3d state.
2337 * @param pSurface The host surface.
2338 * @param pMipLevel Mipmap level. The caller knows it already.
2339 * @param uHostFace The host face (valid).
2340 * @param uHostMipmap The host mipmap level (valid).
2341 * @param GuestPtr The guest pointer.
2342 * @param cbGuestPitch The guest pitch.
2343 * @param transfer The transfer direction.
2344 * @param pBox The box to copy (clipped, valid, except for guest's srcx, srcy, srcz).
2345 * @param pContext The context (for OpenGL).
2346 * @param rc The current rc for all boxes.
2347 * @param iBox The current box number (for Direct 3D).
2348 */
2349int vmsvga3dBackSurfaceDMACopyBox(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface,
2350 PVMSVGA3DMIPMAPLEVEL pMipLevel, uint32_t uHostFace, uint32_t uHostMipmap,
2351 SVGAGuestPtr GuestPtr, uint32_t cbGuestPitch, SVGA3dTransferType transfer,
2352 SVGA3dCopyBox const *pBox, PVMSVGA3DCONTEXT pContext, int rc, int iBox)
2353{
2354 RT_NOREF(iBox);
2355 RT_NOREF(uHostFace); /// @todo
2356
2357 switch (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)
2358 {
2359 case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
2360 case SVGA3D_SURFACE_HINT_TEXTURE:
2361 case SVGA3D_SURFACE_HINT_RENDERTARGET:
2362 {
2363 uint32_t cbSurfacePitch;
2364 uint8_t *pDoubleBuffer;
2365 uint32_t offHst;
2366
2367 pDoubleBuffer = (uint8_t *)RTMemAlloc(pMipLevel->cbSurface);
2368 AssertReturn(pDoubleBuffer, VERR_NO_MEMORY);
2369
2370 if (transfer == SVGA3D_READ_HOST_VRAM)
2371 {
2372 GLint activeTexture;
2373
2374 /* Must bind texture to the current context in order to read it. */
2375 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2376 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2377
2378 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2379 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2380
2381 /* Set row length and alignment of the input data. */
2382 VMSVGAPACKPARAMS SavedParams;
2383 vmsvga3dOglSetPackParams(pState, pContext, pSurface, &SavedParams);
2384
2385 glGetTexImage(GL_TEXTURE_2D,
2386 uHostMipmap,
2387 pSurface->formatGL,
2388 pSurface->typeGL,
2389 pDoubleBuffer);
2390 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2391
2392 vmsvga3dOglRestorePackParams(pState, pContext, pSurface, &SavedParams);
2393
2394 /* Restore the old active texture. */
2395 glBindTexture(GL_TEXTURE_2D, activeTexture);
2396 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2397
2398 offHst = pBox->x * pSurface->cbBlock + pBox->y * pMipLevel->cbSurfacePitch;
2399 cbSurfacePitch = pMipLevel->cbSurfacePitch;
2400 }
2401 else
2402 {
2403 /* The buffer will contain only the copied rectangle. */
2404 offHst = 0;
2405 cbSurfacePitch = pBox->w * pSurface->cbBlock;
2406 }
2407
2408 uint32_t const offGst = pBox->srcx * pSurface->cbBlock + pBox->srcy * cbGuestPitch; /// @todo compressed fmts
2409
2410 rc = vmsvgaGMRTransfer(pThis,
2411 transfer,
2412 pDoubleBuffer,
2413 pMipLevel->cbSurface,
2414 offHst,
2415 cbSurfacePitch,
2416 GuestPtr,
2417 offGst,
2418 cbGuestPitch,
2419 pBox->w * pSurface->cbBlock,
2420 pBox->h);
2421 AssertRC(rc);
2422
2423 /* Update the opengl surface data. */
2424 if (transfer == SVGA3D_WRITE_HOST_VRAM)
2425 {
2426 GLint activeTexture = 0;
2427
2428 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2429 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2430
2431 /* Must bind texture to the current context in order to change it. */
2432 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2433 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2434
2435 Log(("vmsvga3dSurfaceDMA: copy texture mipmap level %d (pitch %x)\n", uHostMipmap, pMipLevel->cbSurfacePitch));
2436
2437 /* Set row length and alignment of the input data. */
2438 VMSVGAPACKPARAMS SavedParams;
2439 vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams); /** @todo do we need to set ROW_LENGTH to w here? */
2440
2441 glTexSubImage2D(GL_TEXTURE_2D,
2442 uHostMipmap,
2443 pBox->x,
2444 pBox->y,
2445 pBox->w,
2446 pBox->h,
2447 pSurface->formatGL,
2448 pSurface->typeGL,
2449 pDoubleBuffer);
2450
2451 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2452
2453 /* Restore old values. */
2454 vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams);
2455
2456 /* Restore the old active texture. */
2457 glBindTexture(GL_TEXTURE_2D, activeTexture);
2458 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2459 }
2460
2461 Log4(("first line:\n%.*Rhxd\n", pBox->w * pSurface->cbBlock, pDoubleBuffer));
2462
2463 /* Free the double buffer. */
2464 RTMemFree(pDoubleBuffer);
2465 break;
2466 }
2467
2468 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
2469 AssertFailed(); /** @todo DMA SVGA3D_SURFACE_HINT_DEPTHSTENCIL */
2470 break;
2471
2472 case SVGA3D_SURFACE_HINT_VERTEXBUFFER | SVGA3D_SURFACE_HINT_INDEXBUFFER:
2473 case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
2474 case SVGA3D_SURFACE_HINT_INDEXBUFFER:
2475 {
2476 /* Caller already clipped pBox and buffers are 1-dimensional. */
2477 Assert(pBox->y == 0 && pBox->h == 1 && pBox->z == 0 && pBox->d == 1);
2478
2479 VMSVGA3D_CLEAR_GL_ERRORS();
2480 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pSurface->oglId.buffer);
2481 if (VMSVGA3D_GL_IS_SUCCESS(pContext))
2482 {
2483 GLenum enmGlTransfer = (transfer == SVGA3D_READ_HOST_VRAM) ? GL_READ_ONLY : GL_WRITE_ONLY;
2484 uint8_t *pbData = (uint8_t *)pState->ext.glMapBuffer(GL_ARRAY_BUFFER, enmGlTransfer);
2485 if (RT_LIKELY(pbData != NULL))
2486 {
2487#if defined(VBOX_STRICT) && defined(RT_OS_DARWIN)
2488 GLint cbStrictBufSize;
2489 glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &cbStrictBufSize);
2490 Assert(VMSVGA3D_GL_IS_SUCCESS(pContext));
2491 AssertMsg(cbStrictBufSize >= (int32_t)pMipLevel->cbSurface,
2492 ("cbStrictBufSize=%#x cbSurface=%#x pContext->id=%#x\n", (uint32_t)cbStrictBufSize, pMipLevel->cbSurface, pContext->id));
2493#endif
2494 Log(("Lock %s memory for rectangle (%d,%d)(%d,%d)\n",
2495 (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_VERTEXBUFFER ? "vertex" :
2496 (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_INDEXBUFFER ? "index" : "buffer",
2497 pBox->x, pBox->y, pBox->x + pBox->w, pBox->y + pBox->h));
2498
2499 uint32_t const offHst = pBox->x * pSurface->cbBlock;
2500
2501 rc = vmsvgaGMRTransfer(pThis,
2502 transfer,
2503 pbData,
2504 pMipLevel->cbSurface,
2505 offHst,
2506 pMipLevel->cbSurfacePitch,
2507 GuestPtr,
2508 pBox->srcx * pSurface->cbBlock,
2509 cbGuestPitch,
2510 pBox->w * pSurface->cbBlock,
2511 pBox->h);
2512 AssertRC(rc);
2513
2514 Log4(("first line:\n%.*Rhxd\n", cbGuestPitch, pbData + offHst));
2515
2516 pState->ext.glUnmapBuffer(GL_ARRAY_BUFFER);
2517 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2518 }
2519 else
2520 VMSVGA3D_GL_GET_AND_COMPLAIN(pState, pContext, ("glMapBuffer(GL_ARRAY_BUFFER, %#x) -> NULL\n", enmGlTransfer));
2521 }
2522 else
2523 VMSVGA3D_GL_COMPLAIN(pState, pContext, ("glBindBuffer(GL_ARRAY_BUFFER, %#x)\n", pSurface->oglId.buffer));
2524 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
2525 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2526 break;
2527 }
2528
2529 default:
2530 AssertFailed();
2531 break;
2532 }
2533
2534 return rc;
2535}
2536
2537
2538int vmsvga3dSurfaceBlitToScreen(PVGASTATE pThis, uint32_t dest, SVGASignedRect destRect, SVGA3dSurfaceImageId src, SVGASignedRect srcRect, uint32_t cRects, SVGASignedRect *pRect)
2539{
2540 /* Requires SVGA_FIFO_CAP_SCREEN_OBJECT support */
2541 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));
2542 for (uint32_t i = 0; i < cRects; i++)
2543 {
2544 Log(("vmsvga3dSurfaceBlitToScreen: clipping rect %d (%d,%d)(%d,%d)\n", i, pRect[i].left, pRect[i].top, pRect[i].right, pRect[i].bottom));
2545 }
2546
2547 /** @todo Only screen 0 for now. */
2548 AssertReturn(dest == 0, VERR_INTERNAL_ERROR);
2549 AssertReturn(src.mipmap == 0 && src.face == 0, VERR_INVALID_PARAMETER);
2550 /** @todo scaling */
2551 AssertReturn(destRect.right - destRect.left == srcRect.right - srcRect.left && destRect.bottom - destRect.top == srcRect.bottom - srcRect.top, VERR_INVALID_PARAMETER);
2552
2553 if (cRects == 0)
2554 {
2555 /* easy case; no clipping */
2556 SVGA3dCopyBox box;
2557 SVGA3dGuestImage dst;
2558
2559 box.x = destRect.left;
2560 box.y = destRect.top;
2561 box.z = 0;
2562 box.w = destRect.right - destRect.left;
2563 box.h = destRect.bottom - destRect.top;
2564 box.d = 1;
2565 box.srcx = srcRect.left;
2566 box.srcy = srcRect.top;
2567 box.srcz = 0;
2568
2569 dst.ptr.gmrId = SVGA_GMR_FRAMEBUFFER;
2570 dst.ptr.offset = pThis->svga.uScreenOffset;
2571 dst.pitch = pThis->svga.cbScanline;
2572
2573 int rc = vmsvga3dSurfaceDMA(pThis, dst, src, SVGA3D_READ_HOST_VRAM, 1, &box);
2574 AssertRCReturn(rc, rc);
2575
2576 vgaR3UpdateDisplay(pThis, box.x, box.y, box.w, box.h);
2577 return VINF_SUCCESS;
2578 }
2579 else
2580 {
2581 SVGA3dGuestImage dst;
2582 SVGA3dCopyBox box;
2583
2584 box.srcz = 0;
2585 box.z = 0;
2586 box.d = 1;
2587
2588 dst.ptr.gmrId = SVGA_GMR_FRAMEBUFFER;
2589 dst.ptr.offset = pThis->svga.uScreenOffset;
2590 dst.pitch = pThis->svga.cbScanline;
2591
2592 /** @todo merge into one SurfaceDMA call */
2593 for (uint32_t i = 0; i < cRects; i++)
2594 {
2595 /* The clipping rectangle is relative to the top-left corner of srcRect & destRect. Adjust here. */
2596 box.srcx = srcRect.left + pRect[i].left;
2597 box.srcy = srcRect.top + pRect[i].top;
2598
2599 box.x = pRect[i].left + destRect.left;
2600 box.y = pRect[i].top + destRect.top;
2601 box.z = 0;
2602 box.w = pRect[i].right - pRect[i].left;
2603 box.h = pRect[i].bottom - pRect[i].top;
2604
2605 int rc = vmsvga3dSurfaceDMA(pThis, dst, src, SVGA3D_READ_HOST_VRAM, 1, &box);
2606 AssertRCReturn(rc, rc);
2607
2608 vgaR3UpdateDisplay(pThis, box.x, box.y, box.w, box.h);
2609 }
2610
2611 return VINF_SUCCESS;
2612 }
2613}
2614
2615int vmsvga3dGenerateMipmaps(PVGASTATE pThis, uint32_t sid, SVGA3dTextureFilter filter)
2616{
2617 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
2618 PVMSVGA3DSURFACE pSurface;
2619 int rc = VINF_SUCCESS;
2620 PVMSVGA3DCONTEXT pContext;
2621 uint32_t cid;
2622 GLint activeTexture = 0;
2623
2624 AssertReturn(pState, VERR_NO_MEMORY);
2625 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
2626 AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER);
2627
2628 pSurface = pState->papSurfaces[sid];
2629
2630 Assert(filter != SVGA3D_TEX_FILTER_FLATCUBIC);
2631 Assert(filter != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
2632 pSurface->autogenFilter = filter;
2633
2634 Log(("vmsvga3dGenerateMipmaps: sid=%x filter=%d\n", sid, filter));
2635
2636 cid = SVGA3D_INVALID_ID;
2637 pContext = &pState->SharedCtx;
2638 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2639
2640 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
2641 {
2642 /* Unknown surface type; turn it into a texture. */
2643 Log(("vmsvga3dGenerateMipmaps: unknown src surface id=%x type=%d format=%d -> create texture\n", sid, pSurface->surfaceFlags, pSurface->format));
2644 rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface);
2645 AssertRCReturn(rc, rc);
2646 }
2647 else
2648 {
2649 /** @todo new filter */
2650 AssertFailed();
2651 }
2652
2653 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2654 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2655
2656 /* Must bind texture to the current context in order to change it. */
2657 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2658 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2659
2660 /* Generate the mip maps. */
2661 pState->ext.glGenerateMipmap(GL_TEXTURE_2D);
2662 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2663
2664 /* Restore the old texture. */
2665 glBindTexture(GL_TEXTURE_2D, activeTexture);
2666 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2667
2668 return VINF_SUCCESS;
2669}
2670
2671int vmsvga3dCommandPresent(PVGASTATE pThis, uint32_t sid, uint32_t cRects, SVGA3dCopyRect *pRect)
2672{
2673 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
2674 PVMSVGA3DSURFACE pSurface;
2675 PVMSVGA3DCONTEXT pContext;
2676 uint32_t cid;
2677
2678 AssertReturn(pState, VERR_NO_MEMORY);
2679 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
2680 AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER);
2681
2682 pSurface = pState->papSurfaces[sid];
2683
2684 Log(("vmsvga3dCommandPresent: sid=%x cRects=%d\n", sid, cRects));
2685 for (uint32_t i=0; i < cRects; i++)
2686 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));
2687
2688 pContext = &pState->SharedCtx;
2689 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2690 cid = pContext->id;
2691 VMSVGA3D_CLEAR_GL_ERRORS();
2692
2693#if 0 /* Can't make sense of this. SVGA3dCopyRect doesn't allow scaling. non-blit-cube path change to not use it. */
2694 /*
2695 * Source surface different size?
2696 */
2697 RTRECT2 srcViewPort;
2698 if ( pSurface->pMipmapLevels[0].size.width != pThis->svga.uWidth
2699 || pSurface->pMipmapLevels[0].size.height != pThis->svga.uHeight)
2700 {
2701 float xMultiplier = (float)pSurface->pMipmapLevels[0].size.width / (float)pThis->svga.uWidth;
2702 float yMultiplier = (float)pSurface->pMipmapLevels[0].size.height / (float)pThis->svga.uHeight;
2703
2704 LogFlow(("size (%d vs %d, %d vs %d) multiplier (" FLOAT_FMT_STR ", " FLOAT_FMT_STR ")\n",
2705 pSurface->pMipmapLevels[0].size.width, pThis->svga.uWidth,
2706 pSurface->pMipmapLevels[0].size.height, pThis->svga.uHeight,
2707 FLOAT_FMT_ARGS(xMultiplier), FLOAT_FMT_ARGS(yMultiplier) ));
2708
2709 srcViewPort.x = (uint32_t)((float)pThis->svga.viewport.x * xMultiplier);
2710 srcViewPort.y = (uint32_t)((float)pThis->svga.viewport.y * yMultiplier);
2711 srcViewPort.cx = (uint32_t)((float)pThis->svga.viewport.cx * xMultiplier);
2712 srcViewPort.cy = (uint32_t)((float)pThis->svga.viewport.cy * yMultiplier);
2713 }
2714 else
2715 {
2716 srcViewPort.x = pThis->svga.viewport.x;
2717 srcViewPort.y = pThis->svga.viewport.y;
2718 srcViewPort.cx = pThis->svga.viewport.cx;
2719 srcViewPort.cy = pThis->svga.viewport.cy;
2720 }
2721 RTRECT SrcViewPortRect;
2722 SrcViewPortRect.xLeft = srcViewPort.x;
2723 SrcViewPortRect.xRight = srcViewPort.x + srcViewPort.cx;
2724 SrcViewPortRect.yBottom = srcViewPort.y;
2725 SrcViewPortRect.yTop = srcViewPort.y + srcViewPort.cy;
2726#endif
2727
2728
2729#if 0//ndef RT_OS_DARWIN /* blit-cube fails in this path... */
2730 /*
2731 * Note! this path is slightly faster than the glBlitFrameBuffer path below.
2732 */
2733 SVGA3dCopyRect rect;
2734 uint32_t oldVShader, oldPShader;
2735 GLint oldTextureId;
2736
2737 if (cRects == 0)
2738 {
2739 rect.x = rect.y = rect.srcx = rect.srcy = 0;
2740 rect.w = pSurface->pMipmapLevels[0].size.width;
2741 rect.h = pSurface->pMipmapLevels[0].size.height;
2742 pRect = &rect;
2743 cRects = 1;
2744 }
2745
2746 //glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
2747
2748#if 0
2749 glDisable(GL_CULL_FACE);
2750 glDisable(GL_BLEND);
2751 glDisable(GL_ALPHA_TEST);
2752 glDisable(GL_SCISSOR_TEST);
2753 glDisable(GL_STENCIL_TEST);
2754 glEnable(GL_DEPTH_TEST);
2755 glDepthFunc(GL_ALWAYS);
2756 glDepthMask(GL_TRUE);
2757 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2758 glViewport(0, 0, pSurface->pMipmapLevels[0].size.width, pSurface->pMipmapLevels[0].size.height);
2759#endif
2760
2761 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTextureId), pState, pContext);
2762
2763 oldVShader = pContext->state.shidVertex;
2764 oldPShader = pContext->state.shidPixel;
2765 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_VS, SVGA_ID_INVALID);
2766 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_PS, SVGA_ID_INVALID);
2767
2768 /* Flush shader changes. */
2769 if (pContext->pShaderContext)
2770 ShaderUpdateState(pContext->pShaderContext, 0);
2771
2772 /* Activate the read and draw framebuffer objects. */
2773 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer), pState, pContext);
2774 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 /* back buffer */), pState, pContext);
2775
2776 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glActiveTexture(GL_TEXTURE0), pState, pContext);
2777 VMSVGA3D_ASSERT_GL_CALL(glEnable(GL_TEXTURE_2D), pState, pContext);;
2778 VMSVGA3D_ASSERT_GL_CALL(glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture), pState, pContext);
2779
2780 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR), pState, pContext);
2781 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR), pState, pContext);;
2782
2783#if 0
2784 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP), pState, pContext);;
2785 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP), pState, pContext);;
2786#endif
2787
2788 /* Reset the transformation matrices. */
2789 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_MODELVIEW), pState, pContext);
2790 VMSVGA3D_ASSERT_GL_CALL(glPushMatrix(), pState, pContext);
2791 VMSVGA3D_ASSERT_GL_CALL(glLoadIdentity(), pState, pContext);
2792 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_PROJECTION), pState, pContext);
2793 VMSVGA3D_ASSERT_GL_CALL(glPushMatrix(), pState, pContext);
2794 VMSVGA3D_ASSERT_GL_CALL(glLoadIdentity(), pState, pContext);
2795 VMSVGA3D_ASSERT_GL_CALL(glScalef(1.0f, -1.0f, 1.0f), pState, pContext);
2796 VMSVGA3D_ASSERT_GL_CALL(glOrtho(0, pThis->svga.uWidth, pThis->svga.uHeight, 0, 0.0, -1.0), pState, pContext);
2797
2798 for (uint32_t i = 0; i < cRects; i++)
2799 {
2800 float left, right, top, bottom; /* Texture coordinates */
2801 int vertexLeft, vertexRight, vertexTop, vertexBottom;
2802
2803 pRect[i].srcx = RT_MAX(pRect[i].srcx, (uint32_t)RT_MAX(srcViewPort.x, 0));
2804 pRect[i].srcy = RT_MAX(pRect[i].srcy, (uint32_t)RT_MAX(srcViewPort.y, 0));
2805 pRect[i].x = RT_MAX(pRect[i].x, pThis->svga.viewport.x) - pThis->svga.viewport.x;
2806 pRect[i].y = RT_MAX(pRect[i].y, pThis->svga.viewport.y) - pThis->svga.viewport.y;
2807 pRect[i].w = pThis->svga.viewport.cx;
2808 pRect[i].h = pThis->svga.viewport.cy;
2809
2810 if ( pRect[i].x + pRect[i].w <= pThis->svga.viewport.x
2811 || pThis->svga.viewport.x + pThis->svga.viewport.cx <= pRect[i].x
2812 || pRect[i].y + pRect[i].h <= pThis->svga.viewport.y
2813 || pThis->svga.viewport.y + pThis->svga.viewport.cy <= pRect[i].y)
2814 {
2815 /* Intersection is empty; skip */
2816 continue;
2817 }
2818
2819 left = pRect[i].srcx;
2820 right = pRect[i].srcx + pRect[i].w;
2821 top = pRect[i].srcy + pRect[i].h;
2822 bottom = pRect[i].srcy;
2823
2824 left /= pSurface->pMipmapLevels[0].size.width;
2825 right /= pSurface->pMipmapLevels[0].size.width;
2826 top /= pSurface->pMipmapLevels[0].size.height;
2827 bottom /= pSurface->pMipmapLevels[0].size.height;
2828
2829 vertexLeft = pRect[i].x;
2830 vertexRight = pRect[i].x + pRect[i].w;
2831 vertexTop = ((uint32_t)pThis->svga.uHeight >= pRect[i].y + pRect[i].h) ? pThis->svga.uHeight - pRect[i].y - pRect[i].h : 0;
2832 vertexBottom = pThis->svga.uHeight - pRect[i].y;
2833
2834 Log(("view port (%d,%d)(%d,%d)\n", srcViewPort.x, srcViewPort.y, srcViewPort.cx, srcViewPort.cy));
2835 Log(("vertex (%d,%d) (%d,%d) (%d,%d) (%d,%d)\n", vertexLeft, vertexBottom, vertexLeft, vertexTop, vertexRight, vertexTop, vertexRight, vertexBottom));
2836 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)));
2837
2838 glBegin(GL_QUADS);
2839
2840 /* bottom left */
2841 glTexCoord2f(left, bottom);
2842 glVertex2i(vertexLeft, vertexBottom);
2843
2844 /* top left */
2845 glTexCoord2f(left, top);
2846 glVertex2i(vertexLeft, vertexTop);
2847
2848 /* top right */
2849 glTexCoord2f(right, top);
2850 glVertex2i(vertexRight, vertexTop);
2851
2852 /* bottom right */
2853 glTexCoord2f(right, bottom);
2854 glVertex2i(vertexRight, vertexBottom);
2855
2856 VMSVGA3D_ASSERT_GL_CALL(glEnd(), pState, pContext);
2857 }
2858
2859 /* Restore old settings. */
2860 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_PROJECTION), pState, pContext);
2861 VMSVGA3D_ASSERT_GL_CALL(glPopMatrix(), pState, pContext);
2862 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_MODELVIEW), pState, pContext);
2863 VMSVGA3D_ASSERT_GL_CALL(glPopMatrix(), pState, pContext);
2864
2865 //VMSVGA3D_ASSERT_GL_CALL(glPopAttrib(), pState, pContext);
2866
2867 VMSVGA3D_ASSERT_GL_CALL(glBindTexture(GL_TEXTURE_2D, oldTextureId), pState, pContext);
2868 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_VS, oldVShader);
2869 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_PS, oldPShader);
2870
2871#else
2872 /*
2873 * glBlitFramebuffer variant.
2874 */
2875 /* Activate the read and draw framebuffer objects. */
2876 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
2877 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2878 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 /* back buffer */);
2879 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2880
2881 /* Bind the source objects to the right place. */
2882 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pSurface->oglId.texture, 0 /* level 0 */);
2883 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2884
2885
2886 /* Read the destination viewport specs in one go to try avoid some unnecessary update races. */
2887 VMSVGAVIEWPORT const DstViewport = pThis->svga.viewport;
2888 ASMCompilerBarrier(); /* paranoia */
2889 Assert(DstViewport.yHighWC >= DstViewport.yLowWC);
2890
2891 /* If there are no recangles specified, just grab a screenful. */
2892 SVGA3dCopyRect DummyRect;
2893 if (cRects != 0)
2894 { /* likely */ }
2895 else
2896 {
2897 /** @todo Find the usecase for this or check what the original device does.
2898 * The original code was doing some scaling based on the surface
2899 * size... */
2900# ifdef DEBUG_bird
2901 AssertMsgFailed(("No rects to present. Who is doing that and what do they actually expect?\n"));
2902# endif
2903 DummyRect.x = DummyRect.srcx = 0;
2904 DummyRect.y = DummyRect.srcy = 0;
2905 DummyRect.w = pThis->svga.uWidth;
2906 DummyRect.h = pThis->svga.uHeight;
2907 cRects = 1;
2908 pRect = &DummyRect;
2909 }
2910
2911 /*
2912 * Blit the surface rectangle(s) to the back buffer.
2913 */
2914 uint32_t const cxSurface = pSurface->pMipmapLevels[0].mipmapSize.width;
2915 uint32_t const cySurface = pSurface->pMipmapLevels[0].mipmapSize.height;
2916 for (uint32_t i = 0; i < cRects; i++)
2917 {
2918 SVGA3dCopyRect ClippedRect = pRect[i];
2919
2920 /*
2921 * Do some sanity checking and limit width and height, all so we
2922 * don't need to think about wrap-arounds below.
2923 */
2924 if (RT_LIKELY( ClippedRect.w
2925 && ClippedRect.x < VMSVGA_MAX_X
2926 && ClippedRect.srcx < VMSVGA_MAX_X
2927 && ClippedRect.h
2928 && ClippedRect.y < VMSVGA_MAX_Y
2929 && ClippedRect.srcy < VMSVGA_MAX_Y
2930 ))
2931 { /* likely */ }
2932 else
2933 continue;
2934
2935 if (RT_LIKELY(ClippedRect.w < VMSVGA_MAX_X))
2936 { /* likely */ }
2937 else
2938 ClippedRect.w = VMSVGA_MAX_X;
2939 if (RT_LIKELY(ClippedRect.h < VMSVGA_MAX_Y))
2940 { /* likely */ }
2941 else
2942 ClippedRect.h = VMSVGA_MAX_Y;
2943
2944
2945 /*
2946 * Source surface clipping (paranoia). Straight forward.
2947 */
2948 if (RT_LIKELY(ClippedRect.srcx < cxSurface))
2949 { /* likely */ }
2950 else
2951 continue;
2952 if (RT_LIKELY(ClippedRect.srcx + ClippedRect.w <= cxSurface))
2953 { /* likely */ }
2954 else
2955 {
2956 AssertFailed(); /* remove if annoying. */
2957 ClippedRect.w = cxSurface - ClippedRect.srcx;
2958 }
2959
2960 if (RT_LIKELY(ClippedRect.srcy < cySurface))
2961 { /* likely */ }
2962 else
2963 continue;
2964 if (RT_LIKELY(ClippedRect.srcy + ClippedRect.h <= cySurface))
2965 { /* likely */ }
2966 else
2967 {
2968 AssertFailed(); /* remove if annoying. */
2969 ClippedRect.h = cySurface - ClippedRect.srcy;
2970 }
2971
2972 /*
2973 * Destination viewport clipping - real PITA.
2974 *
2975 * We have to take the following into account here:
2976 * - The source image is Y inverted.
2977 * - The destination framebuffer is in world and not window coordinates,
2978 * just like the source surface. This means working in the first quadrant.
2979 * - The viewport is in window coordinate, that is fourth quadrant and
2980 * negated Y values.
2981 * - The destination framebuffer is not scrolled, so we have to blit
2982 * what's visible into the top of the framebuffer.
2983 *
2984 *
2985 * To illustrate:
2986 *
2987 * source destination 0123456789
2988 * 8 ^---------- 8 ^---------- 0 ----------->
2989 * 7 | | 7 | | 1 | |
2990 * 6 | | 6 | ******* | 2 | ******* |
2991 * 5 | *** | 5 | * | 3 | * |
2992 * 4 | * | => 4 | * | => 4 | * |
2993 * 3 | * | 3 | *** | 5 | *** |
2994 * 2 | ******* | 2 | | 6 | |
2995 * 1 | | 1 | | 7 | |
2996 * 0 -----------> 0 -----------> 8 v----------
2997 * 0123456789 0123456789 Destination window
2998 *
2999 * From the above, it follows that a destination viewport given in
3000 * window coordinates matches the source exactly when srcy = srcx = 0.
3001 *
3002 * Example (Y only):
3003 * ySrc = 0
3004 * yDst = 0
3005 * cyCopy = 9
3006 * cyScreen = cyCopy
3007 * cySurface >= cyCopy
3008 * yViewport = 5
3009 * cyViewport = 2 (i.e. '| *** |'
3010 * '| |' )
3011 * yWCViewportHi = cxScreen - yViewport = 9 - 5 = 4
3012 * yWCViewportLow = cxScreen - yViewport - cyViewport = 4 - 2 = 2
3013 *
3014 * We can see from the illustration that the final result should be:
3015 * SrcRect = (0,7) (11, 5) (cy=2 from y=5)
3016 * DstRect = (0,2) (11, 4)
3017 *
3018 * Let's postpone the switching of SrcRect.yBottom/yTop to make it
3019 * easier to follow:
3020 * SrcRect = (0,5) (11, 7)
3021 *
3022 * From the top, Y values only:
3023 * 0. Copy = { .yDst = 0, .ySrc = 0, .cy = 9 }
3024 *
3025 * 1. CopyRect.yDst (=0) is lower than yWCViewportLow:
3026 * cyAdjust = yWCViewportLow - CopyRect.yDst = 2;
3027 * Copy.yDst += cyAdjust = 2;
3028 * Copy.ySrc = unchanged;
3029 * Copy.cx -= cyAdjust = 7;
3030 * => Copy = { .yDst = 2, .ySrc = 0, .cy = 7 }
3031 *
3032 * 2. CopyRect.yDst + CopyRect.cx (=9) is higher than yWCViewportHi:
3033 * cyAdjust = CopyRect.yDst + CopyRect.cx - yWCViewportHi = 9 - 4 = 5
3034 * Copy.yDst = unchanged;
3035 * Copy.ySrc += cyAdjust = 5;
3036 * Copy.cx -= cyAdjust = 2;
3037 * => Copy = { .yDst = 2, .ySrc = 5, .cy = 2 }
3038 *
3039 * Update: On darwin, it turns out that when we call [NSOpenGLContext updates]
3040 * when the view is resized, moved and otherwise messed with,
3041 * the visible part of the framebuffer is actually the bottom
3042 * one. It's easy to adjust for this, just have to adjust the
3043 * destination rectangle such that yBottom is zero.
3044 */
3045 /* X - no inversion, so kind of simple. */
3046 if (ClippedRect.x >= DstViewport.x)
3047 {
3048 if (ClippedRect.x + ClippedRect.w <= DstViewport.xRight)
3049 { /* typical */ }
3050 else if (ClippedRect.x < DstViewport.xRight)
3051 ClippedRect.w = DstViewport.xRight - ClippedRect.x;
3052 else
3053 continue;
3054 }
3055 else
3056 {
3057 uint32_t cxAdjust = DstViewport.x - ClippedRect.x;
3058 if (cxAdjust < ClippedRect.w)
3059 {
3060 ClippedRect.w -= cxAdjust;
3061 ClippedRect.x += cxAdjust;
3062 ClippedRect.srcx += cxAdjust;
3063 }
3064 else
3065 continue;
3066
3067 if (ClippedRect.x + ClippedRect.w <= DstViewport.xRight)
3068 { /* typical */ }
3069 else
3070 ClippedRect.w = DstViewport.xRight - ClippedRect.x;
3071 }
3072
3073 /* Y - complicated, see above. */
3074 if (ClippedRect.y >= DstViewport.yLowWC)
3075 {
3076 if (ClippedRect.y + ClippedRect.h <= DstViewport.yHighWC)
3077 { /* typical */ }
3078 else if (ClippedRect.y < DstViewport.yHighWC)
3079 {
3080 /* adjustment #2 */
3081 uint32_t cyAdjust = ClippedRect.y + ClippedRect.h - DstViewport.yHighWC;
3082 ClippedRect.srcy += cyAdjust;
3083 ClippedRect.h -= cyAdjust;
3084 }
3085 else
3086 continue;
3087 }
3088 else
3089 {
3090 /* adjustment #1 */
3091 uint32_t cyAdjust = DstViewport.yLowWC - ClippedRect.y;
3092 if (cyAdjust < ClippedRect.h)
3093 {
3094 ClippedRect.y += cyAdjust;
3095 ClippedRect.h -= cyAdjust;
3096 }
3097 else
3098 continue;
3099
3100 if (ClippedRect.y + ClippedRect.h <= DstViewport.yHighWC)
3101 { /* typical */ }
3102 else
3103 {
3104 /* adjustment #2 */
3105 cyAdjust = ClippedRect.y + ClippedRect.h - DstViewport.yHighWC;
3106 ClippedRect.srcy += cyAdjust;
3107 ClippedRect.h -= cyAdjust;
3108 }
3109 }
3110
3111 /* Calc source rectangle with y flipping wrt destination. */
3112 RTRECT SrcRect;
3113 SrcRect.xLeft = ClippedRect.srcx;
3114 SrcRect.xRight = ClippedRect.srcx + ClippedRect.w;
3115 SrcRect.yBottom = ClippedRect.srcy + ClippedRect.h;
3116 SrcRect.yTop = ClippedRect.srcy;
3117
3118 /* Calc destination rectangle. */
3119 RTRECT DstRect;
3120 DstRect.xLeft = ClippedRect.x;
3121 DstRect.xRight = ClippedRect.x + ClippedRect.w;
3122 DstRect.yBottom = ClippedRect.y;
3123 DstRect.yTop = ClippedRect.y + ClippedRect.h;
3124
3125 /* Adjust for viewport. */
3126 DstRect.xLeft -= DstViewport.x;
3127 DstRect.xRight -= DstViewport.x;
3128# ifdef RT_OS_DARWIN /* We actually seeing the bottom of the FB, not the top as on windows and X11. */
3129 DstRect.yTop -= DstRect.yBottom;
3130 DstRect.yBottom = 0;
3131# else
3132 DstRect.yBottom += DstViewport.y;
3133 DstRect.yTop += DstViewport.y;
3134# endif
3135
3136 Log(("SrcRect: (%d,%d)(%d,%d) DstRect: (%d,%d)(%d,%d)\n",
3137 SrcRect.xLeft, SrcRect.yBottom, SrcRect.xRight, SrcRect.yTop,
3138 DstRect.xLeft, DstRect.yBottom, DstRect.xRight, DstRect.yTop));
3139 pState->ext.glBlitFramebuffer(SrcRect.xLeft, SrcRect.yBottom, SrcRect.xRight, SrcRect.yTop,
3140 DstRect.xLeft, DstRect.yBottom, DstRect.xRight, DstRect.yTop,
3141 GL_COLOR_BUFFER_BIT, GL_LINEAR);
3142 }
3143
3144#endif
3145
3146 /*
3147 * Flip the front and back buffers.
3148 */
3149#ifdef RT_OS_WINDOWS
3150 BOOL fRef = SwapBuffers(pContext->hdc);
3151 AssertMsg(fRef, ("SwapBuffers failed with %d\n", GetLastError())); NOREF(fRef);
3152#elif defined(RT_OS_DARWIN)
3153 vmsvga3dCocoaSwapBuffers(pContext->cocoaView, pContext->cocoaContext);
3154#else
3155 /* show the window if not already done */
3156 if (!pContext->fMapped)
3157 {
3158 XMapWindow(pState->display, pContext->window);
3159 pContext->fMapped = true;
3160 }
3161 /* now swap the buffers, i.e. display the rendering result */
3162 glXSwapBuffers(pState->display, pContext->window);
3163#endif
3164
3165 /*
3166 * Now we can reset the frame buffer association. Doing it earlier means no
3167 * output on darwin.
3168 */
3169 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer), pState, pContext);
3170 return VINF_SUCCESS;
3171}
3172
3173#ifdef RT_OS_LINUX
3174/**
3175 * X11 event handling thread.
3176 *
3177 * @returns VINF_SUCCESS (ignored)
3178 * @param hThreadSelf thread handle
3179 * @param pvUser pointer to pState structure
3180 */
3181DECLCALLBACK(int) vmsvga3dXEventThread(RTTHREAD hThreadSelf, void *pvUser)
3182{
3183 RT_NOREF(hThreadSelf);
3184 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pvUser;
3185 while (!pState->bTerminate)
3186 {
3187 while (XPending(pState->display) > 0)
3188 {
3189 XEvent event;
3190 XNextEvent(pState->display, &event);
3191
3192 switch (event.type)
3193 {
3194 default:
3195 break;
3196 }
3197 }
3198 /* sleep for 16ms to not burn too many cycles */
3199 RTThreadSleep(16);
3200 }
3201 return VINF_SUCCESS;
3202}
3203#endif // RT_OS_LINUX
3204
3205
3206/**
3207 * Create a new 3d context
3208 *
3209 * @returns VBox status code.
3210 * @param pThis VGA device instance data.
3211 * @param cid Context id
3212 * @param fFlags VMSVGA3D_DEF_CTX_F_XXX.
3213 */
3214int vmsvga3dContextDefineOgl(PVGASTATE pThis, uint32_t cid, uint32_t fFlags)
3215{
3216 int rc;
3217 PVMSVGA3DCONTEXT pContext;
3218 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3219
3220 AssertReturn(pState, VERR_NO_MEMORY);
3221 AssertReturn( cid < SVGA3D_MAX_CONTEXT_IDS
3222 || (cid == VMSVGA3D_SHARED_CTX_ID && (fFlags & VMSVGA3D_DEF_CTX_F_SHARED_CTX)), VERR_INVALID_PARAMETER);
3223#if !defined(VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE) || !(defined(RT_OS_DARWIN))
3224 AssertReturn(!(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE), VERR_INTERNAL_ERROR_3);
3225#endif
3226
3227 Log(("vmsvga3dContextDefine id %x\n", cid));
3228#ifdef DEBUG_DEBUG_GFX_WINDOW_TEST_CONTEXT
3229 if (pState->idTestContext == SVGA_ID_INVALID)
3230 {
3231 pState->idTestContext = 207;
3232 rc = vmsvga3dContextDefine(pThis, pState->idTestContext);
3233 AssertRCReturn(rc, rc);
3234 }
3235#endif
3236
3237 if (cid == VMSVGA3D_SHARED_CTX_ID)
3238 pContext = &pState->SharedCtx;
3239 else
3240 {
3241 if (cid >= pState->cContexts)
3242 {
3243 /* Grow the array. */
3244 uint32_t cNew = RT_ALIGN(cid + 15, 16);
3245 void *pvNew = RTMemRealloc(pState->papContexts, sizeof(pState->papContexts[0]) * cNew);
3246 AssertReturn(pvNew, VERR_NO_MEMORY);
3247 pState->papContexts = (PVMSVGA3DCONTEXT *)pvNew;
3248 while (pState->cContexts < cNew)
3249 {
3250 pContext = (PVMSVGA3DCONTEXT)RTMemAllocZ(sizeof(*pContext));
3251 AssertReturn(pContext, VERR_NO_MEMORY);
3252 pContext->id = SVGA3D_INVALID_ID;
3253 pState->papContexts[pState->cContexts++] = pContext;
3254 }
3255 }
3256 /* If one already exists with this id, then destroy it now. */
3257 if (pState->papContexts[cid]->id != SVGA3D_INVALID_ID)
3258 vmsvga3dContextDestroy(pThis, cid);
3259
3260 pContext = pState->papContexts[cid];
3261 }
3262
3263 /*
3264 * Find or create the shared context if needed (necessary for sharing e.g. textures between contexts).
3265 */
3266 PVMSVGA3DCONTEXT pSharedCtx = NULL;
3267 if (!(fFlags & (VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_SHARED_CTX)))
3268 {
3269 pSharedCtx = &pState->SharedCtx;
3270 if (pSharedCtx->id != VMSVGA3D_SHARED_CTX_ID)
3271 {
3272 rc = vmsvga3dContextDefineOgl(pThis, VMSVGA3D_SHARED_CTX_ID, VMSVGA3D_DEF_CTX_F_SHARED_CTX);
3273 AssertLogRelRCReturn(rc, rc);
3274 }
3275 }
3276
3277 /*
3278 * Initialize the context.
3279 */
3280 memset(pContext, 0, sizeof(*pContext));
3281 pContext->id = cid;
3282 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTextures); i++)
3283 pContext->aSidActiveTextures[i] = SVGA3D_INVALID_ID;
3284
3285 pContext->state.shidVertex = SVGA3D_INVALID_ID;
3286 pContext->state.shidPixel = SVGA3D_INVALID_ID;
3287 pContext->idFramebuffer = OPENGL_INVALID_ID;
3288 pContext->idReadFramebuffer = OPENGL_INVALID_ID;
3289 pContext->idDrawFramebuffer = OPENGL_INVALID_ID;
3290
3291 rc = ShaderContextCreate(&pContext->pShaderContext);
3292 AssertRCReturn(rc, rc);
3293
3294 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->state.aRenderTargets); i++)
3295 pContext->state.aRenderTargets[i] = SVGA3D_INVALID_ID;
3296
3297 AssertReturn(pThis->svga.u64HostWindowId, VERR_INTERNAL_ERROR);
3298
3299#ifdef RT_OS_WINDOWS
3300 /* Create a context window. */
3301 CREATESTRUCT cs;
3302 cs.lpCreateParams = NULL;
3303 cs.dwExStyle = WS_EX_NOACTIVATE | WS_EX_NOPARENTNOTIFY | WS_EX_TRANSPARENT;
3304# ifdef DEBUG_GFX_WINDOW
3305 cs.lpszName = (char *)RTMemAllocZ(256);
3306 RTStrPrintf((char *)cs.lpszName, 256, "Context %d OpenGL Window", cid);
3307# else
3308 cs.lpszName = NULL;
3309# endif
3310 cs.lpszClass = 0;
3311# ifdef DEBUG_GFX_WINDOW
3312 cs.style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE | WS_CAPTION;
3313# else
3314 cs.style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_DISABLED | WS_CHILD | WS_VISIBLE;
3315# endif
3316 cs.x = 0;
3317 cs.y = 0;
3318 cs.cx = pThis->svga.uWidth;
3319 cs.cy = pThis->svga.uHeight;
3320 cs.hwndParent = (HWND)pThis->svga.u64HostWindowId;
3321 cs.hMenu = NULL;
3322 cs.hInstance = pState->hInstance;
3323
3324 rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_CREATEWINDOW, (WPARAM)&pContext->hwnd, (LPARAM)&cs);
3325 AssertRCReturn(rc, rc);
3326
3327 pContext->hdc = GetDC(pContext->hwnd);
3328 AssertMsgReturn(pContext->hdc, ("GetDC %x failed with %d\n", pContext->hwnd, GetLastError()), VERR_INTERNAL_ERROR);
3329
3330 PIXELFORMATDESCRIPTOR pfd = {
3331 sizeof(PIXELFORMATDESCRIPTOR), /* size of this pfd */
3332 1, /* version number */
3333 PFD_DRAW_TO_WINDOW | /* support window */
3334 PFD_DOUBLEBUFFER | /* support double buffering */
3335 PFD_SUPPORT_OPENGL, /* support OpenGL */
3336 PFD_TYPE_RGBA, /* RGBA type */
3337 24, /* 24-bit color depth */
3338 0, 0, 0, 0, 0, 0, /* color bits ignored */
3339 8, /* alpha buffer */
3340 0, /* shift bit ignored */
3341 0, /* no accumulation buffer */
3342 0, 0, 0, 0, /* accum bits ignored */
3343 16, /* set depth buffer */
3344 16, /* set stencil buffer */
3345 0, /* no auxiliary buffer */
3346 PFD_MAIN_PLANE, /* main layer */
3347 0, /* reserved */
3348 0, 0, 0 /* layer masks ignored */
3349 };
3350 int pixelFormat;
3351 BOOL ret;
3352
3353 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3354 /** @todo is this really necessary?? */
3355 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3356 AssertMsgReturn(pixelFormat != 0, ("ChoosePixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3357
3358 ret = SetPixelFormat(pContext->hdc, pixelFormat, &pfd);
3359 AssertMsgReturn(ret == TRUE, ("SetPixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3360
3361 pContext->hglrc = wglCreateContext(pContext->hdc);
3362 AssertMsgReturn(pContext->hglrc, ("wglCreateContext %x failed with %d\n", pContext->hdc, GetLastError()), VERR_INTERNAL_ERROR);
3363
3364 if (pSharedCtx)
3365 {
3366 ret = wglShareLists(pSharedCtx->hglrc, pContext->hglrc);
3367 AssertMsg(ret == TRUE, ("wglShareLists(%p, %p) failed with %d\n", pSharedCtx->hglrc, pContext->hglrc, GetLastError()));
3368 }
3369
3370#elif defined(RT_OS_DARWIN)
3371 pContext->fOtherProfile = RT_BOOL(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
3372
3373 NativeNSOpenGLContextRef pShareContext = pSharedCtx ? pSharedCtx->cocoaContext : NULL;
3374 NativeNSViewRef pHostView = (NativeNSViewRef)pThis->svga.u64HostWindowId;
3375 vmsvga3dCocoaCreateViewAndContext(&pContext->cocoaView, &pContext->cocoaContext,
3376 pSharedCtx ? NULL : pHostView, /* Only attach one subview, the one we'll present in. */ /** @todo screen objects and stuff. */
3377 pThis->svga.uWidth, pThis->svga.uHeight,
3378 pShareContext, pContext->fOtherProfile);
3379
3380#else
3381 Window hostWindow = (Window)pThis->svga.u64HostWindowId;
3382
3383 if (pState->display == NULL)
3384 {
3385 /* get an X display and make sure we have glX 1.3 */
3386 pState->display = XOpenDisplay(0);
3387 Assert(pState->display);
3388 int glxMajor, glxMinor;
3389 Bool ret = glXQueryVersion(pState->display, &glxMajor, &glxMinor);
3390 AssertMsgReturn(ret && glxMajor == 1 && glxMinor >= 3, ("glX >=1.3 not present"), VERR_INTERNAL_ERROR);
3391 /* start our X event handling thread */
3392 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dXEventThread, pState, 0, RTTHREADTYPE_GUI, RTTHREADFLAGS_WAITABLE, "VMSVGA3DXEVENT");
3393 if (RT_FAILURE(rc))
3394 {
3395 AssertMsgFailed(("%s: Async IO Thread creation for 3d window handling failed rc=%d\n", __FUNCTION__, rc));
3396 return rc;
3397 }
3398 }
3399 int attrib[] =
3400 {
3401 GLX_RGBA,
3402 GLX_RED_SIZE, 1,
3403 GLX_GREEN_SIZE, 1,
3404 GLX_BLUE_SIZE, 1,
3405 //GLX_ALPHA_SIZE, 1, this flips the bbos screen
3406 GLX_DOUBLEBUFFER,
3407 None
3408 };
3409 XVisualInfo *vi = glXChooseVisual(pState->display, DefaultScreen(pState->display), attrib);
3410 XSetWindowAttributes swa;
3411 swa.colormap = XCreateColormap(pState->display, XDefaultRootWindow(pState->display), vi->visual, AllocNone);
3412 swa.border_pixel = 0;
3413 swa.background_pixel = 0;
3414 swa.event_mask = StructureNotifyMask | ExposureMask;
3415 unsigned long flags = CWBorderPixel | CWBackPixel | CWColormap | CWEventMask;
3416 pContext->window = XCreateWindow(pState->display, hostWindow,//XDefaultRootWindow(pState->display),//hostWindow,
3417 0, 0, pThis->svga.uWidth, pThis->svga.uHeight,
3418 0, vi->depth, InputOutput,
3419 vi->visual, flags, &swa);
3420 AssertMsgReturn(pContext->window, ("XCreateWindow failed"), VERR_INTERNAL_ERROR);
3421 //uint32_t cardinal_alpha = (uint32_t) (0.5 * (uint32_t)-1); - unused
3422
3423 /* the window is hidden by default and only mapped when CommandPresent is executed on it */
3424
3425 GLXContext shareContext = pSharedCtx ? pSharedCtx->glxContext : NULL;
3426 pContext->glxContext = glXCreateContext(pState->display, vi, shareContext, GL_TRUE);
3427 AssertMsgReturn(pContext->glxContext, ("glXCreateContext failed"), VERR_INTERNAL_ERROR);
3428#endif
3429
3430 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3431
3432 /* NULL during the first PowerOn call. */
3433 if (pState->ext.glGenFramebuffers)
3434 {
3435 /* Create a framebuffer object for this context. */
3436 pState->ext.glGenFramebuffers(1, &pContext->idFramebuffer);
3437 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3438
3439 /* Bind the object to the framebuffer target. */
3440 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
3441 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3442
3443 /* Create read and draw framebuffer objects for this context. */
3444 pState->ext.glGenFramebuffers(1, &pContext->idReadFramebuffer);
3445 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3446
3447 pState->ext.glGenFramebuffers(1, &pContext->idDrawFramebuffer);
3448 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3449
3450 }
3451#if 0
3452 /** @todo move to shader lib!!! */
3453 /* Clear the screen */
3454 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3455
3456 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
3457 glClearIndex(0);
3458 glClearDepth(1);
3459 glClearStencil(0xffff);
3460 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
3461 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
3462 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
3463 if (pState->ext.glProvokingVertex)
3464 pState->ext.glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
3465 /** @todo move to shader lib!!! */
3466#endif
3467 return VINF_SUCCESS;
3468}
3469
3470
3471/**
3472 * Create a new 3d context
3473 *
3474 * @returns VBox status code.
3475 * @param pThis VGA device instance data.
3476 * @param cid Context id
3477 */
3478int vmsvga3dContextDefine(PVGASTATE pThis, uint32_t cid)
3479{
3480 return vmsvga3dContextDefineOgl(pThis, cid, 0/*fFlags*/);
3481}
3482
3483/**
3484 * Destroys a 3d context.
3485 *
3486 * @returns VBox status code.
3487 * @param pThis VGA device instance data.
3488 * @param pContext The context to destroy.
3489 * @param cid Context id
3490 */
3491static int vmsvga3dContextDestroyOgl(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid)
3492{
3493 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3494 AssertReturn(pState, VERR_NO_MEMORY);
3495 AssertReturn(pContext, VERR_INVALID_PARAMETER);
3496 AssertReturn(pContext->id == cid, VERR_INVALID_PARAMETER);
3497 Log(("vmsvga3dContextDestroyOgl id %x\n", cid));
3498
3499 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3500
3501 /* Destroy all leftover pixel shaders. */
3502 for (uint32_t i = 0; i < pContext->cPixelShaders; i++)
3503 {
3504 if (pContext->paPixelShader[i].id != SVGA3D_INVALID_ID)
3505 vmsvga3dShaderDestroy(pThis, pContext->paPixelShader[i].cid, pContext->paPixelShader[i].id, pContext->paPixelShader[i].type);
3506 }
3507 if (pContext->paPixelShader)
3508 RTMemFree(pContext->paPixelShader);
3509
3510 /* Destroy all leftover vertex shaders. */
3511 for (uint32_t i = 0; i < pContext->cVertexShaders; i++)
3512 {
3513 if (pContext->paVertexShader[i].id != SVGA3D_INVALID_ID)
3514 vmsvga3dShaderDestroy(pThis, pContext->paVertexShader[i].cid, pContext->paVertexShader[i].id, pContext->paVertexShader[i].type);
3515 }
3516 if (pContext->paVertexShader)
3517 RTMemFree(pContext->paVertexShader);
3518
3519 if (pContext->state.paVertexShaderConst)
3520 RTMemFree(pContext->state.paVertexShaderConst);
3521 if (pContext->state.paPixelShaderConst)
3522 RTMemFree(pContext->state.paPixelShaderConst);
3523
3524 if (pContext->pShaderContext)
3525 {
3526 int rc = ShaderContextDestroy(pContext->pShaderContext);
3527 AssertRC(rc);
3528 }
3529
3530 if (pContext->idFramebuffer != OPENGL_INVALID_ID)
3531 {
3532 /* Unbind the object from the framebuffer target. */
3533 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, 0 /* back buffer */);
3534 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3535 pState->ext.glDeleteFramebuffers(1, &pContext->idFramebuffer);
3536 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3537
3538 if (pContext->idReadFramebuffer != OPENGL_INVALID_ID)
3539 {
3540 pState->ext.glDeleteFramebuffers(1, &pContext->idReadFramebuffer);
3541 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3542 }
3543 if (pContext->idDrawFramebuffer != OPENGL_INVALID_ID)
3544 {
3545 pState->ext.glDeleteFramebuffers(1, &pContext->idDrawFramebuffer);
3546 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3547 }
3548 }
3549
3550 vmsvga3dOcclusionQueryDelete(pState, pContext);
3551
3552#ifdef RT_OS_WINDOWS
3553 wglMakeCurrent(pContext->hdc, NULL);
3554 wglDeleteContext(pContext->hglrc);
3555 ReleaseDC(pContext->hwnd, pContext->hdc);
3556
3557 /* Destroy the window we've created. */
3558 int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_DESTROYWINDOW, (WPARAM)pContext->hwnd, 0);
3559 AssertRC(rc);
3560#elif defined(RT_OS_DARWIN)
3561 vmsvga3dCocoaDestroyViewAndContext(pContext->cocoaView, pContext->cocoaContext);
3562#elif defined(RT_OS_LINUX)
3563 glXMakeCurrent(pState->display, None, NULL);
3564 glXDestroyContext(pState->display, pContext->glxContext);
3565 XDestroyWindow(pState->display, pContext->window);
3566#endif
3567
3568 memset(pContext, 0, sizeof(*pContext));
3569 pContext->id = SVGA3D_INVALID_ID;
3570
3571 VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
3572 return VINF_SUCCESS;
3573}
3574
3575/**
3576 * Destroy an existing 3d context
3577 *
3578 * @returns VBox status code.
3579 * @param pThis VGA device instance data.
3580 * @param cid Context id
3581 */
3582int vmsvga3dContextDestroy(PVGASTATE pThis, uint32_t cid)
3583{
3584 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3585 AssertReturn(pState, VERR_WRONG_ORDER);
3586
3587 /*
3588 * Resolve the context and hand it to the common worker function.
3589 */
3590 if ( cid < pState->cContexts
3591 && pState->papContexts[cid]->id == cid)
3592 return vmsvga3dContextDestroyOgl(pThis, pState->papContexts[cid], cid);
3593
3594 AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER);
3595 return VINF_SUCCESS;
3596}
3597
3598/**
3599 * Worker for vmsvga3dChangeMode that resizes a context.
3600 *
3601 * @param pThis The VGA device instance data.
3602 * @param pState The VMSVGA3d state.
3603 * @param pContext The context.
3604 */
3605static void vmsvga3dChangeModeOneContext(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
3606{
3607#ifdef RT_OS_WINDOWS
3608 /* Resize the window. */
3609 CREATESTRUCT cs;
3610 RT_ZERO(cs);
3611 cs.cx = pThis->svga.uWidth;
3612 cs.cy = pThis->svga.uHeight;
3613 int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_RESIZEWINDOW, (WPARAM)pContext->hwnd, (LPARAM)&cs);
3614 AssertRC(rc);
3615
3616#elif defined(RT_OS_DARWIN)
3617 RT_NOREF(pState);
3618 vmsvga3dCocoaViewSetSize(pContext->cocoaView, pThis->svga.uWidth, pThis->svga.uHeight);
3619
3620#elif defined(RT_OS_LINUX)
3621 XWindowChanges wc;
3622 wc.width = pThis->svga.uWidth;
3623 wc.height = pThis->svga.uHeight;
3624 XConfigureWindow(pState->display, pContext->window, CWWidth | CWHeight, &wc);
3625#endif
3626}
3627
3628/* Handle resize */
3629int vmsvga3dChangeMode(PVGASTATE pThis)
3630{
3631 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3632 AssertReturn(pState, VERR_NO_MEMORY);
3633
3634 /* Resize the shared context too. */
3635 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
3636 vmsvga3dChangeModeOneContext(pThis, pState, &pState->SharedCtx);
3637
3638 /* Resize all active contexts. */
3639 for (uint32_t i = 0; i < pState->cContexts; i++)
3640 {
3641 PVMSVGA3DCONTEXT pContext = pState->papContexts[i];
3642 if (pContext->id != SVGA3D_INVALID_ID)
3643 vmsvga3dChangeModeOneContext(pThis, pState, pContext);
3644 }
3645
3646 return VINF_SUCCESS;
3647}
3648
3649
3650int vmsvga3dSetTransform(PVGASTATE pThis, uint32_t cid, SVGA3dTransformType type, float matrix[16])
3651{
3652 PVMSVGA3DCONTEXT pContext;
3653 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3654 AssertReturn(pState, VERR_NO_MEMORY);
3655 bool fModelViewChanged = false;
3656
3657 Log(("vmsvga3dSetTransform cid=%x %s\n", cid, vmsvgaTransformToString(type)));
3658
3659 if ( cid >= pState->cContexts
3660 || pState->papContexts[cid]->id != cid)
3661 {
3662 Log(("vmsvga3dSetTransform invalid context id!\n"));
3663 return VERR_INVALID_PARAMETER;
3664 }
3665 pContext = pState->papContexts[cid];
3666 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3667
3668 /* Save this matrix for vm state save/restore. */
3669 pContext->state.aTransformState[type].fValid = true;
3670 memcpy(pContext->state.aTransformState[type].matrix, matrix, sizeof(pContext->state.aTransformState[type].matrix));
3671 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_TRANSFORM;
3672
3673 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)));
3674 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)));
3675 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)));
3676 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)));
3677
3678 switch (type)
3679 {
3680 case SVGA3D_TRANSFORM_VIEW:
3681 /* View * World = Model View */
3682 glMatrixMode(GL_MODELVIEW);
3683 glLoadMatrixf(matrix);
3684 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].fValid)
3685 glMultMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].matrix);
3686 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3687 fModelViewChanged = true;
3688 break;
3689
3690 case SVGA3D_TRANSFORM_PROJECTION:
3691 {
3692 int rc = ShaderTransformProjection(pContext->state.RectViewPort.w, pContext->state.RectViewPort.h, matrix, false /* fPretransformed */);
3693 AssertRCReturn(rc, rc);
3694 break;
3695 }
3696
3697 case SVGA3D_TRANSFORM_TEXTURE0:
3698 glMatrixMode(GL_TEXTURE);
3699 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3700 glLoadMatrixf(matrix);
3701 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3702 break;
3703
3704 case SVGA3D_TRANSFORM_TEXTURE1:
3705 case SVGA3D_TRANSFORM_TEXTURE2:
3706 case SVGA3D_TRANSFORM_TEXTURE3:
3707 case SVGA3D_TRANSFORM_TEXTURE4:
3708 case SVGA3D_TRANSFORM_TEXTURE5:
3709 case SVGA3D_TRANSFORM_TEXTURE6:
3710 case SVGA3D_TRANSFORM_TEXTURE7:
3711 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_TEXTUREx transform!!\n"));
3712 return VERR_INVALID_PARAMETER;
3713
3714 case SVGA3D_TRANSFORM_WORLD:
3715 /* View * World = Model View */
3716 glMatrixMode(GL_MODELVIEW);
3717 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid)
3718 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
3719 else
3720 glLoadIdentity();
3721 glMultMatrixf(matrix);
3722 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3723 fModelViewChanged = true;
3724 break;
3725
3726 case SVGA3D_TRANSFORM_WORLD1:
3727 case SVGA3D_TRANSFORM_WORLD2:
3728 case SVGA3D_TRANSFORM_WORLD3:
3729 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_WORLDx transform!!\n"));
3730 return VERR_INVALID_PARAMETER;
3731
3732 default:
3733 Log(("vmsvga3dSetTransform: unknown type!!\n"));
3734 return VERR_INVALID_PARAMETER;
3735 }
3736
3737 /* Apparently we need to reset the light and clip data after modifying the modelview matrix. */
3738 if (fModelViewChanged)
3739 {
3740 /* Reprogram the clip planes. */
3741 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aClipPlane); j++)
3742 {
3743 if (pContext->state.aClipPlane[j].fValid == true)
3744 vmsvga3dSetClipPlane(pThis, cid, j, pContext->state.aClipPlane[j].plane);
3745 }
3746
3747 /* Reprogram the light data. */
3748 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aLightData); j++)
3749 {
3750 if (pContext->state.aLightData[j].fValidData == true)
3751 vmsvga3dSetLightData(pThis, cid, j, &pContext->state.aLightData[j].data);
3752 }
3753 }
3754
3755 return VINF_SUCCESS;
3756}
3757
3758int vmsvga3dSetZRange(PVGASTATE pThis, uint32_t cid, SVGA3dZRange zRange)
3759{
3760 PVMSVGA3DCONTEXT pContext;
3761 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3762 AssertReturn(pState, VERR_NO_MEMORY);
3763
3764 Log(("vmsvga3dSetZRange cid=%x min=%d max=%d\n", cid, (uint32_t)(zRange.min * 100.0), (uint32_t)(zRange.max * 100.0)));
3765
3766 if ( cid >= pState->cContexts
3767 || pState->papContexts[cid]->id != cid)
3768 {
3769 Log(("vmsvga3dSetZRange invalid context id!\n"));
3770 return VERR_INVALID_PARAMETER;
3771 }
3772 pContext = pState->papContexts[cid];
3773 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3774
3775 pContext->state.zRange = zRange;
3776 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_ZRANGE;
3777
3778 if (zRange.min < -1.0)
3779 zRange.min = -1.0;
3780 if (zRange.max > 1.0)
3781 zRange.max = 1.0;
3782
3783 glDepthRange((GLdouble)zRange.min, (GLdouble)zRange.max);
3784 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3785 return VINF_SUCCESS;
3786}
3787
3788/**
3789 * Convert SVGA blend op value to its OpenGL equivalent
3790 */
3791static GLenum vmsvga3dBlendOp2GL(uint32_t blendOp)
3792{
3793 switch (blendOp)
3794 {
3795 case SVGA3D_BLENDOP_ZERO:
3796 return GL_ZERO;
3797 case SVGA3D_BLENDOP_ONE:
3798 return GL_ONE;
3799 case SVGA3D_BLENDOP_SRCCOLOR:
3800 return GL_SRC_COLOR;
3801 case SVGA3D_BLENDOP_INVSRCCOLOR:
3802 return GL_ONE_MINUS_SRC_COLOR;
3803 case SVGA3D_BLENDOP_SRCALPHA:
3804 return GL_SRC_ALPHA;
3805 case SVGA3D_BLENDOP_INVSRCALPHA:
3806 return GL_ONE_MINUS_SRC_ALPHA;
3807 case SVGA3D_BLENDOP_DESTALPHA:
3808 return GL_DST_ALPHA;
3809 case SVGA3D_BLENDOP_INVDESTALPHA:
3810 return GL_ONE_MINUS_DST_ALPHA;
3811 case SVGA3D_BLENDOP_DESTCOLOR:
3812 return GL_DST_COLOR;
3813 case SVGA3D_BLENDOP_INVDESTCOLOR:
3814 return GL_ONE_MINUS_DST_COLOR;
3815 case SVGA3D_BLENDOP_SRCALPHASAT:
3816 return GL_SRC_ALPHA_SATURATE;
3817 case SVGA3D_BLENDOP_BLENDFACTOR:
3818 return GL_CONSTANT_ALPHA; /** @todo correct?? */
3819 case SVGA3D_BLENDOP_INVBLENDFACTOR:
3820 return GL_ONE_MINUS_CONSTANT_ALPHA; /** @todo correct?? */
3821 default:
3822 AssertFailed();
3823 return GL_ONE;
3824 }
3825}
3826
3827static GLenum vmsvga3dBlendEquation2GL(uint32_t blendEq)
3828{
3829 switch (blendEq)
3830 {
3831 case SVGA3D_BLENDEQ_ADD:
3832 return GL_FUNC_ADD;
3833 case SVGA3D_BLENDEQ_SUBTRACT:
3834 return GL_FUNC_SUBTRACT;
3835 case SVGA3D_BLENDEQ_REVSUBTRACT:
3836 return GL_FUNC_REVERSE_SUBTRACT;
3837 case SVGA3D_BLENDEQ_MINIMUM:
3838 return GL_MIN;
3839 case SVGA3D_BLENDEQ_MAXIMUM:
3840 return GL_MAX;
3841 default:
3842 AssertMsgFailed(("blendEq=%d (%#x)\n", blendEq, blendEq));
3843 return GL_FUNC_ADD;
3844 }
3845}
3846
3847static GLenum vmsvgaCmpFunc2GL(uint32_t cmpFunc)
3848{
3849 switch (cmpFunc)
3850 {
3851 case SVGA3D_CMP_NEVER:
3852 return GL_NEVER;
3853 case SVGA3D_CMP_LESS:
3854 return GL_LESS;
3855 case SVGA3D_CMP_EQUAL:
3856 return GL_EQUAL;
3857 case SVGA3D_CMP_LESSEQUAL:
3858 return GL_LEQUAL;
3859 case SVGA3D_CMP_GREATER:
3860 return GL_GREATER;
3861 case SVGA3D_CMP_NOTEQUAL:
3862 return GL_NOTEQUAL;
3863 case SVGA3D_CMP_GREATEREQUAL:
3864 return GL_GEQUAL;
3865 case SVGA3D_CMP_ALWAYS:
3866 return GL_ALWAYS;
3867 default:
3868 AssertFailed();
3869 return GL_LESS;
3870 }
3871}
3872
3873static GLenum vmsvgaStencipOp2GL(uint32_t stencilOp)
3874{
3875 switch (stencilOp)
3876 {
3877 case SVGA3D_STENCILOP_KEEP:
3878 return GL_KEEP;
3879 case SVGA3D_STENCILOP_ZERO:
3880 return GL_ZERO;
3881 case SVGA3D_STENCILOP_REPLACE:
3882 return GL_REPLACE;
3883 case SVGA3D_STENCILOP_INCRSAT:
3884 return GL_INCR_WRAP;
3885 case SVGA3D_STENCILOP_DECRSAT:
3886 return GL_DECR_WRAP;
3887 case SVGA3D_STENCILOP_INVERT:
3888 return GL_INVERT;
3889 case SVGA3D_STENCILOP_INCR:
3890 return GL_INCR;
3891 case SVGA3D_STENCILOP_DECR:
3892 return GL_DECR;
3893 default:
3894 AssertFailed();
3895 return GL_KEEP;
3896 }
3897}
3898
3899int vmsvga3dSetRenderState(PVGASTATE pThis, uint32_t cid, uint32_t cRenderStates, SVGA3dRenderState *pRenderState)
3900{
3901 uint32_t val = UINT32_MAX; /* Shut up MSC. */
3902 PVMSVGA3DCONTEXT pContext;
3903 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3904 AssertReturn(pState, VERR_NO_MEMORY);
3905
3906 Log(("vmsvga3dSetRenderState cid=%x cRenderStates=%d\n", cid, cRenderStates));
3907
3908 if ( cid >= pState->cContexts
3909 || pState->papContexts[cid]->id != cid)
3910 {
3911 Log(("vmsvga3dSetRenderState invalid context id!\n"));
3912 return VERR_INVALID_PARAMETER;
3913 }
3914 pContext = pState->papContexts[cid];
3915 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3916
3917 for (unsigned i = 0; i < cRenderStates; i++)
3918 {
3919 GLenum enableCap = ~(GLenum)0;
3920 Log(("vmsvga3dSetRenderState: cid=%x state=%s (%d) val=%x\n", cid, vmsvga3dGetRenderStateName(pRenderState[i].state), pRenderState[i].state, pRenderState[i].uintValue));
3921 /* Save the render state for vm state saving. */
3922 if (pRenderState[i].state < SVGA3D_RS_MAX)
3923 pContext->state.aRenderState[pRenderState[i].state] = pRenderState[i];
3924
3925 switch (pRenderState[i].state)
3926 {
3927 case SVGA3D_RS_ZENABLE: /* SVGA3dBool */
3928 enableCap = GL_DEPTH_TEST;
3929 val = pRenderState[i].uintValue;
3930 break;
3931
3932 case SVGA3D_RS_ZWRITEENABLE: /* SVGA3dBool */
3933 glDepthMask(!!pRenderState[i].uintValue);
3934 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3935 break;
3936
3937 case SVGA3D_RS_ALPHATESTENABLE: /* SVGA3dBool */
3938 enableCap = GL_ALPHA_TEST;
3939 val = pRenderState[i].uintValue;
3940 break;
3941
3942 case SVGA3D_RS_DITHERENABLE: /* SVGA3dBool */
3943 enableCap = GL_DITHER;
3944 val = pRenderState[i].uintValue;
3945 break;
3946
3947 case SVGA3D_RS_FOGENABLE: /* SVGA3dBool */
3948 enableCap = GL_FOG;
3949 val = pRenderState[i].uintValue;
3950 break;
3951
3952 case SVGA3D_RS_SPECULARENABLE: /* SVGA3dBool */
3953 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3954 break;
3955
3956 case SVGA3D_RS_LIGHTINGENABLE: /* SVGA3dBool */
3957 enableCap = GL_LIGHTING;
3958 val = pRenderState[i].uintValue;
3959 break;
3960
3961 case SVGA3D_RS_NORMALIZENORMALS: /* SVGA3dBool */
3962 /* not applicable */
3963 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3964 break;
3965
3966 case SVGA3D_RS_POINTSPRITEENABLE: /* SVGA3dBool */
3967 enableCap = GL_POINT_SPRITE_ARB;
3968 val = pRenderState[i].uintValue;
3969 break;
3970
3971 case SVGA3D_RS_POINTSIZE: /* float */
3972 /** @todo we need to apply scaling for point sizes below the min or above the max; see Wine) */
3973 if (pRenderState[i].floatValue < pState->caps.flPointSize[0])
3974 pRenderState[i].floatValue = pState->caps.flPointSize[0];
3975 if (pRenderState[i].floatValue > pState->caps.flPointSize[1])
3976 pRenderState[i].floatValue = pState->caps.flPointSize[1];
3977
3978 glPointSize(pRenderState[i].floatValue);
3979 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3980 Log(("SVGA3D_RS_POINTSIZE: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3981 break;
3982
3983 case SVGA3D_RS_POINTSIZEMIN: /* float */
3984 pState->ext.glPointParameterf(GL_POINT_SIZE_MIN, pRenderState[i].floatValue);
3985 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3986 Log(("SVGA3D_RS_POINTSIZEMIN: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3987 break;
3988
3989 case SVGA3D_RS_POINTSIZEMAX: /* float */
3990 pState->ext.glPointParameterf(GL_POINT_SIZE_MAX, pRenderState[i].floatValue);
3991 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3992 Log(("SVGA3D_RS_POINTSIZEMAX: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3993 break;
3994
3995 case SVGA3D_RS_POINTSCALEENABLE: /* SVGA3dBool */
3996 case SVGA3D_RS_POINTSCALE_A: /* float */
3997 case SVGA3D_RS_POINTSCALE_B: /* float */
3998 case SVGA3D_RS_POINTSCALE_C: /* float */
3999 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
4000 break;
4001
4002 case SVGA3D_RS_AMBIENT: /* SVGA3dColor */
4003 {
4004 GLfloat color[4]; /* red, green, blue, alpha */
4005
4006 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
4007
4008 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color);
4009 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4010 break;
4011 }
4012
4013 case SVGA3D_RS_CLIPPLANEENABLE: /* SVGA3dClipPlanes */
4014 {
4015 AssertCompile(SVGA3D_CLIPPLANE_MAX == (1 << 5));
4016 for (uint32_t j = 0; j <= 5; j++)
4017 {
4018 if (pRenderState[i].uintValue & RT_BIT(j))
4019 glEnable(GL_CLIP_PLANE0 + j);
4020 else
4021 glDisable(GL_CLIP_PLANE0 + j);
4022 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4023 }
4024 break;
4025 }
4026
4027 case SVGA3D_RS_FOGCOLOR: /* SVGA3dColor */
4028 {
4029 GLfloat color[4]; /* red, green, blue, alpha */
4030
4031 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
4032
4033 glFogfv(GL_FOG_COLOR, color);
4034 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4035 break;
4036 }
4037
4038 case SVGA3D_RS_FOGSTART: /* float */
4039 glFogf(GL_FOG_START, pRenderState[i].floatValue);
4040 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4041 break;
4042
4043 case SVGA3D_RS_FOGEND: /* float */
4044 glFogf(GL_FOG_END, pRenderState[i].floatValue);
4045 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4046 break;
4047
4048 case SVGA3D_RS_FOGDENSITY: /* float */
4049 glFogf(GL_FOG_DENSITY, pRenderState[i].floatValue);
4050 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4051 break;
4052
4053 case SVGA3D_RS_RANGEFOGENABLE: /* SVGA3dBool */
4054 glFogi(GL_FOG_COORD_SRC, (pRenderState[i].uintValue) ? GL_FOG_COORD : GL_FRAGMENT_DEPTH);
4055 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4056 break;
4057
4058 case SVGA3D_RS_FOGMODE: /* SVGA3dFogMode */
4059 {
4060 SVGA3dFogMode mode;
4061 mode.uintValue = pRenderState[i].uintValue;
4062
4063 enableCap = GL_FOG_MODE;
4064 switch (mode.s.function)
4065 {
4066 case SVGA3D_FOGFUNC_EXP:
4067 val = GL_EXP;
4068 break;
4069 case SVGA3D_FOGFUNC_EXP2:
4070 val = GL_EXP2;
4071 break;
4072 case SVGA3D_FOGFUNC_LINEAR:
4073 val = GL_LINEAR;
4074 break;
4075 default:
4076 AssertMsgFailedReturn(("Unexpected fog function %d\n", mode.s.function), VERR_INTERNAL_ERROR);
4077 break;
4078 }
4079
4080 /** @todo how to switch between vertex and pixel fog modes??? */
4081 Assert(mode.s.type == SVGA3D_FOGTYPE_PIXEL);
4082#if 0
4083 /* The fog type determines the render state. */
4084 switch (mode.s.type)
4085 {
4086 case SVGA3D_FOGTYPE_VERTEX:
4087 renderState = D3DRS_FOGVERTEXMODE;
4088 break;
4089 case SVGA3D_FOGTYPE_PIXEL:
4090 renderState = D3DRS_FOGTABLEMODE;
4091 break;
4092 default:
4093 AssertMsgFailedReturn(("Unexpected fog type %d\n", mode.s.type), VERR_INTERNAL_ERROR);
4094 break;
4095 }
4096#endif
4097
4098 /* Set the fog base to depth or range. */
4099 switch (mode.s.base)
4100 {
4101 case SVGA3D_FOGBASE_DEPTHBASED:
4102 glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
4103 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4104 break;
4105 case SVGA3D_FOGBASE_RANGEBASED:
4106 glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
4107 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4108 break;
4109 default:
4110 /* ignore */
4111 AssertMsgFailed(("Unexpected fog base %d\n", mode.s.base));
4112 break;
4113 }
4114 break;
4115 }
4116
4117 case SVGA3D_RS_FILLMODE: /* SVGA3dFillMode */
4118 {
4119 SVGA3dFillMode mode;
4120
4121 mode.uintValue = pRenderState[i].uintValue;
4122
4123 switch (mode.s.mode)
4124 {
4125 case SVGA3D_FILLMODE_POINT:
4126 val = GL_POINT;
4127 break;
4128 case SVGA3D_FILLMODE_LINE:
4129 val = GL_LINE;
4130 break;
4131 case SVGA3D_FILLMODE_FILL:
4132 val = GL_FILL;
4133 break;
4134 default:
4135 AssertMsgFailedReturn(("Unexpected fill mode %d\n", mode.s.mode), VERR_INTERNAL_ERROR);
4136 break;
4137 }
4138 /* @note only front and back faces */
4139 Assert(mode.s.face == SVGA3D_FACE_FRONT_BACK);
4140 glPolygonMode(GL_FRONT_AND_BACK, val);
4141 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4142 break;
4143 }
4144
4145 case SVGA3D_RS_SHADEMODE: /* SVGA3dShadeMode */
4146 switch (pRenderState[i].uintValue)
4147 {
4148 case SVGA3D_SHADEMODE_FLAT:
4149 val = GL_FLAT;
4150 break;
4151
4152 case SVGA3D_SHADEMODE_SMOOTH:
4153 val = GL_SMOOTH;
4154 break;
4155
4156 default:
4157 AssertMsgFailedReturn(("Unexpected shade mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
4158 break;
4159 }
4160
4161 glShadeModel(val);
4162 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4163 break;
4164
4165 case SVGA3D_RS_LINEPATTERN: /* SVGA3dLinePattern */
4166 /* No longer supported by d3d; mesagl comments suggest not all backends support it */
4167 /** @todo */
4168 Log(("WARNING: SVGA3D_RS_LINEPATTERN %x not supported!!\n", pRenderState[i].uintValue));
4169 /*
4170 renderState = D3DRS_LINEPATTERN;
4171 val = pRenderState[i].uintValue;
4172 */
4173 break;
4174
4175 case SVGA3D_RS_LINEAA: /* SVGA3dBool */
4176 enableCap = GL_LINE_SMOOTH;
4177 val = pRenderState[i].uintValue;
4178 break;
4179
4180 case SVGA3D_RS_LINEWIDTH: /* float */
4181 glLineWidth(pRenderState[i].floatValue);
4182 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4183 break;
4184
4185 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
4186 {
4187 /* Refresh the blending state based on the new enable setting. */
4188 SVGA3dRenderState renderstate[2];
4189
4190 renderstate[0].state = SVGA3D_RS_SRCBLEND;
4191 renderstate[0].uintValue = pContext->state.aRenderState[SVGA3D_RS_SRCBLEND].uintValue;
4192 renderstate[1].state = SVGA3D_RS_BLENDEQUATION;
4193 renderstate[1].uintValue = pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue;
4194
4195 int rc = vmsvga3dSetRenderState(pThis, cid, 2, renderstate);
4196 AssertRCReturn(rc, rc);
4197
4198 if (pContext->state.aRenderState[SVGA3D_RS_BLENDENABLE].uintValue != 0)
4199 continue; /* ignore if blend is already enabled */
4200 } RT_FALL_THRU();
4201
4202 case SVGA3D_RS_BLENDENABLE: /* SVGA3dBool */
4203 enableCap = GL_BLEND;
4204 val = pRenderState[i].uintValue;
4205 break;
4206
4207 case SVGA3D_RS_SRCBLENDALPHA: /* SVGA3dBlendOp */
4208 case SVGA3D_RS_DSTBLENDALPHA: /* SVGA3dBlendOp */
4209 case SVGA3D_RS_SRCBLEND: /* SVGA3dBlendOp */
4210 case SVGA3D_RS_DSTBLEND: /* SVGA3dBlendOp */
4211 {
4212 GLint srcRGB, srcAlpha, dstRGB, dstAlpha;
4213 GLint blendop = vmsvga3dBlendOp2GL(pRenderState[i].uintValue);
4214
4215 glGetIntegerv(GL_BLEND_SRC_RGB, &srcRGB);
4216 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4217 glGetIntegerv(GL_BLEND_DST_RGB, &dstRGB);
4218 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4219 glGetIntegerv(GL_BLEND_DST_ALPHA, &dstAlpha);
4220 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4221 glGetIntegerv(GL_BLEND_SRC_ALPHA, &srcAlpha);
4222 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4223
4224 switch (pRenderState[i].state)
4225 {
4226 case SVGA3D_RS_SRCBLEND:
4227 srcRGB = blendop;
4228 break;
4229 case SVGA3D_RS_DSTBLEND:
4230 dstRGB = blendop;
4231 break;
4232 case SVGA3D_RS_SRCBLENDALPHA:
4233 srcAlpha = blendop;
4234 break;
4235 case SVGA3D_RS_DSTBLENDALPHA:
4236 dstAlpha = blendop;
4237 break;
4238 default:
4239 /* not possible; shut up gcc */
4240 AssertFailed();
4241 break;
4242 }
4243
4244 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4245 pState->ext.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
4246 else
4247 glBlendFunc(srcRGB, dstRGB);
4248 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4249 break;
4250 }
4251
4252 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4253 case SVGA3D_RS_BLENDEQUATION: /* SVGA3dBlendEquation */
4254 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4255 pState->ext.glBlendEquationSeparate(vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue),
4256 vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATIONALPHA].uintValue));
4257 else
4258 {
4259#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
4260 glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4261#else
4262 pState->ext.glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4263#endif
4264 }
4265 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4266 break;
4267
4268 case SVGA3D_RS_BLENDCOLOR: /* SVGA3dColor */
4269 {
4270 GLfloat red, green, blue, alpha;
4271
4272 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &red, &green, &blue, &alpha);
4273
4274#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
4275 glBlendColor(red, green, blue, alpha);
4276#else
4277 pState->ext.glBlendColor(red, green, blue, alpha);
4278#endif
4279 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4280 break;
4281 }
4282
4283 case SVGA3D_RS_CULLMODE: /* SVGA3dFace */
4284 {
4285 GLenum mode = GL_BACK; /* default for OpenGL */
4286
4287 switch (pRenderState[i].uintValue)
4288 {
4289 case SVGA3D_FACE_NONE:
4290 break;
4291 case SVGA3D_FACE_FRONT:
4292 mode = GL_FRONT;
4293 break;
4294 case SVGA3D_FACE_BACK:
4295 mode = GL_BACK;
4296 break;
4297 case SVGA3D_FACE_FRONT_BACK:
4298 mode = GL_FRONT_AND_BACK;
4299 break;
4300 default:
4301 AssertMsgFailedReturn(("Unexpected cull mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
4302 break;
4303 }
4304 enableCap = GL_CULL_FACE;
4305 if (pRenderState[i].uintValue != SVGA3D_FACE_NONE)
4306 {
4307 glCullFace(mode);
4308 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4309 val = 1;
4310 }
4311 else
4312 val = 0;
4313 break;
4314 }
4315
4316 case SVGA3D_RS_ZFUNC: /* SVGA3dCmpFunc */
4317 glDepthFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue));
4318 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4319 break;
4320
4321 case SVGA3D_RS_ALPHAFUNC: /* SVGA3dCmpFunc */
4322 {
4323 GLclampf ref;
4324
4325 glGetFloatv(GL_ALPHA_TEST_REF, &ref);
4326 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4327 glAlphaFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref);
4328 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4329 break;
4330 }
4331
4332 case SVGA3D_RS_ALPHAREF: /* float (0.0 .. 1.0) */
4333 {
4334 GLint func;
4335
4336 glGetIntegerv(GL_ALPHA_TEST_FUNC, &func);
4337 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4338 glAlphaFunc(func, pRenderState[i].floatValue);
4339 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4340 break;
4341 }
4342
4343 case SVGA3D_RS_STENCILENABLE: /* SVGA3dBool */
4344 enableCap = GL_STENCIL_TEST;
4345 val = pRenderState[i].uintValue;
4346 break;
4347
4348 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4349 case SVGA3D_RS_STENCILREF: /* uint32_t */
4350 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4351 {
4352 GLint func, ref;
4353 GLuint mask;
4354
4355 glGetIntegerv(GL_STENCIL_FUNC, &func);
4356 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4357 glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask);
4358 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4359 glGetIntegerv(GL_STENCIL_REF, &ref);
4360 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4361
4362 switch (pRenderState[i].state)
4363 {
4364 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4365 func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue);
4366 break;
4367
4368 case SVGA3D_RS_STENCILREF: /* uint32_t */
4369 ref = pRenderState[i].uintValue;
4370 break;
4371
4372 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4373 mask = pRenderState[i].uintValue;
4374 break;
4375
4376 default:
4377 /* not possible; shut up gcc */
4378 AssertFailed();
4379 break;
4380 }
4381
4382 glStencilFunc(func, ref, mask);
4383 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4384 break;
4385 }
4386
4387 case SVGA3D_RS_STENCILWRITEMASK: /* uint32_t */
4388 glStencilMask(pRenderState[i].uintValue);
4389 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4390 break;
4391
4392 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4393 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4394 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4395 {
4396 GLint sfail, dpfail, dppass;
4397 GLenum stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4398
4399 glGetIntegerv(GL_STENCIL_FAIL, &sfail);
4400 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4401 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &dpfail);
4402 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4403 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &dppass);
4404 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4405
4406 switch (pRenderState[i].state)
4407 {
4408 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4409 sfail = stencilop;
4410 break;
4411 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4412 dpfail = stencilop;
4413 break;
4414 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4415 dppass = stencilop;
4416 break;
4417 default:
4418 /* not possible; shut up gcc */
4419 AssertFailed();
4420 break;
4421 }
4422 glStencilOp(sfail, dpfail, dppass);
4423 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4424 break;
4425 }
4426
4427 case SVGA3D_RS_STENCILENABLE2SIDED: /* SVGA3dBool */
4428 /* @note GL_EXT_stencil_two_side required! */
4429 if (pState->ext.fEXT_stencil_two_side)
4430 {
4431 enableCap = GL_STENCIL_TEST_TWO_SIDE_EXT;
4432 val = pRenderState[i].uintValue;
4433 }
4434 else
4435 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_STENCILENABLE2SIDED\n"));
4436 break;
4437
4438 case SVGA3D_RS_CCWSTENCILFUNC: /* SVGA3dCmpFunc */
4439 {
4440 /** @todo SVGA3D_RS_STENCILFAIL/ZFAIL/PASS for front & back faces
4441 * SVGA3D_RS_CCWSTENCILFAIL/ZFAIL/PASS for back faces ??
4442 */
4443 GLint ref;
4444 GLuint mask;
4445
4446 glGetIntegerv(GL_STENCIL_BACK_VALUE_MASK, (GLint *)&mask);
4447 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4448 glGetIntegerv(GL_STENCIL_BACK_REF, &ref);
4449 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4450
4451 pState->ext.glStencilFuncSeparate(GL_BACK, vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref, mask);
4452 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4453 break;
4454 }
4455
4456 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4457 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4458 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4459 {
4460 /** @todo SVGA3D_RS_STENCILFAIL/ZFAIL/PASS for front & back faces
4461 * SVGA3D_RS_CCWSTENCILFAIL/ZFAIL/PASS for back faces ??
4462 */
4463 GLint sfail, dpfail, dppass;
4464 GLenum stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4465
4466 glGetIntegerv(GL_STENCIL_BACK_FAIL, &sfail);
4467 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4468 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &dpfail);
4469 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4470 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &dppass);
4471 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4472
4473 switch (pRenderState[i].state)
4474 {
4475 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4476 sfail = stencilop;
4477 break;
4478 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4479 dpfail = stencilop;
4480 break;
4481 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4482 dppass = stencilop;
4483 break;
4484 default:
4485 /* not possible; shut up gcc */
4486 AssertFailed();
4487 break;
4488 }
4489 pState->ext.glStencilOpSeparate(GL_BACK, sfail, dpfail, dppass);
4490 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4491 break;
4492 }
4493
4494 case SVGA3D_RS_ZBIAS: /* float */
4495 /** @todo unknown meaning; depth bias is not identical
4496 renderState = D3DRS_DEPTHBIAS;
4497 val = pRenderState[i].uintValue;
4498 */
4499 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_ZBIAS\n"));
4500 break;
4501
4502 case SVGA3D_RS_DEPTHBIAS: /* float */
4503 {
4504 GLfloat factor;
4505
4506 /** @todo not sure if the d3d & ogl definitions are identical. */
4507
4508 /* Do not change the factor part. */
4509 glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &factor);
4510 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4511
4512 glPolygonOffset(factor, pRenderState[i].floatValue);
4513 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4514 break;
4515 }
4516
4517 case SVGA3D_RS_SLOPESCALEDEPTHBIAS: /* float */
4518 {
4519 GLfloat units;
4520
4521 /** @todo not sure if the d3d & ogl definitions are identical. */
4522
4523 /* Do not change the factor part. */
4524 glGetFloatv(GL_POLYGON_OFFSET_UNITS, &units);
4525 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4526
4527 glPolygonOffset(pRenderState[i].floatValue, units);
4528 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4529 break;
4530 }
4531
4532 case SVGA3D_RS_COLORWRITEENABLE: /* SVGA3dColorMask */
4533 {
4534 GLboolean red, green, blue, alpha;
4535 SVGA3dColorMask mask;
4536
4537 mask.uintValue = pRenderState[i].uintValue;
4538
4539 red = mask.s.red;
4540 green = mask.s.green;
4541 blue = mask.s.blue;
4542 alpha = mask.s.alpha;
4543
4544 glColorMask(red, green, blue, alpha);
4545 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4546 break;
4547 }
4548
4549 case SVGA3D_RS_COLORWRITEENABLE1: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4550 case SVGA3D_RS_COLORWRITEENABLE2: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4551 case SVGA3D_RS_COLORWRITEENABLE3: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4552 Log(("vmsvga3dSetRenderState: WARNING SVGA3D_RS_COLORWRITEENABLEx not supported!!\n"));
4553 break;
4554
4555 case SVGA3D_RS_SCISSORTESTENABLE: /* SVGA3dBool */
4556 enableCap = GL_SCISSOR_TEST;
4557 val = pRenderState[i].uintValue;
4558 break;
4559
4560#if 0
4561 case SVGA3D_RS_DIFFUSEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4562 AssertCompile(D3DMCS_COLOR2 == SVGA3D_VERTEXMATERIAL_SPECULAR);
4563 renderState = D3DRS_DIFFUSEMATERIALSOURCE;
4564 val = pRenderState[i].uintValue;
4565 break;
4566
4567 case SVGA3D_RS_SPECULARMATERIALSOURCE: /* SVGA3dVertexMaterial */
4568 renderState = D3DRS_SPECULARMATERIALSOURCE;
4569 val = pRenderState[i].uintValue;
4570 break;
4571
4572 case SVGA3D_RS_AMBIENTMATERIALSOURCE: /* SVGA3dVertexMaterial */
4573 renderState = D3DRS_AMBIENTMATERIALSOURCE;
4574 val = pRenderState[i].uintValue;
4575 break;
4576
4577 case SVGA3D_RS_EMISSIVEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4578 renderState = D3DRS_EMISSIVEMATERIALSOURCE;
4579 val = pRenderState[i].uintValue;
4580 break;
4581#endif
4582
4583 case SVGA3D_RS_WRAP3: /* SVGA3dWrapFlags */
4584 case SVGA3D_RS_WRAP4: /* SVGA3dWrapFlags */
4585 case SVGA3D_RS_WRAP5: /* SVGA3dWrapFlags */
4586 case SVGA3D_RS_WRAP6: /* SVGA3dWrapFlags */
4587 case SVGA3D_RS_WRAP7: /* SVGA3dWrapFlags */
4588 case SVGA3D_RS_WRAP8: /* SVGA3dWrapFlags */
4589 case SVGA3D_RS_WRAP9: /* SVGA3dWrapFlags */
4590 case SVGA3D_RS_WRAP10: /* SVGA3dWrapFlags */
4591 case SVGA3D_RS_WRAP11: /* SVGA3dWrapFlags */
4592 case SVGA3D_RS_WRAP12: /* SVGA3dWrapFlags */
4593 case SVGA3D_RS_WRAP13: /* SVGA3dWrapFlags */
4594 case SVGA3D_RS_WRAP14: /* SVGA3dWrapFlags */
4595 case SVGA3D_RS_WRAP15: /* SVGA3dWrapFlags */
4596 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_WRAPx (x >= 3)\n"));
4597 break;
4598
4599 case SVGA3D_RS_LASTPIXEL: /* SVGA3dBool */
4600 case SVGA3D_RS_TWEENFACTOR: /* float */
4601 case SVGA3D_RS_INDEXEDVERTEXBLENDENABLE: /* SVGA3dBool */
4602 case SVGA3D_RS_VERTEXBLEND: /* SVGA3dVertexBlendFlags */
4603 Log(("vmsvga3dSetRenderState: WARNING not applicable!!\n"));
4604 break;
4605
4606 case SVGA3D_RS_MULTISAMPLEANTIALIAS: /* SVGA3dBool */
4607 enableCap = GL_MULTISAMPLE;
4608 val = pRenderState[i].uintValue;
4609 break;
4610
4611 case SVGA3D_RS_MULTISAMPLEMASK: /* uint32_t */
4612 case SVGA3D_RS_ANTIALIASEDLINEENABLE: /* SVGA3dBool */
4613 Log(("vmsvga3dSetRenderState: WARNING not applicable??!!\n"));
4614 break;
4615
4616 case SVGA3D_RS_COORDINATETYPE: /* SVGA3dCoordinateType */
4617 Assert(pRenderState[i].uintValue == SVGA3D_COORDINATE_LEFTHANDED);
4618 /** @todo setup a view matrix to scale the world space by -1 in the z-direction for right handed coordinates. */
4619 /*
4620 renderState = D3DRS_COORDINATETYPE;
4621 val = pRenderState[i].uintValue;
4622 */
4623 break;
4624
4625 case SVGA3D_RS_FRONTWINDING: /* SVGA3dFrontWinding */
4626 Assert(pRenderState[i].uintValue == SVGA3D_FRONTWINDING_CW);
4627 /* Invert the selected mode because of y-inversion (?) */
4628 glFrontFace((pRenderState[i].uintValue != SVGA3D_FRONTWINDING_CW) ? GL_CW : GL_CCW);
4629 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4630 break;
4631
4632 case SVGA3D_RS_OUTPUTGAMMA: /* float */
4633 //AssertFailed();
4634 /*
4635 D3DRS_SRGBWRITEENABLE ??
4636 renderState = D3DRS_OUTPUTGAMMA;
4637 val = pRenderState[i].uintValue;
4638 */
4639 break;
4640
4641#if 0
4642
4643 case SVGA3D_RS_VERTEXMATERIALENABLE: /* SVGA3dBool */
4644 //AssertFailed();
4645 renderState = D3DRS_INDEXEDVERTEXBLENDENABLE; /* correct?? */
4646 val = pRenderState[i].uintValue;
4647 break;
4648
4649 case SVGA3D_RS_TEXTUREFACTOR: /* SVGA3dColor */
4650 renderState = D3DRS_TEXTUREFACTOR;
4651 val = pRenderState[i].uintValue;
4652 break;
4653
4654 case SVGA3D_RS_LOCALVIEWER: /* SVGA3dBool */
4655 renderState = D3DRS_LOCALVIEWER;
4656 val = pRenderState[i].uintValue;
4657 break;
4658
4659 case SVGA3D_RS_ZVISIBLE: /* SVGA3dBool */
4660 AssertFailed();
4661 /*
4662 renderState = D3DRS_ZVISIBLE;
4663 val = pRenderState[i].uintValue;
4664 */
4665 break;
4666
4667 case SVGA3D_RS_CLIPPING: /* SVGA3dBool */
4668 renderState = D3DRS_CLIPPING;
4669 val = pRenderState[i].uintValue;
4670 break;
4671
4672 case SVGA3D_RS_WRAP0: /* SVGA3dWrapFlags */
4673 glTexParameter GL_TEXTURE_WRAP_S
4674 Assert(SVGA3D_WRAPCOORD_3 == D3DWRAPCOORD_3);
4675 renderState = D3DRS_WRAP0;
4676 val = pRenderState[i].uintValue;
4677 break;
4678
4679 case SVGA3D_RS_WRAP1: /* SVGA3dWrapFlags */
4680 glTexParameter GL_TEXTURE_WRAP_T
4681 renderState = D3DRS_WRAP1;
4682 val = pRenderState[i].uintValue;
4683 break;
4684
4685 case SVGA3D_RS_WRAP2: /* SVGA3dWrapFlags */
4686 glTexParameter GL_TEXTURE_WRAP_R
4687 renderState = D3DRS_WRAP2;
4688 val = pRenderState[i].uintValue;
4689 break;
4690
4691
4692 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
4693 renderState = D3DRS_SEPARATEALPHABLENDENABLE;
4694 val = pRenderState[i].uintValue;
4695 break;
4696
4697
4698 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4699 renderState = D3DRS_BLENDOPALPHA;
4700 val = pRenderState[i].uintValue;
4701 break;
4702
4703 case SVGA3D_RS_TRANSPARENCYANTIALIAS: /* SVGA3dTransparencyAntialiasType */
4704 AssertFailed();
4705 /*
4706 renderState = D3DRS_TRANSPARENCYANTIALIAS;
4707 val = pRenderState[i].uintValue;
4708 */
4709 break;
4710
4711#endif
4712 default:
4713 AssertFailed();
4714 break;
4715 }
4716
4717 if (enableCap != ~(GLenum)0)
4718 {
4719 if (val)
4720 glEnable(enableCap);
4721 else
4722 glDisable(enableCap);
4723 }
4724 }
4725
4726 return VINF_SUCCESS;
4727}
4728
4729int vmsvga3dSetRenderTarget(PVGASTATE pThis, uint32_t cid, SVGA3dRenderTargetType type, SVGA3dSurfaceImageId target)
4730{
4731 PVMSVGA3DCONTEXT pContext;
4732 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
4733 PVMSVGA3DSURFACE pRenderTarget;
4734
4735 AssertReturn(pState, VERR_NO_MEMORY);
4736 AssertReturn(type < SVGA3D_RT_MAX, VERR_INVALID_PARAMETER);
4737 AssertReturn(target.face == 0, VERR_INVALID_PARAMETER);
4738
4739 Log(("vmsvga3dSetRenderTarget cid=%x type=%x surface id=%x\n", cid, type, target.sid));
4740
4741 if ( cid >= pState->cContexts
4742 || pState->papContexts[cid]->id != cid)
4743 {
4744 Log(("vmsvga3dSetRenderTarget invalid context id!\n"));
4745 return VERR_INVALID_PARAMETER;
4746 }
4747 pContext = pState->papContexts[cid];
4748 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4749
4750 /* Save for vm state save/restore. */
4751 pContext->state.aRenderTargets[type] = target.sid;
4752
4753 if (target.sid == SVGA3D_INVALID_ID)
4754 {
4755 /* Disable render target. */
4756 switch (type)
4757 {
4758 case SVGA3D_RT_DEPTH:
4759 case SVGA3D_RT_STENCIL:
4760 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
4761 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4762 break;
4763
4764 case SVGA3D_RT_COLOR0:
4765 case SVGA3D_RT_COLOR1:
4766 case SVGA3D_RT_COLOR2:
4767 case SVGA3D_RT_COLOR3:
4768 case SVGA3D_RT_COLOR4:
4769 case SVGA3D_RT_COLOR5:
4770 case SVGA3D_RT_COLOR6:
4771 case SVGA3D_RT_COLOR7:
4772 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, 0, 0, 0);
4773 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4774 break;
4775
4776 default:
4777 AssertFailedReturn(VERR_INVALID_PARAMETER);
4778 }
4779 return VINF_SUCCESS;
4780 }
4781
4782 AssertReturn(target.sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
4783 AssertReturn(target.sid < pState->cSurfaces && pState->papSurfaces[target.sid]->id == target.sid, VERR_INVALID_PARAMETER);
4784 pRenderTarget = pState->papSurfaces[target.sid];
4785
4786 switch (type)
4787 {
4788 case SVGA3D_RT_DEPTH:
4789 case SVGA3D_RT_STENCIL:
4790 AssertReturn(target.mipmap == 0, VERR_INVALID_PARAMETER);
4791 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4792 {
4793 Log(("vmsvga3dSetRenderTarget: create renderbuffer to be used as render target; surface id=%x type=%d format=%d\n", target.sid, pRenderTarget->surfaceFlags, pRenderTarget->internalFormatGL));
4794 pContext = &pState->SharedCtx;
4795 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4796
4797 pState->ext.glGenRenderbuffers(1, &pRenderTarget->oglId.renderbuffer);
4798 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4799
4800 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4801 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4802
4803 pState->ext.glRenderbufferStorage(GL_RENDERBUFFER,
4804 pRenderTarget->internalFormatGL,
4805 pRenderTarget->pMipmapLevels[0].mipmapSize.width,
4806 pRenderTarget->pMipmapLevels[0].mipmapSize.height);
4807 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4808
4809 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, OPENGL_INVALID_ID);
4810 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4811
4812 pContext = pState->papContexts[cid];
4813 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4814 pRenderTarget->idWeakContextAssociation = cid;
4815 }
4816
4817 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4818 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4819 Assert(!pRenderTarget->fDirty);
4820 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4821
4822 pRenderTarget->surfaceFlags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
4823
4824 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4825 (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT,
4826 GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4827 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4828 break;
4829
4830 case SVGA3D_RT_COLOR0:
4831 case SVGA3D_RT_COLOR1:
4832 case SVGA3D_RT_COLOR2:
4833 case SVGA3D_RT_COLOR3:
4834 case SVGA3D_RT_COLOR4:
4835 case SVGA3D_RT_COLOR5:
4836 case SVGA3D_RT_COLOR6:
4837 case SVGA3D_RT_COLOR7:
4838 {
4839 /* A texture surface can be used as a render target to fill it and later on used as a texture. */
4840 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4841 {
4842 Log(("vmsvga3dSetRenderTarget: create texture to be used as render target; surface id=%x type=%d format=%d -> create texture\n", target.sid, pRenderTarget->surfaceFlags, pRenderTarget->format));
4843 int rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pRenderTarget);
4844 AssertRCReturn(rc, rc);
4845 }
4846
4847 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4848 Assert(!pRenderTarget->fDirty);
4849
4850 pRenderTarget->surfaceFlags |= SVGA3D_SURFACE_HINT_RENDERTARGET;
4851
4852 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, GL_TEXTURE_2D, pRenderTarget->oglId.texture, target.mipmap);
4853 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4854
4855#ifdef DEBUG
4856 GLenum status = pState->ext.glCheckFramebufferStatus(GL_FRAMEBUFFER);
4857 if (status != GL_FRAMEBUFFER_COMPLETE)
4858 Log(("vmsvga3dSetRenderTarget: WARNING: glCheckFramebufferStatus returned %x\n", status));
4859#endif
4860 /** @todo use glDrawBuffers too? */
4861 break;
4862 }
4863
4864 default:
4865 AssertFailedReturn(VERR_INVALID_PARAMETER);
4866 }
4867
4868 return VINF_SUCCESS;
4869}
4870
4871#if 0
4872/**
4873 * Convert SVGA texture combiner value to its D3D equivalent
4874 */
4875static DWORD vmsvga3dTextureCombiner2D3D(uint32_t value)
4876{
4877 switch (value)
4878 {
4879 case SVGA3D_TC_DISABLE:
4880 return D3DTOP_DISABLE;
4881 case SVGA3D_TC_SELECTARG1:
4882 return D3DTOP_SELECTARG1;
4883 case SVGA3D_TC_SELECTARG2:
4884 return D3DTOP_SELECTARG2;
4885 case SVGA3D_TC_MODULATE:
4886 return D3DTOP_MODULATE;
4887 case SVGA3D_TC_ADD:
4888 return D3DTOP_ADD;
4889 case SVGA3D_TC_ADDSIGNED:
4890 return D3DTOP_ADDSIGNED;
4891 case SVGA3D_TC_SUBTRACT:
4892 return D3DTOP_SUBTRACT;
4893 case SVGA3D_TC_BLENDTEXTUREALPHA:
4894 return D3DTOP_BLENDTEXTUREALPHA;
4895 case SVGA3D_TC_BLENDDIFFUSEALPHA:
4896 return D3DTOP_BLENDDIFFUSEALPHA;
4897 case SVGA3D_TC_BLENDCURRENTALPHA:
4898 return D3DTOP_BLENDCURRENTALPHA;
4899 case SVGA3D_TC_BLENDFACTORALPHA:
4900 return D3DTOP_BLENDFACTORALPHA;
4901 case SVGA3D_TC_MODULATE2X:
4902 return D3DTOP_MODULATE2X;
4903 case SVGA3D_TC_MODULATE4X:
4904 return D3DTOP_MODULATE4X;
4905 case SVGA3D_TC_DSDT:
4906 AssertFailed(); /** @todo ??? */
4907 return D3DTOP_DISABLE;
4908 case SVGA3D_TC_DOTPRODUCT3:
4909 return D3DTOP_DOTPRODUCT3;
4910 case SVGA3D_TC_BLENDTEXTUREALPHAPM:
4911 return D3DTOP_BLENDTEXTUREALPHAPM;
4912 case SVGA3D_TC_ADDSIGNED2X:
4913 return D3DTOP_ADDSIGNED2X;
4914 case SVGA3D_TC_ADDSMOOTH:
4915 return D3DTOP_ADDSMOOTH;
4916 case SVGA3D_TC_PREMODULATE:
4917 return D3DTOP_PREMODULATE;
4918 case SVGA3D_TC_MODULATEALPHA_ADDCOLOR:
4919 return D3DTOP_MODULATEALPHA_ADDCOLOR;
4920 case SVGA3D_TC_MODULATECOLOR_ADDALPHA:
4921 return D3DTOP_MODULATECOLOR_ADDALPHA;
4922 case SVGA3D_TC_MODULATEINVALPHA_ADDCOLOR:
4923 return D3DTOP_MODULATEINVALPHA_ADDCOLOR;
4924 case SVGA3D_TC_MODULATEINVCOLOR_ADDALPHA:
4925 return D3DTOP_MODULATEINVCOLOR_ADDALPHA;
4926 case SVGA3D_TC_BUMPENVMAPLUMINANCE:
4927 return D3DTOP_BUMPENVMAPLUMINANCE;
4928 case SVGA3D_TC_MULTIPLYADD:
4929 return D3DTOP_MULTIPLYADD;
4930 case SVGA3D_TC_LERP:
4931 return D3DTOP_LERP;
4932 default:
4933 AssertFailed();
4934 return D3DTOP_DISABLE;
4935 }
4936}
4937
4938/**
4939 * Convert SVGA texture arg data value to its D3D equivalent
4940 */
4941static DWORD vmsvga3dTextureArgData2D3D(uint32_t value)
4942{
4943 switch (value)
4944 {
4945 case SVGA3D_TA_CONSTANT:
4946 return D3DTA_CONSTANT;
4947 case SVGA3D_TA_PREVIOUS:
4948 return D3DTA_CURRENT; /* current = previous */
4949 case SVGA3D_TA_DIFFUSE:
4950 return D3DTA_DIFFUSE;
4951 case SVGA3D_TA_TEXTURE:
4952 return D3DTA_TEXTURE;
4953 case SVGA3D_TA_SPECULAR:
4954 return D3DTA_SPECULAR;
4955 default:
4956 AssertFailed();
4957 return 0;
4958 }
4959}
4960
4961/**
4962 * Convert SVGA texture transform flag value to its D3D equivalent
4963 */
4964static DWORD vmsvga3dTextTransformFlags2D3D(uint32_t value)
4965{
4966 switch (value)
4967 {
4968 case SVGA3D_TEX_TRANSFORM_OFF:
4969 return D3DTTFF_DISABLE;
4970 case SVGA3D_TEX_TRANSFORM_S:
4971 return D3DTTFF_COUNT1; /** @todo correct? */
4972 case SVGA3D_TEX_TRANSFORM_T:
4973 return D3DTTFF_COUNT2; /** @todo correct? */
4974 case SVGA3D_TEX_TRANSFORM_R:
4975 return D3DTTFF_COUNT3; /** @todo correct? */
4976 case SVGA3D_TEX_TRANSFORM_Q:
4977 return D3DTTFF_COUNT4; /** @todo correct? */
4978 case SVGA3D_TEX_PROJECTED:
4979 return D3DTTFF_PROJECTED;
4980 default:
4981 AssertFailed();
4982 return 0;
4983 }
4984}
4985#endif
4986
4987static GLenum vmsvga3dTextureAddress2OGL(SVGA3dTextureAddress value)
4988{
4989 switch (value)
4990 {
4991 case SVGA3D_TEX_ADDRESS_WRAP:
4992 return GL_REPEAT;
4993 case SVGA3D_TEX_ADDRESS_MIRROR:
4994 return GL_MIRRORED_REPEAT;
4995 case SVGA3D_TEX_ADDRESS_CLAMP:
4996 return GL_CLAMP_TO_EDGE;
4997 case SVGA3D_TEX_ADDRESS_BORDER:
4998 return GL_CLAMP_TO_BORDER;
4999 case SVGA3D_TEX_ADDRESS_MIRRORONCE:
5000 AssertFailed();
5001 return GL_CLAMP_TO_EDGE_SGIS; /** @todo correct? */
5002
5003 case SVGA3D_TEX_ADDRESS_EDGE:
5004 case SVGA3D_TEX_ADDRESS_INVALID:
5005 default:
5006 AssertFailed();
5007 return GL_REPEAT; /* default */
5008 }
5009}
5010
5011static GLenum vmsvga3dTextureFilter2OGL(SVGA3dTextureFilter value)
5012{
5013 switch (value)
5014 {
5015 case SVGA3D_TEX_FILTER_NONE:
5016 case SVGA3D_TEX_FILTER_LINEAR:
5017 return GL_LINEAR;
5018 case SVGA3D_TEX_FILTER_NEAREST:
5019 return GL_NEAREST;
5020 case SVGA3D_TEX_FILTER_ANISOTROPIC:
5021 /** @todo */
5022 case SVGA3D_TEX_FILTER_FLATCUBIC: // Deprecated, not implemented
5023 case SVGA3D_TEX_FILTER_GAUSSIANCUBIC: // Deprecated, not implemented
5024 case SVGA3D_TEX_FILTER_PYRAMIDALQUAD: // Not currently implemented
5025 case SVGA3D_TEX_FILTER_GAUSSIANQUAD: // Not currently implemented
5026 default:
5027 AssertFailed();
5028 return GL_LINEAR; /* default */
5029 }
5030}
5031
5032uint32_t vmsvga3dSVGA3dColor2RGBA(SVGA3dColor value)
5033{
5034 /* flip the red and blue bytes */
5035 uint8_t blue = value & 0xff;
5036 uint8_t red = (value >> 16) & 0xff;
5037 return (value & 0xff00ff00) | red | (blue << 16);
5038}
5039
5040int vmsvga3dSetTextureState(PVGASTATE pThis, uint32_t cid, uint32_t cTextureStates, SVGA3dTextureState *pTextureState)
5041{
5042 GLenum val = ~(GLenum)0; /* Shut up MSC. */
5043 GLenum currentStage = ~(GLenum)0;
5044 PVMSVGA3DCONTEXT pContext;
5045 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5046 AssertReturn(pState, VERR_NO_MEMORY);
5047
5048 Log(("vmsvga3dSetTextureState %x cTextureState=%d\n", cid, cTextureStates));
5049
5050 if ( cid >= pState->cContexts
5051 || pState->papContexts[cid]->id != cid)
5052 {
5053 Log(("vmsvga3dSetTextureState invalid context id!\n"));
5054 return VERR_INVALID_PARAMETER;
5055 }
5056 pContext = pState->papContexts[cid];
5057 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5058
5059 for (unsigned i = 0; i < cTextureStates; i++)
5060 {
5061 GLenum textureType = ~(GLenum)0;
5062#if 0
5063 GLenum samplerType = ~(GLenum)0;
5064#endif
5065
5066 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));
5067 /* Record the texture state for vm state saving. */
5068 if ( pTextureState[i].stage < RT_ELEMENTS(pContext->state.aTextureStates)
5069 && pTextureState[i].name < RT_ELEMENTS(pContext->state.aTextureStates[0]))
5070 {
5071 pContext->state.aTextureStates[pTextureState[i].stage][pTextureState[i].name] = pTextureState[i];
5072 }
5073
5074 /* Active the right texture unit for subsequent texture state changes. */
5075 if (pTextureState[i].stage != currentStage || i == 0)
5076 {
5077 /** @todo Is this the appropriate limit for all kinds of textures? It is the
5078 * size of aSidActiveTextures and for binding/unbinding we cannot exceed it. */
5079 if (pTextureState[i].stage < RT_ELEMENTS(pContext->state.aTextureStates))
5080 {
5081 pState->ext.glActiveTexture(GL_TEXTURE0 + pTextureState[i].stage);
5082 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5083 currentStage = pTextureState[i].stage;
5084 }
5085 else
5086 {
5087 AssertMsgFailed(("pTextureState[%d].stage=%#x name=%#x\n", i, pTextureState[i].stage, pTextureState[i].name));
5088 continue;
5089 }
5090 }
5091
5092 switch (pTextureState[i].name)
5093 {
5094 case SVGA3D_TS_BUMPENVMAT00: /* float */
5095 case SVGA3D_TS_BUMPENVMAT01: /* float */
5096 case SVGA3D_TS_BUMPENVMAT10: /* float */
5097 case SVGA3D_TS_BUMPENVMAT11: /* float */
5098 case SVGA3D_TS_BUMPENVLSCALE: /* float */
5099 case SVGA3D_TS_BUMPENVLOFFSET: /* float */
5100 Log(("vmsvga3dSetTextureState: bump mapping texture options not supported!!\n"));
5101 break;
5102
5103 case SVGA3D_TS_COLOROP: /* SVGA3dTextureCombiner */
5104 case SVGA3D_TS_COLORARG0: /* SVGA3dTextureArgData */
5105 case SVGA3D_TS_COLORARG1: /* SVGA3dTextureArgData */
5106 case SVGA3D_TS_COLORARG2: /* SVGA3dTextureArgData */
5107 case SVGA3D_TS_ALPHAOP: /* SVGA3dTextureCombiner */
5108 case SVGA3D_TS_ALPHAARG0: /* SVGA3dTextureArgData */
5109 case SVGA3D_TS_ALPHAARG1: /* SVGA3dTextureArgData */
5110 case SVGA3D_TS_ALPHAARG2: /* SVGA3dTextureArgData */
5111 /** @todo not used by MesaGL */
5112 Log(("vmsvga3dSetTextureState: colorop/alphaop not yet supported!!\n"));
5113 break;
5114#if 0
5115
5116 case SVGA3D_TS_TEXCOORDINDEX: /* uint32_t */
5117 textureType = D3DTSS_TEXCOORDINDEX;
5118 val = pTextureState[i].value;
5119 break;
5120
5121 case SVGA3D_TS_TEXTURETRANSFORMFLAGS: /* SVGA3dTexTransformFlags */
5122 textureType = D3DTSS_TEXTURETRANSFORMFLAGS;
5123 val = vmsvga3dTextTransformFlags2D3D(pTextureState[i].value);
5124 break;
5125#endif
5126
5127 case SVGA3D_TS_BIND_TEXTURE: /* SVGA3dSurfaceId */
5128 if (pTextureState[i].value == SVGA3D_INVALID_ID)
5129 {
5130 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture surface id=%x replacing=%x\n",
5131 currentStage, pTextureState[i].value, pContext->aSidActiveTextures[currentStage]));
5132
5133 pContext->aSidActiveTextures[currentStage] = SVGA3D_INVALID_ID;
5134 /* Unselect the currently associated texture. */
5135 glBindTexture(GL_TEXTURE_2D, 0);
5136 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5137 /* Necessary for the fixed pipeline. */
5138 glDisable(GL_TEXTURE_2D);
5139 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5140 }
5141 else
5142 {
5143 uint32_t sid = pTextureState[i].value;
5144
5145 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
5146 AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER);
5147
5148 PVMSVGA3DSURFACE pSurface = pState->papSurfaces[sid];
5149
5150 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture surface id=%x (%d,%d) replacing=%x\n",
5151 currentStage, pTextureState[i].value, pSurface->pMipmapLevels[0].mipmapSize.width,
5152 pSurface->pMipmapLevels[0].mipmapSize.height, pContext->aSidActiveTextures[currentStage]));
5153
5154 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
5155 {
5156 Log(("CreateTexture (%d,%d) level=%d\n", pSurface->pMipmapLevels[0].mipmapSize.width, pSurface->pMipmapLevels[0].mipmapSize.height, pSurface->faces[0].numMipLevels));
5157 int rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface);
5158 AssertRCReturn(rc, rc);
5159 }
5160
5161 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
5162 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5163
5164 /* Necessary for the fixed pipeline. */
5165 glEnable(GL_TEXTURE_2D);
5166 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5167
5168 if (pContext->aSidActiveTextures[currentStage] != sid)
5169 {
5170 /* Recreate the texture state as glBindTexture resets them all (sigh). */
5171 for (uint32_t iStage = 0; iStage < RT_ELEMENTS(pContext->state.aTextureStates); iStage++)
5172 {
5173 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aTextureStates[0]); j++)
5174 {
5175 SVGA3dTextureState *pTextureStateIter = &pContext->state.aTextureStates[iStage][j];
5176
5177 if ( pTextureStateIter->name != SVGA3D_TS_INVALID
5178 && pTextureStateIter->name != SVGA3D_TS_BIND_TEXTURE)
5179 vmsvga3dSetTextureState(pThis, pContext->id, 1, pTextureStateIter);
5180 }
5181 }
5182 }
5183 pContext->aSidActiveTextures[currentStage] = sid;
5184 }
5185 /* Finished; continue with the next one. */
5186 continue;
5187
5188 case SVGA3D_TS_ADDRESSW: /* SVGA3dTextureAddress */
5189 textureType = GL_TEXTURE_WRAP_R; /* R = W */
5190 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5191 break;
5192
5193 case SVGA3D_TS_ADDRESSU: /* SVGA3dTextureAddress */
5194 textureType = GL_TEXTURE_WRAP_S; /* S = U */
5195 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5196 break;
5197
5198 case SVGA3D_TS_ADDRESSV: /* SVGA3dTextureAddress */
5199 textureType = GL_TEXTURE_WRAP_T; /* T = V */
5200 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5201 break;
5202
5203 case SVGA3D_TS_MIPFILTER: /* SVGA3dTextureFilter */
5204 case SVGA3D_TS_MINFILTER: /* SVGA3dTextureFilter */
5205 {
5206 uint32_t mipFilter = pContext->state.aTextureStates[currentStage][SVGA3D_TS_MIPFILTER].value;
5207 uint32_t minFilter = pContext->state.aTextureStates[currentStage][SVGA3D_TS_MINFILTER].value;
5208
5209 /* If SVGA3D_TS_MIPFILTER is set to NONE, then use SVGA3D_TS_MIPFILTER, otherwise SVGA3D_TS_MIPFILTER enables mipmap minification. */
5210 textureType = GL_TEXTURE_MIN_FILTER;
5211 if (mipFilter != SVGA3D_TEX_FILTER_NONE)
5212 {
5213 if (minFilter == SVGA3D_TEX_FILTER_NEAREST)
5214 {
5215 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
5216 val = GL_NEAREST_MIPMAP_LINEAR;
5217 else
5218 val = GL_NEAREST_MIPMAP_NEAREST;
5219 }
5220 else
5221 {
5222 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
5223 val = GL_LINEAR_MIPMAP_LINEAR;
5224 else
5225 val = GL_LINEAR_MIPMAP_NEAREST;
5226 }
5227 }
5228 else
5229 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)minFilter);
5230 break;
5231 }
5232
5233 case SVGA3D_TS_MAGFILTER: /* SVGA3dTextureFilter */
5234 textureType = GL_TEXTURE_MAG_FILTER;
5235 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)pTextureState[i].value);
5236 Assert(val == GL_NEAREST || val == GL_LINEAR);
5237 break;
5238
5239 case SVGA3D_TS_BORDERCOLOR: /* SVGA3dColor */
5240 {
5241 GLfloat color[4]; /* red, green, blue, alpha */
5242
5243 vmsvgaColor2GLFloatArray(pTextureState[i].value, &color[0], &color[1], &color[2], &color[3]);
5244
5245 glTexParameterfv(GL_TEXTURE_2D /** @todo flexible type */, GL_TEXTURE_BORDER_COLOR, color); /* Identical; default 0.0 identical too */
5246 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5247 break;
5248 }
5249
5250 case SVGA3D_TS_TEXTURE_LOD_BIAS: /* float */
5251 glTexParameterf(GL_TEXTURE_2D /** @todo flexible type */, GL_TEXTURE_LOD_BIAS, pTextureState[i].floatValue); /* Identical; default 0.0 identical too */
5252 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5253 break;
5254
5255 case SVGA3D_TS_TEXTURE_MIPMAP_LEVEL: /* uint32_t */
5256 textureType = GL_TEXTURE_BASE_LEVEL;
5257 val = pTextureState[i].value;
5258 break;
5259
5260#if 0
5261 case SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL: /* uint32_t */
5262 samplerType = D3DSAMP_MAXANISOTROPY;
5263 val = pTextureState[i].value; /* Identical?? */
5264 break;
5265
5266 case SVGA3D_TS_GAMMA: /* float */
5267 samplerType = D3DSAMP_SRGBTEXTURE;
5268 /* Boolean in D3D */
5269 if (pTextureState[i].floatValue == 1.0f)
5270 val = FALSE;
5271 else
5272 val = TRUE;
5273 break;
5274#endif
5275 /* Internal commands, that don't map directly to the SetTextureStageState API. */
5276 case SVGA3D_TS_TEXCOORDGEN: /* SVGA3dTextureCoordGen */
5277 AssertFailed();
5278 break;
5279
5280 default:
5281 //AssertFailed();
5282 break;
5283 }
5284
5285 if (textureType != ~(GLenum)0)
5286 {
5287 glTexParameteri(GL_TEXTURE_2D /** @todo flexible type */, textureType, val);
5288 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5289 }
5290 }
5291
5292 return VINF_SUCCESS;
5293}
5294
5295int vmsvga3dSetMaterial(PVGASTATE pThis, uint32_t cid, SVGA3dFace face, SVGA3dMaterial *pMaterial)
5296{
5297 PVMSVGA3DCONTEXT pContext;
5298 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5299 AssertReturn(pState, VERR_NO_MEMORY);
5300 GLenum oglFace;
5301
5302 Log(("vmsvga3dSetMaterial cid=%x face %d\n", cid, face));
5303
5304 if ( cid >= pState->cContexts
5305 || pState->papContexts[cid]->id != cid)
5306 {
5307 Log(("vmsvga3dSetMaterial invalid context id!\n"));
5308 return VERR_INVALID_PARAMETER;
5309 }
5310 pContext = pState->papContexts[cid];
5311 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5312
5313 switch (face)
5314 {
5315 case SVGA3D_FACE_NONE:
5316 case SVGA3D_FACE_FRONT:
5317 oglFace = GL_FRONT;
5318 break;
5319
5320 case SVGA3D_FACE_BACK:
5321 oglFace = GL_BACK;
5322 break;
5323
5324 case SVGA3D_FACE_FRONT_BACK:
5325 oglFace = GL_FRONT_AND_BACK;
5326 break;
5327
5328 default:
5329 AssertFailedReturn(VERR_INVALID_PARAMETER);
5330 }
5331
5332 /* Save for vm state save/restore. */
5333 pContext->state.aMaterial[face].fValid = true;
5334 pContext->state.aMaterial[face].material = *pMaterial;
5335 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_MATERIAL;
5336
5337 glMaterialfv(oglFace, GL_DIFFUSE, pMaterial->diffuse);
5338 glMaterialfv(oglFace, GL_AMBIENT, pMaterial->ambient);
5339 glMaterialfv(oglFace, GL_SPECULAR, pMaterial->specular);
5340 glMaterialfv(oglFace, GL_EMISSION, pMaterial->emissive);
5341 glMaterialfv(oglFace, GL_SHININESS, &pMaterial->shininess);
5342 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5343
5344 return VINF_SUCCESS;
5345}
5346
5347/** @todo Move into separate library as we are using logic from Wine here. */
5348int vmsvga3dSetLightData(PVGASTATE pThis, uint32_t cid, uint32_t index, SVGA3dLightData *pData)
5349{
5350 PVMSVGA3DCONTEXT pContext;
5351 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5352 AssertReturn(pState, VERR_NO_MEMORY);
5353 float QuadAttenuation;
5354
5355 Log(("vmsvga3dSetLightData cid=%x index=%d type=%d\n", cid, index, pData->type));
5356
5357 if ( cid >= pState->cContexts
5358 || pState->papContexts[cid]->id != cid)
5359 {
5360 Log(("vmsvga3dSetLightData invalid context id!\n"));
5361 return VERR_INVALID_PARAMETER;
5362 }
5363 pContext = pState->papContexts[cid];
5364 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5365
5366 /* Store for vm state save/restore */
5367 if (index < SVGA3D_MAX_LIGHTS)
5368 {
5369 pContext->state.aLightData[index].fValidData = true;
5370 pContext->state.aLightData[index].data = *pData;
5371 }
5372 else
5373 AssertFailed();
5374
5375 if ( pData->attenuation0 < 0.0f
5376 || pData->attenuation1 < 0.0f
5377 || pData->attenuation2 < 0.0f)
5378 {
5379 Log(("vmsvga3dSetLightData: invalid negative attenuation values!!\n"));
5380 return VINF_SUCCESS; /* ignore; could crash the GL driver */
5381 }
5382
5383 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d */
5384 glMatrixMode(GL_MODELVIEW);
5385 glPushMatrix();
5386 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5387
5388 glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, pData->diffuse);
5389 glLightfv(GL_LIGHT0 + index, GL_SPECULAR, pData->specular);
5390 glLightfv(GL_LIGHT0 + index, GL_AMBIENT, pData->ambient);
5391
5392 if (pData->range * pData->range >= FLT_MIN)
5393 QuadAttenuation = 1.4f / (pData->range * pData->range);
5394 else
5395 QuadAttenuation = 0.0f;
5396
5397 switch (pData->type)
5398 {
5399 case SVGA3D_LIGHTTYPE_POINT:
5400 {
5401 GLfloat position[4];
5402
5403 position[0] = pData->position[0];
5404 position[1] = pData->position[1];
5405 position[2] = pData->position[2];
5406 position[3] = 1.0f;
5407
5408 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5409 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5410
5411 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5412 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5413
5414 /* Attenuation - Are these right? guessing... */
5415 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5416 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5417
5418 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5419 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5420
5421 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5422 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5423
5424 /** @todo range */
5425 break;
5426 }
5427
5428 case SVGA3D_LIGHTTYPE_SPOT1:
5429 {
5430 GLfloat exponent;
5431 GLfloat position[4];
5432 const GLfloat pi = 4.0f * atanf(1.0f);
5433
5434 position[0] = pData->position[0];
5435 position[1] = pData->position[1];
5436 position[2] = pData->position[2];
5437 position[3] = 1.0f;
5438
5439 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5440 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5441
5442 position[0] = pData->direction[0];
5443 position[1] = pData->direction[1];
5444 position[2] = pData->direction[2];
5445 position[3] = 1.0f;
5446
5447 glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, position);
5448 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5449
5450 /*
5451 * opengl-ish and d3d-ish spot lights use too different models for the
5452 * light "intensity" as a function of the angle towards the main light direction,
5453 * so we only can approximate very roughly.
5454 * however spot lights are rather rarely used in games (if ever used at all).
5455 * furthermore if still used, probably nobody pays attention to such details.
5456 */
5457 if (pData->falloff == 0)
5458 {
5459 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
5460 * falloff resp. exponent parameter as an exponent, so the spot light lighting
5461 * will always be 1.0 for both of them, and we don't have to care for the
5462 * rest of the rather complex calculation
5463 */
5464 exponent = 0.0f;
5465 }
5466 else
5467 {
5468 float rho = pData->theta + (pData->phi - pData->theta) / (2 * pData->falloff);
5469 if (rho < 0.0001f)
5470 rho = 0.0001f;
5471 exponent = -0.3f/log(cos(rho/2));
5472 }
5473 if (exponent > 128.0f)
5474 exponent = 128.0f;
5475
5476 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, exponent);
5477 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5478
5479 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, pData->phi * 90.0 / pi);
5480 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5481
5482 /* Attenuation - Are these right? guessing... */
5483 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5484 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5485
5486 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5487 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5488
5489 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5490 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5491
5492 /** @todo range */
5493 break;
5494 }
5495
5496 case SVGA3D_LIGHTTYPE_DIRECTIONAL:
5497 {
5498 GLfloat position[4];
5499
5500 position[0] = -pData->direction[0];
5501 position[1] = -pData->direction[1];
5502 position[2] = -pData->direction[2];
5503 position[3] = 0.0f;
5504
5505 glLightfv(GL_LIGHT0 + index, GL_POSITION, position); /* Note gl uses w position of 0 for direction! */
5506 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5507
5508 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5509 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5510
5511 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, 0.0f);
5512 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5513 break;
5514 }
5515
5516 case SVGA3D_LIGHTTYPE_SPOT2:
5517 default:
5518 Log(("Unsupported light type!!\n"));
5519 return VERR_INVALID_PARAMETER;
5520 }
5521
5522 /* Restore the modelview matrix */
5523 glPopMatrix();
5524
5525 return VINF_SUCCESS;
5526}
5527
5528int vmsvga3dSetLightEnabled(PVGASTATE pThis, uint32_t cid, uint32_t index, uint32_t enabled)
5529{
5530 PVMSVGA3DCONTEXT pContext;
5531 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5532 AssertReturn(pState, VERR_NO_MEMORY);
5533
5534 Log(("vmsvga3dSetLightEnabled cid=%x %d -> %d\n", cid, index, enabled));
5535
5536 if ( cid >= pState->cContexts
5537 || pState->papContexts[cid]->id != cid)
5538 {
5539 Log(("vmsvga3dSetLightEnabled invalid context id!\n"));
5540 return VERR_INVALID_PARAMETER;
5541 }
5542 pContext = pState->papContexts[cid];
5543 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5544
5545 /* Store for vm state save/restore */
5546 if (index < SVGA3D_MAX_LIGHTS)
5547 pContext->state.aLightData[index].fEnabled = !!enabled;
5548 else
5549 AssertFailed();
5550
5551 if (enabled)
5552 {
5553 /* Load the default settings if none have been set yet. */
5554 if (!pContext->state.aLightData[index].fValidData)
5555 vmsvga3dSetLightData(pThis, cid, index, (SVGA3dLightData *)&vmsvga3d_default_light);
5556 glEnable(GL_LIGHT0 + index);
5557 }
5558 else
5559 glDisable(GL_LIGHT0 + index);
5560
5561 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5562 return VINF_SUCCESS;
5563}
5564
5565int vmsvga3dSetViewPort(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5566{
5567 PVMSVGA3DCONTEXT pContext;
5568 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5569 AssertReturn(pState, VERR_NO_MEMORY);
5570
5571 Log(("vmsvga3dSetViewPort cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5572
5573 if ( cid >= pState->cContexts
5574 || pState->papContexts[cid]->id != cid)
5575 {
5576 Log(("vmsvga3dSetViewPort invalid context id!\n"));
5577 return VERR_INVALID_PARAMETER;
5578 }
5579 pContext = pState->papContexts[cid];
5580 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5581
5582 /* Save for vm state save/restore. */
5583 pContext->state.RectViewPort = *pRect;
5584 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VIEWPORT;
5585
5586 /** @todo y-inversion for partial viewport coordinates? */
5587 glViewport(pRect->x, pRect->y, pRect->w, pRect->h);
5588 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5589
5590 /* Reset the projection matrix as that relies on the viewport setting. */
5591 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5592 {
5593 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5594 }
5595 else
5596 {
5597 float matrix[16];
5598
5599 /* identity matrix if no matrix set. */
5600 memset(matrix, 0, sizeof(matrix));
5601 matrix[0] = 1.0;
5602 matrix[5] = 1.0;
5603 matrix[10] = 1.0;
5604 matrix[15] = 1.0;
5605 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, matrix);
5606 }
5607
5608 return VINF_SUCCESS;
5609}
5610
5611int vmsvga3dSetClipPlane(PVGASTATE pThis, uint32_t cid, uint32_t index, float plane[4])
5612{
5613 PVMSVGA3DCONTEXT pContext;
5614 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5615 AssertReturn(pState, VERR_NO_MEMORY);
5616 double oglPlane[4];
5617
5618 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)));
5619 AssertReturn(index < SVGA3D_CLIPPLANE_MAX, VERR_INVALID_PARAMETER);
5620
5621 if ( cid >= pState->cContexts
5622 || pState->papContexts[cid]->id != cid)
5623 {
5624 Log(("vmsvga3dSetClipPlane invalid context id!\n"));
5625 return VERR_INVALID_PARAMETER;
5626 }
5627 pContext = pState->papContexts[cid];
5628 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5629
5630 /* Store for vm state save/restore. */
5631 pContext->state.aClipPlane[index].fValid = true;
5632 memcpy(pContext->state.aClipPlane[index].plane, plane, sizeof(pContext->state.aClipPlane[index].plane));
5633
5634 /** @todo clip plane affected by model view in OpenGL & view in D3D + vertex shader -> not transformed (see Wine; state.c clipplane) */
5635 oglPlane[0] = (double)plane[0];
5636 oglPlane[1] = (double)plane[1];
5637 oglPlane[2] = (double)plane[2];
5638 oglPlane[3] = (double)plane[3];
5639
5640 glClipPlane(GL_CLIP_PLANE0 + index, oglPlane);
5641 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5642
5643 return VINF_SUCCESS;
5644}
5645
5646int vmsvga3dSetScissorRect(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5647{
5648 PVMSVGA3DCONTEXT pContext;
5649 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5650 AssertReturn(pState, VERR_NO_MEMORY);
5651
5652 Log(("vmsvga3dSetScissorRect cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5653
5654 if ( cid >= pState->cContexts
5655 || pState->papContexts[cid]->id != cid)
5656 {
5657 Log(("vmsvga3dSetScissorRect invalid context id!\n"));
5658 return VERR_INVALID_PARAMETER;
5659 }
5660 pContext = pState->papContexts[cid];
5661 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5662
5663 /* Store for vm state save/restore. */
5664 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_SCISSORRECT;
5665 pContext->state.RectScissor = *pRect;
5666
5667 glScissor(pRect->x, pRect->y, pRect->w, pRect->h);
5668 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5669
5670 return VINF_SUCCESS;
5671}
5672
5673static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha)
5674{
5675 /* Convert byte color components to float (0-1.0) */
5676 *pAlpha = (GLfloat)(color >> 24) / 255.0;
5677 *pRed = (GLfloat)((color >> 16) & 0xff) / 255.0;
5678 *pGreen = (GLfloat)((color >> 8) & 0xff) / 255.0;
5679 *pBlue = (GLfloat)(color & 0xff) / 255.0;
5680}
5681
5682int vmsvga3dCommandClear(PVGASTATE pThis, uint32_t cid, SVGA3dClearFlag clearFlag, uint32_t color, float depth, uint32_t stencil,
5683 uint32_t cRects, SVGA3dRect *pRect)
5684{
5685 GLbitfield mask = 0;
5686 PVMSVGA3DCONTEXT pContext;
5687 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5688 AssertReturn(pState, VERR_NO_MEMORY);
5689 GLboolean fDepthWriteEnabled = GL_FALSE;
5690
5691 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));
5692
5693 if ( cid >= pState->cContexts
5694 || pState->papContexts[cid]->id != cid)
5695 {
5696 Log(("vmsvga3dCommandClear invalid context id!\n"));
5697 return VERR_INVALID_PARAMETER;
5698 }
5699 pContext = pState->papContexts[cid];
5700 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5701
5702 if (clearFlag & SVGA3D_CLEAR_COLOR)
5703 {
5704 GLfloat red, green, blue, alpha;
5705
5706 vmsvgaColor2GLFloatArray(color, &red, &green, &blue, &alpha);
5707
5708 /* Set the color clear value. */
5709 glClearColor(red, green, blue, alpha);
5710
5711 mask |= GL_COLOR_BUFFER_BIT;
5712 }
5713 if (clearFlag & SVGA3D_CLEAR_STENCIL)
5714 {
5715 /** @todo possibly the same problem as with glDepthMask */
5716 glClearStencil(stencil);
5717 mask |= GL_STENCIL_BUFFER_BIT;
5718 }
5719 if (clearFlag & SVGA3D_CLEAR_DEPTH)
5720 {
5721 glClearDepth((GLdouble)depth);
5722 mask |= GL_DEPTH_BUFFER_BIT;
5723
5724 /* glClear will not clear the depth buffer if writing is disabled. */
5725 glGetBooleanv(GL_DEPTH_WRITEMASK, &fDepthWriteEnabled);
5726 if (fDepthWriteEnabled == GL_FALSE)
5727 glDepthMask(GL_TRUE);
5728 }
5729
5730 if (cRects)
5731 {
5732 /* Save the current scissor test bit and scissor box. */
5733 glPushAttrib(GL_SCISSOR_BIT);
5734 glEnable(GL_SCISSOR_TEST);
5735 for (unsigned i=0; i < cRects; i++)
5736 {
5737 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));
5738 glScissor(pRect[i].x, pRect[i].y, pRect[i].w, pRect[i].h);
5739 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5740 glClear(mask);
5741 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5742 }
5743 /* Restore the old scissor test bit and box */
5744 glPopAttrib();
5745 }
5746 else
5747 {
5748 glClear(mask);
5749 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5750 }
5751
5752 /* Restore depth write state. */
5753 if ( (clearFlag & SVGA3D_CLEAR_DEPTH)
5754 && fDepthWriteEnabled == GL_FALSE)
5755 glDepthMask(GL_FALSE);
5756
5757 return VINF_SUCCESS;
5758}
5759
5760/* Convert VMWare vertex declaration to its OpenGL equivalent. */
5761int vmsvga3dVertexDecl2OGL(SVGA3dVertexArrayIdentity &identity, GLint &size, GLenum &type, GLboolean &normalized)
5762{
5763 normalized = GL_FALSE;
5764 switch (identity.type)
5765 {
5766 case SVGA3D_DECLTYPE_FLOAT1:
5767 size = 1;
5768 type = GL_FLOAT;
5769 break;
5770 case SVGA3D_DECLTYPE_FLOAT2:
5771 size = 2;
5772 type = GL_FLOAT;
5773 break;
5774 case SVGA3D_DECLTYPE_FLOAT3:
5775 size = 3;
5776 type = GL_FLOAT;
5777 break;
5778 case SVGA3D_DECLTYPE_FLOAT4:
5779 size = 4;
5780 type = GL_FLOAT;
5781 break;
5782
5783 case SVGA3D_DECLTYPE_D3DCOLOR:
5784 size = GL_BGRA; /* @note requires GL_ARB_vertex_array_bgra */
5785 type = GL_UNSIGNED_BYTE;
5786 normalized = GL_TRUE; /* glVertexAttribPointer fails otherwise */
5787 break;
5788
5789 case SVGA3D_DECLTYPE_UBYTE4N:
5790 normalized = GL_TRUE;
5791 RT_FALL_THRU();
5792 case SVGA3D_DECLTYPE_UBYTE4:
5793 size = 4;
5794 type = GL_UNSIGNED_BYTE;
5795 break;
5796
5797 case SVGA3D_DECLTYPE_SHORT2N:
5798 normalized = GL_TRUE;
5799 RT_FALL_THRU();
5800 case SVGA3D_DECLTYPE_SHORT2:
5801 size = 2;
5802 type = GL_SHORT;
5803 break;
5804
5805 case SVGA3D_DECLTYPE_SHORT4N:
5806 normalized = GL_TRUE;
5807 RT_FALL_THRU();
5808 case SVGA3D_DECLTYPE_SHORT4:
5809 size = 4;
5810 type = GL_SHORT;
5811 break;
5812
5813 case SVGA3D_DECLTYPE_USHORT4N:
5814 normalized = GL_TRUE;
5815 size = 4;
5816 type = GL_UNSIGNED_SHORT;
5817 break;
5818
5819 case SVGA3D_DECLTYPE_USHORT2N:
5820 normalized = GL_TRUE;
5821 size = 2;
5822 type = GL_UNSIGNED_SHORT;
5823 break;
5824
5825 case SVGA3D_DECLTYPE_UDEC3:
5826 size = 3;
5827 type = GL_UNSIGNED_INT_2_10_10_10_REV; /** @todo correct? */
5828 break;
5829
5830 case SVGA3D_DECLTYPE_DEC3N:
5831 normalized = true;
5832 size = 3;
5833 type = GL_INT_2_10_10_10_REV; /** @todo correct? */
5834 break;
5835
5836 case SVGA3D_DECLTYPE_FLOAT16_2:
5837 size = 2;
5838 type = GL_HALF_FLOAT;
5839 break;
5840 case SVGA3D_DECLTYPE_FLOAT16_4:
5841 size = 4;
5842 type = GL_HALF_FLOAT;
5843 break;
5844 default:
5845 AssertFailedReturn(VERR_INVALID_PARAMETER);
5846 }
5847
5848 //pVertexElement->Method = identity.method;
5849 //pVertexElement->Usage = identity.usage;
5850
5851 return VINF_SUCCESS;
5852}
5853
5854/* Convert VMWare primitive type to its OpenGL equivalent. */
5855/* Calculate the vertex count based on the primitive type and nr of primitives. */
5856int vmsvga3dPrimitiveType2OGL(SVGA3dPrimitiveType PrimitiveType, GLenum *pMode, uint32_t cPrimitiveCount, uint32_t *pcVertices)
5857{
5858 switch (PrimitiveType)
5859 {
5860 case SVGA3D_PRIMITIVE_TRIANGLELIST:
5861 *pMode = GL_TRIANGLES;
5862 *pcVertices = cPrimitiveCount * 3;
5863 break;
5864 case SVGA3D_PRIMITIVE_POINTLIST:
5865 *pMode = GL_POINTS;
5866 *pcVertices = cPrimitiveCount;
5867 break;
5868 case SVGA3D_PRIMITIVE_LINELIST:
5869 *pMode = GL_LINES;
5870 *pcVertices = cPrimitiveCount * 2;
5871 break;
5872 case SVGA3D_PRIMITIVE_LINESTRIP:
5873 *pMode = GL_LINE_STRIP;
5874 *pcVertices = cPrimitiveCount + 1;
5875 break;
5876 case SVGA3D_PRIMITIVE_TRIANGLESTRIP:
5877 *pMode = GL_TRIANGLE_STRIP;
5878 *pcVertices = cPrimitiveCount + 2;
5879 break;
5880 case SVGA3D_PRIMITIVE_TRIANGLEFAN:
5881 *pMode = GL_TRIANGLE_FAN;
5882 *pcVertices = cPrimitiveCount + 2;
5883 break;
5884 default:
5885 return VERR_INVALID_PARAMETER;
5886 }
5887 return VINF_SUCCESS;
5888}
5889
5890int vmsvga3dResetTransformMatrices(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext)
5891{
5892 int rc;
5893
5894 /* Reset the view matrix (also takes the world matrix into account). */
5895 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid == true)
5896 {
5897 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5898 }
5899 else
5900 {
5901 float matrix[16];
5902
5903 /* identity matrix if no matrix set. */
5904 memset(matrix, 0, sizeof(matrix));
5905 matrix[0] = 1.0;
5906 matrix[5] = 1.0;
5907 matrix[10] = 1.0;
5908 matrix[15] = 1.0;
5909 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, matrix);
5910 }
5911
5912 /* Reset the projection matrix. */
5913 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5914 {
5915 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5916 }
5917 else
5918 {
5919 float matrix[16];
5920
5921 /* identity matrix if no matrix set. */
5922 memset(matrix, 0, sizeof(matrix));
5923 matrix[0] = 1.0;
5924 matrix[5] = 1.0;
5925 matrix[10] = 1.0;
5926 matrix[15] = 1.0;
5927 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, matrix);
5928 }
5929 AssertRC(rc);
5930 return rc;
5931}
5932
5933int vmsvga3dDrawPrimitivesProcessVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
5934{
5935 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5936 unsigned sidVertex = pVertexDecl[0].array.surfaceId;
5937 PVMSVGA3DSURFACE pVertexSurface;
5938
5939 AssertReturn(sidVertex < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
5940 AssertReturn(sidVertex < pState->cSurfaces && pState->papSurfaces[sidVertex]->id == sidVertex, VERR_INVALID_PARAMETER);
5941
5942 pVertexSurface = pState->papSurfaces[sidVertex];
5943 Log(("vmsvga3dDrawPrimitives: vertex surface %x\n", sidVertex));
5944
5945 /* Create and/or bind the vertex buffer. */
5946 if (pVertexSurface->oglId.buffer == OPENGL_INVALID_ID)
5947 {
5948 Log(("vmsvga3dDrawPrimitives: create vertex buffer fDirty=%d size=%x bytes\n", pVertexSurface->fDirty, pVertexSurface->pMipmapLevels[0].cbSurface));
5949 PVMSVGA3DCONTEXT pSavedCtx = pContext;
5950 pContext = &pState->SharedCtx;
5951 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5952
5953 pState->ext.glGenBuffers(1, &pVertexSurface->oglId.buffer);
5954 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5955
5956 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
5957 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5958
5959 Assert(pVertexSurface->fDirty);
5960 /** @todo rethink usage dynamic/static */
5961 pState->ext.glBufferData(GL_ARRAY_BUFFER, pVertexSurface->pMipmapLevels[0].cbSurface, pVertexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
5962 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5963
5964 pVertexSurface->pMipmapLevels[0].fDirty = false;
5965 pVertexSurface->fDirty = false;
5966
5967 pVertexSurface->surfaceFlags |= SVGA3D_SURFACE_HINT_VERTEXBUFFER;
5968
5969 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, OPENGL_INVALID_ID);
5970 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5971
5972 pContext = pSavedCtx;
5973 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5974 }
5975
5976 Assert(pVertexSurface->fDirty == false);
5977 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
5978 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5979
5980 /* Setup the vertex declarations. */
5981 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
5982 {
5983 GLint size;
5984 GLenum type;
5985 GLboolean normalized;
5986 GLuint index = iVertexDeclBase + iVertex;
5987
5988 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));
5989
5990 int rc = vmsvga3dVertexDecl2OGL(pVertexDecl[iVertex].identity, size, type, normalized);
5991 AssertRCReturn(rc, rc);
5992
5993 if (pContext->state.shidVertex != SVGA_ID_INVALID)
5994 {
5995 /* Use numbered vertex arrays when shaders are active. */
5996 pState->ext.glEnableVertexAttribArray(index);
5997 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5998 pState->ext.glVertexAttribPointer(index, size, type, normalized, pVertexDecl[iVertex].array.stride,
5999 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6000 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6001 /** @todo case SVGA3D_DECLUSAGE_COLOR: color component order not identical!! test GL_BGRA!! */
6002 }
6003 else
6004 {
6005 /* Use the predefined selection of vertex streams for the fixed pipeline. */
6006 switch (pVertexDecl[iVertex].identity.usage)
6007 {
6008 case SVGA3D_DECLUSAGE_POSITIONT:
6009 case SVGA3D_DECLUSAGE_POSITION:
6010 {
6011 glEnableClientState(GL_VERTEX_ARRAY);
6012 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6013 glVertexPointer(size, type, pVertexDecl[iVertex].array.stride,
6014 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6015 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6016 break;
6017 }
6018 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
6019 AssertFailed();
6020 break;
6021 case SVGA3D_DECLUSAGE_BLENDINDICES:
6022 AssertFailed();
6023 break;
6024 case SVGA3D_DECLUSAGE_NORMAL:
6025 glEnableClientState(GL_NORMAL_ARRAY);
6026 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6027 glNormalPointer(type, pVertexDecl[iVertex].array.stride,
6028 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6029 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6030 break;
6031 case SVGA3D_DECLUSAGE_PSIZE:
6032 AssertFailed();
6033 break;
6034 case SVGA3D_DECLUSAGE_TEXCOORD:
6035 /* Specify the affected texture unit. */
6036#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
6037 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6038#else
6039 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6040#endif
6041 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
6042 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6043 glTexCoordPointer(size, type, pVertexDecl[iVertex].array.stride,
6044 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6045 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6046 break;
6047 case SVGA3D_DECLUSAGE_TANGENT:
6048 AssertFailed();
6049 break;
6050 case SVGA3D_DECLUSAGE_BINORMAL:
6051 AssertFailed();
6052 break;
6053 case SVGA3D_DECLUSAGE_TESSFACTOR:
6054 AssertFailed();
6055 break;
6056 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! test GL_BGRA!! */
6057 glEnableClientState(GL_COLOR_ARRAY);
6058 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6059 glColorPointer(size, type, pVertexDecl[iVertex].array.stride,
6060 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6061 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6062 break;
6063 case SVGA3D_DECLUSAGE_FOG:
6064 glEnableClientState(GL_FOG_COORD_ARRAY);
6065 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6066 pState->ext.glFogCoordPointer(type, pVertexDecl[iVertex].array.stride,
6067 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6068 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6069 break;
6070 case SVGA3D_DECLUSAGE_DEPTH:
6071 AssertFailed();
6072 break;
6073 case SVGA3D_DECLUSAGE_SAMPLE:
6074 AssertFailed();
6075 break;
6076 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6077 }
6078 }
6079
6080#ifdef LOG_ENABLED
6081 if (pVertexDecl[iVertex].array.stride == 0)
6082 Log(("vmsvga3dDrawPrimitives: stride == 0! Can be valid\n"));
6083#endif
6084 }
6085
6086 return VINF_SUCCESS;
6087}
6088
6089int vmsvga3dDrawPrimitivesCleanupVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
6090{
6091 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6092
6093 /* Clean up the vertex declarations. */
6094 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6095 {
6096 if (pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT)
6097 {
6098 /* Reset the transformation matrices in case of a switch back from pretransformed mode. */
6099 Log(("vmsvga3dDrawPrimitivesCleanupVertexDecls: reset world and projection matrices after transformation reset (pre-transformed -> transformed)\n"));
6100 vmsvga3dResetTransformMatrices(pThis, pContext);
6101 }
6102
6103 if (pContext->state.shidVertex != SVGA_ID_INVALID)
6104 {
6105 /* Use numbered vertex arrays when shaders are active. */
6106 pState->ext.glDisableVertexAttribArray(iVertexDeclBase + iVertex);
6107 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6108 }
6109 else
6110 {
6111 /* Use the predefined selection of vertex streams for the fixed pipeline. */
6112 switch (pVertexDecl[iVertex].identity.usage)
6113 {
6114 case SVGA3D_DECLUSAGE_POSITION:
6115 case SVGA3D_DECLUSAGE_POSITIONT:
6116 glDisableClientState(GL_VERTEX_ARRAY);
6117 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6118 break;
6119 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
6120 break;
6121 case SVGA3D_DECLUSAGE_BLENDINDICES:
6122 break;
6123 case SVGA3D_DECLUSAGE_NORMAL:
6124 glDisableClientState(GL_NORMAL_ARRAY);
6125 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6126 break;
6127 case SVGA3D_DECLUSAGE_PSIZE:
6128 break;
6129 case SVGA3D_DECLUSAGE_TEXCOORD:
6130 /* Specify the affected texture unit. */
6131#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
6132 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6133#else
6134 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6135#endif
6136 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
6137 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6138 break;
6139 case SVGA3D_DECLUSAGE_TANGENT:
6140 break;
6141 case SVGA3D_DECLUSAGE_BINORMAL:
6142 break;
6143 case SVGA3D_DECLUSAGE_TESSFACTOR:
6144 break;
6145 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! */
6146 glDisableClientState(GL_COLOR_ARRAY);
6147 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6148 break;
6149 case SVGA3D_DECLUSAGE_FOG:
6150 glDisableClientState(GL_FOG_COORD_ARRAY);
6151 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6152 break;
6153 case SVGA3D_DECLUSAGE_DEPTH:
6154 break;
6155 case SVGA3D_DECLUSAGE_SAMPLE:
6156 break;
6157 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6158 }
6159 }
6160 }
6161 /* Unbind the vertex buffer after usage. */
6162 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
6163 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6164 return VINF_SUCCESS;
6165}
6166
6167int vmsvga3dDrawPrimitives(PVGASTATE pThis, uint32_t cid, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl,
6168 uint32_t numRanges, SVGA3dPrimitiveRange *pRange, uint32_t cVertexDivisor,
6169 SVGA3dVertexDivisor *pVertexDivisor)
6170{
6171 RT_NOREF(pVertexDivisor);
6172 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6173 AssertReturn(pState, VERR_INTERNAL_ERROR);
6174 PVMSVGA3DCONTEXT pContext;
6175 int rc = VERR_NOT_IMPLEMENTED;
6176 uint32_t iCurrentVertex;
6177
6178 Log(("vmsvga3dDrawPrimitives cid=%x numVertexDecls=%d numRanges=%d, cVertexDivisor=%d\n", cid, numVertexDecls, numRanges, cVertexDivisor));
6179
6180 /* Caller already check these, but it cannot hurt to check again... */
6181 AssertReturn(numVertexDecls && numVertexDecls <= SVGA3D_MAX_VERTEX_ARRAYS, VERR_INVALID_PARAMETER);
6182 AssertReturn(numRanges && numRanges <= SVGA3D_MAX_DRAW_PRIMITIVE_RANGES, VERR_INVALID_PARAMETER);
6183 AssertReturn(!cVertexDivisor || cVertexDivisor == numVertexDecls, VERR_INVALID_PARAMETER);
6184
6185 /** @todo Non-zero cVertexDivisor */
6186 Assert(!cVertexDivisor);
6187
6188 if ( cid >= pState->cContexts
6189 || pState->papContexts[cid]->id != cid)
6190 {
6191 Log(("vmsvga3dDrawPrimitives invalid context id!\n"));
6192 return VERR_INVALID_PARAMETER;
6193 }
6194 pContext = pState->papContexts[cid];
6195 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6196
6197 /* Check for pretransformed vertex declarations. */
6198 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6199 {
6200 switch (pVertexDecl[iVertex].identity.usage)
6201 {
6202 case SVGA3D_DECLUSAGE_POSITIONT:
6203 Log(("ShaderSetPositionTransformed: (%d,%d)\n", pContext->state.RectViewPort.w, pContext->state.RectViewPort.h));
6204 RT_FALL_THRU();
6205 case SVGA3D_DECLUSAGE_POSITION:
6206 ShaderSetPositionTransformed(pContext->pShaderContext, pContext->state.RectViewPort.w,
6207 pContext->state.RectViewPort.h,
6208 pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT);
6209 break;
6210 default: /* Shut up MSC. */ break;
6211 }
6212 }
6213
6214 /* Flush any shader changes; after (!) checking the vertex declarations to deal with pre-transformed vertices. */
6215 if (pContext->pShaderContext)
6216 {
6217 uint32_t rtHeight = 0;
6218
6219 if (pContext->state.aRenderTargets[SVGA3D_RT_COLOR0] != SVGA_ID_INVALID)
6220 {
6221 PVMSVGA3DSURFACE pRenderTarget = pState->papSurfaces[pContext->state.aRenderTargets[SVGA3D_RT_COLOR0]];
6222 rtHeight = pRenderTarget->pMipmapLevels[0].mipmapSize.height;
6223 }
6224
6225 ShaderUpdateState(pContext->pShaderContext, rtHeight);
6226 }
6227
6228 /* Process all vertex declarations. Each vertex buffer is represented by one stream. */
6229 iCurrentVertex = 0;
6230 while (iCurrentVertex < numVertexDecls)
6231 {
6232 uint32_t sidVertex = SVGA_ID_INVALID;
6233 uint32_t iVertex;
6234
6235 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6236 {
6237 if ( sidVertex != SVGA_ID_INVALID
6238 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6239 )
6240 break;
6241 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6242 }
6243
6244 rc = vmsvga3dDrawPrimitivesProcessVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
6245 AssertRCReturn(rc, rc);
6246
6247 iCurrentVertex = iVertex;
6248 }
6249
6250 /* Now draw the primitives. */
6251 for (unsigned iPrimitive = 0; iPrimitive < numRanges; iPrimitive++)
6252 {
6253 GLenum modeDraw;
6254 unsigned sidIndex = pRange[iPrimitive].indexArray.surfaceId;
6255 PVMSVGA3DSURFACE pIndexSurface = NULL;
6256 unsigned cVertices;
6257
6258 Log(("Primitive %d: type %s\n", iPrimitive, vmsvga3dPrimitiveType2String(pRange[iPrimitive].primType)));
6259 rc = vmsvga3dPrimitiveType2OGL(pRange[iPrimitive].primType, &modeDraw, pRange[iPrimitive].primitiveCount, &cVertices);
6260 if (RT_FAILURE(rc))
6261 {
6262 AssertRC(rc);
6263 goto internal_error;
6264 }
6265
6266 if (sidIndex != SVGA3D_INVALID_ID)
6267 {
6268 AssertMsg(pRange[iPrimitive].indexWidth == sizeof(uint32_t) || pRange[iPrimitive].indexWidth == sizeof(uint16_t), ("Unsupported primitive width %d\n", pRange[iPrimitive].indexWidth));
6269
6270 if ( sidIndex >= SVGA3D_MAX_SURFACE_IDS
6271 || sidIndex >= pState->cSurfaces
6272 || pState->papSurfaces[sidIndex]->id != sidIndex)
6273 {
6274 Assert(sidIndex < SVGA3D_MAX_SURFACE_IDS);
6275 Assert(sidIndex < pState->cSurfaces && pState->papSurfaces[sidIndex]->id == sidIndex);
6276 rc = VERR_INVALID_PARAMETER;
6277 goto internal_error;
6278 }
6279 pIndexSurface = pState->papSurfaces[sidIndex];
6280 Log(("vmsvga3dDrawPrimitives: index surface %x\n", sidIndex));
6281
6282 if (pIndexSurface->oglId.buffer == OPENGL_INVALID_ID)
6283 {
6284 Log(("vmsvga3dDrawPrimitives: create index buffer fDirty=%d size=%x bytes\n", pIndexSurface->fDirty, pIndexSurface->pMipmapLevels[0].cbSurface));
6285 pContext = &pState->SharedCtx;
6286 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6287
6288 pState->ext.glGenBuffers(1, &pIndexSurface->oglId.buffer);
6289 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6290
6291 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6292 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6293
6294 Assert(pIndexSurface->fDirty);
6295
6296 /** @todo rethink usage dynamic/static */
6297 pState->ext.glBufferData(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->pMipmapLevels[0].cbSurface, pIndexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
6298 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6299
6300 pIndexSurface->pMipmapLevels[0].fDirty = false;
6301 pIndexSurface->fDirty = false;
6302
6303 pIndexSurface->surfaceFlags |= SVGA3D_SURFACE_HINT_INDEXBUFFER;
6304
6305 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, OPENGL_INVALID_ID);
6306 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6307
6308 pContext = pState->papContexts[cid];
6309 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6310 }
6311 Assert(pIndexSurface->fDirty == false);
6312
6313 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6314 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6315 }
6316
6317 if (!pIndexSurface)
6318 {
6319 /* Render without an index buffer */
6320 Log(("DrawPrimitive %x cPrimitives=%d cVertices=%d index index bias=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pRange[iPrimitive].indexBias));
6321 glDrawArrays(modeDraw, pRange[iPrimitive].indexBias, cVertices);
6322 }
6323 else
6324 {
6325 GLenum indexType;
6326
6327 Assert(pRange[iPrimitive].indexBias >= 0); /** @todo indexBias */
6328 Assert(pRange[iPrimitive].indexWidth == pRange[iPrimitive].indexArray.stride);
6329
6330 if (pRange[iPrimitive].indexWidth == sizeof(uint8_t))
6331 {
6332 indexType = GL_UNSIGNED_BYTE;
6333 }
6334 else
6335 if (pRange[iPrimitive].indexWidth == sizeof(uint16_t))
6336 {
6337 indexType = GL_UNSIGNED_SHORT;
6338 }
6339 else
6340 {
6341 Assert(pRange[iPrimitive].indexWidth == sizeof(uint32_t));
6342 indexType = GL_UNSIGNED_INT;
6343 }
6344
6345 /* Render with an index buffer */
6346 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));
6347 if (pRange[iPrimitive].indexBias == 0)
6348 glDrawElements(modeDraw,
6349 cVertices,
6350 indexType,
6351 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset); /* byte offset in indices buffer */
6352 else
6353 pState->ext.glDrawElementsBaseVertex(modeDraw,
6354 cVertices,
6355 indexType,
6356 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
6357 pRange[iPrimitive].indexBias); /* basevertex */
6358
6359 /* Unbind the index buffer after usage. */
6360 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
6361 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6362 }
6363 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6364 }
6365
6366internal_error:
6367
6368 /* Deactivate the vertex declarations. */
6369 iCurrentVertex = 0;
6370 while (iCurrentVertex < numVertexDecls)
6371 {
6372 uint32_t sidVertex = SVGA_ID_INVALID;
6373 uint32_t iVertex;
6374
6375 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6376 {
6377 if ( sidVertex != SVGA_ID_INVALID
6378 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6379 )
6380 break;
6381 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6382 }
6383
6384 rc = vmsvga3dDrawPrimitivesCleanupVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
6385 AssertRCReturn(rc, rc);
6386
6387 iCurrentVertex = iVertex;
6388 }
6389#ifdef DEBUG
6390 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTextures); i++)
6391 {
6392 if (pContext->aSidActiveTextures[i] != SVGA3D_INVALID_ID)
6393 {
6394 GLint activeTexture = 0;
6395 GLint activeTextureUnit = 0;
6396
6397 glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureUnit);
6398 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6399 pState->ext.glActiveTexture(GL_TEXTURE0 + i);
6400 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6401
6402 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
6403 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6404 pState->ext.glActiveTexture(activeTextureUnit);
6405 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6406
6407# 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. */
6408 if (pContext->aSidActiveTextures[activeTextureUnit - GL_TEXTURE0] != SVGA3D_INVALID_ID)
6409 {
6410 PVMSVGA3DSURFACE pTexture;
6411 pTexture = pState->papSurfaces[pContext->aSidActiveTextures[activeTextureUnit - GL_TEXTURE0]];
6412
6413 AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture, ("%x vs %x unit %d - %d\n", pTexture->oglId.texture, activeTexture, i, activeTextureUnit - GL_TEXTURE0));
6414 }
6415# else
6416 PVMSVGA3DSURFACE pTexture = pState->papSurfaces[pContext->aSidActiveTextures[i]];
6417 AssertMsg(pTexture->id == pContext->aSidActiveTextures[i], ("%x vs %x\n", pTexture->id, pContext->aSidActiveTextures[i]));
6418 AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture,
6419 ("%x vs %x unit %d (active unit %d) sid=%x\n", pTexture->oglId.texture, activeTexture, i,
6420 activeTextureUnit - GL_TEXTURE0, pContext->aSidActiveTextures[i]));
6421# endif
6422 }
6423 }
6424#endif
6425
6426#ifdef DEBUG_GFX_WINDOW
6427 if (pContext->state.aRenderTargets[SVGA3D_RT_COLOR0])
6428 {
6429 SVGA3dCopyRect rect;
6430
6431 rect.srcx = rect.srcy = rect.x = rect.y = 0;
6432 rect.w = pContext->state.RectViewPort.w;
6433 rect.h = pContext->state.RectViewPort.h;
6434 vmsvga3dCommandPresent(pThis, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0], 0, NULL);
6435 }
6436#endif
6437
6438#if 0
6439 /* Dump render target to a bitmap. */
6440 if (pContext->state.aRenderTargets[SVGA3D_RT_COLOR0] != SVGA3D_INVALID_ID)
6441 {
6442 vmsvga3dUpdateHeapBuffersForSurfaces(pThis, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0]);
6443 PVMSVGA3DSURFACE pSurface;
6444 int rc2 = vmsvga3dSurfaceFromSid(pState, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0], &pSurface);
6445 if (RT_SUCCESS(rc2))
6446 vmsvga3dInfoSurfaceToBitmap(NULL, pSurface, "bmp", "rt", "-post");
6447 }
6448#endif
6449
6450 return rc;
6451}
6452
6453
6454int vmsvga3dShaderDefine(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type, uint32_t cbData, uint32_t *pShaderData)
6455{
6456 PVMSVGA3DCONTEXT pContext;
6457 PVMSVGA3DSHADER pShader;
6458 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6459 AssertReturn(pState, VERR_NO_MEMORY);
6460 int rc;
6461
6462 Log(("vmsvga3dShaderDefine cid=%x shid=%x type=%s cbData=%x\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cbData));
6463 Log3(("shader code:\n%.*Rhxd\n", cbData, pShaderData));
6464
6465 if ( cid >= pState->cContexts
6466 || pState->papContexts[cid]->id != cid)
6467 {
6468 Log(("vmsvga3dShaderDefine invalid context id!\n"));
6469 return VERR_INVALID_PARAMETER;
6470 }
6471 pContext = pState->papContexts[cid];
6472 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6473
6474 AssertReturn(shid < SVGA3D_MAX_SHADER_IDS, VERR_INVALID_PARAMETER);
6475 if (type == SVGA3D_SHADERTYPE_VS)
6476 {
6477 if (shid >= pContext->cVertexShaders)
6478 {
6479 void *pvNew = RTMemRealloc(pContext->paVertexShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6480 AssertReturn(pvNew, VERR_NO_MEMORY);
6481 pContext->paVertexShader = (PVMSVGA3DSHADER)pvNew;
6482 memset(&pContext->paVertexShader[pContext->cVertexShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cVertexShaders));
6483 for (uint32_t i = pContext->cVertexShaders; i < shid + 1; i++)
6484 pContext->paVertexShader[i].id = SVGA3D_INVALID_ID;
6485 pContext->cVertexShaders = shid + 1;
6486 }
6487 /* If one already exists with this id, then destroy it now. */
6488 if (pContext->paVertexShader[shid].id != SVGA3D_INVALID_ID)
6489 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paVertexShader[shid].type);
6490
6491 pShader = &pContext->paVertexShader[shid];
6492 }
6493 else
6494 {
6495 Assert(type == SVGA3D_SHADERTYPE_PS);
6496 if (shid >= pContext->cPixelShaders)
6497 {
6498 void *pvNew = RTMemRealloc(pContext->paPixelShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6499 AssertReturn(pvNew, VERR_NO_MEMORY);
6500 pContext->paPixelShader = (PVMSVGA3DSHADER)pvNew;
6501 memset(&pContext->paPixelShader[pContext->cPixelShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cPixelShaders));
6502 for (uint32_t i = pContext->cPixelShaders; i < shid + 1; i++)
6503 pContext->paPixelShader[i].id = SVGA3D_INVALID_ID;
6504 pContext->cPixelShaders = shid + 1;
6505 }
6506 /* If one already exists with this id, then destroy it now. */
6507 if (pContext->paPixelShader[shid].id != SVGA3D_INVALID_ID)
6508 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paPixelShader[shid].type);
6509
6510 pShader = &pContext->paPixelShader[shid];
6511 }
6512
6513 memset(pShader, 0, sizeof(*pShader));
6514 pShader->id = shid;
6515 pShader->cid = cid;
6516 pShader->type = type;
6517 pShader->cbData = cbData;
6518 pShader->pShaderProgram = RTMemAllocZ(cbData);
6519 AssertReturn(pShader->pShaderProgram, VERR_NO_MEMORY);
6520 memcpy(pShader->pShaderProgram, pShaderData, cbData);
6521
6522#ifdef DUMP_SHADER_DISASSEMBLY
6523 LPD3DXBUFFER pDisassembly;
6524 HRESULT hr = D3DXDisassembleShader((const DWORD *)pShaderData, FALSE, NULL, &pDisassembly);
6525 if (hr == D3D_OK)
6526 {
6527 Log(("Shader disassembly:\n%s\n", pDisassembly->GetBufferPointer()));
6528 pDisassembly->Release();
6529 }
6530#endif
6531
6532 switch (type)
6533 {
6534 case SVGA3D_SHADERTYPE_VS:
6535 rc = ShaderCreateVertexShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pVertexShader);
6536 break;
6537
6538 case SVGA3D_SHADERTYPE_PS:
6539 rc = ShaderCreatePixelShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pPixelShader);
6540 break;
6541
6542 default:
6543 AssertFailedReturn(VERR_INVALID_PARAMETER);
6544 }
6545 if (rc != VINF_SUCCESS)
6546 {
6547 RTMemFree(pShader->pShaderProgram);
6548 memset(pShader, 0, sizeof(*pShader));
6549 pShader->id = SVGA3D_INVALID_ID;
6550 }
6551
6552 return rc;
6553}
6554
6555int vmsvga3dShaderDestroy(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type)
6556{
6557 PVMSVGA3DCONTEXT pContext;
6558 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6559 AssertReturn(pState, VERR_NO_MEMORY);
6560 PVMSVGA3DSHADER pShader = NULL;
6561 int rc;
6562
6563 Log(("vmsvga3dShaderDestroy cid=%x shid=%x type=%s\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL"));
6564
6565 if ( cid >= pState->cContexts
6566 || pState->papContexts[cid]->id != cid)
6567 {
6568 Log(("vmsvga3dShaderDestroy invalid context id!\n"));
6569 return VERR_INVALID_PARAMETER;
6570 }
6571 pContext = pState->papContexts[cid];
6572 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6573
6574 if (type == SVGA3D_SHADERTYPE_VS)
6575 {
6576 if ( shid < pContext->cVertexShaders
6577 && pContext->paVertexShader[shid].id == shid)
6578 {
6579 pShader = &pContext->paVertexShader[shid];
6580 rc = ShaderDestroyVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6581 AssertRC(rc);
6582 }
6583 }
6584 else
6585 {
6586 Assert(type == SVGA3D_SHADERTYPE_PS);
6587 if ( shid < pContext->cPixelShaders
6588 && pContext->paPixelShader[shid].id == shid)
6589 {
6590 pShader = &pContext->paPixelShader[shid];
6591 rc = ShaderDestroyPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6592 AssertRC(rc);
6593 }
6594 }
6595
6596 if (pShader)
6597 {
6598 if (pShader->pShaderProgram)
6599 RTMemFree(pShader->pShaderProgram);
6600 memset(pShader, 0, sizeof(*pShader));
6601 pShader->id = SVGA3D_INVALID_ID;
6602 }
6603 else
6604 AssertFailedReturn(VERR_INVALID_PARAMETER);
6605
6606 return VINF_SUCCESS;
6607}
6608
6609int vmsvga3dShaderSet(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid, SVGA3dShaderType type, uint32_t shid)
6610{
6611 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6612 AssertReturn(pState, VERR_NO_MEMORY);
6613 int rc;
6614
6615 Log(("vmsvga3dShaderSet cid=%x type=%s shid=%d\n", cid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", shid));
6616
6617 if ( !pContext
6618 && cid < pState->cContexts
6619 && pState->papContexts[cid]->id == cid)
6620 pContext = pState->papContexts[cid];
6621 else if (!pContext)
6622 {
6623 AssertMsgFailed(("cid=%#x cContexts=%#x\n", cid, pState->cContexts));
6624 Log(("vmsvga3dShaderSet invalid context id!\n"));
6625 return VERR_INVALID_PARAMETER;
6626 }
6627 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6628
6629 if (type == SVGA3D_SHADERTYPE_VS)
6630 {
6631 /* Save for vm state save/restore. */
6632 pContext->state.shidVertex = shid;
6633 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VERTEXSHADER;
6634
6635 if ( shid < pContext->cVertexShaders
6636 && pContext->paVertexShader[shid].id == shid)
6637 {
6638 PVMSVGA3DSHADER pShader = &pContext->paVertexShader[shid];
6639 Assert(type == pShader->type);
6640
6641 rc = ShaderSetVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6642 AssertRCReturn(rc, rc);
6643 }
6644 else
6645 if (shid == SVGA_ID_INVALID)
6646 {
6647 /* Unselect shader. */
6648 rc = ShaderSetVertexShader(pContext->pShaderContext, NULL);
6649 AssertRCReturn(rc, rc);
6650 }
6651 else
6652 AssertFailedReturn(VERR_INVALID_PARAMETER);
6653 }
6654 else
6655 {
6656 /* Save for vm state save/restore. */
6657 pContext->state.shidPixel = shid;
6658 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_PIXELSHADER;
6659
6660 Assert(type == SVGA3D_SHADERTYPE_PS);
6661 if ( shid < pContext->cPixelShaders
6662 && pContext->paPixelShader[shid].id == shid)
6663 {
6664 PVMSVGA3DSHADER pShader = &pContext->paPixelShader[shid];
6665 Assert(type == pShader->type);
6666
6667 rc = ShaderSetPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6668 AssertRCReturn(rc, rc);
6669 }
6670 else
6671 if (shid == SVGA_ID_INVALID)
6672 {
6673 /* Unselect shader. */
6674 rc = ShaderSetPixelShader(pContext->pShaderContext, NULL);
6675 AssertRCReturn(rc, rc);
6676 }
6677 else
6678 AssertFailedReturn(VERR_INVALID_PARAMETER);
6679 }
6680
6681 return VINF_SUCCESS;
6682}
6683
6684int vmsvga3dShaderSetConst(PVGASTATE pThis, uint32_t cid, uint32_t reg, SVGA3dShaderType type, SVGA3dShaderConstType ctype, uint32_t cRegisters, uint32_t *pValues)
6685{
6686 PVMSVGA3DCONTEXT pContext;
6687 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6688 AssertReturn(pState, VERR_NO_MEMORY);
6689 int rc;
6690
6691 Log(("vmsvga3dShaderSetConst cid=%x reg=%x type=%s cregs=%d ctype=%x\n", cid, reg, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cRegisters, ctype));
6692
6693 if ( cid >= pState->cContexts
6694 || pState->papContexts[cid]->id != cid)
6695 {
6696 Log(("vmsvga3dShaderSetConst invalid context id!\n"));
6697 return VERR_INVALID_PARAMETER;
6698 }
6699 pContext = pState->papContexts[cid];
6700 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6701
6702 for (uint32_t i = 0; i < cRegisters; i++)
6703 {
6704#ifdef LOG_ENABLED
6705 switch (ctype)
6706 {
6707 case SVGA3D_CONST_TYPE_FLOAT:
6708 {
6709 float *pValuesF = (float *)pValues;
6710 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)));
6711 break;
6712 }
6713
6714 case SVGA3D_CONST_TYPE_INT:
6715 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]));
6716 break;
6717
6718 case SVGA3D_CONST_TYPE_BOOL:
6719 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]));
6720 break;
6721 }
6722#endif
6723 vmsvga3dSaveShaderConst(pContext, reg + i, type, ctype, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]);
6724 }
6725
6726 switch (type)
6727 {
6728 case SVGA3D_SHADERTYPE_VS:
6729 switch (ctype)
6730 {
6731 case SVGA3D_CONST_TYPE_FLOAT:
6732 rc = ShaderSetVertexShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6733 break;
6734
6735 case SVGA3D_CONST_TYPE_INT:
6736 rc = ShaderSetVertexShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6737 break;
6738
6739 case SVGA3D_CONST_TYPE_BOOL:
6740 rc = ShaderSetVertexShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6741 break;
6742
6743 default:
6744 AssertFailedReturn(VERR_INVALID_PARAMETER);
6745 }
6746 AssertRCReturn(rc, rc);
6747 break;
6748
6749 case SVGA3D_SHADERTYPE_PS:
6750 switch (ctype)
6751 {
6752 case SVGA3D_CONST_TYPE_FLOAT:
6753 rc = ShaderSetPixelShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6754 break;
6755
6756 case SVGA3D_CONST_TYPE_INT:
6757 rc = ShaderSetPixelShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6758 break;
6759
6760 case SVGA3D_CONST_TYPE_BOOL:
6761 rc = ShaderSetPixelShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6762 break;
6763
6764 default:
6765 AssertFailedReturn(VERR_INVALID_PARAMETER);
6766 }
6767 AssertRCReturn(rc, rc);
6768 break;
6769
6770 default:
6771 AssertFailedReturn(VERR_INVALID_PARAMETER);
6772 }
6773
6774 return VINF_SUCCESS;
6775}
6776
6777int vmsvga3dOcclusionQueryCreate(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6778{
6779 AssertReturn(pState->ext.glGenQueries, VERR_NOT_SUPPORTED);
6780 GLuint idQuery = 0;
6781 pState->ext.glGenQueries(1, &idQuery);
6782 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6783 AssertReturn(idQuery, VERR_INTERNAL_ERROR);
6784 pContext->occlusion.idQuery = idQuery;
6785 return VINF_SUCCESS;
6786}
6787
6788int vmsvga3dOcclusionQueryDelete(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6789{
6790 AssertReturn(pState->ext.glDeleteQueries, VERR_NOT_SUPPORTED);
6791 if (pContext->occlusion.idQuery)
6792 {
6793 pState->ext.glDeleteQueries(1, &pContext->occlusion.idQuery);
6794 }
6795 return VINF_SUCCESS;
6796}
6797
6798int vmsvga3dOcclusionQueryBegin(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6799{
6800 AssertReturn(pState->ext.glBeginQuery, VERR_NOT_SUPPORTED);
6801 pState->ext.glBeginQuery(GL_ANY_SAMPLES_PASSED, pContext->occlusion.idQuery);
6802 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6803 return VINF_SUCCESS;
6804}
6805
6806int vmsvga3dOcclusionQueryEnd(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6807{
6808 RT_NOREF(pContext);
6809 AssertReturn(pState->ext.glEndQuery, VERR_NOT_SUPPORTED);
6810 pState->ext.glEndQuery(GL_ANY_SAMPLES_PASSED);
6811 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6812 return VINF_SUCCESS;
6813}
6814
6815int vmsvga3dOcclusionQueryGetData(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t *pu32Pixels)
6816{
6817 AssertReturn(pState->ext.glGetQueryObjectuiv, VERR_NOT_SUPPORTED);
6818 GLuint pixels = 0;
6819 pState->ext.glGetQueryObjectuiv(pContext->occlusion.idQuery, GL_QUERY_RESULT, &pixels);
6820 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6821
6822 *pu32Pixels = (uint32_t)pixels;
6823 return VINF_SUCCESS;
6824}
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