VirtualBox

source: vbox/trunk/src/VBox/Devices/Graphics/DevVGA-SVGA3d-ogl.cpp@ 75696

Last change on this file since 75696 was 75696, checked in by vboxsync, 6 years ago

DevVGA-SVGA3d-ogl.cpp: the code does not use texture buffer objects

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1/* $Id: DevVGA-SVGA3d-ogl.cpp 75696 2018-11-23 19:57:37Z 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 MyWinGetProcAddress
68DECLINLINE(PROC) MyWinGetProcAddress(const char *pszSymbol)
69{
70 /* Khronos: [on failure] "some implementations will return other values. 1, 2, and 3 are used, as well as -1". */
71 PROC p = wglGetProcAddress(pszSymbol);
72 if (RT_VALID_PTR(p))
73 return p;
74 return 0;
75}
76#elif defined(RT_OS_DARWIN)
77# include <dlfcn.h>
78# define OGLGETPROCADDRESS MyNSGLGetProcAddress
79/** Resolves an OpenGL symbol. */
80static void *MyNSGLGetProcAddress(const char *pszSymbol)
81{
82 /* Another copy in shaderapi.c. */
83 static void *s_pvImage = NULL;
84 if (s_pvImage == NULL)
85 s_pvImage = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY);
86 return s_pvImage ? dlsym(s_pvImage, pszSymbol) : NULL;
87}
88
89#else
90# define OGLGETPROCADDRESS(x) glXGetProcAddress((const GLubyte *)x)
91#endif
92
93/* Invert y-coordinate for OpenGL's bottom left origin. */
94#define D3D_TO_OGL_Y_COORD(ptrSurface, y_coordinate) (ptrSurface->pMipmapLevels[0].mipmapSize.height - (y_coordinate))
95#define D3D_TO_OGL_Y_COORD_MIPLEVEL(ptrMipLevel, y_coordinate) (ptrMipLevel->size.height - (y_coordinate))
96
97/**
98 * Macro for doing something and then checking for errors during initialization.
99 * Uses AssertLogRelMsg.
100 */
101#define VMSVGA3D_INIT_CHECKED(a_Expr) \
102 do \
103 { \
104 a_Expr; \
105 GLenum iGlError = glGetError(); \
106 AssertLogRelMsg(iGlError == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x\n", #a_Expr, iGlError)); \
107 } while (0)
108
109/**
110 * Macro for doing something and then checking for errors during initialization,
111 * doing the same in the other context when enabled.
112 *
113 * This will try both profiles in dual profile builds. Caller must be in the
114 * default context.
115 *
116 * Uses AssertLogRelMsg to indicate trouble.
117 */
118#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
119# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) \
120 do \
121 { \
122 for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
123 a_Expr; \
124 GLenum iGlError = glGetError(); \
125 if (iGlError != GL_NO_ERROR) \
126 { \
127 VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pOtherCtx); \
128 for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
129 a_Expr; \
130 GLenum iGlError2 = glGetError(); \
131 AssertLogRelMsg(iGlError2 == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x / %#x\n", #a_Expr, iGlError, iGlError2)); \
132 VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pContext); \
133 } \
134 } while (0)
135#else
136# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) VMSVGA3D_INIT_CHECKED(a_Expr)
137#endif
138
139
140/*********************************************************************************************************************************
141* Global Variables *
142*********************************************************************************************************************************/
143/* Define the default light parameters as specified by MSDN. */
144/** @todo move out; fetched from Wine */
145const SVGA3dLightData vmsvga3d_default_light =
146{
147 SVGA3D_LIGHTTYPE_DIRECTIONAL, /* type */
148 false, /* inWorldSpace */
149 { 1.0f, 1.0f, 1.0f, 0.0f }, /* diffuse r,g,b,a */
150 { 0.0f, 0.0f, 0.0f, 0.0f }, /* specular r,g,b,a */
151 { 0.0f, 0.0f, 0.0f, 0.0f }, /* ambient r,g,b,a, */
152 { 0.0f, 0.0f, 0.0f }, /* position x,y,z */
153 { 0.0f, 0.0f, 1.0f }, /* direction x,y,z */
154 0.0f, /* range */
155 0.0f, /* falloff */
156 0.0f, 0.0f, 0.0f, /* attenuation 0,1,2 */
157 0.0f, /* theta */
158 0.0f /* phi */
159};
160
161
162/*********************************************************************************************************************************
163* Internal Functions *
164*********************************************************************************************************************************/
165static int vmsvga3dContextDestroyOgl(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid);
166static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha);
167
168/* Generated by VBoxDef2LazyLoad from the VBoxSVGA3D.def and VBoxSVGA3DObjC.def files. */
169extern "C" int ExplicitlyLoadVBoxSVGA3D(bool fResolveAllImports, PRTERRINFO pErrInfo);
170
171
172/**
173 * Checks if the given OpenGL extension is supported.
174 *
175 * @returns true if supported, false if not.
176 * @param pState The VMSVGA3d state.
177 * @param rsMinGLVersion The OpenGL version that introduced this feature
178 * into the core.
179 * @param pszWantedExtension The name of the OpenGL extension we want padded
180 * with one space at each end.
181 * @remarks Init time only.
182 */
183static bool vmsvga3dCheckGLExtension(PVMSVGA3DSTATE pState, float rsMinGLVersion, const char *pszWantedExtension)
184{
185 RT_NOREF(rsMinGLVersion);
186 /* check padding. */
187 Assert(pszWantedExtension[0] == ' ');
188 Assert(pszWantedExtension[1] != ' ');
189 Assert(strchr(&pszWantedExtension[1], ' ') + 1 == strchr(pszWantedExtension, '\0'));
190
191 /* Look it up. */
192 bool fRet = false;
193 if (strstr(pState->pszExtensions, pszWantedExtension))
194 fRet = true;
195
196 /* Temporarily. Later start if (rsMinGLVersion != 0.0 && fActualGLVersion >= rsMinGLVersion) return true; */
197#ifdef RT_OS_DARWIN
198 AssertMsg( rsMinGLVersion == 0.0
199 || fRet == (pState->rsGLVersion >= rsMinGLVersion)
200 || VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE == 2.1,
201 ("%s actual:%d min:%d fRet=%d\n",
202 pszWantedExtension, (int)(pState->rsGLVersion * 10), (int)(rsMinGLVersion * 10), fRet));
203#else
204 AssertMsg(rsMinGLVersion == 0.0 || fRet == (pState->rsGLVersion >= rsMinGLVersion),
205 ("%s actual:%d min:%d fRet=%d\n",
206 pszWantedExtension, (int)(pState->rsGLVersion * 10), (int)(rsMinGLVersion * 10), fRet));
207#endif
208 return fRet;
209}
210
211
212/**
213 * Outputs GL_EXTENSIONS list to the release log.
214 */
215static void vmsvga3dLogRelExtensions(const char *pszPrefix, const char *pszExtensions)
216{
217 /* OpenGL 3.0 interface (glGetString(GL_EXTENSIONS) return NULL). */
218 bool fBuffered = RTLogRelSetBuffering(true);
219
220 /*
221 * Determin the column widths first.
222 */
223 size_t acchWidths[4] = { 1, 1, 1, 1 };
224 uint32_t i;
225 const char *psz = pszExtensions;
226 for (i = 0; ; i++)
227 {
228 while (*psz == ' ')
229 psz++;
230 if (!*psz)
231 break;
232
233 const char *pszEnd = strchr(psz, ' ');
234 AssertBreak(pszEnd);
235 size_t cch = pszEnd - psz;
236
237 uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
238 if (acchWidths[iColumn] < cch)
239 acchWidths[iColumn] = cch;
240
241 psz = pszEnd;
242 }
243
244 /*
245 * Output it.
246 */
247 LogRel(("VMSVGA3d: %sOpenGL extensions (%d):", pszPrefix, i));
248 psz = pszExtensions;
249 for (i = 0; ; i++)
250 {
251 while (*psz == ' ')
252 psz++;
253 if (!*psz)
254 break;
255
256 const char *pszEnd = strchr(psz, ' ');
257 AssertBreak(pszEnd);
258 size_t cch = pszEnd - psz;
259
260 uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
261 if (iColumn == 0)
262 LogRel(("\nVMSVGA3d: %-*.*s", acchWidths[iColumn], cch, psz));
263 else if (iColumn != RT_ELEMENTS(acchWidths) - 1)
264 LogRel((" %-*.*s", acchWidths[iColumn], cch, psz));
265 else
266 LogRel((" %.*s", cch, psz));
267
268 psz = pszEnd;
269 }
270
271 RTLogRelSetBuffering(fBuffered);
272 LogRel(("\n"));
273}
274
275/**
276 * Gathers the GL_EXTENSIONS list, storing it as a space padded list at
277 * @a ppszExtensions.
278 *
279 * @returns VINF_SUCCESS or VERR_NO_STR_MEMORY
280 * @param ppszExtensions Pointer to the string pointer. Free with RTStrFree.
281 * @param fGLProfileVersion The OpenGL profile version.
282 */
283static int vmsvga3dGatherExtensions(char **ppszExtensions, float fGLProfileVersion)
284{
285 int rc;
286 *ppszExtensions = NULL;
287
288 /*
289 * Try the old glGetString interface first.
290 */
291 const char *pszExtensions = (const char *)glGetString(GL_EXTENSIONS);
292 if (pszExtensions)
293 {
294 rc = RTStrAAppendExN(ppszExtensions, 3, " ", (size_t)1, pszExtensions, RTSTR_MAX, " ", (size_t)1);
295 AssertLogRelRCReturn(rc, rc);
296 }
297 else
298 {
299 /*
300 * The new interface where each extension string is retrieved separately.
301 * Note! Cannot use VMSVGA3D_INIT_CHECKED_GL_GET_INTEGER_VALUE here because
302 * the above GL_EXTENSIONS error lingers on darwin. sucks.
303 */
304#ifndef GL_NUM_EXTENSIONS
305# define GL_NUM_EXTENSIONS 0x821D
306#endif
307 GLint cExtensions = 1024;
308 glGetIntegerv(GL_NUM_EXTENSIONS, &cExtensions);
309 Assert(cExtensions != 1024);
310
311 PFNGLGETSTRINGIPROC pfnGlGetStringi = (PFNGLGETSTRINGIPROC)OGLGETPROCADDRESS("glGetStringi");
312 AssertLogRelReturn(pfnGlGetStringi, VERR_NOT_SUPPORTED);
313
314 rc = RTStrAAppend(ppszExtensions, " ");
315 for (GLint i = 0; RT_SUCCESS(rc) && i < cExtensions; i++)
316 {
317 const char *pszExt = (const char *)pfnGlGetStringi(GL_EXTENSIONS, i);
318 if (pszExt)
319 rc = RTStrAAppendExN(ppszExtensions, 2, pfnGlGetStringi(GL_EXTENSIONS, i), RTSTR_MAX, " ", (size_t)1);
320 }
321 AssertRCReturn(rc, rc);
322 }
323
324#if 1
325 /*
326 * Add extensions promoted into the core OpenGL profile.
327 */
328 static const struct
329 {
330 float fGLVersion;
331 const char *pszzExtensions;
332 } s_aPromotedExtensions[] =
333 {
334 {
335 1.1f,
336 " GL_EXT_vertex_array \0"
337 " GL_EXT_polygon_offset \0"
338 " GL_EXT_blend_logic_op \0"
339 " GL_EXT_texture \0"
340 " GL_EXT_copy_texture \0"
341 " GL_EXT_subtexture \0"
342 " GL_EXT_texture_object \0"
343 " GL_ARB_framebuffer_object \0"
344 " GL_ARB_map_buffer_range \0"
345 " GL_ARB_vertex_array_object \0"
346 "\0"
347 },
348 {
349 1.2f,
350 " EXT_texture3D \0"
351 " EXT_bgra \0"
352 " EXT_packed_pixels \0"
353 " EXT_rescale_normal \0"
354 " EXT_separate_specular_color \0"
355 " SGIS_texture_edge_clamp \0"
356 " SGIS_texture_lod \0"
357 " EXT_draw_range_elements \0"
358 "\0"
359 },
360 {
361 1.3f,
362 " GL_ARB_texture_compression \0"
363 " GL_ARB_texture_cube_map \0"
364 " GL_ARB_multisample \0"
365 " GL_ARB_multitexture \0"
366 " GL_ARB_texture_env_add \0"
367 " GL_ARB_texture_env_combine \0"
368 " GL_ARB_texture_env_dot3 \0"
369 " GL_ARB_texture_border_clamp \0"
370 " GL_ARB_transpose_matrix \0"
371 "\0"
372 },
373 {
374 1.5f,
375 " GL_SGIS_generate_mipmap \0"
376 /*" GL_NV_blend_equare \0"*/
377 " GL_ARB_depth_texture \0"
378 " GL_ARB_shadow \0"
379 " GL_EXT_fog_coord \0"
380 " GL_EXT_multi_draw_arrays \0"
381 " GL_ARB_point_parameters \0"
382 " GL_EXT_secondary_color \0"
383 " GL_EXT_blend_func_separate \0"
384 " GL_EXT_stencil_wrap \0"
385 " GL_ARB_texture_env_crossbar \0"
386 " GL_EXT_texture_lod_bias \0"
387 " GL_ARB_texture_mirrored_repeat \0"
388 " GL_ARB_window_pos \0"
389 "\0"
390 },
391 {
392 1.6f,
393 " GL_ARB_vertex_buffer_object \0"
394 " GL_ARB_occlusion_query \0"
395 " GL_EXT_shadow_funcs \0"
396 },
397 {
398 2.0f,
399 " GL_ARB_shader_objects \0" /*??*/
400 " GL_ARB_vertex_shader \0" /*??*/
401 " GL_ARB_fragment_shader \0" /*??*/
402 " GL_ARB_shading_language_100 \0" /*??*/
403 " GL_ARB_draw_buffers \0"
404 " GL_ARB_texture_non_power_of_two \0"
405 " GL_ARB_point_sprite \0"
406 " GL_ATI_separate_stencil \0"
407 " GL_EXT_stencil_two_side \0"
408 "\0"
409 },
410 {
411 2.1f,
412 " GL_ARB_pixel_buffer_object \0"
413 " GL_EXT_texture_sRGB \0"
414 "\0"
415 },
416 {
417 3.0f,
418 " GL_ARB_framebuffer_object \0"
419 " GL_ARB_map_buffer_range \0"
420 " GL_ARB_vertex_array_object \0"
421 "\0"
422 },
423 {
424 3.1f,
425 " GL_ARB_copy_buffer \0"
426 " GL_ARB_uniform_buffer_object \0"
427 "\0"
428 },
429 {
430 3.2f,
431 " GL_ARB_vertex_array_bgra \0"
432 " GL_ARB_draw_elements_base_vertex \0"
433 " GL_ARB_fragment_coord_conventions \0"
434 " GL_ARB_provoking_vertex \0"
435 " GL_ARB_seamless_cube_map \0"
436 " GL_ARB_texture_multisample \0"
437 " GL_ARB_depth_clamp \0"
438 " GL_ARB_sync \0"
439 " GL_ARB_geometry_shader4 \0" /*??*/
440 "\0"
441 },
442 {
443 3.3f,
444 " GL_ARB_blend_func_extended \0"
445 " GL_ARB_sampler_objects \0"
446 " GL_ARB_explicit_attrib_location \0"
447 " GL_ARB_occlusion_query2 \0"
448 " GL_ARB_shader_bit_encoding \0"
449 " GL_ARB_texture_rgb10_a2ui \0"
450 " GL_ARB_texture_swizzle \0"
451 " GL_ARB_timer_query \0"
452 " GL_ARB_vertex_type_2_10_10_10_rev \0"
453 "\0"
454 },
455 {
456 4.0f,
457 " GL_ARB_texture_query_lod \0"
458 " GL_ARB_draw_indirect \0"
459 " GL_ARB_gpu_shader5 \0"
460 " GL_ARB_gpu_shader_fp64 \0"
461 " GL_ARB_shader_subroutine \0"
462 " GL_ARB_tessellation_shader \0"
463 " GL_ARB_texture_buffer_object_rgb32 \0"
464 " GL_ARB_texture_cube_map_array \0"
465 " GL_ARB_texture_gather \0"
466 " GL_ARB_transform_feedback2 \0"
467 " GL_ARB_transform_feedback3 \0"
468 "\0"
469 },
470 {
471 4.1f,
472 " GL_ARB_ES2_compatibility \0"
473 " GL_ARB_get_program_binary \0"
474 " GL_ARB_separate_shader_objects \0"
475 " GL_ARB_shader_precision \0"
476 " GL_ARB_vertex_attrib_64bit \0"
477 " GL_ARB_viewport_array \0"
478 "\0"
479 }
480 };
481
482 uint32_t cPromoted = 0;
483 for (uint32_t i = 0; i < RT_ELEMENTS(s_aPromotedExtensions) && s_aPromotedExtensions[i].fGLVersion <= fGLProfileVersion; i++)
484 {
485 const char *pszExt = s_aPromotedExtensions[i].pszzExtensions;
486 while (*pszExt)
487 {
488# ifdef VBOX_STRICT
489 size_t cchExt = strlen(pszExt);
490 Assert(cchExt > 3);
491 Assert(pszExt[0] == ' ');
492 Assert(pszExt[1] != ' ');
493 Assert(pszExt[cchExt - 2] != ' ');
494 Assert(pszExt[cchExt - 1] == ' ');
495# endif
496
497 if (strstr(*ppszExtensions, pszExt) == NULL)
498 {
499 if (cPromoted++ == 0)
500 {
501 rc = RTStrAAppend(ppszExtensions, " <promoted-extensions:> <promoted-extensions:> <promoted-extensions:> ");
502 AssertRCReturn(rc, rc);
503 }
504
505 rc = RTStrAAppend(ppszExtensions, pszExt);
506 AssertRCReturn(rc, rc);
507 }
508
509 pszExt = strchr(pszExt, '\0') + 1;
510 }
511 }
512#endif
513
514 return VINF_SUCCESS;
515}
516
517/** Check whether this is an Intel GL driver.
518 *
519 * @returns true if this seems to be some Intel graphics.
520 */
521static bool vmsvga3dIsVendorIntel(void)
522{
523 return RTStrNICmp((char *)glGetString(GL_VENDOR), "Intel", 5) == 0;
524}
525
526/**
527 * @interface_method_impl{VBOXVMSVGASHADERIF,pfnSwitchInitProfile}
528 */
529static DECLCALLBACK(void) vmsvga3dShaderIfSwitchInitProfile(PVBOXVMSVGASHADERIF pThis, bool fOtherProfile)
530{
531#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
532 PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
533 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[fOtherProfile ? 2 : 1]);
534#else
535 NOREF(pThis);
536 NOREF(fOtherProfile);
537#endif
538}
539
540
541/**
542 * @interface_method_impl{VBOXVMSVGASHADERIF,pfnGetNextExtension}
543 */
544static DECLCALLBACK(bool) vmsvga3dShaderIfGetNextExtension(PVBOXVMSVGASHADERIF pThis, void **ppvEnumCtx,
545 char *pszBuf, size_t cbBuf, bool fOtherProfile)
546{
547 PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
548 const char *pszCur = *ppvEnumCtx ? (const char *)*ppvEnumCtx
549 : fOtherProfile ? pState->pszOtherExtensions : pState->pszExtensions;
550 while (*pszCur == ' ')
551 pszCur++;
552 if (!*pszCur)
553 return false;
554
555 const char *pszEnd = strchr(pszCur, ' ');
556 AssertReturn(pszEnd, false);
557 size_t cch = pszEnd - pszCur;
558 if (cch < cbBuf)
559 {
560 memcpy(pszBuf, pszCur, cch);
561 pszBuf[cch] = '\0';
562 }
563 else if (cbBuf > 0)
564 {
565 memcpy(pszBuf, "<overflow>", RT_MIN(sizeof("<overflow>"), cbBuf));
566 pszBuf[cbBuf - 1] = '\0';
567 }
568
569 *ppvEnumCtx = (void *)pszEnd;
570 return true;
571}
572
573
574/**
575 * Initializes the VMSVGA3D state during VGA device construction.
576 *
577 * Failure are generally not fatal, 3D support will just be disabled.
578 *
579 * @returns VBox status code.
580 * @param pThis The VGA device state where svga.p3dState will be modified.
581 */
582int vmsvga3dInit(PVGASTATE pThis)
583{
584 AssertCompile(GL_TRUE == 1);
585 AssertCompile(GL_FALSE == 0);
586
587 /*
588 * Load and resolve imports from the external shared libraries.
589 */
590 RTERRINFOSTATIC ErrInfo;
591 int rc = ExplicitlyLoadVBoxSVGA3D(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
592 if (RT_FAILURE(rc))
593 {
594 LogRel(("VMSVGA3d: Error loading VBoxSVGA3D and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
595 return rc;
596 }
597#ifdef RT_OS_DARWIN
598 rc = ExplicitlyLoadVBoxSVGA3DObjC(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
599 if (RT_FAILURE(rc))
600 {
601 LogRel(("VMSVGA3d: Error loading VBoxSVGA3DObjC and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
602 return rc;
603 }
604#endif
605
606 /*
607 * Allocate the state.
608 */
609 pThis->svga.p3dState = (PVMSVGA3DSTATE)RTMemAllocZ(sizeof(VMSVGA3DSTATE));
610 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
611
612#ifdef RT_OS_WINDOWS
613 /* Create event semaphore and async IO thread. */
614 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
615 rc = RTSemEventCreate(&pState->WndRequestSem);
616 if (RT_SUCCESS(rc))
617 {
618 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dWindowThread, pState->WndRequestSem, 0, RTTHREADTYPE_GUI, 0,
619 "VMSVGA3DWND");
620 if (RT_SUCCESS(rc))
621 return VINF_SUCCESS;
622
623 /* bail out. */
624 LogRel(("VMSVGA3d: RTThreadCreate failed: %Rrc\n", rc));
625 RTSemEventDestroy(pState->WndRequestSem);
626 }
627 else
628 LogRel(("VMSVGA3d: RTSemEventCreate failed: %Rrc\n", rc));
629 RTMemFree(pThis->svga.p3dState);
630 pThis->svga.p3dState = NULL;
631 return rc;
632#else
633 return VINF_SUCCESS;
634#endif
635}
636
637static int vmsvga3dLoadGLFunctions(PVMSVGA3DSTATE pState)
638{
639 /* A strict approach to get a proc address as recommended by Khronos:
640 * - "If the function is a core OpenGL function, then we need to check the OpenGL version".
641 * - "If the function is an extension, we need to check to see if the extension is supported."
642 */
643
644/* Get a function address, return VERR_NOT_IMPLEMENTED on failure. */
645#define GLGETPROC_(ProcType, ProcName, NameSuffix) do { \
646 pState->ext.ProcName = (ProcType)OGLGETPROCADDRESS(#ProcName NameSuffix); \
647 AssertLogRelMsgReturn(pState->ext.ProcName, (#ProcName NameSuffix " missing"), VERR_NOT_IMPLEMENTED); \
648} while(0)
649
650/* Get an optional function address. LogRel on failure. */
651#define GLGETPROCOPT_(ProcType, ProcName, NameSuffix) do { \
652 pState->ext.ProcName = (ProcType)OGLGETPROCADDRESS(#ProcName NameSuffix); \
653 if (!pState->ext.ProcName) \
654 { \
655 LogRel(("VMSVGA3d: missing optional %s\n", #ProcName NameSuffix)); \
656 AssertFailed(); \
657 } \
658} while(0)
659
660 /* OpenGL 2.0 or earlier core. Do not bother with extensions. */
661 GLGETPROC_(PFNGLGENQUERIESPROC , glGenQueries, "");
662 GLGETPROC_(PFNGLDELETEQUERIESPROC , glDeleteQueries, "");
663 GLGETPROC_(PFNGLBEGINQUERYPROC , glBeginQuery, "");
664 GLGETPROC_(PFNGLENDQUERYPROC , glEndQuery, "");
665 GLGETPROC_(PFNGLGETQUERYOBJECTUIVPROC , glGetQueryObjectuiv, "");
666 GLGETPROC_(PFNGLTEXIMAGE3DPROC , glTexImage3D, "");
667 GLGETPROC_(PFNGLCOMPRESSEDTEXIMAGE2DPROC , glCompressedTexImage2D, "");
668 GLGETPROC_(PFNGLCOMPRESSEDTEXIMAGE3DPROC , glCompressedTexImage3D, "");
669 GLGETPROC_(PFNGLPOINTPARAMETERFPROC , glPointParameterf, "");
670 GLGETPROC_(PFNGLBLENDEQUATIONSEPARATEPROC , glBlendEquationSeparate, "");
671 GLGETPROC_(PFNGLBLENDFUNCSEPARATEPROC , glBlendFuncSeparate, "");
672 GLGETPROC_(PFNGLSTENCILOPSEPARATEPROC , glStencilOpSeparate, "");
673 GLGETPROC_(PFNGLSTENCILFUNCSEPARATEPROC , glStencilFuncSeparate, "");
674 GLGETPROC_(PFNGLBINDBUFFERPROC , glBindBuffer, "");
675 GLGETPROC_(PFNGLDELETEBUFFERSPROC , glDeleteBuffers, "");
676 GLGETPROC_(PFNGLGENBUFFERSPROC , glGenBuffers, "");
677 GLGETPROC_(PFNGLBUFFERDATAPROC , glBufferData, "");
678 GLGETPROC_(PFNGLMAPBUFFERPROC , glMapBuffer, "");
679 GLGETPROC_(PFNGLUNMAPBUFFERPROC , glUnmapBuffer, "");
680 GLGETPROC_(PFNGLENABLEVERTEXATTRIBARRAYPROC , glEnableVertexAttribArray, "");
681 GLGETPROC_(PFNGLDISABLEVERTEXATTRIBARRAYPROC , glDisableVertexAttribArray, "");
682 GLGETPROC_(PFNGLVERTEXATTRIBPOINTERPROC , glVertexAttribPointer, "");
683 GLGETPROC_(PFNGLACTIVETEXTUREPROC , glActiveTexture, "");
684 /* glGetProgramivARB determines implementation limits for the program
685 * target (GL_FRAGMENT_PROGRAM_ARB, GL_VERTEX_PROGRAM_ARB).
686 * It differs from glGetProgramiv, which returns a parameter from a program object.
687 */
688 GLGETPROC_(PFNGLGETPROGRAMIVARBPROC , glGetProgramivARB, "");
689 GLGETPROC_(PFNGLFOGCOORDPOINTERPROC , glFogCoordPointer, "");
690#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x102
691 GLGETPROC_(PFNGLBLENDCOLORPROC , glBlendColor, "");
692 GLGETPROC_(PFNGLBLENDEQUATIONPROC , glBlendEquation, "");
693#endif
694#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x103
695 GLGETPROC_(PFNGLCLIENTACTIVETEXTUREPROC , glClientActiveTexture, "");
696#endif
697
698 /* OpenGL 3.0 core, GL_ARB_instanced_arrays. Same functions names in the ARB and core specs. */
699 if ( pState->rsGLVersion >= 3.0f
700 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_framebuffer_object "))
701 {
702 GLGETPROC_(PFNGLISRENDERBUFFERPROC , glIsRenderbuffer, "");
703 GLGETPROC_(PFNGLBINDRENDERBUFFERPROC , glBindRenderbuffer, "");
704 GLGETPROC_(PFNGLDELETERENDERBUFFERSPROC , glDeleteRenderbuffers, "");
705 GLGETPROC_(PFNGLGENRENDERBUFFERSPROC , glGenRenderbuffers, "");
706 GLGETPROC_(PFNGLRENDERBUFFERSTORAGEPROC , glRenderbufferStorage, "");
707 GLGETPROC_(PFNGLGETRENDERBUFFERPARAMETERIVPROC , glGetRenderbufferParameteriv, "");
708 GLGETPROC_(PFNGLISFRAMEBUFFERPROC , glIsFramebuffer, "");
709 GLGETPROC_(PFNGLBINDFRAMEBUFFERPROC , glBindFramebuffer, "");
710 GLGETPROC_(PFNGLDELETEFRAMEBUFFERSPROC , glDeleteFramebuffers, "");
711 GLGETPROC_(PFNGLGENFRAMEBUFFERSPROC , glGenFramebuffers, "");
712 GLGETPROC_(PFNGLCHECKFRAMEBUFFERSTATUSPROC , glCheckFramebufferStatus, "");
713 GLGETPROC_(PFNGLFRAMEBUFFERTEXTURE1DPROC , glFramebufferTexture1D, "");
714 GLGETPROC_(PFNGLFRAMEBUFFERTEXTURE2DPROC , glFramebufferTexture2D, "");
715 GLGETPROC_(PFNGLFRAMEBUFFERTEXTURE3DPROC , glFramebufferTexture3D, "");
716 GLGETPROC_(PFNGLFRAMEBUFFERRENDERBUFFERPROC , glFramebufferRenderbuffer, "");
717 GLGETPROC_(PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC , glGetFramebufferAttachmentParameteriv, "");
718 GLGETPROC_(PFNGLGENERATEMIPMAPPROC , glGenerateMipmap, "");
719 GLGETPROC_(PFNGLBLITFRAMEBUFFERPROC , glBlitFramebuffer, "");
720 GLGETPROC_(PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC , glRenderbufferStorageMultisample, "");
721 GLGETPROC_(PFNGLFRAMEBUFFERTEXTURELAYERPROC , glFramebufferTextureLayer, "");
722 }
723
724 /* OpenGL 3.1 core, GL_ARB_draw_instanced, GL_EXT_draw_instanced. */
725 if (pState->rsGLVersion >= 3.1f)
726 {
727 GLGETPROC_(PFNGLDRAWARRAYSINSTANCEDPROC , glDrawArraysInstanced, "");
728 GLGETPROC_(PFNGLDRAWELEMENTSINSTANCEDPROC , glDrawElementsInstanced, "");
729 }
730 else if (vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_draw_instanced "))
731 {
732 GLGETPROC_(PFNGLDRAWARRAYSINSTANCEDPROC , glDrawArraysInstanced, "ARB");
733 GLGETPROC_(PFNGLDRAWELEMENTSINSTANCEDPROC , glDrawElementsInstanced, "ARB");
734 }
735 else if (vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_draw_instanced "))
736 {
737 GLGETPROC_(PFNGLDRAWARRAYSINSTANCEDPROC , glDrawArraysInstanced, "EXT");
738 GLGETPROC_(PFNGLDRAWELEMENTSINSTANCEDPROC , glDrawElementsInstanced, "EXT");
739 }
740
741 /* OpenGL 3.2 core, GL_ARB_draw_elements_base_vertex. Same functions names in the ARB and core specs. */
742 if ( pState->rsGLVersion >= 3.2f
743 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_draw_elements_base_vertex "))
744 {
745 GLGETPROC_(PFNGLDRAWELEMENTSBASEVERTEXPROC , glDrawElementsBaseVertex, "");
746 GLGETPROC_(PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC , glDrawElementsInstancedBaseVertex, "");
747 }
748
749 /* Optional. OpenGL 3.2 core, GL_ARB_provoking_vertex. Same functions names in the ARB and core specs. */
750 if ( pState->rsGLVersion >= 3.2f
751 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_provoking_vertex "))
752 {
753 GLGETPROCOPT_(PFNGLPROVOKINGVERTEXPROC , glProvokingVertex, "");
754 }
755
756 /* OpenGL 3.3 core, GL_ARB_instanced_arrays. */
757 if (pState->rsGLVersion >= 3.3f)
758 {
759 GLGETPROC_(PFNGLVERTEXATTRIBDIVISORPROC , glVertexAttribDivisor, "");
760 }
761 else if (vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_instanced_arrays "))
762 {
763 GLGETPROC_(PFNGLVERTEXATTRIBDIVISORARBPROC , glVertexAttribDivisor, "ARB");
764 }
765
766#undef GLGETPROCOPT_
767#undef GLGETPROC_
768
769 return VINF_SUCCESS;
770}
771
772
773/* We must delay window creation until the PowerOn phase. Init is too early and will cause failures. */
774int vmsvga3dPowerOn(PVGASTATE pThis)
775{
776 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
777 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
778 PVMSVGA3DCONTEXT pContext;
779#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
780 PVMSVGA3DCONTEXT pOtherCtx;
781#endif
782 int rc;
783
784 if (pState->rsGLVersion != 0.0)
785 return VINF_SUCCESS; /* already initialized (load state) */
786
787 /*
788 * OpenGL function calls aren't possible without a valid current context, so create a fake one here.
789 */
790 rc = vmsvga3dContextDefineOgl(pThis, 1, VMSVGA3D_DEF_CTX_F_INIT);
791 AssertRCReturn(rc, rc);
792
793 pContext = pState->papContexts[1];
794 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
795
796 LogRel(("VMSVGA3d: OpenGL version: %s\n"
797 "VMSVGA3d: OpenGL Vendor: %s\n"
798 "VMSVGA3d: OpenGL Renderer: %s\n"
799 "VMSVGA3d: OpenGL shader language version: %s\n",
800 glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
801 glGetString(GL_SHADING_LANGUAGE_VERSION)));
802
803 rc = vmsvga3dGatherExtensions(&pState->pszExtensions, VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE);
804 AssertRCReturn(rc, rc);
805 vmsvga3dLogRelExtensions("", pState->pszExtensions);
806
807 pState->rsGLVersion = atof((const char *)glGetString(GL_VERSION));
808
809
810#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
811 /*
812 * Get the extension list for the alternative profile so we can better
813 * figure out the shader model and stuff.
814 */
815 rc = vmsvga3dContextDefineOgl(pThis, 2, VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
816 AssertLogRelRCReturn(rc, rc);
817 pContext = pState->papContexts[1]; /* Array may have been reallocated. */
818
819 pOtherCtx = pState->papContexts[2];
820 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
821
822 LogRel(("VMSVGA3d: Alternative OpenGL version: %s\n"
823 "VMSVGA3d: Alternative OpenGL Vendor: %s\n"
824 "VMSVGA3d: Alternative OpenGL Renderer: %s\n"
825 "VMSVGA3d: Alternative OpenGL shader language version: %s\n",
826 glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
827 glGetString(GL_SHADING_LANGUAGE_VERSION)));
828
829 rc = vmsvga3dGatherExtensions(&pState->pszOtherExtensions, VBOX_VMSVGA3D_OTHER_OGL_PROFILE);
830 AssertRCReturn(rc, rc);
831 vmsvga3dLogRelExtensions("Alternative ", pState->pszOtherExtensions);
832
833 pState->rsOtherGLVersion = atof((const char *)glGetString(GL_VERSION));
834
835 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
836#else
837 pState->pszOtherExtensions = (char *)"";
838 pState->rsOtherGLVersion = pState->rsGLVersion;
839#endif
840
841 /*
842 * Resolve GL function pointers and store them in pState->ext.
843 */
844 rc = vmsvga3dLoadGLFunctions(pState);
845 if (RT_FAILURE(rc))
846 {
847 LogRel(("VMSVGA3d: missing required OpenGL function or extension; aborting\n"));
848 return rc;
849 }
850
851 /*
852 * Initialize the capabilities with sensible defaults.
853 */
854 pState->caps.maxActiveLights = 1;
855 pState->caps.maxTextures = 1;
856 pState->caps.maxClipDistances = 4;
857 pState->caps.maxColorAttachments = 1;
858 pState->caps.maxRectangleTextureSize = 2048;
859 pState->caps.maxTextureAnisotropy = 2;
860 pState->caps.maxVertexShaderInstructions = 1024;
861 pState->caps.maxFragmentShaderInstructions = 1024;
862 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_NONE;
863 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_NONE;
864 pState->caps.flPointSize[0] = 1;
865 pState->caps.flPointSize[1] = 1;
866
867 /*
868 * Query capabilities
869 */
870 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_LIGHTS, &pState->caps.maxActiveLights));
871 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &pState->caps.maxTextures));
872#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE /* The alternative profile has a higher number here (ati/darwin). */
873 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
874 VMSVGA3D_INIT_CHECKED_BOTH(pState, pOtherCtx, pContext, glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
875 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
876#else
877 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
878#endif
879 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &pState->caps.maxColorAttachments));
880 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE, &pState->caps.maxRectangleTextureSize));
881 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &pState->caps.maxTextureAnisotropy));
882 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pState->caps.flPointSize));
883
884 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
885 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
886 &pState->caps.maxFragmentShaderTemps));
887 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
888 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
889 &pState->caps.maxFragmentShaderInstructions));
890 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
891 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
892 &pState->caps.maxVertexShaderTemps));
893 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
894 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
895 &pState->caps.maxVertexShaderInstructions));
896
897 pState->caps.fS3TCSupported = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_texture_compression_s3tc ");
898
899 /* http://http://www.opengl.org/wiki/Detecting_the_Shader_Model
900 * ARB Assembly Language
901 * These are done through testing the presence of extensions. You should test them in this order:
902 * GL_NV_gpu_program4: SM 4.0 or better.
903 * GL_NV_vertex_program3: SM 3.0 or better.
904 * GL_ARB_fragment_program: SM 2.0 or better.
905 * ATI does not support higher than SM 2.0 functionality in assembly shaders.
906 *
907 */
908 /** @todo distinguish between vertex and pixel shaders??? */
909 const char *pszShadingLanguageVersion = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
910 float v = pszShadingLanguageVersion ? atof(pszShadingLanguageVersion) : 0.0f;
911 if (v >= 3.30f)
912 {
913 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40;
914 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40;
915 }
916 else
917 if (v >= 1.20f)
918 {
919 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20;
920 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20;
921 }
922 else
923 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_gpu_program4 ")
924 || strstr(pState->pszOtherExtensions, " GL_NV_gpu_program4 "))
925 {
926 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40;
927 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40;
928 }
929 else
930 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_vertex_program3 ")
931 || strstr(pState->pszOtherExtensions, " GL_NV_vertex_program3 ")
932 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_shader_texture_lod ") /* Wine claims this suggests SM 3.0 support */
933 || strstr(pState->pszOtherExtensions, " GL_ARB_shader_texture_lod ")
934 )
935 {
936 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_30;
937 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_30;
938 }
939 else
940 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_fragment_program ")
941 || strstr(pState->pszOtherExtensions, " GL_ARB_fragment_program "))
942 {
943 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20;
944 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20;
945 }
946 else
947 {
948 LogRel(("VMSVGA3D: WARNING: unknown support for assembly shaders!!\n"));
949 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_11;
950 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_11;
951 }
952
953 if ( !vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_vertex_array_bgra ")
954 && !vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_vertex_array_bgra "))
955 {
956 LogRel(("VMSVGA3D: WARNING: Missing required extension GL_ARB_vertex_array_bgra (d3dcolor)!!!\n"));
957 }
958
959 /*
960 * Tweak capabilities.
961 */
962 /* Intel Windows drivers return 31, while the guest expects 32 at least. */
963 if ( pState->caps.maxVertexShaderTemps < 32
964 && vmsvga3dIsVendorIntel())
965 pState->caps.maxVertexShaderTemps = 32;
966
967#if 0
968 SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND = 11,
969 SVGA3D_DEVCAP_QUERY_TYPES = 15,
970 SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING = 16,
971 SVGA3D_DEVCAP_MAX_POINT_SIZE = 17,
972 SVGA3D_DEVCAP_MAX_SHADER_TEXTURES = 18,
973 SVGA3D_DEVCAP_MAX_VOLUME_EXTENT = 21,
974 SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT = 22,
975 SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO = 23,
976 SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY = 24,
977 SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT = 25,
978 SVGA3D_DEVCAP_MAX_VERTEX_INDEX = 26,
979 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS = 28,
980 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS = 29,
981 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS = 30,
982 SVGA3D_DEVCAP_TEXTURE_OPS = 31,
983 SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8 = 32,
984 SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8 = 33,
985 SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10 = 34,
986 SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5 = 35,
987 SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5 = 36,
988 SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4 = 37,
989 SVGA3D_DEVCAP_SURFACEFMT_R5G6B5 = 38,
990 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16 = 39,
991 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8 = 40,
992 SVGA3D_DEVCAP_SURFACEFMT_ALPHA8 = 41,
993 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8 = 42,
994 SVGA3D_DEVCAP_SURFACEFMT_Z_D16 = 43,
995 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8 = 44,
996 SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8 = 45,
997 SVGA3D_DEVCAP_SURFACEFMT_DXT1 = 46,
998 SVGA3D_DEVCAP_SURFACEFMT_DXT2 = 47,
999 SVGA3D_DEVCAP_SURFACEFMT_DXT3 = 48,
1000 SVGA3D_DEVCAP_SURFACEFMT_DXT4 = 49,
1001 SVGA3D_DEVCAP_SURFACEFMT_DXT5 = 50,
1002 SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8 = 51,
1003 SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10 = 52,
1004 SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8 = 53,
1005 SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8 = 54,
1006 SVGA3D_DEVCAP_SURFACEFMT_CxV8U8 = 55,
1007 SVGA3D_DEVCAP_SURFACEFMT_R_S10E5 = 56,
1008 SVGA3D_DEVCAP_SURFACEFMT_R_S23E8 = 57,
1009 SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5 = 58,
1010 SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8 = 59,
1011 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5 = 60,
1012 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8 = 61,
1013 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES = 63,
1014 SVGA3D_DEVCAP_SURFACEFMT_V16U16 = 65,
1015 SVGA3D_DEVCAP_SURFACEFMT_G16R16 = 66,
1016 SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16 = 67,
1017 SVGA3D_DEVCAP_SURFACEFMT_UYVY = 68,
1018 SVGA3D_DEVCAP_SURFACEFMT_YUY2 = 69,
1019 SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES = 70,
1020 SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES = 71,
1021 SVGA3D_DEVCAP_ALPHATOCOVERAGE = 72,
1022 SVGA3D_DEVCAP_SUPERSAMPLE = 73,
1023 SVGA3D_DEVCAP_AUTOGENMIPMAPS = 74,
1024 SVGA3D_DEVCAP_SURFACEFMT_NV12 = 75,
1025 SVGA3D_DEVCAP_SURFACEFMT_AYUV = 76,
1026 SVGA3D_DEVCAP_SURFACEFMT_Z_DF16 = 79,
1027 SVGA3D_DEVCAP_SURFACEFMT_Z_DF24 = 80,
1028 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT = 81,
1029 SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM = 82,
1030 SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM = 83,
1031#endif
1032
1033 LogRel(("VMSVGA3d: Capabilities:\n"));
1034 LogRel(("VMSVGA3d: maxActiveLights=%-2d maxTextures=%-2d\n",
1035 pState->caps.maxActiveLights, pState->caps.maxTextures));
1036 LogRel(("VMSVGA3d: maxClipDistances=%-2d maxColorAttachments=%-2d maxClipDistances=%d\n",
1037 pState->caps.maxClipDistances, pState->caps.maxColorAttachments, pState->caps.maxClipDistances));
1038 LogRel(("VMSVGA3d: maxColorAttachments=%-2d maxTextureAnisotropy=%-2d maxRectangleTextureSize=%d\n",
1039 pState->caps.maxColorAttachments, pState->caps.maxTextureAnisotropy, pState->caps.maxRectangleTextureSize));
1040 LogRel(("VMSVGA3d: maxVertexShaderTemps=%-2d maxVertexShaderInstructions=%d maxFragmentShaderInstructions=%d\n",
1041 pState->caps.maxVertexShaderTemps, pState->caps.maxVertexShaderInstructions, pState->caps.maxFragmentShaderInstructions));
1042 LogRel(("VMSVGA3d: maxFragmentShaderTemps=%d flPointSize={%d.%02u, %d.%02u}\n",
1043 pState->caps.maxFragmentShaderTemps,
1044 (int)pState->caps.flPointSize[0], (int)(pState->caps.flPointSize[0] * 100) % 100,
1045 (int)pState->caps.flPointSize[1], (int)(pState->caps.flPointSize[1] * 100) % 100));
1046 LogRel(("VMSVGA3d: fragmentShaderVersion=%-2d vertexShaderVersion=%-2d fS3TCSupported=%d\n",
1047 pState->caps.fragmentShaderVersion, pState->caps.vertexShaderVersion, pState->caps.fS3TCSupported));
1048
1049
1050 /* Initialize the shader library. */
1051 pState->ShaderIf.pfnSwitchInitProfile = vmsvga3dShaderIfSwitchInitProfile;
1052 pState->ShaderIf.pfnGetNextExtension = vmsvga3dShaderIfGetNextExtension;
1053 rc = ShaderInitLib(&pState->ShaderIf);
1054 AssertRC(rc);
1055
1056 /* Cleanup */
1057 rc = vmsvga3dContextDestroy(pThis, 1);
1058 AssertRC(rc);
1059#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1060 rc = vmsvga3dContextDestroy(pThis, 2);
1061 AssertRC(rc);
1062#endif
1063
1064 if ( pState->rsGLVersion < 3.0
1065 && pState->rsOtherGLVersion < 3.0 /* darwin: legacy profile hack */)
1066 {
1067 LogRel(("VMSVGA3d: unsupported OpenGL version; minimum is 3.0\n"));
1068 return VERR_NOT_IMPLEMENTED;
1069 }
1070
1071 return VINF_SUCCESS;
1072}
1073
1074int vmsvga3dReset(PVGASTATE pThis)
1075{
1076 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1077 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
1078
1079 /* Destroy all leftover surfaces. */
1080 for (uint32_t i = 0; i < pState->cSurfaces; i++)
1081 {
1082 if (pState->papSurfaces[i]->id != SVGA3D_INVALID_ID)
1083 vmsvga3dSurfaceDestroy(pThis, pState->papSurfaces[i]->id);
1084 }
1085
1086 /* Destroy all leftover contexts. */
1087 for (uint32_t i = 0; i < pState->cContexts; i++)
1088 {
1089 if (pState->papContexts[i]->id != SVGA3D_INVALID_ID)
1090 vmsvga3dContextDestroy(pThis, pState->papContexts[i]->id);
1091 }
1092
1093 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1094 vmsvga3dContextDestroyOgl(pThis, &pState->SharedCtx, VMSVGA3D_SHARED_CTX_ID);
1095
1096 return VINF_SUCCESS;
1097}
1098
1099int vmsvga3dTerminate(PVGASTATE pThis)
1100{
1101 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1102 AssertReturn(pState, VERR_WRONG_ORDER);
1103 int rc;
1104
1105 rc = vmsvga3dReset(pThis);
1106 AssertRCReturn(rc, rc);
1107
1108 /* Terminate the shader library. */
1109 rc = ShaderDestroyLib();
1110 AssertRC(rc);
1111
1112#ifdef RT_OS_WINDOWS
1113 /* Terminate the window creation thread. */
1114 rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_EXIT, 0, 0);
1115 AssertRCReturn(rc, rc);
1116
1117 RTSemEventDestroy(pState->WndRequestSem);
1118#elif defined(RT_OS_DARWIN)
1119
1120#elif defined(RT_OS_LINUX)
1121 /* signal to the thread that it is supposed to exit */
1122 pState->bTerminate = true;
1123 /* wait for it to terminate */
1124 rc = RTThreadWait(pState->pWindowThread, 10000, NULL);
1125 AssertRC(rc);
1126 XCloseDisplay(pState->display);
1127#endif
1128
1129 RTStrFree(pState->pszExtensions);
1130 pState->pszExtensions = NULL;
1131#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1132 RTStrFree(pState->pszOtherExtensions);
1133#endif
1134 pState->pszOtherExtensions = NULL;
1135
1136 return VINF_SUCCESS;
1137}
1138
1139
1140void vmsvga3dUpdateHostScreenViewport(PVGASTATE pThis, uint32_t idScreen, VMSVGAVIEWPORT const *pOldViewport)
1141{
1142 /** @todo Move the visible framebuffer content here, don't wait for the guest to
1143 * redraw it. */
1144
1145#ifdef RT_OS_DARWIN
1146 RT_NOREF(pOldViewport);
1147 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1148 if ( pState
1149 && idScreen == 0
1150 && pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1151 {
1152 vmsvga3dCocoaViewUpdateViewport(pState->SharedCtx.cocoaView);
1153 }
1154#else
1155 RT_NOREF(pThis, idScreen, pOldViewport);
1156#endif
1157}
1158
1159
1160/**
1161 * Worker for vmsvga3dQueryCaps that figures out supported operations for a
1162 * given surface format capability.
1163 *
1164 * @returns Supported/indented operations (SVGA3DFORMAT_OP_XXX).
1165 * @param idx3dCaps The SVGA3D_CAPS_XXX value of the surface format.
1166 *
1167 * @remarks See fromat_cap_table in svga_format.c (mesa/gallium) for a reference
1168 * of implicit guest expectations:
1169 * http://cgit.freedesktop.org/mesa/mesa/tree/src/gallium/drivers/svga/svga_format.c
1170 */
1171static uint32_t vmsvga3dGetSurfaceFormatSupport(uint32_t idx3dCaps)
1172{
1173 uint32_t result = 0;
1174
1175 /** @todo missing:
1176 *
1177 * SVGA3DFORMAT_OP_PIXELSIZE
1178 */
1179
1180 switch (idx3dCaps)
1181 {
1182 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1183 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1184 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1185 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1186 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1187 | SVGA3DFORMAT_OP_DISPLAYMODE /* Should not be set for alpha formats. */
1188 | SVGA3DFORMAT_OP_3DACCELERATION; /* implies OP_DISPLAYMODE */
1189 break;
1190
1191 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1192 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1193 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1194 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1195 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1196 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1197 | SVGA3DFORMAT_OP_SAME_FORMAT_UP_TO_ALPHA_RENDERTARGET;
1198 break;
1199 }
1200
1201 /** @todo check hardware caps! */
1202 switch (idx3dCaps)
1203 {
1204 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1205 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1206 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1207 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1208 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1209 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1210 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1211 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1212 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1213 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1214 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1215 result |= SVGA3DFORMAT_OP_TEXTURE
1216 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET
1217 | SVGA3DFORMAT_OP_OFFSCREENPLAIN
1218 | SVGA3DFORMAT_OP_SAME_FORMAT_RENDERTARGET
1219 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1220 | SVGA3DFORMAT_OP_CUBETEXTURE
1221 | SVGA3DFORMAT_OP_SRGBREAD
1222 | SVGA3DFORMAT_OP_SRGBWRITE;
1223 break;
1224
1225 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1226 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1227 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1228 // case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1229 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1230 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1231 result |= SVGA3DFORMAT_OP_ZSTENCIL
1232 | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH
1233 | SVGA3DFORMAT_OP_TEXTURE /* Necessary for Ubuntu Unity */;
1234 break;
1235
1236 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1237 case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
1238 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1239 case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
1240 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1241 result |= SVGA3DFORMAT_OP_TEXTURE
1242 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1243 | SVGA3DFORMAT_OP_CUBETEXTURE
1244 | SVGA3DFORMAT_OP_SRGBREAD;
1245 break;
1246
1247 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1248 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1249 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1250 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1251 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1252 break;
1253
1254 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1255 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1256 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1257 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1258 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1259 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1260 result |= SVGA3DFORMAT_OP_TEXTURE
1261 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1262 | SVGA3DFORMAT_OP_CUBETEXTURE
1263 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET;
1264 break;
1265
1266 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1267 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1268 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1269 result |= SVGA3DFORMAT_OP_TEXTURE
1270 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1271 | SVGA3DFORMAT_OP_CUBETEXTURE
1272 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET;
1273 break;
1274
1275 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1276 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1277 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1278 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1279 break;
1280 }
1281 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1282
1283 return result;
1284}
1285
1286#if 0 /* unused */
1287static uint32_t vmsvga3dGetDepthFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps)
1288{
1289 RT_NOREF(pState3D, idx3dCaps);
1290
1291 /** @todo test this somehow */
1292 uint32_t result = SVGA3DFORMAT_OP_ZSTENCIL | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH;
1293
1294 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1295 return result;
1296}
1297#endif
1298
1299
1300int vmsvga3dQueryCaps(PVGASTATE pThis, uint32_t idx3dCaps, uint32_t *pu32Val)
1301{
1302 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1303 AssertReturn(pState, VERR_NO_MEMORY);
1304 int rc = VINF_SUCCESS;
1305
1306 *pu32Val = 0;
1307
1308 /*
1309 * The capabilities access by current (2015-03-01) linux sources (gallium,
1310 * vmwgfx, xorg-video-vmware) are annotated, caps without xref annotations
1311 * aren't access.
1312 */
1313
1314 switch (idx3dCaps)
1315 {
1316 /* Linux: vmwgfx_fifo.c in kmod; only used with SVGA_CAP_GBOBJECTS. */
1317 case SVGA3D_DEVCAP_3D:
1318 *pu32Val = 1; /* boolean? */
1319 break;
1320
1321 case SVGA3D_DEVCAP_MAX_LIGHTS:
1322 *pu32Val = pState->caps.maxActiveLights;
1323 break;
1324
1325 case SVGA3D_DEVCAP_MAX_TEXTURES:
1326 *pu32Val = pState->caps.maxTextures;
1327 break;
1328
1329 case SVGA3D_DEVCAP_MAX_CLIP_PLANES:
1330 *pu32Val = pState->caps.maxClipDistances;
1331 break;
1332
1333 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1334 case SVGA3D_DEVCAP_VERTEX_SHADER_VERSION:
1335 *pu32Val = pState->caps.vertexShaderVersion;
1336 break;
1337
1338 case SVGA3D_DEVCAP_VERTEX_SHADER:
1339 /* boolean? */
1340 *pu32Val = (pState->caps.vertexShaderVersion != SVGA3DVSVERSION_NONE);
1341 break;
1342
1343 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1344 case SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION:
1345 *pu32Val = pState->caps.fragmentShaderVersion;
1346 break;
1347
1348 case SVGA3D_DEVCAP_FRAGMENT_SHADER:
1349 /* boolean? */
1350 *pu32Val = (pState->caps.fragmentShaderVersion != SVGA3DPSVERSION_NONE);
1351 break;
1352
1353 case SVGA3D_DEVCAP_S23E8_TEXTURES:
1354 case SVGA3D_DEVCAP_S10E5_TEXTURES:
1355 /* Must be obsolete by now; surface format caps specify the same thing. */
1356 rc = VERR_INVALID_PARAMETER;
1357 break;
1358
1359 case SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND:
1360 break;
1361
1362 /*
1363 * 2. The BUFFER_FORMAT capabilities are deprecated, and they always
1364 * return TRUE. Even on physical hardware that does not support
1365 * these formats natively, the SVGA3D device will provide an emulation
1366 * which should be invisible to the guest OS.
1367 */
1368 case SVGA3D_DEVCAP_D16_BUFFER_FORMAT:
1369 case SVGA3D_DEVCAP_D24S8_BUFFER_FORMAT:
1370 case SVGA3D_DEVCAP_D24X8_BUFFER_FORMAT:
1371 *pu32Val = 1;
1372 break;
1373
1374 case SVGA3D_DEVCAP_QUERY_TYPES:
1375 break;
1376
1377 case SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING:
1378 break;
1379
1380 /* Linux: svga_screen.c in gallium; capped at 80.0, default 1.0. */
1381 case SVGA3D_DEVCAP_MAX_POINT_SIZE:
1382 AssertCompile(sizeof(uint32_t) == sizeof(float));
1383 *(float *)pu32Val = pState->caps.flPointSize[1];
1384 break;
1385
1386 case SVGA3D_DEVCAP_MAX_SHADER_TEXTURES:
1387 /** @todo ?? */
1388 rc = VERR_INVALID_PARAMETER;
1389 break;
1390
1391 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_2D_LEVELS); have default if missing. */
1392 case SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH:
1393 case SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT:
1394 *pu32Val = pState->caps.maxRectangleTextureSize;
1395 break;
1396
1397 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_3D_LEVELS); have default if missing. */
1398 case SVGA3D_DEVCAP_MAX_VOLUME_EXTENT:
1399 //*pu32Val = pCaps->MaxVolumeExtent;
1400 *pu32Val = 256;
1401 break;
1402
1403 case SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT:
1404 *pu32Val = 32768; /* hardcoded in Wine */
1405 break;
1406
1407 case SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO:
1408 //*pu32Val = pCaps->MaxTextureAspectRatio;
1409 break;
1410
1411 /* Linux: svga_screen.c in gallium (for PIPE_CAPF_MAX_TEXTURE_ANISOTROPY); defaults to 4.0. */
1412 case SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY:
1413 *pu32Val = pState->caps.maxTextureAnisotropy;
1414 break;
1415
1416 case SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT:
1417 case SVGA3D_DEVCAP_MAX_VERTEX_INDEX:
1418 *pu32Val = 0xFFFFF; /* hardcoded in Wine */
1419 break;
1420
1421 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_INSTRUCTIONS); defaults to 512. */
1422 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS:
1423 *pu32Val = pState->caps.maxVertexShaderInstructions;
1424 break;
1425
1426 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS:
1427 *pu32Val = pState->caps.maxFragmentShaderInstructions;
1428 break;
1429
1430 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1431 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS:
1432 *pu32Val = pState->caps.maxVertexShaderTemps;
1433 break;
1434
1435 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_FRAGMENT/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1436 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS:
1437 *pu32Val = pState->caps.maxFragmentShaderTemps;
1438 break;
1439
1440 case SVGA3D_DEVCAP_TEXTURE_OPS:
1441 break;
1442
1443 case SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES:
1444 break;
1445
1446 case SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES:
1447 break;
1448
1449 case SVGA3D_DEVCAP_ALPHATOCOVERAGE:
1450 break;
1451
1452 case SVGA3D_DEVCAP_SUPERSAMPLE:
1453 break;
1454
1455 case SVGA3D_DEVCAP_AUTOGENMIPMAPS:
1456 //*pu32Val = !!(pCaps->Caps2 & D3DCAPS2_CANAUTOGENMIPMAP);
1457 break;
1458
1459 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES:
1460 break;
1461
1462 case SVGA3D_DEVCAP_MAX_RENDER_TARGETS: /** @todo same thing? */
1463 case SVGA3D_DEVCAP_MAX_SIMULTANEOUS_RENDER_TARGETS:
1464 *pu32Val = pState->caps.maxColorAttachments;
1465 break;
1466
1467 /*
1468 * This is the maximum number of SVGA context IDs that the guest
1469 * can define using SVGA_3D_CMD_CONTEXT_DEFINE.
1470 */
1471 case SVGA3D_DEVCAP_MAX_CONTEXT_IDS:
1472 *pu32Val = SVGA3D_MAX_CONTEXT_IDS;
1473 break;
1474
1475 /*
1476 * This is the maximum number of SVGA surface IDs that the guest
1477 * can define using SVGA_3D_CMD_SURFACE_DEFINE*.
1478 */
1479 case SVGA3D_DEVCAP_MAX_SURFACE_IDS:
1480 *pu32Val = SVGA3D_MAX_SURFACE_IDS;
1481 break;
1482
1483#if 0 /* Appeared more recently, not yet implemented. */
1484 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1485 case SVGA3D_DEVCAP_LINE_AA:
1486 break;
1487 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1488 case SVGA3D_DEVCAP_LINE_STIPPLE:
1489 break;
1490 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1491 case SVGA3D_DEVCAP_MAX_LINE_WIDTH:
1492 break;
1493 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1494 case SVGA3D_DEVCAP_MAX_AA_LINE_WIDTH:
1495 break;
1496#endif
1497
1498 /*
1499 * Supported surface formats.
1500 * Linux: svga_format.c in gallium, format_cap_table defines implicit expectations.
1501 */
1502 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1503 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1504 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1505 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1506 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1507 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1508 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1509 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1510 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1511 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1512 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1513 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1514 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1515 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1516 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1517 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1518 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1519 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1520 *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
1521 break;
1522
1523 case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
1524 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1525 case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
1526 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1527 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1528 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1529 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1530 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1531 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1532 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1533 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1534 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1535 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1536 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1537 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1538 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1539 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1540 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1541 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1542 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1543 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1544 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1545 *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
1546 break;
1547
1548 /* Linux: Not referenced in current sources. */
1549 case SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM:
1550 case SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM:
1551 Log(("CAPS: Unknown CAP %s\n", vmsvga3dGetCapString(idx3dCaps)));
1552 rc = VERR_INVALID_PARAMETER;
1553 *pu32Val = 0;
1554 break;
1555
1556 default:
1557 Log(("CAPS: Unexpected CAP %d\n", idx3dCaps));
1558 rc = VERR_INVALID_PARAMETER;
1559 break;
1560 }
1561
1562 Log(("CAPS: %s - %x\n", vmsvga3dGetCapString(idx3dCaps), *pu32Val));
1563 return rc;
1564}
1565
1566/**
1567 * Convert SVGA format value to its OpenGL equivalent
1568 *
1569 * @remarks Clues to be had in format_texture_info table (wined3d/utils.c) with
1570 * help from wined3dformat_from_d3dformat().
1571 */
1572void vmsvga3dSurfaceFormat2OGL(PVMSVGA3DSURFACE pSurface, SVGA3dSurfaceFormat format)
1573{
1574 switch (format)
1575 {
1576 case SVGA3D_X8R8G8B8: /* D3DFMT_X8R8G8B8 - WINED3DFMT_B8G8R8X8_UNORM */
1577 pSurface->internalFormatGL = GL_RGB8;
1578 pSurface->formatGL = GL_BGRA;
1579 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1580 break;
1581 case SVGA3D_A8R8G8B8: /* D3DFMT_A8R8G8B8 - WINED3DFMT_B8G8R8A8_UNORM */
1582 pSurface->internalFormatGL = GL_RGBA8;
1583 pSurface->formatGL = GL_BGRA;
1584 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1585 break;
1586 case SVGA3D_R5G6B5: /* D3DFMT_R5G6B5 - WINED3DFMT_B5G6R5_UNORM */
1587 pSurface->internalFormatGL = GL_RGB5;
1588 pSurface->formatGL = GL_RGB;
1589 pSurface->typeGL = GL_UNSIGNED_SHORT_5_6_5;
1590 AssertMsgFailed(("Test me - SVGA3D_R5G6B5\n"));
1591 break;
1592 case SVGA3D_X1R5G5B5: /* D3DFMT_X1R5G5B5 - WINED3DFMT_B5G5R5X1_UNORM */
1593 pSurface->internalFormatGL = GL_RGB5;
1594 pSurface->formatGL = GL_BGRA;
1595 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1596 AssertMsgFailed(("Test me - SVGA3D_X1R5G5B5\n"));
1597 break;
1598 case SVGA3D_A1R5G5B5: /* D3DFMT_A1R5G5B5 - WINED3DFMT_B5G5R5A1_UNORM */
1599 pSurface->internalFormatGL = GL_RGB5_A1;
1600 pSurface->formatGL = GL_BGRA;
1601 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1602 AssertMsgFailed(("Test me - SVGA3D_A1R5G5B5\n"));
1603 break;
1604 case SVGA3D_A4R4G4B4: /* D3DFMT_A4R4G4B4 - WINED3DFMT_B4G4R4A4_UNORM */
1605 pSurface->internalFormatGL = GL_RGBA4;
1606 pSurface->formatGL = GL_BGRA;
1607 pSurface->typeGL = GL_UNSIGNED_SHORT_4_4_4_4_REV;
1608 AssertMsgFailed(("Test me - SVGA3D_A4R4G4B4\n"));
1609 break;
1610
1611 case SVGA3D_R8G8B8A8_UNORM:
1612 pSurface->internalFormatGL = GL_RGBA8;
1613 pSurface->formatGL = GL_RGBA;
1614 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1615 break;
1616
1617 case SVGA3D_Z_D32: /* D3DFMT_D32 - WINED3DFMT_D32_UNORM */
1618 pSurface->internalFormatGL = GL_DEPTH_COMPONENT32;
1619 pSurface->formatGL = GL_DEPTH_COMPONENT;
1620 pSurface->typeGL = GL_UNSIGNED_INT;
1621 break;
1622 case SVGA3D_Z_D16: /* D3DFMT_D16 - WINED3DFMT_D16_UNORM */
1623 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo Wine suggests GL_DEPTH_COMPONENT24. */
1624 pSurface->formatGL = GL_DEPTH_COMPONENT;
1625 pSurface->typeGL = GL_UNSIGNED_SHORT;
1626 //AssertMsgFailed(("Test me - SVGA3D_Z_D16\n"));
1627 break;
1628 case SVGA3D_Z_D24S8: /* D3DFMT_D24S8 - WINED3DFMT_D24_UNORM_S8_UINT */
1629 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1630 pSurface->formatGL = GL_DEPTH_STENCIL;
1631 pSurface->typeGL = GL_UNSIGNED_INT;
1632 break;
1633 case SVGA3D_Z_D15S1: /* D3DFMT_D15S1 - WINED3DFMT_S1_UINT_D15_UNORM */
1634 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo ??? */
1635 pSurface->formatGL = GL_DEPTH_STENCIL;
1636 pSurface->typeGL = GL_UNSIGNED_SHORT;
1637 /** @todo Wine sources hints at no hw support for this, so test this one! */
1638 AssertMsgFailed(("Test me - SVGA3D_Z_D15S1\n"));
1639 break;
1640 case SVGA3D_Z_D24X8: /* D3DFMT_D24X8 - WINED3DFMT_X8D24_UNORM */
1641 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1642 pSurface->formatGL = GL_DEPTH_COMPONENT;
1643 pSurface->typeGL = GL_UNSIGNED_INT;
1644 break;
1645
1646 /* Advanced D3D9 depth formats. */
1647 case SVGA3D_Z_DF16: /* D3DFMT_DF16? - not supported */
1648 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16;
1649 pSurface->formatGL = GL_DEPTH_COMPONENT;
1650 pSurface->typeGL = GL_FLOAT;
1651 break;
1652
1653 case SVGA3D_Z_DF24: /* D3DFMT_DF24? - not supported */
1654 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1655 pSurface->formatGL = GL_DEPTH_COMPONENT;
1656 pSurface->typeGL = GL_FLOAT; /* ??? */
1657 break;
1658
1659 case SVGA3D_Z_D24S8_INT: /* D3DFMT_??? - not supported */
1660 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1661 pSurface->formatGL = GL_DEPTH_STENCIL;
1662 pSurface->typeGL = GL_INT; /* ??? */
1663 break;
1664
1665 case SVGA3D_DXT1: /* D3DFMT_DXT1 - WINED3DFMT_DXT1 */
1666 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1667 pSurface->formatGL = GL_RGBA; /* not used */
1668 pSurface->typeGL = GL_UNSIGNED_BYTE; /* not used */
1669 break;
1670
1671 case SVGA3D_DXT2: /* D3DFMT_DXT2 */
1672 /* "DXT2 and DXT3 are the same from an API perspective." */
1673 RT_FALL_THRU();
1674 case SVGA3D_DXT3: /* D3DFMT_DXT3 - WINED3DFMT_DXT3 */
1675 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
1676 pSurface->formatGL = GL_RGBA; /* not used */
1677 pSurface->typeGL = GL_UNSIGNED_BYTE; /* not used */
1678 break;
1679
1680 case SVGA3D_DXT4: /* D3DFMT_DXT4 */
1681 /* "DXT4 and DXT5 are the same from an API perspective." */
1682 RT_FALL_THRU();
1683 case SVGA3D_DXT5: /* D3DFMT_DXT5 - WINED3DFMT_DXT5 */
1684 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
1685 pSurface->formatGL = GL_RGBA; /* not used */
1686 pSurface->typeGL = GL_UNSIGNED_BYTE; /* not used */
1687 break;
1688
1689 case SVGA3D_LUMINANCE8: /* D3DFMT_? - ? */
1690 pSurface->internalFormatGL = GL_LUMINANCE8_EXT;
1691 pSurface->formatGL = GL_LUMINANCE;
1692 pSurface->typeGL = GL_UNSIGNED_BYTE;
1693 break;
1694
1695 case SVGA3D_LUMINANCE16: /* D3DFMT_? - ? */
1696 pSurface->internalFormatGL = GL_LUMINANCE16_EXT;
1697 pSurface->formatGL = GL_LUMINANCE;
1698 pSurface->typeGL = GL_UNSIGNED_SHORT;
1699 break;
1700
1701 case SVGA3D_LUMINANCE4_ALPHA4: /* D3DFMT_? - ? */
1702 pSurface->internalFormatGL = GL_LUMINANCE4_ALPHA4_EXT;
1703 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1704 pSurface->typeGL = GL_UNSIGNED_BYTE;
1705 break;
1706
1707 case SVGA3D_LUMINANCE8_ALPHA8: /* D3DFMT_? - ? */
1708 pSurface->internalFormatGL = GL_LUMINANCE8_ALPHA8_EXT;
1709 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1710 pSurface->typeGL = GL_UNSIGNED_BYTE; /* unsigned_short causes issues even though this type should be 16-bit */
1711 break;
1712
1713 case SVGA3D_ALPHA8: /* D3DFMT_A8? - WINED3DFMT_A8_UNORM? */
1714 pSurface->internalFormatGL = GL_ALPHA8_EXT;
1715 pSurface->formatGL = GL_ALPHA;
1716 pSurface->typeGL = GL_UNSIGNED_BYTE;
1717 break;
1718
1719#if 0
1720
1721 /* Bump-map formats */
1722 case SVGA3D_BUMPU8V8:
1723 return D3DFMT_V8U8;
1724 case SVGA3D_BUMPL6V5U5:
1725 return D3DFMT_L6V5U5;
1726 case SVGA3D_BUMPX8L8V8U8:
1727 return D3DFMT_X8L8V8U8;
1728 case SVGA3D_BUMPL8V8U8:
1729 /* No corresponding D3D9 equivalent. */
1730 AssertFailedReturn(D3DFMT_UNKNOWN);
1731 /* signed bump-map formats */
1732 case SVGA3D_V8U8:
1733 return D3DFMT_V8U8;
1734 case SVGA3D_Q8W8V8U8:
1735 return D3DFMT_Q8W8V8U8;
1736 case SVGA3D_CxV8U8:
1737 return D3DFMT_CxV8U8;
1738 /* mixed bump-map formats */
1739 case SVGA3D_X8L8V8U8:
1740 return D3DFMT_X8L8V8U8;
1741 case SVGA3D_A2W10V10U10:
1742 return D3DFMT_A2W10V10U10;
1743#endif
1744
1745 case SVGA3D_ARGB_S10E5: /* 16-bit floating-point ARGB */ /* D3DFMT_A16B16G16R16F - WINED3DFMT_R16G16B16A16_FLOAT */
1746 pSurface->internalFormatGL = GL_RGBA16F;
1747 pSurface->formatGL = GL_RGBA;
1748#if 0 /* bird: wine uses half float, sounds correct to me... */
1749 pSurface->typeGL = GL_FLOAT;
1750#else
1751 pSurface->typeGL = GL_HALF_FLOAT;
1752 AssertMsgFailed(("Test me - SVGA3D_ARGB_S10E5\n"));
1753#endif
1754 break;
1755
1756 case SVGA3D_ARGB_S23E8: /* 32-bit floating-point ARGB */ /* D3DFMT_A32B32G32R32F - WINED3DFMT_R32G32B32A32_FLOAT */
1757 pSurface->internalFormatGL = GL_RGBA32F;
1758 pSurface->formatGL = GL_RGBA;
1759 pSurface->typeGL = GL_FLOAT; /* ?? - same as wine, so probably correct */
1760 break;
1761
1762 case SVGA3D_A2R10G10B10: /* D3DFMT_A2R10G10B10 - WINED3DFMT_B10G10R10A2_UNORM */
1763 pSurface->internalFormatGL = GL_RGB10_A2; /* ?? - same as wine, so probably correct */
1764#if 0 /* bird: Wine uses GL_BGRA instead of GL_RGBA. */
1765 pSurface->formatGL = GL_RGBA;
1766#else
1767 pSurface->formatGL = GL_BGRA;
1768#endif
1769 pSurface->typeGL = GL_UNSIGNED_INT;
1770 AssertMsgFailed(("Test me - SVGA3D_A2R10G10B10\n"));
1771 break;
1772
1773
1774 /* Single- and dual-component floating point formats */
1775 case SVGA3D_R_S10E5: /* D3DFMT_R16F - WINED3DFMT_R16_FLOAT */
1776 pSurface->internalFormatGL = GL_R16F;
1777 pSurface->formatGL = GL_RED;
1778#if 0 /* bird: wine uses half float, sounds correct to me... */
1779 pSurface->typeGL = GL_FLOAT;
1780#else
1781 pSurface->typeGL = GL_HALF_FLOAT;
1782 AssertMsgFailed(("Test me - SVGA3D_R_S10E5\n"));
1783#endif
1784 break;
1785 case SVGA3D_R_S23E8: /* D3DFMT_R32F - WINED3DFMT_R32_FLOAT */
1786 pSurface->internalFormatGL = GL_R32F;
1787 pSurface->formatGL = GL_RED;
1788 pSurface->typeGL = GL_FLOAT;
1789 break;
1790 case SVGA3D_RG_S10E5: /* D3DFMT_G16R16F - WINED3DFMT_R16G16_FLOAT */
1791 pSurface->internalFormatGL = GL_RG16F;
1792 pSurface->formatGL = GL_RG;
1793#if 0 /* bird: wine uses half float, sounds correct to me... */
1794 pSurface->typeGL = GL_FLOAT;
1795#else
1796 pSurface->typeGL = GL_HALF_FLOAT;
1797 AssertMsgFailed(("Test me - SVGA3D_RG_S10E5\n"));
1798#endif
1799 break;
1800 case SVGA3D_RG_S23E8: /* D3DFMT_G32R32F - WINED3DFMT_R32G32_FLOAT */
1801 pSurface->internalFormatGL = GL_RG32F;
1802 pSurface->formatGL = GL_RG;
1803 pSurface->typeGL = GL_FLOAT;
1804 break;
1805
1806 /*
1807 * Any surface can be used as a buffer object, but SVGA3D_BUFFER is
1808 * the most efficient format to use when creating new surfaces
1809 * expressly for index or vertex data.
1810 */
1811 case SVGA3D_BUFFER:
1812 pSurface->internalFormatGL = -1;
1813 pSurface->formatGL = -1;
1814 pSurface->typeGL = -1;
1815 break;
1816
1817#if 0
1818 return D3DFMT_UNKNOWN;
1819
1820 case SVGA3D_V16U16:
1821 return D3DFMT_V16U16;
1822#endif
1823
1824 case SVGA3D_G16R16: /* D3DFMT_G16R16 - WINED3DFMT_R16G16_UNORM */
1825 pSurface->internalFormatGL = GL_RG16;
1826 pSurface->formatGL = GL_RG;
1827#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1828 pSurface->typeGL = GL_UNSIGNED_INT;
1829#else
1830 pSurface->typeGL = GL_UNSIGNED_SHORT;
1831 AssertMsgFailed(("test me - SVGA3D_G16R16\n"));
1832#endif
1833 break;
1834
1835 case SVGA3D_A16B16G16R16: /* D3DFMT_A16B16G16R16 - WINED3DFMT_R16G16B16A16_UNORM */
1836 pSurface->internalFormatGL = GL_RGBA16;
1837 pSurface->formatGL = GL_RGBA;
1838#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1839 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1840#else
1841 pSurface->typeGL = GL_UNSIGNED_SHORT;
1842 AssertMsgFailed(("Test me - SVGA3D_A16B16G16R16\n"));
1843#endif
1844 break;
1845
1846 case SVGA3D_R8G8B8A8_SNORM:
1847 pSurface->internalFormatGL = GL_RGB8;
1848 pSurface->formatGL = GL_BGRA;
1849 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1850 AssertMsgFailed(("test me - SVGA3D_R8G8B8A8_SNORM\n"));
1851 break;
1852 case SVGA3D_R16G16_UNORM:
1853 pSurface->internalFormatGL = GL_RG16;
1854 pSurface->formatGL = GL_RG;
1855 pSurface->typeGL = GL_UNSIGNED_SHORT;
1856 AssertMsgFailed(("test me - SVGA3D_R16G16_UNORM\n"));
1857 break;
1858
1859#if 0
1860 /* Packed Video formats */
1861 case SVGA3D_UYVY:
1862 return D3DFMT_UYVY;
1863 case SVGA3D_YUY2:
1864 return D3DFMT_YUY2;
1865
1866 /* Planar video formats */
1867 case SVGA3D_NV12:
1868 return (D3DFORMAT)MAKEFOURCC('N', 'V', '1', '2');
1869
1870 /* Video format with alpha */
1871 case SVGA3D_AYUV:
1872 return (D3DFORMAT)MAKEFOURCC('A', 'Y', 'U', 'V');
1873
1874 case SVGA3D_BC4_UNORM:
1875 case SVGA3D_BC5_UNORM:
1876 /* Unknown; only in DX10 & 11 */
1877 break;
1878#endif
1879 default:
1880 AssertMsgFailed(("Unsupported format %d\n", format));
1881 break;
1882 }
1883}
1884
1885
1886#if 0
1887/**
1888 * Convert SVGA multi sample count value to its D3D equivalent
1889 */
1890D3DMULTISAMPLE_TYPE vmsvga3dMultipeSampleCount2D3D(uint32_t multisampleCount)
1891{
1892 AssertCompile(D3DMULTISAMPLE_2_SAMPLES == 2);
1893 AssertCompile(D3DMULTISAMPLE_16_SAMPLES == 16);
1894
1895 if (multisampleCount > 16)
1896 return D3DMULTISAMPLE_NONE;
1897
1898 /** @todo exact same mapping as d3d? */
1899 return (D3DMULTISAMPLE_TYPE)multisampleCount;
1900}
1901#endif
1902
1903/**
1904 * Destroy backend specific surface bits (part of SVGA_3D_CMD_SURFACE_DESTROY).
1905 *
1906 * @param pState The VMSVGA3d state.
1907 * @param pSurface The surface being destroyed.
1908 */
1909void vmsvga3dBackSurfaceDestroy(PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface)
1910{
1911 PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
1912 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
1913
1914 switch (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)
1915 {
1916 case SVGA3D_SURFACE_HINT_INDEXBUFFER | SVGA3D_SURFACE_HINT_VERTEXBUFFER:
1917 case SVGA3D_SURFACE_HINT_INDEXBUFFER:
1918 case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
1919 if (pSurface->oglId.buffer != OPENGL_INVALID_ID)
1920 {
1921 pState->ext.glDeleteBuffers(1, &pSurface->oglId.buffer);
1922 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1923 }
1924 break;
1925
1926 case SVGA3D_SURFACE_CUBEMAP:
1927 case SVGA3D_SURFACE_CUBEMAP | SVGA3D_SURFACE_HINT_TEXTURE:
1928 case SVGA3D_SURFACE_CUBEMAP | SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
1929 /* Cubemap is a texture. */
1930 case SVGA3D_SURFACE_HINT_TEXTURE:
1931 case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
1932 if (pSurface->oglId.texture != OPENGL_INVALID_ID)
1933 {
1934 glDeleteTextures(1, &pSurface->oglId.texture);
1935 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1936 }
1937 break;
1938
1939 case SVGA3D_SURFACE_HINT_RENDERTARGET:
1940 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
1941 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_HINT_TEXTURE: /** @todo actual texture surface not supported */
1942 if (pSurface->oglId.renderbuffer != OPENGL_INVALID_ID)
1943 {
1944 pState->ext.glDeleteRenderbuffers(1, &pSurface->oglId.renderbuffer);
1945 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1946 }
1947 break;
1948
1949 default:
1950 AssertMsg(!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurface), ("type=%x\n", (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)));
1951 break;
1952 }
1953}
1954
1955
1956int vmsvga3dSurfaceCopy(PVGASTATE pThis, SVGA3dSurfaceImageId dest, SVGA3dSurfaceImageId src, uint32_t cCopyBoxes, SVGA3dCopyBox *pBox)
1957{
1958 for (uint32_t i = 0; i < cCopyBoxes; i++)
1959 {
1960 SVGA3dBox destBox, srcBox;
1961
1962 srcBox.x = pBox[i].srcx;
1963 srcBox.y = pBox[i].srcy;
1964 srcBox.z = pBox[i].srcz;
1965 srcBox.w = pBox[i].w;
1966 srcBox.h = pBox[i].h;
1967 srcBox.d = pBox[i].d;
1968
1969 destBox.x = pBox[i].x;
1970 destBox.y = pBox[i].y;
1971 destBox.z = pBox[i].z;
1972 destBox.w = pBox[i].w;
1973 destBox.h = pBox[i].h;
1974 destBox.d = pBox[i].d;
1975
1976 int rc = vmsvga3dSurfaceStretchBlt(pThis, &dest, &destBox, &src, &srcBox, SVGA3D_STRETCH_BLT_LINEAR);
1977 AssertRCReturn(rc, rc);
1978 }
1979 return VINF_SUCCESS;
1980}
1981
1982
1983/**
1984 * Save texture unpacking parameters and loads those appropriate for the given
1985 * surface.
1986 *
1987 * @param pState The VMSVGA3D state structure.
1988 * @param pContext The active context.
1989 * @param pSurface The surface.
1990 * @param pSave Where to save stuff.
1991 */
1992void vmsvga3dOglSetUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
1993 PVMSVGAPACKPARAMS pSave)
1994{
1995 RT_NOREF(pState);
1996
1997 /*
1998 * Save (ignore errors, setting the defaults we want and avoids restore).
1999 */
2000 pSave->iAlignment = 1;
2001 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
2002 pSave->cxRow = 0;
2003 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
2004
2005#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2006 pSave->cyImage = 0;
2007 glGetIntegerv(GL_UNPACK_IMAGE_HEIGHT, &pSave->cyImage);
2008 Assert(pSave->cyImage == 0);
2009
2010 pSave->fSwapBytes = GL_FALSE;
2011 glGetBooleanv(GL_UNPACK_SWAP_BYTES, &pSave->fSwapBytes);
2012 Assert(pSave->fSwapBytes == GL_FALSE);
2013
2014 pSave->fLsbFirst = GL_FALSE;
2015 glGetBooleanv(GL_UNPACK_LSB_FIRST, &pSave->fLsbFirst);
2016 Assert(pSave->fLsbFirst == GL_FALSE);
2017
2018 pSave->cSkipRows = 0;
2019 glGetIntegerv(GL_UNPACK_SKIP_ROWS, &pSave->cSkipRows);
2020 Assert(pSave->cSkipRows == 0);
2021
2022 pSave->cSkipPixels = 0;
2023 glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &pSave->cSkipPixels);
2024 Assert(pSave->cSkipPixels == 0);
2025
2026 pSave->cSkipImages = 0;
2027 glGetIntegerv(GL_UNPACK_SKIP_IMAGES, &pSave->cSkipImages);
2028 Assert(pSave->cSkipImages == 0);
2029
2030 VMSVGA3D_CLEAR_GL_ERRORS();
2031#endif
2032
2033 /*
2034 * Setup unpack.
2035 *
2036 * Note! We use 1 as alignment here because we currently don't do any
2037 * aligning of line pitches anywhere.
2038 */
2039 NOREF(pSurface);
2040 if (pSave->iAlignment != 1)
2041 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1), pState, pContext);
2042 if (pSave->cxRow != 0)
2043 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0), pState, pContext);
2044#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2045 if (pSave->cyImage != 0)
2046 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0), pState, pContext);
2047 if (pSave->fSwapBytes != 0)
2048 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE), pState, pContext);
2049 if (pSave->fLsbFirst != 0)
2050 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE), pState, pContext);
2051 if (pSave->cSkipRows != 0)
2052 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, 0), pState, pContext);
2053 if (pSave->cSkipPixels != 0)
2054 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0), pState, pContext);
2055 if (pSave->cSkipImages != 0)
2056 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0), pState, pContext);
2057#endif
2058}
2059
2060
2061/**
2062 * Restores texture unpacking parameters.
2063 *
2064 * @param pState The VMSVGA3D state structure.
2065 * @param pContext The active context.
2066 * @param pSurface The surface.
2067 * @param pSave Where stuff was saved.
2068 */
2069void vmsvga3dOglRestoreUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2070 PCVMSVGAPACKPARAMS pSave)
2071{
2072 RT_NOREF(pState, pSurface);
2073
2074 if (pSave->iAlignment != 1)
2075 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2076 if (pSave->cxRow != 0)
2077 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2078#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2079 if (pSave->cyImage != 0)
2080 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2081 if (pSave->fSwapBytes != 0)
2082 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2083 if (pSave->fLsbFirst != 0)
2084 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2085 if (pSave->cSkipRows != 0)
2086 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2087 if (pSave->cSkipPixels != 0)
2088 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2089 if (pSave->cSkipImages != 0)
2090 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2091#endif
2092}
2093
2094/**
2095 * Create D3D/OpenGL texture object for the specified surface.
2096 *
2097 * Surfaces are created when needed.
2098 *
2099 * @param pState The VMSVGA3d state.
2100 * @param pContext The context.
2101 * @param idAssociatedContext Probably the same as pContext->id.
2102 * @param pSurface The surface to create the texture for.
2103 */
2104int vmsvga3dBackCreateTexture(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext,
2105 PVMSVGA3DSURFACE pSurface)
2106{
2107 RT_NOREF(idAssociatedContext);
2108
2109 LogFunc(("sid=%x\n", pSurface->id));
2110
2111 uint32_t const numMipLevels = pSurface->faces[0].numMipLevels;
2112
2113 /* Fugure out what kind of texture we are creating. */
2114 GLenum binding;
2115 GLenum target;
2116 if (pSurface->surfaceFlags & SVGA3D_SURFACE_CUBEMAP)
2117 {
2118 Assert(pSurface->cFaces == 6);
2119
2120 binding = GL_TEXTURE_BINDING_CUBE_MAP;
2121 target = GL_TEXTURE_CUBE_MAP;
2122 }
2123 else
2124 {
2125 if (pSurface->pMipmapLevels[0].mipmapSize.depth > 1)
2126 {
2127 binding = GL_TEXTURE_BINDING_3D;
2128 target = GL_TEXTURE_3D;
2129 }
2130 else
2131 {
2132 Assert(pSurface->cFaces == 1);
2133
2134 binding = GL_TEXTURE_BINDING_2D;
2135 target = GL_TEXTURE_2D;
2136 }
2137 }
2138
2139 /* All textures are created in the SharedCtx. */
2140 uint32_t idPrevCtx = pState->idActiveContext;
2141 pContext = &pState->SharedCtx;
2142 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2143
2144 glGenTextures(1, &pSurface->oglId.texture);
2145 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2146
2147 GLint activeTexture = 0;
2148 glGetIntegerv(binding, &activeTexture);
2149 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2150
2151 /* Must bind texture to the current context in order to change it. */
2152 glBindTexture(target, pSurface->oglId.texture);
2153 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2154
2155 /* Set the unpacking parameters. */
2156 VMSVGAPACKPARAMS SavedParams;
2157 vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams);
2158
2159 /** @todo Set the mip map generation filter settings. */
2160
2161 /* Set the mipmap base and max level parameters. */
2162 glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, 0);
2163 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2164 glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, pSurface->faces[0].numMipLevels - 1);
2165 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2166
2167 if (pSurface->fDirty)
2168 LogFunc(("sync dirty texture\n"));
2169
2170 /* Always allocate and initialize all mipmap levels; non-initialized mipmap levels used as render targets cause failures. */
2171 if (target == GL_TEXTURE_3D)
2172 {
2173 for (uint32_t i = 0; i < numMipLevels; ++i)
2174 {
2175 /* Allocate and initialize texture memory. Passing the zero filled pSurfaceData avoids
2176 * exposing random host memory to the guest and helps a with the fedora 21 surface
2177 * corruption issues (launchpad, background, search field, login).
2178 */
2179 PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->pMipmapLevels[i];
2180
2181 LogFunc(("sync dirty 3D texture mipmap level %d (pitch %x) (dirty %d)\n",
2182 i, pMipLevel->cbSurfacePitch, pMipLevel->fDirty));
2183
2184 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2185 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2186 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2187 {
2188 pState->ext.glCompressedTexImage3D(GL_TEXTURE_3D,
2189 i,
2190 pSurface->internalFormatGL,
2191 pMipLevel->mipmapSize.width,
2192 pMipLevel->mipmapSize.height,
2193 pMipLevel->mipmapSize.depth,
2194 0,
2195 pMipLevel->cbSurface,
2196 pMipLevel->pSurfaceData);
2197 }
2198 else
2199 {
2200 pState->ext.glTexImage3D(GL_TEXTURE_3D,
2201 i,
2202 pSurface->internalFormatGL,
2203 pMipLevel->mipmapSize.width,
2204 pMipLevel->mipmapSize.height,
2205 pMipLevel->mipmapSize.depth,
2206 0, /* border */
2207 pSurface->formatGL,
2208 pSurface->typeGL,
2209 pMipLevel->pSurfaceData);
2210 }
2211 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2212
2213 pMipLevel->fDirty = false;
2214 }
2215 }
2216 else if (target == GL_TEXTURE_CUBE_MAP)
2217 {
2218 for (uint32_t iFace = 0; iFace < 6; ++iFace)
2219 {
2220 GLenum const Face = vmsvga3dCubemapFaceFromIndex(iFace);
2221
2222 for (uint32_t i = 0; i < numMipLevels; ++i)
2223 {
2224 PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->pMipmapLevels[iFace * numMipLevels + i];
2225 Assert(pMipLevel->mipmapSize.width == pMipLevel->mipmapSize.height);
2226 Assert(pMipLevel->mipmapSize.depth == 1);
2227
2228 LogFunc(("sync cube texture face %d mipmap level %d (dirty %d)\n",
2229 iFace, i, pMipLevel->fDirty));
2230
2231 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2232 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2233 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2234 {
2235 pState->ext.glCompressedTexImage2D(Face,
2236 i,
2237 pSurface->internalFormatGL,
2238 pMipLevel->mipmapSize.width,
2239 pMipLevel->mipmapSize.height,
2240 0,
2241 pMipLevel->cbSurface,
2242 pMipLevel->pSurfaceData);
2243 }
2244 else
2245 {
2246 glTexImage2D(Face,
2247 i,
2248 pSurface->internalFormatGL,
2249 pMipLevel->mipmapSize.width,
2250 pMipLevel->mipmapSize.height,
2251 0,
2252 pSurface->formatGL,
2253 pSurface->typeGL,
2254 pMipLevel->pSurfaceData);
2255 }
2256 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2257
2258 pMipLevel->fDirty = false;
2259 }
2260 }
2261 }
2262 else if (target == GL_TEXTURE_2D)
2263 {
2264 for (uint32_t i = 0; i < numMipLevels; ++i)
2265 {
2266 /* Allocate and initialize texture memory. Passing the zero filled pSurfaceData avoids
2267 * exposing random host memory to the guest and helps a with the fedora 21 surface
2268 * corruption issues (launchpad, background, search field, login).
2269 */
2270 PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->pMipmapLevels[i];
2271 Assert(pMipLevel->mipmapSize.depth == 1);
2272
2273 LogFunc(("sync dirty texture mipmap level %d (pitch %x) (dirty %d)\n",
2274 i, pMipLevel->cbSurfacePitch, pMipLevel->fDirty));
2275
2276 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2277 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2278 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2279 {
2280 pState->ext.glCompressedTexImage2D(GL_TEXTURE_2D,
2281 i,
2282 pSurface->internalFormatGL,
2283 pMipLevel->mipmapSize.width,
2284 pMipLevel->mipmapSize.height,
2285 0,
2286 pMipLevel->cbSurface,
2287 pMipLevel->pSurfaceData);
2288 }
2289 else
2290 {
2291 glTexImage2D(GL_TEXTURE_2D,
2292 i,
2293 pSurface->internalFormatGL,
2294 pMipLevel->mipmapSize.width,
2295 pMipLevel->mipmapSize.height,
2296 0,
2297 pSurface->formatGL,
2298 pSurface->typeGL,
2299 pMipLevel->pSurfaceData);
2300 }
2301 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2302
2303 pMipLevel->fDirty = false;
2304 }
2305 }
2306
2307 pSurface->fDirty = false;
2308
2309 /* Restore unpacking parameters. */
2310 vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams);
2311
2312 /* Restore the old active texture. */
2313 glBindTexture(target, activeTexture);
2314 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2315
2316 pSurface->surfaceFlags |= SVGA3D_SURFACE_HINT_TEXTURE;
2317 pSurface->targetGL = target;
2318 pSurface->bindingGL = binding;
2319
2320 if (idPrevCtx < pState->cContexts && pState->papContexts[idPrevCtx]->id == idPrevCtx)
2321 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[idPrevCtx]);
2322 return VINF_SUCCESS;
2323}
2324
2325
2326/**
2327 * Backend worker for implementing SVGA_3D_CMD_SURFACE_STRETCHBLT.
2328 *
2329 * @returns VBox status code.
2330 * @param pThis The VGA device instance.
2331 * @param pState The VMSVGA3d state.
2332 * @param pDstSurface The destination host surface.
2333 * @param uDstFace The destination face (valid).
2334 * @param uDstMipmap The destination mipmap level (valid).
2335 * @param pDstBox The destination box.
2336 * @param pSrcSurface The source host surface.
2337 * @param uSrcFace The destination face (valid).
2338 * @param uSrcMipmap The source mimap level (valid).
2339 * @param pSrcBox The source box.
2340 * @param enmMode The strecht blt mode .
2341 * @param pContext The VMSVGA3d context (already current for OGL).
2342 */
2343int vmsvga3dBackSurfaceStretchBlt(PVGASTATE pThis, PVMSVGA3DSTATE pState,
2344 PVMSVGA3DSURFACE pDstSurface, uint32_t uDstFace, uint32_t uDstMipmap, SVGA3dBox const *pDstBox,
2345 PVMSVGA3DSURFACE pSrcSurface, uint32_t uSrcFace, uint32_t uSrcMipmap, SVGA3dBox const *pSrcBox,
2346 SVGA3dStretchBltMode enmMode, PVMSVGA3DCONTEXT pContext)
2347{
2348 RT_NOREF(pThis);
2349
2350 /* Activate the read and draw framebuffer objects. */
2351 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
2352 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2353 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, pContext->idDrawFramebuffer);
2354 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2355
2356 /* Bind the source and destination objects to the right place. */
2357 GLenum textarget;
2358 if (pSrcSurface->surfaceFlags & SVGA3D_SURFACE_CUBEMAP)
2359 textarget = vmsvga3dCubemapFaceFromIndex(uSrcFace);
2360 else
2361 textarget = GL_TEXTURE_2D;
2362 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textarget,
2363 pSrcSurface->oglId.texture, uSrcMipmap);
2364 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2365
2366 if (pDstSurface->surfaceFlags & SVGA3D_SURFACE_CUBEMAP)
2367 textarget = vmsvga3dCubemapFaceFromIndex(uDstFace);
2368 else
2369 textarget = GL_TEXTURE_2D;
2370 pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textarget,
2371 pDstSurface->oglId.texture, uDstMipmap);
2372 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2373
2374 Log(("src conv. (%d,%d)(%d,%d); dest conv (%d,%d)(%d,%d)\n",
2375 pSrcBox->x, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y + pSrcBox->h),
2376 pSrcBox->x + pSrcBox->w, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y),
2377 pDstBox->x, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y + pDstBox->h),
2378 pDstBox->x + pDstBox->w, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y)));
2379
2380 pState->ext.glBlitFramebuffer(pSrcBox->x,
2381 pSrcBox->y,
2382 pSrcBox->x + pSrcBox->w, /* exclusive. */
2383 pSrcBox->y + pSrcBox->h,
2384 pDstBox->x,
2385 pDstBox->y,
2386 pDstBox->x + pDstBox->w, /* exclusive. */
2387 pDstBox->y + pDstBox->h,
2388 GL_COLOR_BUFFER_BIT,
2389 (enmMode == SVGA3D_STRETCH_BLT_POINT) ? GL_NEAREST : GL_LINEAR);
2390 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2391
2392 /* Reset the frame buffer association */
2393 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
2394 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2395
2396 return VINF_SUCCESS;
2397}
2398
2399/**
2400 * Save texture packing parameters and loads those appropriate for the given
2401 * surface.
2402 *
2403 * @param pState The VMSVGA3D state structure.
2404 * @param pContext The active context.
2405 * @param pSurface The surface.
2406 * @param pSave Where to save stuff.
2407 */
2408void vmsvga3dOglSetPackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2409 PVMSVGAPACKPARAMS pSave)
2410{
2411 RT_NOREF(pState);
2412 /*
2413 * Save (ignore errors, setting the defaults we want and avoids restore).
2414 */
2415 pSave->iAlignment = 1;
2416 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
2417 pSave->cxRow = 0;
2418 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
2419
2420#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2421 pSave->cyImage = 0;
2422 glGetIntegerv(GL_PACK_IMAGE_HEIGHT, &pSave->cyImage);
2423 Assert(pSave->cyImage == 0);
2424
2425 pSave->fSwapBytes = GL_FALSE;
2426 glGetBooleanv(GL_PACK_SWAP_BYTES, &pSave->fSwapBytes);
2427 Assert(pSave->fSwapBytes == GL_FALSE);
2428
2429 pSave->fLsbFirst = GL_FALSE;
2430 glGetBooleanv(GL_PACK_LSB_FIRST, &pSave->fLsbFirst);
2431 Assert(pSave->fLsbFirst == GL_FALSE);
2432
2433 pSave->cSkipRows = 0;
2434 glGetIntegerv(GL_PACK_SKIP_ROWS, &pSave->cSkipRows);
2435 Assert(pSave->cSkipRows == 0);
2436
2437 pSave->cSkipPixels = 0;
2438 glGetIntegerv(GL_PACK_SKIP_PIXELS, &pSave->cSkipPixels);
2439 Assert(pSave->cSkipPixels == 0);
2440
2441 pSave->cSkipImages = 0;
2442 glGetIntegerv(GL_PACK_SKIP_IMAGES, &pSave->cSkipImages);
2443 Assert(pSave->cSkipImages == 0);
2444
2445 VMSVGA3D_CLEAR_GL_ERRORS();
2446#endif
2447
2448 /*
2449 * Setup unpack.
2450 *
2451 * Note! We use 1 as alignment here because we currently don't do any
2452 * aligning of line pitches anywhere.
2453 */
2454 NOREF(pSurface);
2455 if (pSave->iAlignment != 1)
2456 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 1), pState, pContext);
2457 if (pSave->cxRow != 0)
2458 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, 0), pState, pContext);
2459#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2460 if (pSave->cyImage != 0)
2461 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0), pState, pContext);
2462 if (pSave->fSwapBytes != 0)
2463 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE), pState, pContext);
2464 if (pSave->fLsbFirst != 0)
2465 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, GL_FALSE), pState, pContext);
2466 if (pSave->cSkipRows != 0)
2467 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, 0), pState, pContext);
2468 if (pSave->cSkipPixels != 0)
2469 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, 0), pState, pContext);
2470 if (pSave->cSkipImages != 0)
2471 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, 0), pState, pContext);
2472#endif
2473}
2474
2475
2476/**
2477 * Restores texture packing parameters.
2478 *
2479 * @param pState The VMSVGA3D state structure.
2480 * @param pContext The active context.
2481 * @param pSurface The surface.
2482 * @param pSave Where stuff was saved.
2483 */
2484void vmsvga3dOglRestorePackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2485 PCVMSVGAPACKPARAMS pSave)
2486{
2487 RT_NOREF(pState, pSurface);
2488 if (pSave->iAlignment != 1)
2489 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2490 if (pSave->cxRow != 0)
2491 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2492#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2493 if (pSave->cyImage != 0)
2494 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2495 if (pSave->fSwapBytes != 0)
2496 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2497 if (pSave->fLsbFirst != 0)
2498 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2499 if (pSave->cSkipRows != 0)
2500 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2501 if (pSave->cSkipPixels != 0)
2502 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2503 if (pSave->cSkipImages != 0)
2504 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2505#endif
2506}
2507
2508
2509/**
2510 * Backend worker for implementing SVGA_3D_CMD_SURFACE_DMA that copies one box.
2511 *
2512 * @returns Failure status code or @a rc.
2513 * @param pThis The VGA device instance data.
2514 * @param pState The VMSVGA3d state.
2515 * @param pSurface The host surface.
2516 * @param pMipLevel Mipmap level. The caller knows it already.
2517 * @param uHostFace The host face (valid).
2518 * @param uHostMipmap The host mipmap level (valid).
2519 * @param GuestPtr The guest pointer.
2520 * @param cbGuestPitch The guest pitch.
2521 * @param transfer The transfer direction.
2522 * @param pBox The box to copy (clipped, valid, except for guest's srcx, srcy, srcz).
2523 * @param pContext The context (for OpenGL).
2524 * @param rc The current rc for all boxes.
2525 * @param iBox The current box number (for Direct 3D).
2526 */
2527int vmsvga3dBackSurfaceDMACopyBox(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface,
2528 PVMSVGA3DMIPMAPLEVEL pMipLevel, uint32_t uHostFace, uint32_t uHostMipmap,
2529 SVGAGuestPtr GuestPtr, uint32_t cbGuestPitch, SVGA3dTransferType transfer,
2530 SVGA3dCopyBox const *pBox, PVMSVGA3DCONTEXT pContext, int rc, int iBox)
2531{
2532 RT_NOREF(iBox);
2533
2534 switch (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)
2535 {
2536 case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
2537 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
2538 case SVGA3D_SURFACE_CUBEMAP | SVGA3D_SURFACE_HINT_TEXTURE:
2539 case SVGA3D_SURFACE_CUBEMAP | SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
2540 case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
2541 case SVGA3D_SURFACE_HINT_TEXTURE:
2542 case SVGA3D_SURFACE_HINT_RENDERTARGET:
2543 {
2544 uint32_t cbSurfacePitch;
2545 uint8_t *pDoubleBuffer;
2546 uint32_t offHst;
2547
2548 uint32_t const u32HostBlockX = pBox->x / pSurface->cxBlock;
2549 uint32_t const u32HostBlockY = pBox->y / pSurface->cyBlock;
2550 Assert(u32HostBlockX * pSurface->cxBlock == pBox->x);
2551 Assert(u32HostBlockY * pSurface->cyBlock == pBox->y);
2552
2553 uint32_t const u32GuestBlockX = pBox->srcx / pSurface->cxBlock;
2554 uint32_t const u32GuestBlockY = pBox->srcy / pSurface->cyBlock;
2555 Assert(u32GuestBlockX * pSurface->cxBlock == pBox->srcx);
2556 Assert(u32GuestBlockY * pSurface->cyBlock == pBox->srcy);
2557
2558 uint32_t const cBlocksX = (pBox->w + pSurface->cxBlock - 1) / pSurface->cxBlock;
2559 uint32_t const cBlocksY = (pBox->h + pSurface->cyBlock - 1) / pSurface->cyBlock;
2560 AssertMsgReturn(cBlocksX && cBlocksY, ("Empty box %dx%d\n", pBox->w, pBox->h), VERR_INTERNAL_ERROR);
2561
2562 GLenum texImageTarget;
2563 if (pSurface->targetGL == GL_TEXTURE_CUBE_MAP)
2564 {
2565 texImageTarget = vmsvga3dCubemapFaceFromIndex(uHostFace);
2566 }
2567 else
2568 {
2569 Assert(pSurface->targetGL == GL_TEXTURE_2D);
2570 texImageTarget = GL_TEXTURE_2D;
2571 }
2572
2573 pDoubleBuffer = (uint8_t *)RTMemAlloc(pMipLevel->cbSurface);
2574 AssertReturn(pDoubleBuffer, VERR_NO_MEMORY);
2575
2576 if (transfer == SVGA3D_READ_HOST_VRAM)
2577 {
2578 GLint activeTexture;
2579
2580 /* Must bind texture to the current context in order to read it. */
2581 glGetIntegerv(pSurface->bindingGL, &activeTexture);
2582 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2583
2584 glBindTexture(pSurface->targetGL, pSurface->oglId.texture);
2585 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2586
2587 /* Set row length and alignment of the input data. */
2588 VMSVGAPACKPARAMS SavedParams;
2589 vmsvga3dOglSetPackParams(pState, pContext, pSurface, &SavedParams);
2590
2591 glGetTexImage(texImageTarget,
2592 uHostMipmap,
2593 pSurface->formatGL,
2594 pSurface->typeGL,
2595 pDoubleBuffer);
2596 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2597
2598 vmsvga3dOglRestorePackParams(pState, pContext, pSurface, &SavedParams);
2599
2600 /* Restore the old active texture. */
2601 glBindTexture(pSurface->targetGL, activeTexture);
2602 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2603
2604 offHst = u32HostBlockX * pSurface->cbBlock + u32HostBlockY * pMipLevel->cbSurfacePitch;
2605 cbSurfacePitch = pMipLevel->cbSurfacePitch;
2606 }
2607 else
2608 {
2609 /* The buffer will contain only the copied rectangle. */
2610 offHst = 0;
2611 cbSurfacePitch = cBlocksX * pSurface->cbBlock;
2612 }
2613
2614 uint32_t const offGst = u32GuestBlockX * pSurface->cbBlock + u32GuestBlockY * cbGuestPitch;
2615
2616 rc = vmsvgaGMRTransfer(pThis,
2617 transfer,
2618 pDoubleBuffer,
2619 pMipLevel->cbSurface,
2620 offHst,
2621 cbSurfacePitch,
2622 GuestPtr,
2623 offGst,
2624 cbGuestPitch,
2625 cBlocksX * pSurface->cbBlock,
2626 cBlocksY);
2627 AssertRC(rc);
2628
2629 /* Update the opengl surface data. */
2630 if (transfer == SVGA3D_WRITE_HOST_VRAM)
2631 {
2632 GLint activeTexture = 0;
2633 glGetIntegerv(pSurface->bindingGL, &activeTexture);
2634 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2635
2636 /* Must bind texture to the current context in order to change it. */
2637 glBindTexture(pSurface->targetGL, pSurface->oglId.texture);
2638 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2639
2640 LogFunc(("copy texture mipmap level %d (pitch %x)\n", uHostMipmap, pMipLevel->cbSurfacePitch));
2641
2642 /* Set row length and alignment of the input data. */
2643 VMSVGAPACKPARAMS SavedParams;
2644 vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams); /** @todo do we need to set ROW_LENGTH to w here? */
2645
2646 glTexSubImage2D(texImageTarget,
2647 uHostMipmap,
2648 u32HostBlockX,
2649 u32HostBlockY,
2650 cBlocksX,
2651 cBlocksY,
2652 pSurface->formatGL,
2653 pSurface->typeGL,
2654 pDoubleBuffer);
2655 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2656
2657 /* Restore old values. */
2658 vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams);
2659
2660 /* Restore the old active texture. */
2661 glBindTexture(pSurface->targetGL, activeTexture);
2662 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2663 }
2664
2665 Log4(("first line:\n%.*Rhxd\n", cBlocksX * pSurface->cbBlock, pDoubleBuffer));
2666
2667 /* Free the double buffer. */
2668 RTMemFree(pDoubleBuffer);
2669 break;
2670 }
2671
2672 case SVGA3D_SURFACE_HINT_VERTEXBUFFER | SVGA3D_SURFACE_HINT_INDEXBUFFER:
2673 case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
2674 case SVGA3D_SURFACE_HINT_INDEXBUFFER:
2675 {
2676 /* Buffers are uncompressed. */
2677 AssertReturn(pSurface->cxBlock == 1 && pSurface->cyBlock == 1, VERR_INTERNAL_ERROR);
2678
2679 /* Caller already clipped pBox and buffers are 1-dimensional. */
2680 Assert(pBox->y == 0 && pBox->h == 1 && pBox->z == 0 && pBox->d == 1);
2681
2682 VMSVGA3D_CLEAR_GL_ERRORS();
2683 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pSurface->oglId.buffer);
2684 if (VMSVGA3D_GL_IS_SUCCESS(pContext))
2685 {
2686 GLenum enmGlTransfer = (transfer == SVGA3D_READ_HOST_VRAM) ? GL_READ_ONLY : GL_WRITE_ONLY;
2687 uint8_t *pbData = (uint8_t *)pState->ext.glMapBuffer(GL_ARRAY_BUFFER, enmGlTransfer);
2688 if (RT_LIKELY(pbData != NULL))
2689 {
2690#if defined(VBOX_STRICT) && defined(RT_OS_DARWIN)
2691 GLint cbStrictBufSize;
2692 glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &cbStrictBufSize);
2693 Assert(VMSVGA3D_GL_IS_SUCCESS(pContext));
2694 AssertMsg(cbStrictBufSize >= (int32_t)pMipLevel->cbSurface,
2695 ("cbStrictBufSize=%#x cbSurface=%#x pContext->id=%#x\n", (uint32_t)cbStrictBufSize, pMipLevel->cbSurface, pContext->id));
2696#endif
2697 Log(("Lock %s memory for rectangle (%d,%d)(%d,%d)\n",
2698 (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_VERTEXBUFFER ? "vertex" :
2699 (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_INDEXBUFFER ? "index" : "buffer",
2700 pBox->x, pBox->y, pBox->x + pBox->w, pBox->y + pBox->h));
2701
2702 uint32_t const offHst = pBox->x * pSurface->cbBlock;
2703
2704 rc = vmsvgaGMRTransfer(pThis,
2705 transfer,
2706 pbData,
2707 pMipLevel->cbSurface,
2708 offHst,
2709 pMipLevel->cbSurfacePitch,
2710 GuestPtr,
2711 pBox->srcx * pSurface->cbBlock,
2712 cbGuestPitch,
2713 pBox->w * pSurface->cbBlock,
2714 pBox->h);
2715 AssertRC(rc);
2716
2717 Log4(("first line:\n%.*Rhxd\n", cbGuestPitch, pbData + offHst));
2718
2719 pState->ext.glUnmapBuffer(GL_ARRAY_BUFFER);
2720 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2721 }
2722 else
2723 VMSVGA3D_GL_GET_AND_COMPLAIN(pState, pContext, ("glMapBuffer(GL_ARRAY_BUFFER, %#x) -> NULL\n", enmGlTransfer));
2724 }
2725 else
2726 VMSVGA3D_GL_COMPLAIN(pState, pContext, ("glBindBuffer(GL_ARRAY_BUFFER, %#x)\n", pSurface->oglId.buffer));
2727 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
2728 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2729 break;
2730 }
2731
2732 default:
2733 AssertFailed();
2734 break;
2735 }
2736
2737 return rc;
2738}
2739
2740int vmsvga3dGenerateMipmaps(PVGASTATE pThis, uint32_t sid, SVGA3dTextureFilter filter)
2741{
2742 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
2743 PVMSVGA3DSURFACE pSurface;
2744 int rc = VINF_SUCCESS;
2745 PVMSVGA3DCONTEXT pContext;
2746 uint32_t cid;
2747 GLint activeTexture = 0;
2748
2749 AssertReturn(pState, VERR_NO_MEMORY);
2750
2751 rc = vmsvga3dSurfaceFromSid(pState, sid, &pSurface);
2752 AssertRCReturn(rc, rc);
2753
2754 Assert(filter != SVGA3D_TEX_FILTER_FLATCUBIC);
2755 Assert(filter != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
2756 pSurface->autogenFilter = filter;
2757
2758 LogFunc(("sid=%x filter=%d\n", sid, filter));
2759
2760 cid = SVGA3D_INVALID_ID;
2761 pContext = &pState->SharedCtx;
2762 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2763
2764 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
2765 {
2766 /* Unknown surface type; turn it into a texture. */
2767 LogFunc(("unknown src surface id=%x type=%d format=%d -> create texture\n", sid, pSurface->surfaceFlags, pSurface->format));
2768 rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface);
2769 AssertRCReturn(rc, rc);
2770 }
2771 else
2772 {
2773 /** @todo new filter */
2774 AssertFailed();
2775 }
2776
2777 glGetIntegerv(pSurface->bindingGL, &activeTexture);
2778 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2779
2780 /* Must bind texture to the current context in order to change it. */
2781 glBindTexture(pSurface->targetGL, pSurface->oglId.texture);
2782 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2783
2784 /* Generate the mip maps. */
2785 pState->ext.glGenerateMipmap(pSurface->targetGL);
2786 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2787
2788 /* Restore the old texture. */
2789 glBindTexture(pSurface->targetGL, activeTexture);
2790 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2791
2792 return VINF_SUCCESS;
2793}
2794
2795
2796#ifdef RT_OS_LINUX
2797/**
2798 * X11 event handling thread.
2799 *
2800 * @returns VINF_SUCCESS (ignored)
2801 * @param hThreadSelf thread handle
2802 * @param pvUser pointer to pState structure
2803 */
2804DECLCALLBACK(int) vmsvga3dXEventThread(RTTHREAD hThreadSelf, void *pvUser)
2805{
2806 RT_NOREF(hThreadSelf);
2807 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pvUser;
2808 while (!pState->bTerminate)
2809 {
2810 while (XPending(pState->display) > 0)
2811 {
2812 XEvent event;
2813 XNextEvent(pState->display, &event);
2814
2815 switch (event.type)
2816 {
2817 default:
2818 break;
2819 }
2820 }
2821 /* sleep for 16ms to not burn too many cycles */
2822 RTThreadSleep(16);
2823 }
2824 return VINF_SUCCESS;
2825}
2826#endif // RT_OS_LINUX
2827
2828
2829/**
2830 * Create a new 3d context
2831 *
2832 * @returns VBox status code.
2833 * @param pThis VGA device instance data.
2834 * @param cid Context id
2835 * @param fFlags VMSVGA3D_DEF_CTX_F_XXX.
2836 */
2837int vmsvga3dContextDefineOgl(PVGASTATE pThis, uint32_t cid, uint32_t fFlags)
2838{
2839 int rc;
2840 PVMSVGA3DCONTEXT pContext;
2841 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
2842
2843 AssertReturn(pState, VERR_NO_MEMORY);
2844 AssertReturn( cid < SVGA3D_MAX_CONTEXT_IDS
2845 || (cid == VMSVGA3D_SHARED_CTX_ID && (fFlags & VMSVGA3D_DEF_CTX_F_SHARED_CTX)), VERR_INVALID_PARAMETER);
2846#if !defined(VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE) || !(defined(RT_OS_DARWIN))
2847 AssertReturn(!(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE), VERR_INTERNAL_ERROR_3);
2848#endif
2849
2850 Log(("vmsvga3dContextDefine id %x\n", cid));
2851
2852 if (cid == VMSVGA3D_SHARED_CTX_ID)
2853 pContext = &pState->SharedCtx;
2854 else
2855 {
2856 if (cid >= pState->cContexts)
2857 {
2858 /* Grow the array. */
2859 uint32_t cNew = RT_ALIGN(cid + 15, 16);
2860 void *pvNew = RTMemRealloc(pState->papContexts, sizeof(pState->papContexts[0]) * cNew);
2861 AssertReturn(pvNew, VERR_NO_MEMORY);
2862 pState->papContexts = (PVMSVGA3DCONTEXT *)pvNew;
2863 while (pState->cContexts < cNew)
2864 {
2865 pContext = (PVMSVGA3DCONTEXT)RTMemAllocZ(sizeof(*pContext));
2866 AssertReturn(pContext, VERR_NO_MEMORY);
2867 pContext->id = SVGA3D_INVALID_ID;
2868 pState->papContexts[pState->cContexts++] = pContext;
2869 }
2870 }
2871 /* If one already exists with this id, then destroy it now. */
2872 if (pState->papContexts[cid]->id != SVGA3D_INVALID_ID)
2873 vmsvga3dContextDestroy(pThis, cid);
2874
2875 pContext = pState->papContexts[cid];
2876 }
2877
2878 /*
2879 * Find or create the shared context if needed (necessary for sharing e.g. textures between contexts).
2880 */
2881 PVMSVGA3DCONTEXT pSharedCtx = NULL;
2882 if (!(fFlags & (VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_SHARED_CTX)))
2883 {
2884 pSharedCtx = &pState->SharedCtx;
2885 if (pSharedCtx->id != VMSVGA3D_SHARED_CTX_ID)
2886 {
2887 rc = vmsvga3dContextDefineOgl(pThis, VMSVGA3D_SHARED_CTX_ID, VMSVGA3D_DEF_CTX_F_SHARED_CTX);
2888 AssertLogRelRCReturn(rc, rc);
2889 }
2890 }
2891
2892 /*
2893 * Initialize the context.
2894 */
2895 memset(pContext, 0, sizeof(*pContext));
2896 pContext->id = cid;
2897 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTextures); i++)
2898 pContext->aSidActiveTextures[i] = SVGA3D_INVALID_ID;
2899
2900 pContext->state.shidVertex = SVGA3D_INVALID_ID;
2901 pContext->state.shidPixel = SVGA3D_INVALID_ID;
2902 pContext->idFramebuffer = OPENGL_INVALID_ID;
2903 pContext->idReadFramebuffer = OPENGL_INVALID_ID;
2904 pContext->idDrawFramebuffer = OPENGL_INVALID_ID;
2905
2906 rc = ShaderContextCreate(&pContext->pShaderContext);
2907 AssertRCReturn(rc, rc);
2908
2909 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->state.aRenderTargets); i++)
2910 pContext->state.aRenderTargets[i] = SVGA3D_INVALID_ID;
2911
2912 AssertReturn(pThis->svga.u64HostWindowId, VERR_INTERNAL_ERROR);
2913
2914#ifdef RT_OS_WINDOWS
2915 /* Create a context window with minimal 4x4 size. We will never use the swapchain
2916 * to present the rendered image. Rendered images from the guest will be copied to
2917 * the VMSVGA SCREEN object, which can be either an offscreen render target or
2918 * system memory in the guest VRAM.
2919 */
2920 rc = vmsvga3dContextWindowCreate(pState->hInstance, pState->pWindowThread, pState->WndRequestSem, &pContext->hwnd);
2921 AssertRCReturn(rc, rc);
2922
2923 pContext->hdc = GetDC(pContext->hwnd);
2924 AssertMsgReturn(pContext->hdc, ("GetDC %x failed with %d\n", pContext->hwnd, GetLastError()), VERR_INTERNAL_ERROR);
2925
2926 PIXELFORMATDESCRIPTOR pfd = {
2927 sizeof(PIXELFORMATDESCRIPTOR), /* size of this pfd */
2928 1, /* version number */
2929 PFD_DRAW_TO_WINDOW | /* support window */
2930 PFD_SUPPORT_OPENGL, /* support OpenGL */
2931 PFD_TYPE_RGBA, /* RGBA type */
2932 24, /* 24-bit color depth */
2933 0, 0, 0, 0, 0, 0, /* color bits ignored */
2934 8, /* alpha buffer */
2935 0, /* shift bit ignored */
2936 0, /* no accumulation buffer */
2937 0, 0, 0, 0, /* accum bits ignored */
2938 16, /* set depth buffer */
2939 16, /* set stencil buffer */
2940 0, /* no auxiliary buffer */
2941 PFD_MAIN_PLANE, /* main layer */
2942 0, /* reserved */
2943 0, 0, 0 /* layer masks ignored */
2944 };
2945 int pixelFormat;
2946 BOOL ret;
2947
2948 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
2949 /** @todo is this really necessary?? */
2950 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
2951 AssertMsgReturn(pixelFormat != 0, ("ChoosePixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
2952
2953 ret = SetPixelFormat(pContext->hdc, pixelFormat, &pfd);
2954 AssertMsgReturn(ret == TRUE, ("SetPixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
2955
2956 pContext->hglrc = wglCreateContext(pContext->hdc);
2957 AssertMsgReturn(pContext->hglrc, ("wglCreateContext %x failed with %d\n", pContext->hdc, GetLastError()), VERR_INTERNAL_ERROR);
2958
2959 if (pSharedCtx)
2960 {
2961 ret = wglShareLists(pSharedCtx->hglrc, pContext->hglrc);
2962 AssertMsg(ret == TRUE, ("wglShareLists(%p, %p) failed with %d\n", pSharedCtx->hglrc, pContext->hglrc, GetLastError()));
2963 }
2964
2965#elif defined(RT_OS_DARWIN)
2966 pContext->fOtherProfile = RT_BOOL(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
2967
2968 NativeNSOpenGLContextRef pShareContext = pSharedCtx ? pSharedCtx->cocoaContext : NULL;
2969 NativeNSViewRef pHostView = (NativeNSViewRef)pThis->svga.u64HostWindowId;
2970 vmsvga3dCocoaCreateViewAndContext(&pContext->cocoaView, &pContext->cocoaContext,
2971 pSharedCtx ? NULL : pHostView, /* Only attach one subview, the one we'll present in. */ /** @todo screen objects and stuff. */
2972 pThis->svga.uWidth, pThis->svga.uHeight,
2973 pShareContext, pContext->fOtherProfile);
2974
2975#else
2976 Window hostWindow = (Window)pThis->svga.u64HostWindowId;
2977
2978 if (pState->display == NULL)
2979 {
2980 /* get an X display and make sure we have glX 1.3 */
2981 pState->display = XOpenDisplay(0);
2982 Assert(pState->display);
2983 int glxMajor, glxMinor;
2984 Bool ret = glXQueryVersion(pState->display, &glxMajor, &glxMinor);
2985 AssertMsgReturn(ret && glxMajor == 1 && glxMinor >= 3, ("glX >=1.3 not present"), VERR_INTERNAL_ERROR);
2986 /* start our X event handling thread */
2987 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dXEventThread, pState, 0, RTTHREADTYPE_GUI, RTTHREADFLAGS_WAITABLE, "VMSVGA3DXEVENT");
2988 if (RT_FAILURE(rc))
2989 {
2990 AssertMsgFailed(("%s: Async IO Thread creation for 3d window handling failed rc=%d\n", __FUNCTION__, rc));
2991 return rc;
2992 }
2993 }
2994 int attrib[] =
2995 {
2996 GLX_RGBA,
2997 GLX_RED_SIZE, 1,
2998 GLX_GREEN_SIZE, 1,
2999 GLX_BLUE_SIZE, 1,
3000 //GLX_ALPHA_SIZE, 1, this flips the bbos screen
3001 GLX_DOUBLEBUFFER,
3002 None
3003 };
3004 XVisualInfo *vi = glXChooseVisual(pState->display, DefaultScreen(pState->display), attrib);
3005 XSetWindowAttributes swa;
3006 swa.colormap = XCreateColormap(pState->display, XDefaultRootWindow(pState->display), vi->visual, AllocNone);
3007 swa.border_pixel = 0;
3008 swa.background_pixel = 0;
3009 swa.event_mask = StructureNotifyMask | ExposureMask;
3010 unsigned long flags = CWBorderPixel | CWBackPixel | CWColormap | CWEventMask;
3011 pContext->window = XCreateWindow(pState->display, hostWindow,//XDefaultRootWindow(pState->display),//hostWindow,
3012 0, 0, pThis->svga.uWidth, pThis->svga.uHeight,
3013 0, vi->depth, InputOutput,
3014 vi->visual, flags, &swa);
3015 AssertMsgReturn(pContext->window, ("XCreateWindow failed"), VERR_INTERNAL_ERROR);
3016 //uint32_t cardinal_alpha = (uint32_t) (0.5 * (uint32_t)-1); - unused
3017
3018 /* the window is hidden by default and only mapped when CommandPresent is executed on it */
3019
3020 GLXContext shareContext = pSharedCtx ? pSharedCtx->glxContext : NULL;
3021 pContext->glxContext = glXCreateContext(pState->display, vi, shareContext, GL_TRUE);
3022 AssertMsgReturn(pContext->glxContext, ("glXCreateContext failed"), VERR_INTERNAL_ERROR);
3023#endif
3024
3025 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3026
3027 /* NULL during the first PowerOn call. */
3028 if (pState->ext.glGenFramebuffers)
3029 {
3030 /* Create a framebuffer object for this context. */
3031 pState->ext.glGenFramebuffers(1, &pContext->idFramebuffer);
3032 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3033
3034 /* Bind the object to the framebuffer target. */
3035 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
3036 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3037
3038 /* Create read and draw framebuffer objects for this context. */
3039 pState->ext.glGenFramebuffers(1, &pContext->idReadFramebuffer);
3040 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3041
3042 pState->ext.glGenFramebuffers(1, &pContext->idDrawFramebuffer);
3043 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3044
3045 }
3046#if 0
3047 /** @todo move to shader lib!!! */
3048 /* Clear the screen */
3049 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3050
3051 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
3052 glClearIndex(0);
3053 glClearDepth(1);
3054 glClearStencil(0xffff);
3055 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
3056 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
3057 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
3058 if (pState->ext.glProvokingVertex)
3059 pState->ext.glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
3060 /** @todo move to shader lib!!! */
3061#endif
3062 return VINF_SUCCESS;
3063}
3064
3065
3066/**
3067 * Create a new 3d context
3068 *
3069 * @returns VBox status code.
3070 * @param pThis VGA device instance data.
3071 * @param cid Context id
3072 */
3073int vmsvga3dContextDefine(PVGASTATE pThis, uint32_t cid)
3074{
3075 return vmsvga3dContextDefineOgl(pThis, cid, 0/*fFlags*/);
3076}
3077
3078/**
3079 * Destroys a 3d context.
3080 *
3081 * @returns VBox status code.
3082 * @param pThis VGA device instance data.
3083 * @param pContext The context to destroy.
3084 * @param cid Context id
3085 */
3086static int vmsvga3dContextDestroyOgl(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid)
3087{
3088 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3089 AssertReturn(pState, VERR_NO_MEMORY);
3090 AssertReturn(pContext, VERR_INVALID_PARAMETER);
3091 AssertReturn(pContext->id == cid, VERR_INVALID_PARAMETER);
3092 Log(("vmsvga3dContextDestroyOgl id %x\n", cid));
3093
3094 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3095
3096 /* Destroy all leftover pixel shaders. */
3097 for (uint32_t i = 0; i < pContext->cPixelShaders; i++)
3098 {
3099 if (pContext->paPixelShader[i].id != SVGA3D_INVALID_ID)
3100 vmsvga3dShaderDestroy(pThis, pContext->paPixelShader[i].cid, pContext->paPixelShader[i].id, pContext->paPixelShader[i].type);
3101 }
3102 if (pContext->paPixelShader)
3103 RTMemFree(pContext->paPixelShader);
3104
3105 /* Destroy all leftover vertex shaders. */
3106 for (uint32_t i = 0; i < pContext->cVertexShaders; i++)
3107 {
3108 if (pContext->paVertexShader[i].id != SVGA3D_INVALID_ID)
3109 vmsvga3dShaderDestroy(pThis, pContext->paVertexShader[i].cid, pContext->paVertexShader[i].id, pContext->paVertexShader[i].type);
3110 }
3111 if (pContext->paVertexShader)
3112 RTMemFree(pContext->paVertexShader);
3113
3114 if (pContext->state.paVertexShaderConst)
3115 RTMemFree(pContext->state.paVertexShaderConst);
3116 if (pContext->state.paPixelShaderConst)
3117 RTMemFree(pContext->state.paPixelShaderConst);
3118
3119 if (pContext->pShaderContext)
3120 {
3121 int rc = ShaderContextDestroy(pContext->pShaderContext);
3122 AssertRC(rc);
3123 }
3124
3125 if (pContext->idFramebuffer != OPENGL_INVALID_ID)
3126 {
3127 /* Unbind the object from the framebuffer target. */
3128 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, 0 /* back buffer */);
3129 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3130 pState->ext.glDeleteFramebuffers(1, &pContext->idFramebuffer);
3131 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3132
3133 if (pContext->idReadFramebuffer != OPENGL_INVALID_ID)
3134 {
3135 pState->ext.glDeleteFramebuffers(1, &pContext->idReadFramebuffer);
3136 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3137 }
3138 if (pContext->idDrawFramebuffer != OPENGL_INVALID_ID)
3139 {
3140 pState->ext.glDeleteFramebuffers(1, &pContext->idDrawFramebuffer);
3141 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3142 }
3143 }
3144
3145 vmsvga3dOcclusionQueryDelete(pState, pContext);
3146
3147#ifdef RT_OS_WINDOWS
3148 wglMakeCurrent(pContext->hdc, NULL);
3149 wglDeleteContext(pContext->hglrc);
3150 ReleaseDC(pContext->hwnd, pContext->hdc);
3151
3152 /* Destroy the window we've created. */
3153 int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_DESTROYWINDOW, (WPARAM)pContext->hwnd, 0);
3154 AssertRC(rc);
3155#elif defined(RT_OS_DARWIN)
3156 vmsvga3dCocoaDestroyViewAndContext(pContext->cocoaView, pContext->cocoaContext);
3157#elif defined(RT_OS_LINUX)
3158 glXMakeCurrent(pState->display, None, NULL);
3159 glXDestroyContext(pState->display, pContext->glxContext);
3160 XDestroyWindow(pState->display, pContext->window);
3161#endif
3162
3163 memset(pContext, 0, sizeof(*pContext));
3164 pContext->id = SVGA3D_INVALID_ID;
3165
3166 VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
3167 return VINF_SUCCESS;
3168}
3169
3170/**
3171 * Destroy an existing 3d context
3172 *
3173 * @returns VBox status code.
3174 * @param pThis VGA device instance data.
3175 * @param cid Context id
3176 */
3177int vmsvga3dContextDestroy(PVGASTATE pThis, uint32_t cid)
3178{
3179 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3180 AssertReturn(pState, VERR_WRONG_ORDER);
3181
3182 /*
3183 * Resolve the context and hand it to the common worker function.
3184 */
3185 if ( cid < pState->cContexts
3186 && pState->papContexts[cid]->id == cid)
3187 return vmsvga3dContextDestroyOgl(pThis, pState->papContexts[cid], cid);
3188
3189 AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER);
3190 return VINF_SUCCESS;
3191}
3192
3193/**
3194 * Worker for vmsvga3dChangeMode that resizes a context.
3195 *
3196 * @param pThis The VGA device instance data.
3197 * @param pState The VMSVGA3d state.
3198 * @param pContext The context.
3199 */
3200static void vmsvga3dChangeModeOneContext(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
3201{
3202#ifdef RT_OS_WINDOWS
3203 RT_NOREF3(pThis, pState, pContext);
3204 /* Do nothing. The window is not used for presenting. */
3205
3206#elif defined(RT_OS_DARWIN)
3207 RT_NOREF(pState);
3208 vmsvga3dCocoaViewSetSize(pContext->cocoaView, pThis->svga.uWidth, pThis->svga.uHeight);
3209
3210#elif defined(RT_OS_LINUX)
3211 XWindowChanges wc;
3212 wc.width = pThis->svga.uWidth;
3213 wc.height = pThis->svga.uHeight;
3214 XConfigureWindow(pState->display, pContext->window, CWWidth | CWHeight, &wc);
3215#endif
3216}
3217
3218/* Handle resize */
3219int vmsvga3dChangeMode(PVGASTATE pThis)
3220{
3221 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3222 AssertReturn(pState, VERR_NO_MEMORY);
3223
3224 /* Resize the shared context too. */
3225 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
3226 vmsvga3dChangeModeOneContext(pThis, pState, &pState->SharedCtx);
3227
3228 /* Resize all active contexts. */
3229 for (uint32_t i = 0; i < pState->cContexts; i++)
3230 {
3231 PVMSVGA3DCONTEXT pContext = pState->papContexts[i];
3232 if (pContext->id != SVGA3D_INVALID_ID)
3233 vmsvga3dChangeModeOneContext(pThis, pState, pContext);
3234 }
3235
3236 return VINF_SUCCESS;
3237}
3238
3239
3240int vmsvga3dSetTransform(PVGASTATE pThis, uint32_t cid, SVGA3dTransformType type, float matrix[16])
3241{
3242 PVMSVGA3DCONTEXT pContext;
3243 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3244 AssertReturn(pState, VERR_NO_MEMORY);
3245 bool fModelViewChanged = false;
3246
3247 Log(("vmsvga3dSetTransform cid=%x %s\n", cid, vmsvgaTransformToString(type)));
3248
3249 if ( cid >= pState->cContexts
3250 || pState->papContexts[cid]->id != cid)
3251 {
3252 Log(("vmsvga3dSetTransform invalid context id!\n"));
3253 return VERR_INVALID_PARAMETER;
3254 }
3255 pContext = pState->papContexts[cid];
3256 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3257
3258 /* Save this matrix for vm state save/restore. */
3259 pContext->state.aTransformState[type].fValid = true;
3260 memcpy(pContext->state.aTransformState[type].matrix, matrix, sizeof(pContext->state.aTransformState[type].matrix));
3261 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_TRANSFORM;
3262
3263 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)));
3264 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)));
3265 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)));
3266 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)));
3267
3268 switch (type)
3269 {
3270 case SVGA3D_TRANSFORM_VIEW:
3271 /* View * World = Model View */
3272 glMatrixMode(GL_MODELVIEW);
3273 glLoadMatrixf(matrix);
3274 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].fValid)
3275 glMultMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].matrix);
3276 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3277 fModelViewChanged = true;
3278 break;
3279
3280 case SVGA3D_TRANSFORM_PROJECTION:
3281 {
3282 int rc = ShaderTransformProjection(pContext->state.RectViewPort.w, pContext->state.RectViewPort.h, matrix, false /* fPretransformed */);
3283 AssertRCReturn(rc, rc);
3284 break;
3285 }
3286
3287 case SVGA3D_TRANSFORM_TEXTURE0:
3288 glMatrixMode(GL_TEXTURE);
3289 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3290 glLoadMatrixf(matrix);
3291 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3292 break;
3293
3294 case SVGA3D_TRANSFORM_TEXTURE1:
3295 case SVGA3D_TRANSFORM_TEXTURE2:
3296 case SVGA3D_TRANSFORM_TEXTURE3:
3297 case SVGA3D_TRANSFORM_TEXTURE4:
3298 case SVGA3D_TRANSFORM_TEXTURE5:
3299 case SVGA3D_TRANSFORM_TEXTURE6:
3300 case SVGA3D_TRANSFORM_TEXTURE7:
3301 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_TEXTUREx transform!!\n"));
3302 return VERR_INVALID_PARAMETER;
3303
3304 case SVGA3D_TRANSFORM_WORLD:
3305 /* View * World = Model View */
3306 glMatrixMode(GL_MODELVIEW);
3307 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid)
3308 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
3309 else
3310 glLoadIdentity();
3311 glMultMatrixf(matrix);
3312 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3313 fModelViewChanged = true;
3314 break;
3315
3316 case SVGA3D_TRANSFORM_WORLD1:
3317 case SVGA3D_TRANSFORM_WORLD2:
3318 case SVGA3D_TRANSFORM_WORLD3:
3319 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_WORLDx transform!!\n"));
3320 return VERR_INVALID_PARAMETER;
3321
3322 default:
3323 Log(("vmsvga3dSetTransform: unknown type!!\n"));
3324 return VERR_INVALID_PARAMETER;
3325 }
3326
3327 /* Apparently we need to reset the light and clip data after modifying the modelview matrix. */
3328 if (fModelViewChanged)
3329 {
3330 /* Reprogram the clip planes. */
3331 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aClipPlane); j++)
3332 {
3333 if (pContext->state.aClipPlane[j].fValid == true)
3334 vmsvga3dSetClipPlane(pThis, cid, j, pContext->state.aClipPlane[j].plane);
3335 }
3336
3337 /* Reprogram the light data. */
3338 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aLightData); j++)
3339 {
3340 if (pContext->state.aLightData[j].fValidData == true)
3341 vmsvga3dSetLightData(pThis, cid, j, &pContext->state.aLightData[j].data);
3342 }
3343 }
3344
3345 return VINF_SUCCESS;
3346}
3347
3348int vmsvga3dSetZRange(PVGASTATE pThis, uint32_t cid, SVGA3dZRange zRange)
3349{
3350 PVMSVGA3DCONTEXT pContext;
3351 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3352 AssertReturn(pState, VERR_NO_MEMORY);
3353
3354 Log(("vmsvga3dSetZRange cid=%x min=%d max=%d\n", cid, (uint32_t)(zRange.min * 100.0), (uint32_t)(zRange.max * 100.0)));
3355
3356 if ( cid >= pState->cContexts
3357 || pState->papContexts[cid]->id != cid)
3358 {
3359 Log(("vmsvga3dSetZRange invalid context id!\n"));
3360 return VERR_INVALID_PARAMETER;
3361 }
3362 pContext = pState->papContexts[cid];
3363 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3364
3365 pContext->state.zRange = zRange;
3366 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_ZRANGE;
3367
3368 if (zRange.min < -1.0)
3369 zRange.min = -1.0;
3370 if (zRange.max > 1.0)
3371 zRange.max = 1.0;
3372
3373 glDepthRange((GLdouble)zRange.min, (GLdouble)zRange.max);
3374 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3375 return VINF_SUCCESS;
3376}
3377
3378/**
3379 * Convert SVGA blend op value to its OpenGL equivalent
3380 */
3381static GLenum vmsvga3dBlendOp2GL(uint32_t blendOp)
3382{
3383 switch (blendOp)
3384 {
3385 case SVGA3D_BLENDOP_ZERO:
3386 return GL_ZERO;
3387 case SVGA3D_BLENDOP_ONE:
3388 return GL_ONE;
3389 case SVGA3D_BLENDOP_SRCCOLOR:
3390 return GL_SRC_COLOR;
3391 case SVGA3D_BLENDOP_INVSRCCOLOR:
3392 return GL_ONE_MINUS_SRC_COLOR;
3393 case SVGA3D_BLENDOP_SRCALPHA:
3394 return GL_SRC_ALPHA;
3395 case SVGA3D_BLENDOP_INVSRCALPHA:
3396 return GL_ONE_MINUS_SRC_ALPHA;
3397 case SVGA3D_BLENDOP_DESTALPHA:
3398 return GL_DST_ALPHA;
3399 case SVGA3D_BLENDOP_INVDESTALPHA:
3400 return GL_ONE_MINUS_DST_ALPHA;
3401 case SVGA3D_BLENDOP_DESTCOLOR:
3402 return GL_DST_COLOR;
3403 case SVGA3D_BLENDOP_INVDESTCOLOR:
3404 return GL_ONE_MINUS_DST_COLOR;
3405 case SVGA3D_BLENDOP_SRCALPHASAT:
3406 return GL_SRC_ALPHA_SATURATE;
3407 case SVGA3D_BLENDOP_BLENDFACTOR:
3408 return GL_CONSTANT_ALPHA; /** @todo correct?? */
3409 case SVGA3D_BLENDOP_INVBLENDFACTOR:
3410 return GL_ONE_MINUS_CONSTANT_ALPHA; /** @todo correct?? */
3411 default:
3412 AssertFailed();
3413 return GL_ONE;
3414 }
3415}
3416
3417static GLenum vmsvga3dBlendEquation2GL(uint32_t blendEq)
3418{
3419 switch (blendEq)
3420 {
3421 case SVGA3D_BLENDEQ_ADD:
3422 return GL_FUNC_ADD;
3423 case SVGA3D_BLENDEQ_SUBTRACT:
3424 return GL_FUNC_SUBTRACT;
3425 case SVGA3D_BLENDEQ_REVSUBTRACT:
3426 return GL_FUNC_REVERSE_SUBTRACT;
3427 case SVGA3D_BLENDEQ_MINIMUM:
3428 return GL_MIN;
3429 case SVGA3D_BLENDEQ_MAXIMUM:
3430 return GL_MAX;
3431 default:
3432 /* SVGA3D_BLENDEQ_INVALID means that the render state has not been set, therefore use default. */
3433 AssertMsg(blendEq == SVGA3D_BLENDEQ_INVALID, ("blendEq=%d (%#x)\n", blendEq, blendEq));
3434 return GL_FUNC_ADD;
3435 }
3436}
3437
3438static GLenum vmsvgaCmpFunc2GL(uint32_t cmpFunc)
3439{
3440 switch (cmpFunc)
3441 {
3442 case SVGA3D_CMP_NEVER:
3443 return GL_NEVER;
3444 case SVGA3D_CMP_LESS:
3445 return GL_LESS;
3446 case SVGA3D_CMP_EQUAL:
3447 return GL_EQUAL;
3448 case SVGA3D_CMP_LESSEQUAL:
3449 return GL_LEQUAL;
3450 case SVGA3D_CMP_GREATER:
3451 return GL_GREATER;
3452 case SVGA3D_CMP_NOTEQUAL:
3453 return GL_NOTEQUAL;
3454 case SVGA3D_CMP_GREATEREQUAL:
3455 return GL_GEQUAL;
3456 case SVGA3D_CMP_ALWAYS:
3457 return GL_ALWAYS;
3458 default:
3459 Assert(cmpFunc == SVGA3D_CMP_INVALID);
3460 return GL_LESS;
3461 }
3462}
3463
3464static GLenum vmsvgaStencipOp2GL(uint32_t stencilOp)
3465{
3466 switch (stencilOp)
3467 {
3468 case SVGA3D_STENCILOP_KEEP:
3469 return GL_KEEP;
3470 case SVGA3D_STENCILOP_ZERO:
3471 return GL_ZERO;
3472 case SVGA3D_STENCILOP_REPLACE:
3473 return GL_REPLACE;
3474 case SVGA3D_STENCILOP_INCRSAT:
3475 return GL_INCR_WRAP;
3476 case SVGA3D_STENCILOP_DECRSAT:
3477 return GL_DECR_WRAP;
3478 case SVGA3D_STENCILOP_INVERT:
3479 return GL_INVERT;
3480 case SVGA3D_STENCILOP_INCR:
3481 return GL_INCR;
3482 case SVGA3D_STENCILOP_DECR:
3483 return GL_DECR;
3484 default:
3485 Assert(stencilOp == SVGA3D_STENCILOP_INVALID);
3486 return GL_KEEP;
3487 }
3488}
3489
3490int vmsvga3dSetRenderState(PVGASTATE pThis, uint32_t cid, uint32_t cRenderStates, SVGA3dRenderState *pRenderState)
3491{
3492 uint32_t val = UINT32_MAX; /* Shut up MSC. */
3493 PVMSVGA3DCONTEXT pContext;
3494 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3495 AssertReturn(pState, VERR_NO_MEMORY);
3496
3497 Log(("vmsvga3dSetRenderState cid=%x cRenderStates=%d\n", cid, cRenderStates));
3498
3499 if ( cid >= pState->cContexts
3500 || pState->papContexts[cid]->id != cid)
3501 {
3502 Log(("vmsvga3dSetRenderState invalid context id!\n"));
3503 return VERR_INVALID_PARAMETER;
3504 }
3505 pContext = pState->papContexts[cid];
3506 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3507
3508 for (unsigned i = 0; i < cRenderStates; i++)
3509 {
3510 GLenum enableCap = ~(GLenum)0;
3511 Log(("vmsvga3dSetRenderState: cid=%x state=%s (%d) val=%x\n", cid, vmsvga3dGetRenderStateName(pRenderState[i].state), pRenderState[i].state, pRenderState[i].uintValue));
3512 /* Save the render state for vm state saving. */
3513 if (pRenderState[i].state < SVGA3D_RS_MAX)
3514 pContext->state.aRenderState[pRenderState[i].state] = pRenderState[i];
3515
3516 switch (pRenderState[i].state)
3517 {
3518 case SVGA3D_RS_ZENABLE: /* SVGA3dBool */
3519 enableCap = GL_DEPTH_TEST;
3520 val = pRenderState[i].uintValue;
3521 break;
3522
3523 case SVGA3D_RS_ZWRITEENABLE: /* SVGA3dBool */
3524 glDepthMask(!!pRenderState[i].uintValue);
3525 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3526 break;
3527
3528 case SVGA3D_RS_ALPHATESTENABLE: /* SVGA3dBool */
3529 enableCap = GL_ALPHA_TEST;
3530 val = pRenderState[i].uintValue;
3531 break;
3532
3533 case SVGA3D_RS_DITHERENABLE: /* SVGA3dBool */
3534 enableCap = GL_DITHER;
3535 val = pRenderState[i].uintValue;
3536 break;
3537
3538 case SVGA3D_RS_FOGENABLE: /* SVGA3dBool */
3539 enableCap = GL_FOG;
3540 val = pRenderState[i].uintValue;
3541 break;
3542
3543 case SVGA3D_RS_SPECULARENABLE: /* SVGA3dBool */
3544 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3545 break;
3546
3547 case SVGA3D_RS_LIGHTINGENABLE: /* SVGA3dBool */
3548 enableCap = GL_LIGHTING;
3549 val = pRenderState[i].uintValue;
3550 break;
3551
3552 case SVGA3D_RS_NORMALIZENORMALS: /* SVGA3dBool */
3553 /* not applicable */
3554 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3555 break;
3556
3557 case SVGA3D_RS_POINTSPRITEENABLE: /* SVGA3dBool */
3558 enableCap = GL_POINT_SPRITE_ARB;
3559 val = pRenderState[i].uintValue;
3560 break;
3561
3562 case SVGA3D_RS_POINTSIZE: /* float */
3563 /** @todo we need to apply scaling for point sizes below the min or above the max; see Wine) */
3564 if (pRenderState[i].floatValue < pState->caps.flPointSize[0])
3565 pRenderState[i].floatValue = pState->caps.flPointSize[0];
3566 if (pRenderState[i].floatValue > pState->caps.flPointSize[1])
3567 pRenderState[i].floatValue = pState->caps.flPointSize[1];
3568
3569 glPointSize(pRenderState[i].floatValue);
3570 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3571 Log(("SVGA3D_RS_POINTSIZE: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3572 break;
3573
3574 case SVGA3D_RS_POINTSIZEMIN: /* float */
3575 pState->ext.glPointParameterf(GL_POINT_SIZE_MIN, pRenderState[i].floatValue);
3576 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3577 Log(("SVGA3D_RS_POINTSIZEMIN: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3578 break;
3579
3580 case SVGA3D_RS_POINTSIZEMAX: /* float */
3581 pState->ext.glPointParameterf(GL_POINT_SIZE_MAX, pRenderState[i].floatValue);
3582 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3583 Log(("SVGA3D_RS_POINTSIZEMAX: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3584 break;
3585
3586 case SVGA3D_RS_POINTSCALEENABLE: /* SVGA3dBool */
3587 case SVGA3D_RS_POINTSCALE_A: /* float */
3588 case SVGA3D_RS_POINTSCALE_B: /* float */
3589 case SVGA3D_RS_POINTSCALE_C: /* float */
3590 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3591 break;
3592
3593 case SVGA3D_RS_AMBIENT: /* SVGA3dColor */
3594 {
3595 GLfloat color[4]; /* red, green, blue, alpha */
3596
3597 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
3598
3599 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color);
3600 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3601 break;
3602 }
3603
3604 case SVGA3D_RS_CLIPPLANEENABLE: /* SVGA3dClipPlanes */
3605 {
3606 AssertCompile(SVGA3D_CLIPPLANE_MAX == (1 << 5));
3607 for (uint32_t j = 0; j <= 5; j++)
3608 {
3609 if (pRenderState[i].uintValue & RT_BIT(j))
3610 glEnable(GL_CLIP_PLANE0 + j);
3611 else
3612 glDisable(GL_CLIP_PLANE0 + j);
3613 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3614 }
3615 break;
3616 }
3617
3618 case SVGA3D_RS_FOGCOLOR: /* SVGA3dColor */
3619 {
3620 GLfloat color[4]; /* red, green, blue, alpha */
3621
3622 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
3623
3624 glFogfv(GL_FOG_COLOR, color);
3625 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3626 break;
3627 }
3628
3629 case SVGA3D_RS_FOGSTART: /* float */
3630 glFogf(GL_FOG_START, pRenderState[i].floatValue);
3631 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3632 break;
3633
3634 case SVGA3D_RS_FOGEND: /* float */
3635 glFogf(GL_FOG_END, pRenderState[i].floatValue);
3636 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3637 break;
3638
3639 case SVGA3D_RS_FOGDENSITY: /* float */
3640 glFogf(GL_FOG_DENSITY, pRenderState[i].floatValue);
3641 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3642 break;
3643
3644 case SVGA3D_RS_RANGEFOGENABLE: /* SVGA3dBool */
3645 glFogi(GL_FOG_COORD_SRC, (pRenderState[i].uintValue) ? GL_FOG_COORD : GL_FRAGMENT_DEPTH);
3646 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3647 break;
3648
3649 case SVGA3D_RS_FOGMODE: /* SVGA3dFogMode */
3650 {
3651 SVGA3dFogMode mode;
3652 mode.uintValue = pRenderState[i].uintValue;
3653
3654 enableCap = GL_FOG_MODE;
3655 switch (mode.s.function)
3656 {
3657 case SVGA3D_FOGFUNC_EXP:
3658 val = GL_EXP;
3659 break;
3660 case SVGA3D_FOGFUNC_EXP2:
3661 val = GL_EXP2;
3662 break;
3663 case SVGA3D_FOGFUNC_LINEAR:
3664 val = GL_LINEAR;
3665 break;
3666 default:
3667 AssertMsgFailedReturn(("Unexpected fog function %d\n", mode.s.function), VERR_INTERNAL_ERROR);
3668 break;
3669 }
3670
3671 /** @todo how to switch between vertex and pixel fog modes??? */
3672 Assert(mode.s.type == SVGA3D_FOGTYPE_PIXEL);
3673#if 0
3674 /* The fog type determines the render state. */
3675 switch (mode.s.type)
3676 {
3677 case SVGA3D_FOGTYPE_VERTEX:
3678 renderState = D3DRS_FOGVERTEXMODE;
3679 break;
3680 case SVGA3D_FOGTYPE_PIXEL:
3681 renderState = D3DRS_FOGTABLEMODE;
3682 break;
3683 default:
3684 AssertMsgFailedReturn(("Unexpected fog type %d\n", mode.s.type), VERR_INTERNAL_ERROR);
3685 break;
3686 }
3687#endif
3688
3689 /* Set the fog base to depth or range. */
3690 switch (mode.s.base)
3691 {
3692 case SVGA3D_FOGBASE_DEPTHBASED:
3693 glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
3694 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3695 break;
3696 case SVGA3D_FOGBASE_RANGEBASED:
3697 glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
3698 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3699 break;
3700 default:
3701 /* ignore */
3702 AssertMsgFailed(("Unexpected fog base %d\n", mode.s.base));
3703 break;
3704 }
3705 break;
3706 }
3707
3708 case SVGA3D_RS_FILLMODE: /* SVGA3dFillMode */
3709 {
3710 SVGA3dFillMode mode;
3711
3712 mode.uintValue = pRenderState[i].uintValue;
3713
3714 switch (mode.s.mode)
3715 {
3716 case SVGA3D_FILLMODE_POINT:
3717 val = GL_POINT;
3718 break;
3719 case SVGA3D_FILLMODE_LINE:
3720 val = GL_LINE;
3721 break;
3722 case SVGA3D_FILLMODE_FILL:
3723 val = GL_FILL;
3724 break;
3725 default:
3726 AssertMsgFailedReturn(("Unexpected fill mode %d\n", mode.s.mode), VERR_INTERNAL_ERROR);
3727 break;
3728 }
3729 /* @note only front and back faces */
3730 Assert(mode.s.face == SVGA3D_FACE_FRONT_BACK);
3731 glPolygonMode(GL_FRONT_AND_BACK, val);
3732 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3733 break;
3734 }
3735
3736 case SVGA3D_RS_SHADEMODE: /* SVGA3dShadeMode */
3737 switch (pRenderState[i].uintValue)
3738 {
3739 case SVGA3D_SHADEMODE_FLAT:
3740 val = GL_FLAT;
3741 break;
3742
3743 case SVGA3D_SHADEMODE_SMOOTH:
3744 val = GL_SMOOTH;
3745 break;
3746
3747 default:
3748 AssertMsgFailedReturn(("Unexpected shade mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
3749 break;
3750 }
3751
3752 glShadeModel(val);
3753 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3754 break;
3755
3756 case SVGA3D_RS_LINEPATTERN: /* SVGA3dLinePattern */
3757 /* No longer supported by d3d; mesagl comments suggest not all backends support it */
3758 /** @todo */
3759 Log(("WARNING: SVGA3D_RS_LINEPATTERN %x not supported!!\n", pRenderState[i].uintValue));
3760 /*
3761 renderState = D3DRS_LINEPATTERN;
3762 val = pRenderState[i].uintValue;
3763 */
3764 break;
3765
3766 case SVGA3D_RS_LINEAA: /* SVGA3dBool */
3767 enableCap = GL_LINE_SMOOTH;
3768 val = pRenderState[i].uintValue;
3769 break;
3770
3771 case SVGA3D_RS_LINEWIDTH: /* float */
3772 glLineWidth(pRenderState[i].floatValue);
3773 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3774 break;
3775
3776 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
3777 {
3778 /* Refresh the blending state based on the new enable setting.
3779 * This will take existing states and set them using either glBlend* or glBlend*Separate.
3780 */
3781 static SVGA3dRenderStateName const saRefreshState[] =
3782 {
3783 SVGA3D_RS_SRCBLEND,
3784 SVGA3D_RS_BLENDEQUATION
3785 };
3786 SVGA3dRenderState renderstate[RT_ELEMENTS(saRefreshState)];
3787 for (uint32_t j = 0; j < RT_ELEMENTS(saRefreshState); ++j)
3788 {
3789 renderstate[j].state = saRefreshState[j];
3790 renderstate[j].uintValue = pContext->state.aRenderState[saRefreshState[j]].uintValue;
3791 }
3792
3793 int rc = vmsvga3dSetRenderState(pThis, cid, 2, renderstate);
3794 AssertRCReturn(rc, rc);
3795
3796 if (pContext->state.aRenderState[SVGA3D_RS_BLENDENABLE].uintValue != 0)
3797 continue; /* Ignore if blend is enabled */
3798 /* Apply SVGA3D_RS_SEPARATEALPHABLENDENABLE as SVGA3D_RS_BLENDENABLE */
3799 } RT_FALL_THRU();
3800
3801 case SVGA3D_RS_BLENDENABLE: /* SVGA3dBool */
3802 enableCap = GL_BLEND;
3803 val = pRenderState[i].uintValue;
3804 break;
3805
3806 case SVGA3D_RS_SRCBLENDALPHA: /* SVGA3dBlendOp */
3807 case SVGA3D_RS_DSTBLENDALPHA: /* SVGA3dBlendOp */
3808 case SVGA3D_RS_SRCBLEND: /* SVGA3dBlendOp */
3809 case SVGA3D_RS_DSTBLEND: /* SVGA3dBlendOp */
3810 {
3811 GLint srcRGB, srcAlpha, dstRGB, dstAlpha;
3812 GLint blendop = vmsvga3dBlendOp2GL(pRenderState[i].uintValue);
3813
3814 glGetIntegerv(GL_BLEND_SRC_RGB, &srcRGB);
3815 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3816 glGetIntegerv(GL_BLEND_DST_RGB, &dstRGB);
3817 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3818 glGetIntegerv(GL_BLEND_DST_ALPHA, &dstAlpha);
3819 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3820 glGetIntegerv(GL_BLEND_SRC_ALPHA, &srcAlpha);
3821 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3822
3823 switch (pRenderState[i].state)
3824 {
3825 case SVGA3D_RS_SRCBLEND:
3826 srcRGB = blendop;
3827 break;
3828 case SVGA3D_RS_DSTBLEND:
3829 dstRGB = blendop;
3830 break;
3831 case SVGA3D_RS_SRCBLENDALPHA:
3832 srcAlpha = blendop;
3833 break;
3834 case SVGA3D_RS_DSTBLENDALPHA:
3835 dstAlpha = blendop;
3836 break;
3837 default:
3838 /* not possible; shut up gcc */
3839 AssertFailed();
3840 break;
3841 }
3842
3843 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
3844 pState->ext.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
3845 else
3846 glBlendFunc(srcRGB, dstRGB);
3847 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3848 break;
3849 }
3850
3851 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
3852 case SVGA3D_RS_BLENDEQUATION: /* SVGA3dBlendEquation */
3853 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
3854 {
3855 GLenum const modeRGB = vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue);
3856 GLenum const modeAlpha = vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATIONALPHA].uintValue);
3857 pState->ext.glBlendEquationSeparate(modeRGB, modeAlpha);
3858 }
3859 else
3860 {
3861#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
3862 glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
3863#else
3864 pState->ext.glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
3865#endif
3866 }
3867 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3868 break;
3869
3870 case SVGA3D_RS_BLENDCOLOR: /* SVGA3dColor */
3871 {
3872 GLfloat red, green, blue, alpha;
3873
3874 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &red, &green, &blue, &alpha);
3875
3876#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
3877 glBlendColor(red, green, blue, alpha);
3878#else
3879 pState->ext.glBlendColor(red, green, blue, alpha);
3880#endif
3881 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3882 break;
3883 }
3884
3885 case SVGA3D_RS_CULLMODE: /* SVGA3dFace */
3886 {
3887 GLenum mode = GL_BACK; /* default for OpenGL */
3888
3889 switch (pRenderState[i].uintValue)
3890 {
3891 case SVGA3D_FACE_NONE:
3892 break;
3893 case SVGA3D_FACE_FRONT:
3894 mode = GL_FRONT;
3895 break;
3896 case SVGA3D_FACE_BACK:
3897 mode = GL_BACK;
3898 break;
3899 case SVGA3D_FACE_FRONT_BACK:
3900 mode = GL_FRONT_AND_BACK;
3901 break;
3902 default:
3903 AssertMsgFailedReturn(("Unexpected cull mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
3904 break;
3905 }
3906 enableCap = GL_CULL_FACE;
3907 if (pRenderState[i].uintValue != SVGA3D_FACE_NONE)
3908 {
3909 glCullFace(mode);
3910 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3911 val = 1;
3912 }
3913 else
3914 val = 0;
3915 break;
3916 }
3917
3918 case SVGA3D_RS_ZFUNC: /* SVGA3dCmpFunc */
3919 glDepthFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue));
3920 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3921 break;
3922
3923 case SVGA3D_RS_ALPHAFUNC: /* SVGA3dCmpFunc */
3924 {
3925 GLclampf ref;
3926
3927 glGetFloatv(GL_ALPHA_TEST_REF, &ref);
3928 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3929 glAlphaFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref);
3930 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3931 break;
3932 }
3933
3934 case SVGA3D_RS_ALPHAREF: /* float (0.0 .. 1.0) */
3935 {
3936 GLint func;
3937
3938 glGetIntegerv(GL_ALPHA_TEST_FUNC, &func);
3939 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3940 glAlphaFunc(func, pRenderState[i].floatValue);
3941 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3942 break;
3943 }
3944
3945 case SVGA3D_RS_STENCILENABLE2SIDED: /* SVGA3dBool */
3946 {
3947 /* Refresh the stencil state based on the new enable setting.
3948 * This will take existing states and set them using either glStencil or glStencil*Separate.
3949 */
3950 static SVGA3dRenderStateName const saRefreshState[] =
3951 {
3952 SVGA3D_RS_STENCILFUNC,
3953 SVGA3D_RS_STENCILFAIL,
3954 SVGA3D_RS_CCWSTENCILFUNC,
3955 SVGA3D_RS_CCWSTENCILFAIL
3956 };
3957 SVGA3dRenderState renderstate[RT_ELEMENTS(saRefreshState)];
3958 for (uint32_t j = 0; j < RT_ELEMENTS(saRefreshState); ++j)
3959 {
3960 renderstate[j].state = saRefreshState[j];
3961 renderstate[j].uintValue = pContext->state.aRenderState[saRefreshState[j]].uintValue;
3962 }
3963
3964 int rc = vmsvga3dSetRenderState(pThis, cid, RT_ELEMENTS(renderstate), renderstate);
3965 AssertRCReturn(rc, rc);
3966
3967 if (pContext->state.aRenderState[SVGA3D_RS_STENCILENABLE].uintValue != 0)
3968 continue; /* Ignore if stencil is enabled */
3969 /* Apply SVGA3D_RS_STENCILENABLE2SIDED as SVGA3D_RS_STENCILENABLE. */
3970 } RT_FALL_THRU();
3971
3972 case SVGA3D_RS_STENCILENABLE: /* SVGA3dBool */
3973 enableCap = GL_STENCIL_TEST;
3974 val = pRenderState[i].uintValue;
3975 break;
3976
3977 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
3978 case SVGA3D_RS_STENCILREF: /* uint32_t */
3979 case SVGA3D_RS_STENCILMASK: /* uint32_t */
3980 {
3981 GLint func, ref;
3982 GLuint mask;
3983
3984 /* Query current values to have all parameters for glStencilFunc[Separate]. */
3985 glGetIntegerv(GL_STENCIL_FUNC, &func);
3986 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3987 glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask);
3988 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3989 glGetIntegerv(GL_STENCIL_REF, &ref);
3990 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3991
3992 /* Update the changed value. */
3993 switch (pRenderState[i].state)
3994 {
3995 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
3996 func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue);
3997 break;
3998
3999 case SVGA3D_RS_STENCILREF: /* uint32_t */
4000 ref = pRenderState[i].uintValue;
4001 break;
4002
4003 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4004 mask = pRenderState[i].uintValue;
4005 break;
4006
4007 default:
4008 /* not possible; shut up gcc */
4009 AssertFailed();
4010 break;
4011 }
4012
4013 if (pContext->state.aRenderState[SVGA3D_RS_STENCILENABLE2SIDED].uintValue != 0)
4014 {
4015 pState->ext.glStencilFuncSeparate(GL_FRONT, func, ref, mask);
4016 }
4017 else
4018 {
4019 glStencilFunc(func, ref, mask);
4020 }
4021 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4022 break;
4023 }
4024
4025 case SVGA3D_RS_STENCILWRITEMASK: /* uint32_t */
4026 glStencilMask(pRenderState[i].uintValue);
4027 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4028 break;
4029
4030 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4031 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4032 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4033 {
4034 GLint sfail, dpfail, dppass;
4035 GLenum const stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4036
4037 glGetIntegerv(GL_STENCIL_FAIL, &sfail);
4038 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4039 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &dpfail);
4040 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4041 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &dppass);
4042 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4043
4044 switch (pRenderState[i].state)
4045 {
4046 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4047 sfail = stencilop;
4048 break;
4049 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4050 dpfail = stencilop;
4051 break;
4052 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4053 dppass = stencilop;
4054 break;
4055 default:
4056 /* not possible; shut up gcc */
4057 AssertFailed();
4058 break;
4059 }
4060 if (pContext->state.aRenderState[SVGA3D_RS_STENCILENABLE2SIDED].uintValue != 0)
4061 {
4062 pState->ext.glStencilOpSeparate(GL_FRONT, sfail, dpfail, dppass);
4063 }
4064 else
4065 {
4066 glStencilOp(sfail, dpfail, dppass);
4067 }
4068 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4069 break;
4070 }
4071
4072 case SVGA3D_RS_CCWSTENCILFUNC: /* SVGA3dCmpFunc */
4073 {
4074 GLint ref;
4075 GLuint mask;
4076 GLint const func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue);
4077
4078 /* GL_STENCIL_VALUE_MASK and GL_STENCIL_REF are the same for both GL_FRONT and GL_BACK. */
4079 glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask);
4080 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4081 glGetIntegerv(GL_STENCIL_REF, &ref);
4082 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4083
4084 pState->ext.glStencilFuncSeparate(GL_BACK, func, ref, mask);
4085 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4086 break;
4087 }
4088
4089 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4090 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4091 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4092 {
4093 GLint sfail, dpfail, dppass;
4094 GLenum const stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4095
4096 glGetIntegerv(GL_STENCIL_BACK_FAIL, &sfail);
4097 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4098 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &dpfail);
4099 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4100 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &dppass);
4101 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4102
4103 switch (pRenderState[i].state)
4104 {
4105 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4106 sfail = stencilop;
4107 break;
4108 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4109 dpfail = stencilop;
4110 break;
4111 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4112 dppass = stencilop;
4113 break;
4114 default:
4115 /* not possible; shut up gcc */
4116 AssertFailed();
4117 break;
4118 }
4119 pState->ext.glStencilOpSeparate(GL_BACK, sfail, dpfail, dppass);
4120 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4121 break;
4122 }
4123
4124 case SVGA3D_RS_ZBIAS: /* float */
4125 /** @todo unknown meaning; depth bias is not identical
4126 renderState = D3DRS_DEPTHBIAS;
4127 val = pRenderState[i].uintValue;
4128 */
4129 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_ZBIAS\n"));
4130 break;
4131
4132 case SVGA3D_RS_DEPTHBIAS: /* float */
4133 {
4134 GLfloat factor;
4135
4136 /** @todo not sure if the d3d & ogl definitions are identical. */
4137
4138 /* Do not change the factor part. */
4139 glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &factor);
4140 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4141
4142 glPolygonOffset(factor, pRenderState[i].floatValue);
4143 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4144 break;
4145 }
4146
4147 case SVGA3D_RS_SLOPESCALEDEPTHBIAS: /* float */
4148 {
4149 GLfloat units;
4150
4151 /** @todo not sure if the d3d & ogl definitions are identical. */
4152
4153 /* Do not change the factor part. */
4154 glGetFloatv(GL_POLYGON_OFFSET_UNITS, &units);
4155 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4156
4157 glPolygonOffset(pRenderState[i].floatValue, units);
4158 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4159 break;
4160 }
4161
4162 case SVGA3D_RS_COLORWRITEENABLE: /* SVGA3dColorMask */
4163 {
4164 GLboolean red, green, blue, alpha;
4165 SVGA3dColorMask mask;
4166
4167 mask.uintValue = pRenderState[i].uintValue;
4168
4169 red = mask.s.red;
4170 green = mask.s.green;
4171 blue = mask.s.blue;
4172 alpha = mask.s.alpha;
4173
4174 glColorMask(red, green, blue, alpha);
4175 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4176 break;
4177 }
4178
4179 case SVGA3D_RS_COLORWRITEENABLE1: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4180 case SVGA3D_RS_COLORWRITEENABLE2: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4181 case SVGA3D_RS_COLORWRITEENABLE3: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4182 Log(("vmsvga3dSetRenderState: WARNING SVGA3D_RS_COLORWRITEENABLEx not supported!!\n"));
4183 break;
4184
4185 case SVGA3D_RS_SCISSORTESTENABLE: /* SVGA3dBool */
4186 enableCap = GL_SCISSOR_TEST;
4187 val = pRenderState[i].uintValue;
4188 break;
4189
4190#if 0
4191 case SVGA3D_RS_DIFFUSEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4192 AssertCompile(D3DMCS_COLOR2 == SVGA3D_VERTEXMATERIAL_SPECULAR);
4193 renderState = D3DRS_DIFFUSEMATERIALSOURCE;
4194 val = pRenderState[i].uintValue;
4195 break;
4196
4197 case SVGA3D_RS_SPECULARMATERIALSOURCE: /* SVGA3dVertexMaterial */
4198 renderState = D3DRS_SPECULARMATERIALSOURCE;
4199 val = pRenderState[i].uintValue;
4200 break;
4201
4202 case SVGA3D_RS_AMBIENTMATERIALSOURCE: /* SVGA3dVertexMaterial */
4203 renderState = D3DRS_AMBIENTMATERIALSOURCE;
4204 val = pRenderState[i].uintValue;
4205 break;
4206
4207 case SVGA3D_RS_EMISSIVEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4208 renderState = D3DRS_EMISSIVEMATERIALSOURCE;
4209 val = pRenderState[i].uintValue;
4210 break;
4211#endif
4212
4213 case SVGA3D_RS_WRAP3: /* SVGA3dWrapFlags */
4214 case SVGA3D_RS_WRAP4: /* SVGA3dWrapFlags */
4215 case SVGA3D_RS_WRAP5: /* SVGA3dWrapFlags */
4216 case SVGA3D_RS_WRAP6: /* SVGA3dWrapFlags */
4217 case SVGA3D_RS_WRAP7: /* SVGA3dWrapFlags */
4218 case SVGA3D_RS_WRAP8: /* SVGA3dWrapFlags */
4219 case SVGA3D_RS_WRAP9: /* SVGA3dWrapFlags */
4220 case SVGA3D_RS_WRAP10: /* SVGA3dWrapFlags */
4221 case SVGA3D_RS_WRAP11: /* SVGA3dWrapFlags */
4222 case SVGA3D_RS_WRAP12: /* SVGA3dWrapFlags */
4223 case SVGA3D_RS_WRAP13: /* SVGA3dWrapFlags */
4224 case SVGA3D_RS_WRAP14: /* SVGA3dWrapFlags */
4225 case SVGA3D_RS_WRAP15: /* SVGA3dWrapFlags */
4226 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_WRAPx (x >= 3)\n"));
4227 break;
4228
4229 case SVGA3D_RS_LASTPIXEL: /* SVGA3dBool */
4230 case SVGA3D_RS_TWEENFACTOR: /* float */
4231 case SVGA3D_RS_INDEXEDVERTEXBLENDENABLE: /* SVGA3dBool */
4232 case SVGA3D_RS_VERTEXBLEND: /* SVGA3dVertexBlendFlags */
4233 Log(("vmsvga3dSetRenderState: WARNING not applicable!!\n"));
4234 break;
4235
4236 case SVGA3D_RS_MULTISAMPLEANTIALIAS: /* SVGA3dBool */
4237 enableCap = GL_MULTISAMPLE;
4238 val = pRenderState[i].uintValue;
4239 break;
4240
4241 case SVGA3D_RS_MULTISAMPLEMASK: /* uint32_t */
4242 case SVGA3D_RS_ANTIALIASEDLINEENABLE: /* SVGA3dBool */
4243 Log(("vmsvga3dSetRenderState: WARNING not applicable??!!\n"));
4244 break;
4245
4246 case SVGA3D_RS_COORDINATETYPE: /* SVGA3dCoordinateType */
4247 Assert(pRenderState[i].uintValue == SVGA3D_COORDINATE_LEFTHANDED);
4248 /** @todo setup a view matrix to scale the world space by -1 in the z-direction for right handed coordinates. */
4249 /*
4250 renderState = D3DRS_COORDINATETYPE;
4251 val = pRenderState[i].uintValue;
4252 */
4253 break;
4254
4255 case SVGA3D_RS_FRONTWINDING: /* SVGA3dFrontWinding */
4256 Assert(pRenderState[i].uintValue == SVGA3D_FRONTWINDING_CW);
4257 /* Invert the selected mode because of y-inversion (?) */
4258 glFrontFace((pRenderState[i].uintValue != SVGA3D_FRONTWINDING_CW) ? GL_CW : GL_CCW);
4259 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4260 break;
4261
4262 case SVGA3D_RS_OUTPUTGAMMA: /* float */
4263 //AssertFailed();
4264 /*
4265 D3DRS_SRGBWRITEENABLE ??
4266 renderState = D3DRS_OUTPUTGAMMA;
4267 val = pRenderState[i].uintValue;
4268 */
4269 break;
4270
4271#if 0
4272
4273 case SVGA3D_RS_VERTEXMATERIALENABLE: /* SVGA3dBool */
4274 //AssertFailed();
4275 renderState = D3DRS_INDEXEDVERTEXBLENDENABLE; /* correct?? */
4276 val = pRenderState[i].uintValue;
4277 break;
4278
4279 case SVGA3D_RS_TEXTUREFACTOR: /* SVGA3dColor */
4280 renderState = D3DRS_TEXTUREFACTOR;
4281 val = pRenderState[i].uintValue;
4282 break;
4283
4284 case SVGA3D_RS_LOCALVIEWER: /* SVGA3dBool */
4285 renderState = D3DRS_LOCALVIEWER;
4286 val = pRenderState[i].uintValue;
4287 break;
4288
4289 case SVGA3D_RS_ZVISIBLE: /* SVGA3dBool */
4290 AssertFailed();
4291 /*
4292 renderState = D3DRS_ZVISIBLE;
4293 val = pRenderState[i].uintValue;
4294 */
4295 break;
4296
4297 case SVGA3D_RS_CLIPPING: /* SVGA3dBool */
4298 renderState = D3DRS_CLIPPING;
4299 val = pRenderState[i].uintValue;
4300 break;
4301
4302 case SVGA3D_RS_WRAP0: /* SVGA3dWrapFlags */
4303 glTexParameter GL_TEXTURE_WRAP_S
4304 Assert(SVGA3D_WRAPCOORD_3 == D3DWRAPCOORD_3);
4305 renderState = D3DRS_WRAP0;
4306 val = pRenderState[i].uintValue;
4307 break;
4308
4309 case SVGA3D_RS_WRAP1: /* SVGA3dWrapFlags */
4310 glTexParameter GL_TEXTURE_WRAP_T
4311 renderState = D3DRS_WRAP1;
4312 val = pRenderState[i].uintValue;
4313 break;
4314
4315 case SVGA3D_RS_WRAP2: /* SVGA3dWrapFlags */
4316 glTexParameter GL_TEXTURE_WRAP_R
4317 renderState = D3DRS_WRAP2;
4318 val = pRenderState[i].uintValue;
4319 break;
4320
4321
4322 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
4323 renderState = D3DRS_SEPARATEALPHABLENDENABLE;
4324 val = pRenderState[i].uintValue;
4325 break;
4326
4327
4328 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4329 renderState = D3DRS_BLENDOPALPHA;
4330 val = pRenderState[i].uintValue;
4331 break;
4332
4333 case SVGA3D_RS_TRANSPARENCYANTIALIAS: /* SVGA3dTransparencyAntialiasType */
4334 AssertFailed();
4335 /*
4336 renderState = D3DRS_TRANSPARENCYANTIALIAS;
4337 val = pRenderState[i].uintValue;
4338 */
4339 break;
4340
4341#endif
4342 default:
4343 AssertFailed();
4344 break;
4345 }
4346
4347 if (enableCap != ~(GLenum)0)
4348 {
4349 if (val)
4350 glEnable(enableCap);
4351 else
4352 glDisable(enableCap);
4353 }
4354 }
4355
4356 return VINF_SUCCESS;
4357}
4358
4359int vmsvga3dSetRenderTarget(PVGASTATE pThis, uint32_t cid, SVGA3dRenderTargetType type, SVGA3dSurfaceImageId target)
4360{
4361 PVMSVGA3DCONTEXT pContext;
4362 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
4363 PVMSVGA3DSURFACE pRenderTarget;
4364
4365 AssertReturn(pState, VERR_NO_MEMORY);
4366 AssertReturn(type < SVGA3D_RT_MAX, VERR_INVALID_PARAMETER);
4367
4368 Log(("vmsvga3dSetRenderTarget cid=%x type=%x surface id=%x\n", cid, type, target.sid));
4369
4370 if ( cid >= pState->cContexts
4371 || pState->papContexts[cid]->id != cid)
4372 {
4373 Log(("vmsvga3dSetRenderTarget invalid context id!\n"));
4374 return VERR_INVALID_PARAMETER;
4375 }
4376 pContext = pState->papContexts[cid];
4377 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4378
4379 /* Save for vm state save/restore. */
4380 pContext->state.aRenderTargets[type] = target.sid;
4381
4382 if (target.sid == SVGA3D_INVALID_ID)
4383 {
4384 /* Disable render target. */
4385 switch (type)
4386 {
4387 case SVGA3D_RT_DEPTH:
4388 case SVGA3D_RT_STENCIL:
4389 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
4390 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4391 break;
4392
4393 case SVGA3D_RT_COLOR0:
4394 case SVGA3D_RT_COLOR1:
4395 case SVGA3D_RT_COLOR2:
4396 case SVGA3D_RT_COLOR3:
4397 case SVGA3D_RT_COLOR4:
4398 case SVGA3D_RT_COLOR5:
4399 case SVGA3D_RT_COLOR6:
4400 case SVGA3D_RT_COLOR7:
4401 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, 0, 0, 0);
4402 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4403 break;
4404
4405 default:
4406 AssertFailedReturn(VERR_INVALID_PARAMETER);
4407 }
4408 return VINF_SUCCESS;
4409 }
4410
4411 AssertReturn(target.sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
4412 AssertReturn(target.sid < pState->cSurfaces && pState->papSurfaces[target.sid]->id == target.sid, VERR_INVALID_PARAMETER);
4413 pRenderTarget = pState->papSurfaces[target.sid];
4414
4415 switch (type)
4416 {
4417 case SVGA3D_RT_DEPTH:
4418 case SVGA3D_RT_STENCIL:
4419 AssertReturn(target.mipmap == 0, VERR_INVALID_PARAMETER);
4420#if 1
4421 /* A texture surface can be used as a render target to fill it and later on used as a texture. */
4422 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4423 {
4424 LogFunc(("create depth texture to be used as render target; surface id=%x type=%d format=%d -> create texture\n",
4425 target.sid, pRenderTarget->surfaceFlags, pRenderTarget->format));
4426 int rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pRenderTarget);
4427 AssertRCReturn(rc, rc);
4428 }
4429
4430 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4431 Assert(!pRenderTarget->fDirty);
4432
4433 pRenderTarget->surfaceFlags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
4434
4435 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER,
4436 (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT,
4437 GL_TEXTURE_2D, pRenderTarget->oglId.texture, target.mipmap);
4438 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4439#else
4440 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4441 {
4442 Log(("vmsvga3dSetRenderTarget: create renderbuffer to be used as render target; surface id=%x type=%d format=%d\n", target.sid, pRenderTarget->surfaceFlags, pRenderTarget->internalFormatGL));
4443 pContext = &pState->SharedCtx;
4444 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4445
4446 pState->ext.glGenRenderbuffers(1, &pRenderTarget->oglId.renderbuffer);
4447 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4448
4449 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4450 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4451
4452 pState->ext.glRenderbufferStorage(GL_RENDERBUFFER,
4453 pRenderTarget->internalFormatGL,
4454 pRenderTarget->pMipmapLevels[0].mipmapSize.width,
4455 pRenderTarget->pMipmapLevels[0].mipmapSize.height);
4456 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4457
4458 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, OPENGL_INVALID_ID);
4459 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4460
4461 pContext = pState->papContexts[cid];
4462 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4463 pRenderTarget->idWeakContextAssociation = cid;
4464 }
4465
4466 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4467 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4468 Assert(!pRenderTarget->fDirty);
4469 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4470
4471 pRenderTarget->surfaceFlags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
4472
4473 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4474 (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT,
4475 GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4476 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4477#endif
4478 break;
4479
4480 case SVGA3D_RT_COLOR0:
4481 case SVGA3D_RT_COLOR1:
4482 case SVGA3D_RT_COLOR2:
4483 case SVGA3D_RT_COLOR3:
4484 case SVGA3D_RT_COLOR4:
4485 case SVGA3D_RT_COLOR5:
4486 case SVGA3D_RT_COLOR6:
4487 case SVGA3D_RT_COLOR7:
4488 {
4489 /* A texture surface can be used as a render target to fill it and later on used as a texture. */
4490 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4491 {
4492 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));
4493 int rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pRenderTarget);
4494 AssertRCReturn(rc, rc);
4495 }
4496
4497 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4498 Assert(!pRenderTarget->fDirty);
4499
4500 pRenderTarget->surfaceFlags |= SVGA3D_SURFACE_HINT_RENDERTARGET;
4501
4502 GLenum textarget;
4503 if (pRenderTarget->surfaceFlags & SVGA3D_SURFACE_CUBEMAP)
4504 textarget = vmsvga3dCubemapFaceFromIndex(target.face);
4505 else
4506 textarget = GL_TEXTURE_2D;
4507 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0,
4508 textarget, pRenderTarget->oglId.texture, target.mipmap);
4509 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4510
4511#ifdef DEBUG
4512 GLenum status = pState->ext.glCheckFramebufferStatus(GL_FRAMEBUFFER);
4513 if (status != GL_FRAMEBUFFER_COMPLETE)
4514 Log(("vmsvga3dSetRenderTarget: WARNING: glCheckFramebufferStatus returned %x\n", status));
4515#endif
4516 /** @todo use glDrawBuffers too? */
4517 break;
4518 }
4519
4520 default:
4521 AssertFailedReturn(VERR_INVALID_PARAMETER);
4522 }
4523
4524 return VINF_SUCCESS;
4525}
4526
4527#if 0
4528/**
4529 * Convert SVGA texture combiner value to its D3D equivalent
4530 */
4531static DWORD vmsvga3dTextureCombiner2D3D(uint32_t value)
4532{
4533 switch (value)
4534 {
4535 case SVGA3D_TC_DISABLE:
4536 return D3DTOP_DISABLE;
4537 case SVGA3D_TC_SELECTARG1:
4538 return D3DTOP_SELECTARG1;
4539 case SVGA3D_TC_SELECTARG2:
4540 return D3DTOP_SELECTARG2;
4541 case SVGA3D_TC_MODULATE:
4542 return D3DTOP_MODULATE;
4543 case SVGA3D_TC_ADD:
4544 return D3DTOP_ADD;
4545 case SVGA3D_TC_ADDSIGNED:
4546 return D3DTOP_ADDSIGNED;
4547 case SVGA3D_TC_SUBTRACT:
4548 return D3DTOP_SUBTRACT;
4549 case SVGA3D_TC_BLENDTEXTUREALPHA:
4550 return D3DTOP_BLENDTEXTUREALPHA;
4551 case SVGA3D_TC_BLENDDIFFUSEALPHA:
4552 return D3DTOP_BLENDDIFFUSEALPHA;
4553 case SVGA3D_TC_BLENDCURRENTALPHA:
4554 return D3DTOP_BLENDCURRENTALPHA;
4555 case SVGA3D_TC_BLENDFACTORALPHA:
4556 return D3DTOP_BLENDFACTORALPHA;
4557 case SVGA3D_TC_MODULATE2X:
4558 return D3DTOP_MODULATE2X;
4559 case SVGA3D_TC_MODULATE4X:
4560 return D3DTOP_MODULATE4X;
4561 case SVGA3D_TC_DSDT:
4562 AssertFailed(); /** @todo ??? */
4563 return D3DTOP_DISABLE;
4564 case SVGA3D_TC_DOTPRODUCT3:
4565 return D3DTOP_DOTPRODUCT3;
4566 case SVGA3D_TC_BLENDTEXTUREALPHAPM:
4567 return D3DTOP_BLENDTEXTUREALPHAPM;
4568 case SVGA3D_TC_ADDSIGNED2X:
4569 return D3DTOP_ADDSIGNED2X;
4570 case SVGA3D_TC_ADDSMOOTH:
4571 return D3DTOP_ADDSMOOTH;
4572 case SVGA3D_TC_PREMODULATE:
4573 return D3DTOP_PREMODULATE;
4574 case SVGA3D_TC_MODULATEALPHA_ADDCOLOR:
4575 return D3DTOP_MODULATEALPHA_ADDCOLOR;
4576 case SVGA3D_TC_MODULATECOLOR_ADDALPHA:
4577 return D3DTOP_MODULATECOLOR_ADDALPHA;
4578 case SVGA3D_TC_MODULATEINVALPHA_ADDCOLOR:
4579 return D3DTOP_MODULATEINVALPHA_ADDCOLOR;
4580 case SVGA3D_TC_MODULATEINVCOLOR_ADDALPHA:
4581 return D3DTOP_MODULATEINVCOLOR_ADDALPHA;
4582 case SVGA3D_TC_BUMPENVMAPLUMINANCE:
4583 return D3DTOP_BUMPENVMAPLUMINANCE;
4584 case SVGA3D_TC_MULTIPLYADD:
4585 return D3DTOP_MULTIPLYADD;
4586 case SVGA3D_TC_LERP:
4587 return D3DTOP_LERP;
4588 default:
4589 AssertFailed();
4590 return D3DTOP_DISABLE;
4591 }
4592}
4593
4594/**
4595 * Convert SVGA texture arg data value to its D3D equivalent
4596 */
4597static DWORD vmsvga3dTextureArgData2D3D(uint32_t value)
4598{
4599 switch (value)
4600 {
4601 case SVGA3D_TA_CONSTANT:
4602 return D3DTA_CONSTANT;
4603 case SVGA3D_TA_PREVIOUS:
4604 return D3DTA_CURRENT; /* current = previous */
4605 case SVGA3D_TA_DIFFUSE:
4606 return D3DTA_DIFFUSE;
4607 case SVGA3D_TA_TEXTURE:
4608 return D3DTA_TEXTURE;
4609 case SVGA3D_TA_SPECULAR:
4610 return D3DTA_SPECULAR;
4611 default:
4612 AssertFailed();
4613 return 0;
4614 }
4615}
4616
4617/**
4618 * Convert SVGA texture transform flag value to its D3D equivalent
4619 */
4620static DWORD vmsvga3dTextTransformFlags2D3D(uint32_t value)
4621{
4622 switch (value)
4623 {
4624 case SVGA3D_TEX_TRANSFORM_OFF:
4625 return D3DTTFF_DISABLE;
4626 case SVGA3D_TEX_TRANSFORM_S:
4627 return D3DTTFF_COUNT1; /** @todo correct? */
4628 case SVGA3D_TEX_TRANSFORM_T:
4629 return D3DTTFF_COUNT2; /** @todo correct? */
4630 case SVGA3D_TEX_TRANSFORM_R:
4631 return D3DTTFF_COUNT3; /** @todo correct? */
4632 case SVGA3D_TEX_TRANSFORM_Q:
4633 return D3DTTFF_COUNT4; /** @todo correct? */
4634 case SVGA3D_TEX_PROJECTED:
4635 return D3DTTFF_PROJECTED;
4636 default:
4637 AssertFailed();
4638 return 0;
4639 }
4640}
4641#endif
4642
4643static GLenum vmsvga3dTextureAddress2OGL(SVGA3dTextureAddress value)
4644{
4645 switch (value)
4646 {
4647 case SVGA3D_TEX_ADDRESS_WRAP:
4648 return GL_REPEAT;
4649 case SVGA3D_TEX_ADDRESS_MIRROR:
4650 return GL_MIRRORED_REPEAT;
4651 case SVGA3D_TEX_ADDRESS_CLAMP:
4652 return GL_CLAMP_TO_EDGE;
4653 case SVGA3D_TEX_ADDRESS_BORDER:
4654 return GL_CLAMP_TO_BORDER;
4655 case SVGA3D_TEX_ADDRESS_MIRRORONCE:
4656 AssertFailed();
4657 return GL_CLAMP_TO_EDGE_SGIS; /** @todo correct? */
4658
4659 case SVGA3D_TEX_ADDRESS_EDGE:
4660 case SVGA3D_TEX_ADDRESS_INVALID:
4661 default:
4662 AssertFailed();
4663 return GL_REPEAT; /* default */
4664 }
4665}
4666
4667static GLenum vmsvga3dTextureFilter2OGL(SVGA3dTextureFilter value)
4668{
4669 switch (value)
4670 {
4671 case SVGA3D_TEX_FILTER_NONE:
4672 case SVGA3D_TEX_FILTER_LINEAR:
4673 return GL_LINEAR;
4674 case SVGA3D_TEX_FILTER_NEAREST:
4675 return GL_NEAREST;
4676 case SVGA3D_TEX_FILTER_ANISOTROPIC:
4677 /** @todo */
4678 case SVGA3D_TEX_FILTER_FLATCUBIC: // Deprecated, not implemented
4679 case SVGA3D_TEX_FILTER_GAUSSIANCUBIC: // Deprecated, not implemented
4680 case SVGA3D_TEX_FILTER_PYRAMIDALQUAD: // Not currently implemented
4681 case SVGA3D_TEX_FILTER_GAUSSIANQUAD: // Not currently implemented
4682 default:
4683 AssertFailed();
4684 return GL_LINEAR; /* default */
4685 }
4686}
4687
4688uint32_t vmsvga3dSVGA3dColor2RGBA(SVGA3dColor value)
4689{
4690 /* flip the red and blue bytes */
4691 uint8_t blue = value & 0xff;
4692 uint8_t red = (value >> 16) & 0xff;
4693 return (value & 0xff00ff00) | red | (blue << 16);
4694}
4695
4696int vmsvga3dSetTextureState(PVGASTATE pThis, uint32_t cid, uint32_t cTextureStates, SVGA3dTextureState *pTextureState)
4697{
4698 GLenum val = ~(GLenum)0; /* Shut up MSC. */
4699 GLenum currentStage = ~(GLenum)0;
4700 PVMSVGA3DCONTEXT pContext;
4701 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
4702 AssertReturn(pState, VERR_NO_MEMORY);
4703
4704 Log(("vmsvga3dSetTextureState %x cTextureState=%d\n", cid, cTextureStates));
4705
4706 if ( cid >= pState->cContexts
4707 || pState->papContexts[cid]->id != cid)
4708 {
4709 Log(("vmsvga3dSetTextureState invalid context id!\n"));
4710 return VERR_INVALID_PARAMETER;
4711 }
4712 pContext = pState->papContexts[cid];
4713 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4714
4715 /* Which texture is active for the current stage. Needed to use right OpenGL target when setting parameters. */
4716 PVMSVGA3DSURFACE pCurrentTextureSurface = NULL;
4717
4718 for (uint32_t i = 0; i < cTextureStates; ++i)
4719 {
4720 GLenum textureType = ~(GLenum)0;
4721#if 0
4722 GLenum samplerType = ~(GLenum)0;
4723#endif
4724
4725 LogFunc(("cid=%x stage=%d type=%s (%x) val=%x\n",
4726 cid, pTextureState[i].stage, vmsvga3dTextureStateToString(pTextureState[i].name), pTextureState[i].name, pTextureState[i].value));
4727
4728 /* Record the texture state for vm state saving. */
4729 if ( pTextureState[i].stage < RT_ELEMENTS(pContext->state.aTextureStates)
4730 && pTextureState[i].name < RT_ELEMENTS(pContext->state.aTextureStates[0]))
4731 {
4732 pContext->state.aTextureStates[pTextureState[i].stage][pTextureState[i].name] = pTextureState[i];
4733 }
4734
4735 /* Activate the right texture unit for subsequent texture state changes. */
4736 if (pTextureState[i].stage != currentStage || i == 0)
4737 {
4738 /** @todo Is this the appropriate limit for all kinds of textures? It is the
4739 * size of aSidActiveTextures and for binding/unbinding we cannot exceed it. */
4740 if (pTextureState[i].stage < RT_ELEMENTS(pContext->state.aTextureStates))
4741 {
4742 pState->ext.glActiveTexture(GL_TEXTURE0 + pTextureState[i].stage);
4743 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4744 currentStage = pTextureState[i].stage;
4745 }
4746 else
4747 {
4748 AssertMsgFailed(("pTextureState[%d].stage=%#x name=%#x\n", i, pTextureState[i].stage, pTextureState[i].name));
4749 continue;
4750 }
4751
4752 if (pContext->aSidActiveTextures[currentStage] != SVGA3D_INVALID_ID)
4753 {
4754 int rc = vmsvga3dSurfaceFromSid(pState, pContext->aSidActiveTextures[currentStage], &pCurrentTextureSurface);
4755 AssertRCReturn(rc, rc);
4756 }
4757 else
4758 pCurrentTextureSurface = NULL; /* Make sure that no stale pointer is used. */
4759 }
4760
4761 switch (pTextureState[i].name)
4762 {
4763 case SVGA3D_TS_BUMPENVMAT00: /* float */
4764 case SVGA3D_TS_BUMPENVMAT01: /* float */
4765 case SVGA3D_TS_BUMPENVMAT10: /* float */
4766 case SVGA3D_TS_BUMPENVMAT11: /* float */
4767 case SVGA3D_TS_BUMPENVLSCALE: /* float */
4768 case SVGA3D_TS_BUMPENVLOFFSET: /* float */
4769 Log(("vmsvga3dSetTextureState: bump mapping texture options not supported!!\n"));
4770 break;
4771
4772 case SVGA3D_TS_COLOROP: /* SVGA3dTextureCombiner */
4773 case SVGA3D_TS_COLORARG0: /* SVGA3dTextureArgData */
4774 case SVGA3D_TS_COLORARG1: /* SVGA3dTextureArgData */
4775 case SVGA3D_TS_COLORARG2: /* SVGA3dTextureArgData */
4776 case SVGA3D_TS_ALPHAOP: /* SVGA3dTextureCombiner */
4777 case SVGA3D_TS_ALPHAARG0: /* SVGA3dTextureArgData */
4778 case SVGA3D_TS_ALPHAARG1: /* SVGA3dTextureArgData */
4779 case SVGA3D_TS_ALPHAARG2: /* SVGA3dTextureArgData */
4780 /** @todo not used by MesaGL */
4781 Log(("vmsvga3dSetTextureState: colorop/alphaop not yet supported!!\n"));
4782 break;
4783#if 0
4784
4785 case SVGA3D_TS_TEXCOORDINDEX: /* uint32_t */
4786 textureType = D3DTSS_TEXCOORDINDEX;
4787 val = pTextureState[i].value;
4788 break;
4789
4790 case SVGA3D_TS_TEXTURETRANSFORMFLAGS: /* SVGA3dTexTransformFlags */
4791 textureType = D3DTSS_TEXTURETRANSFORMFLAGS;
4792 val = vmsvga3dTextTransformFlags2D3D(pTextureState[i].value);
4793 break;
4794#endif
4795
4796 case SVGA3D_TS_BIND_TEXTURE: /* SVGA3dSurfaceId */
4797 {
4798 uint32_t const sid = pTextureState[i].value;
4799
4800 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture sid=%x replacing sid=%x\n",
4801 currentStage, sid, pContext->aSidActiveTextures[currentStage]));
4802
4803 /* Only is texture actually changed. */ /// @todo needs testing.
4804 if (pContext->aSidActiveTextures[currentStage] != sid)
4805 {
4806 if (pCurrentTextureSurface)
4807 {
4808 /* Unselect the currently associated texture. */
4809 glBindTexture(pCurrentTextureSurface->targetGL, 0);
4810 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4811
4812 /* Necessary for the fixed pipeline. */
4813 glDisable(pCurrentTextureSurface->targetGL);
4814 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4815
4816 pCurrentTextureSurface = NULL;
4817 }
4818
4819 if (sid == SVGA3D_INVALID_ID)
4820 {
4821 Assert(pCurrentTextureSurface == NULL);
4822 }
4823 else
4824 {
4825 PVMSVGA3DSURFACE pSurface;
4826 int rc = vmsvga3dSurfaceFromSid(pState, sid, &pSurface);
4827 AssertRCReturn(rc, rc);
4828
4829 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture sid=%x (%d,%d) replacing sid=%x\n",
4830 currentStage, sid, pSurface->pMipmapLevels[0].mipmapSize.width,
4831 pSurface->pMipmapLevels[0].mipmapSize.height, pContext->aSidActiveTextures[currentStage]));
4832
4833 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
4834 {
4835 Log(("CreateTexture (%d,%d) levels=%d\n",
4836 pSurface->pMipmapLevels[0].mipmapSize.width, pSurface->pMipmapLevels[0].mipmapSize.height, pSurface->faces[0].numMipLevels));
4837 rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface);
4838 AssertRCReturn(rc, rc);
4839 }
4840
4841 glBindTexture(pSurface->targetGL, pSurface->oglId.texture);
4842 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4843
4844 /* Necessary for the fixed pipeline. */
4845 glEnable(pSurface->targetGL);
4846 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4847
4848 /* Remember the currently active texture. */
4849 pCurrentTextureSurface = pSurface;
4850
4851 /* Recreate the texture state as glBindTexture resets them all (sigh). */
4852 for (uint32_t iStage = 0; iStage < RT_ELEMENTS(pContext->state.aTextureStates); iStage++)
4853 {
4854 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aTextureStates[0]); j++)
4855 {
4856 SVGA3dTextureState *pTextureStateIter = &pContext->state.aTextureStates[iStage][j];
4857
4858 if ( pTextureStateIter->name != SVGA3D_TS_INVALID
4859 && pTextureStateIter->name != SVGA3D_TS_BIND_TEXTURE)
4860 vmsvga3dSetTextureState(pThis, pContext->id, 1, pTextureStateIter);
4861 }
4862 }
4863 }
4864
4865 pContext->aSidActiveTextures[currentStage] = sid;
4866 }
4867
4868 /* Finished; continue with the next one. */
4869 continue;
4870 }
4871
4872 case SVGA3D_TS_ADDRESSW: /* SVGA3dTextureAddress */
4873 textureType = GL_TEXTURE_WRAP_R; /* R = W */
4874 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
4875 break;
4876
4877 case SVGA3D_TS_ADDRESSU: /* SVGA3dTextureAddress */
4878 textureType = GL_TEXTURE_WRAP_S; /* S = U */
4879 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
4880 break;
4881
4882 case SVGA3D_TS_ADDRESSV: /* SVGA3dTextureAddress */
4883 textureType = GL_TEXTURE_WRAP_T; /* T = V */
4884 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
4885 break;
4886
4887 case SVGA3D_TS_MIPFILTER: /* SVGA3dTextureFilter */
4888 case SVGA3D_TS_MINFILTER: /* SVGA3dTextureFilter */
4889 {
4890 uint32_t mipFilter = pContext->state.aTextureStates[currentStage][SVGA3D_TS_MIPFILTER].value;
4891 uint32_t minFilter = pContext->state.aTextureStates[currentStage][SVGA3D_TS_MINFILTER].value;
4892
4893 /* If SVGA3D_TS_MIPFILTER is set to NONE, then use SVGA3D_TS_MIPFILTER, otherwise SVGA3D_TS_MIPFILTER enables mipmap minification. */
4894 textureType = GL_TEXTURE_MIN_FILTER;
4895 if (mipFilter != SVGA3D_TEX_FILTER_NONE)
4896 {
4897 if (minFilter == SVGA3D_TEX_FILTER_NEAREST)
4898 {
4899 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
4900 val = GL_NEAREST_MIPMAP_LINEAR;
4901 else
4902 val = GL_NEAREST_MIPMAP_NEAREST;
4903 }
4904 else
4905 {
4906 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
4907 val = GL_LINEAR_MIPMAP_LINEAR;
4908 else
4909 val = GL_LINEAR_MIPMAP_NEAREST;
4910 }
4911 }
4912 else
4913 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)minFilter);
4914 break;
4915 }
4916
4917 case SVGA3D_TS_MAGFILTER: /* SVGA3dTextureFilter */
4918 textureType = GL_TEXTURE_MAG_FILTER;
4919 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)pTextureState[i].value);
4920 Assert(val == GL_NEAREST || val == GL_LINEAR);
4921 break;
4922
4923 case SVGA3D_TS_BORDERCOLOR: /* SVGA3dColor */
4924 {
4925 GLfloat color[4]; /* red, green, blue, alpha */
4926 vmsvgaColor2GLFloatArray(pTextureState[i].value, &color[0], &color[1], &color[2], &color[3]);
4927
4928 GLenum targetGL;
4929 if (pCurrentTextureSurface)
4930 targetGL = pCurrentTextureSurface->targetGL;
4931 else
4932 {
4933 /* No texture bound, assume 2D. */
4934 targetGL = GL_TEXTURE_2D;
4935 }
4936
4937 glTexParameterfv(targetGL, GL_TEXTURE_BORDER_COLOR, color); /* Identical; default 0.0 identical too */
4938 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4939 break;
4940 }
4941
4942 case SVGA3D_TS_TEXTURE_LOD_BIAS: /* float */
4943 {
4944 GLenum targetGL;
4945 if (pCurrentTextureSurface)
4946 targetGL = pCurrentTextureSurface->targetGL;
4947 else
4948 {
4949 /* No texture bound, assume 2D. */
4950 targetGL = GL_TEXTURE_2D;
4951 }
4952
4953 glTexParameterf(targetGL, GL_TEXTURE_LOD_BIAS, pTextureState[i].floatValue); /* Identical; default 0.0 identical too */
4954 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4955 break;
4956 }
4957
4958 case SVGA3D_TS_TEXTURE_MIPMAP_LEVEL: /* uint32_t */
4959 textureType = GL_TEXTURE_BASE_LEVEL;
4960 val = pTextureState[i].value;
4961 break;
4962
4963#if 0
4964 case SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL: /* uint32_t */
4965 samplerType = D3DSAMP_MAXANISOTROPY;
4966 val = pTextureState[i].value; /* Identical?? */
4967 break;
4968
4969 case SVGA3D_TS_GAMMA: /* float */
4970 samplerType = D3DSAMP_SRGBTEXTURE;
4971 /* Boolean in D3D */
4972 if (pTextureState[i].floatValue == 1.0f)
4973 val = FALSE;
4974 else
4975 val = TRUE;
4976 break;
4977#endif
4978 /* Internal commands, that don't map directly to the SetTextureStageState API. */
4979 case SVGA3D_TS_TEXCOORDGEN: /* SVGA3dTextureCoordGen */
4980 AssertFailed();
4981 break;
4982
4983 default:
4984 //AssertFailed();
4985 break;
4986 }
4987
4988 if (textureType != ~(GLenum)0)
4989 {
4990 GLenum targetGL;
4991 if (pCurrentTextureSurface)
4992 targetGL = pCurrentTextureSurface->targetGL;
4993 else
4994 {
4995 /* No texture bound, assume 2D. */
4996 targetGL = GL_TEXTURE_2D;
4997 }
4998
4999 glTexParameteri(targetGL, textureType, val);
5000 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5001 }
5002 }
5003
5004 return VINF_SUCCESS;
5005}
5006
5007int vmsvga3dSetMaterial(PVGASTATE pThis, uint32_t cid, SVGA3dFace face, SVGA3dMaterial *pMaterial)
5008{
5009 PVMSVGA3DCONTEXT pContext;
5010 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5011 AssertReturn(pState, VERR_NO_MEMORY);
5012 GLenum oglFace;
5013
5014 Log(("vmsvga3dSetMaterial cid=%x face %d\n", cid, face));
5015
5016 if ( cid >= pState->cContexts
5017 || pState->papContexts[cid]->id != cid)
5018 {
5019 Log(("vmsvga3dSetMaterial invalid context id!\n"));
5020 return VERR_INVALID_PARAMETER;
5021 }
5022 pContext = pState->papContexts[cid];
5023 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5024
5025 switch (face)
5026 {
5027 case SVGA3D_FACE_NONE:
5028 case SVGA3D_FACE_FRONT:
5029 oglFace = GL_FRONT;
5030 break;
5031
5032 case SVGA3D_FACE_BACK:
5033 oglFace = GL_BACK;
5034 break;
5035
5036 case SVGA3D_FACE_FRONT_BACK:
5037 oglFace = GL_FRONT_AND_BACK;
5038 break;
5039
5040 default:
5041 AssertFailedReturn(VERR_INVALID_PARAMETER);
5042 }
5043
5044 /* Save for vm state save/restore. */
5045 pContext->state.aMaterial[face].fValid = true;
5046 pContext->state.aMaterial[face].material = *pMaterial;
5047 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_MATERIAL;
5048
5049 glMaterialfv(oglFace, GL_DIFFUSE, pMaterial->diffuse);
5050 glMaterialfv(oglFace, GL_AMBIENT, pMaterial->ambient);
5051 glMaterialfv(oglFace, GL_SPECULAR, pMaterial->specular);
5052 glMaterialfv(oglFace, GL_EMISSION, pMaterial->emissive);
5053 glMaterialfv(oglFace, GL_SHININESS, &pMaterial->shininess);
5054 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5055
5056 return VINF_SUCCESS;
5057}
5058
5059/** @todo Move into separate library as we are using logic from Wine here. */
5060int vmsvga3dSetLightData(PVGASTATE pThis, uint32_t cid, uint32_t index, SVGA3dLightData *pData)
5061{
5062 PVMSVGA3DCONTEXT pContext;
5063 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5064 AssertReturn(pState, VERR_NO_MEMORY);
5065 float QuadAttenuation;
5066
5067 Log(("vmsvga3dSetLightData cid=%x index=%d type=%d\n", cid, index, pData->type));
5068
5069 if ( cid >= pState->cContexts
5070 || pState->papContexts[cid]->id != cid)
5071 {
5072 Log(("vmsvga3dSetLightData invalid context id!\n"));
5073 return VERR_INVALID_PARAMETER;
5074 }
5075 pContext = pState->papContexts[cid];
5076 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5077
5078 /* Store for vm state save/restore */
5079 if (index < SVGA3D_MAX_LIGHTS)
5080 {
5081 pContext->state.aLightData[index].fValidData = true;
5082 pContext->state.aLightData[index].data = *pData;
5083 }
5084 else
5085 AssertFailed();
5086
5087 if ( pData->attenuation0 < 0.0f
5088 || pData->attenuation1 < 0.0f
5089 || pData->attenuation2 < 0.0f)
5090 {
5091 Log(("vmsvga3dSetLightData: invalid negative attenuation values!!\n"));
5092 return VINF_SUCCESS; /* ignore; could crash the GL driver */
5093 }
5094
5095 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d */
5096 glMatrixMode(GL_MODELVIEW);
5097 glPushMatrix();
5098 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5099
5100 glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, pData->diffuse);
5101 glLightfv(GL_LIGHT0 + index, GL_SPECULAR, pData->specular);
5102 glLightfv(GL_LIGHT0 + index, GL_AMBIENT, pData->ambient);
5103
5104 if (pData->range * pData->range >= FLT_MIN)
5105 QuadAttenuation = 1.4f / (pData->range * pData->range);
5106 else
5107 QuadAttenuation = 0.0f;
5108
5109 switch (pData->type)
5110 {
5111 case SVGA3D_LIGHTTYPE_POINT:
5112 {
5113 GLfloat position[4];
5114
5115 position[0] = pData->position[0];
5116 position[1] = pData->position[1];
5117 position[2] = pData->position[2];
5118 position[3] = 1.0f;
5119
5120 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5121 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5122
5123 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5124 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5125
5126 /* Attenuation - Are these right? guessing... */
5127 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5128 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5129
5130 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5131 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5132
5133 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5134 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5135
5136 /** @todo range */
5137 break;
5138 }
5139
5140 case SVGA3D_LIGHTTYPE_SPOT1:
5141 {
5142 GLfloat exponent;
5143 GLfloat position[4];
5144 const GLfloat pi = 4.0f * atanf(1.0f);
5145
5146 position[0] = pData->position[0];
5147 position[1] = pData->position[1];
5148 position[2] = pData->position[2];
5149 position[3] = 1.0f;
5150
5151 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5152 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5153
5154 position[0] = pData->direction[0];
5155 position[1] = pData->direction[1];
5156 position[2] = pData->direction[2];
5157 position[3] = 1.0f;
5158
5159 glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, position);
5160 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5161
5162 /*
5163 * opengl-ish and d3d-ish spot lights use too different models for the
5164 * light "intensity" as a function of the angle towards the main light direction,
5165 * so we only can approximate very roughly.
5166 * however spot lights are rather rarely used in games (if ever used at all).
5167 * furthermore if still used, probably nobody pays attention to such details.
5168 */
5169 if (pData->falloff == 0)
5170 {
5171 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
5172 * falloff resp. exponent parameter as an exponent, so the spot light lighting
5173 * will always be 1.0 for both of them, and we don't have to care for the
5174 * rest of the rather complex calculation
5175 */
5176 exponent = 0.0f;
5177 }
5178 else
5179 {
5180 float rho = pData->theta + (pData->phi - pData->theta) / (2 * pData->falloff);
5181 if (rho < 0.0001f)
5182 rho = 0.0001f;
5183 exponent = -0.3f/log(cos(rho/2));
5184 }
5185 if (exponent > 128.0f)
5186 exponent = 128.0f;
5187
5188 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, exponent);
5189 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5190
5191 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, pData->phi * 90.0 / pi);
5192 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5193
5194 /* Attenuation - Are these right? guessing... */
5195 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5196 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5197
5198 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5199 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5200
5201 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5202 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5203
5204 /** @todo range */
5205 break;
5206 }
5207
5208 case SVGA3D_LIGHTTYPE_DIRECTIONAL:
5209 {
5210 GLfloat position[4];
5211
5212 position[0] = -pData->direction[0];
5213 position[1] = -pData->direction[1];
5214 position[2] = -pData->direction[2];
5215 position[3] = 0.0f;
5216
5217 glLightfv(GL_LIGHT0 + index, GL_POSITION, position); /* Note gl uses w position of 0 for direction! */
5218 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5219
5220 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5221 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5222
5223 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, 0.0f);
5224 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5225 break;
5226 }
5227
5228 case SVGA3D_LIGHTTYPE_SPOT2:
5229 default:
5230 Log(("Unsupported light type!!\n"));
5231 return VERR_INVALID_PARAMETER;
5232 }
5233
5234 /* Restore the modelview matrix */
5235 glPopMatrix();
5236
5237 return VINF_SUCCESS;
5238}
5239
5240int vmsvga3dSetLightEnabled(PVGASTATE pThis, uint32_t cid, uint32_t index, uint32_t enabled)
5241{
5242 PVMSVGA3DCONTEXT pContext;
5243 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5244 AssertReturn(pState, VERR_NO_MEMORY);
5245
5246 Log(("vmsvga3dSetLightEnabled cid=%x %d -> %d\n", cid, index, enabled));
5247
5248 if ( cid >= pState->cContexts
5249 || pState->papContexts[cid]->id != cid)
5250 {
5251 Log(("vmsvga3dSetLightEnabled invalid context id!\n"));
5252 return VERR_INVALID_PARAMETER;
5253 }
5254 pContext = pState->papContexts[cid];
5255 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5256
5257 /* Store for vm state save/restore */
5258 if (index < SVGA3D_MAX_LIGHTS)
5259 pContext->state.aLightData[index].fEnabled = !!enabled;
5260 else
5261 AssertFailed();
5262
5263 if (enabled)
5264 {
5265 /* Load the default settings if none have been set yet. */
5266 if (!pContext->state.aLightData[index].fValidData)
5267 vmsvga3dSetLightData(pThis, cid, index, (SVGA3dLightData *)&vmsvga3d_default_light);
5268 glEnable(GL_LIGHT0 + index);
5269 }
5270 else
5271 glDisable(GL_LIGHT0 + index);
5272
5273 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5274 return VINF_SUCCESS;
5275}
5276
5277int vmsvga3dSetViewPort(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5278{
5279 PVMSVGA3DCONTEXT pContext;
5280 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5281 AssertReturn(pState, VERR_NO_MEMORY);
5282
5283 Log(("vmsvga3dSetViewPort cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5284
5285 if ( cid >= pState->cContexts
5286 || pState->papContexts[cid]->id != cid)
5287 {
5288 Log(("vmsvga3dSetViewPort invalid context id!\n"));
5289 return VERR_INVALID_PARAMETER;
5290 }
5291 pContext = pState->papContexts[cid];
5292 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5293
5294 /* Save for vm state save/restore. */
5295 pContext->state.RectViewPort = *pRect;
5296 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VIEWPORT;
5297
5298 /** @todo y-inversion for partial viewport coordinates? */
5299 glViewport(pRect->x, pRect->y, pRect->w, pRect->h);
5300 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5301
5302 /* Reset the projection matrix as that relies on the viewport setting. */
5303 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5304 {
5305 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5306 }
5307 else
5308 {
5309 float matrix[16];
5310
5311 /* identity matrix if no matrix set. */
5312 memset(matrix, 0, sizeof(matrix));
5313 matrix[0] = 1.0;
5314 matrix[5] = 1.0;
5315 matrix[10] = 1.0;
5316 matrix[15] = 1.0;
5317 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, matrix);
5318 }
5319
5320 return VINF_SUCCESS;
5321}
5322
5323int vmsvga3dSetClipPlane(PVGASTATE pThis, uint32_t cid, uint32_t index, float plane[4])
5324{
5325 PVMSVGA3DCONTEXT pContext;
5326 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5327 AssertReturn(pState, VERR_NO_MEMORY);
5328 double oglPlane[4];
5329
5330 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)));
5331 AssertReturn(index < SVGA3D_CLIPPLANE_MAX, VERR_INVALID_PARAMETER);
5332
5333 if ( cid >= pState->cContexts
5334 || pState->papContexts[cid]->id != cid)
5335 {
5336 Log(("vmsvga3dSetClipPlane invalid context id!\n"));
5337 return VERR_INVALID_PARAMETER;
5338 }
5339 pContext = pState->papContexts[cid];
5340 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5341
5342 /* Store for vm state save/restore. */
5343 pContext->state.aClipPlane[index].fValid = true;
5344 memcpy(pContext->state.aClipPlane[index].plane, plane, sizeof(pContext->state.aClipPlane[index].plane));
5345
5346 /** @todo clip plane affected by model view in OpenGL & view in D3D + vertex shader -> not transformed (see Wine; state.c clipplane) */
5347 oglPlane[0] = (double)plane[0];
5348 oglPlane[1] = (double)plane[1];
5349 oglPlane[2] = (double)plane[2];
5350 oglPlane[3] = (double)plane[3];
5351
5352 glClipPlane(GL_CLIP_PLANE0 + index, oglPlane);
5353 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5354
5355 return VINF_SUCCESS;
5356}
5357
5358int vmsvga3dSetScissorRect(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5359{
5360 PVMSVGA3DCONTEXT pContext;
5361 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5362 AssertReturn(pState, VERR_NO_MEMORY);
5363
5364 Log(("vmsvga3dSetScissorRect cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5365
5366 if ( cid >= pState->cContexts
5367 || pState->papContexts[cid]->id != cid)
5368 {
5369 Log(("vmsvga3dSetScissorRect invalid context id!\n"));
5370 return VERR_INVALID_PARAMETER;
5371 }
5372 pContext = pState->papContexts[cid];
5373 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5374
5375 /* Store for vm state save/restore. */
5376 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_SCISSORRECT;
5377 pContext->state.RectScissor = *pRect;
5378
5379 glScissor(pRect->x, pRect->y, pRect->w, pRect->h);
5380 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5381
5382 return VINF_SUCCESS;
5383}
5384
5385static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha)
5386{
5387 /* Convert byte color components to float (0-1.0) */
5388 *pAlpha = (GLfloat)(color >> 24) / 255.0;
5389 *pRed = (GLfloat)((color >> 16) & 0xff) / 255.0;
5390 *pGreen = (GLfloat)((color >> 8) & 0xff) / 255.0;
5391 *pBlue = (GLfloat)(color & 0xff) / 255.0;
5392}
5393
5394int vmsvga3dCommandClear(PVGASTATE pThis, uint32_t cid, SVGA3dClearFlag clearFlag, uint32_t color, float depth, uint32_t stencil,
5395 uint32_t cRects, SVGA3dRect *pRect)
5396{
5397 GLbitfield mask = 0;
5398 PVMSVGA3DCONTEXT pContext;
5399 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5400 AssertReturn(pState, VERR_NO_MEMORY);
5401 GLboolean fDepthWriteEnabled = GL_FALSE;
5402
5403 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));
5404
5405 if ( cid >= pState->cContexts
5406 || pState->papContexts[cid]->id != cid)
5407 {
5408 Log(("vmsvga3dCommandClear invalid context id!\n"));
5409 return VERR_INVALID_PARAMETER;
5410 }
5411 pContext = pState->papContexts[cid];
5412 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5413
5414 if (clearFlag & SVGA3D_CLEAR_COLOR)
5415 {
5416 GLfloat red, green, blue, alpha;
5417
5418 vmsvgaColor2GLFloatArray(color, &red, &green, &blue, &alpha);
5419
5420 /* Set the color clear value. */
5421 glClearColor(red, green, blue, alpha);
5422
5423 mask |= GL_COLOR_BUFFER_BIT;
5424 }
5425 if (clearFlag & SVGA3D_CLEAR_STENCIL)
5426 {
5427 /** @todo possibly the same problem as with glDepthMask */
5428 glClearStencil(stencil);
5429 mask |= GL_STENCIL_BUFFER_BIT;
5430 }
5431 if (clearFlag & SVGA3D_CLEAR_DEPTH)
5432 {
5433 glClearDepth((GLdouble)depth);
5434 mask |= GL_DEPTH_BUFFER_BIT;
5435
5436 /* glClear will not clear the depth buffer if writing is disabled. */
5437 glGetBooleanv(GL_DEPTH_WRITEMASK, &fDepthWriteEnabled);
5438 if (fDepthWriteEnabled == GL_FALSE)
5439 glDepthMask(GL_TRUE);
5440 }
5441
5442 if (cRects)
5443 {
5444 /* Save the current scissor test bit and scissor box. */
5445 glPushAttrib(GL_SCISSOR_BIT);
5446 glEnable(GL_SCISSOR_TEST);
5447 for (unsigned i=0; i < cRects; i++)
5448 {
5449 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));
5450 glScissor(pRect[i].x, pRect[i].y, pRect[i].w, pRect[i].h);
5451 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5452 glClear(mask);
5453 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5454 }
5455 /* Restore the old scissor test bit and box */
5456 glPopAttrib();
5457 }
5458 else
5459 {
5460 glClear(mask);
5461 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5462 }
5463
5464 /* Restore depth write state. */
5465 if ( (clearFlag & SVGA3D_CLEAR_DEPTH)
5466 && fDepthWriteEnabled == GL_FALSE)
5467 glDepthMask(GL_FALSE);
5468
5469 return VINF_SUCCESS;
5470}
5471
5472/* Convert VMWare vertex declaration to its OpenGL equivalent. */
5473int vmsvga3dVertexDecl2OGL(SVGA3dVertexArrayIdentity &identity, GLint &size, GLenum &type, GLboolean &normalized)
5474{
5475 normalized = GL_FALSE;
5476 switch (identity.type)
5477 {
5478 case SVGA3D_DECLTYPE_FLOAT1:
5479 size = 1;
5480 type = GL_FLOAT;
5481 break;
5482 case SVGA3D_DECLTYPE_FLOAT2:
5483 size = 2;
5484 type = GL_FLOAT;
5485 break;
5486 case SVGA3D_DECLTYPE_FLOAT3:
5487 size = 3;
5488 type = GL_FLOAT;
5489 break;
5490 case SVGA3D_DECLTYPE_FLOAT4:
5491 size = 4;
5492 type = GL_FLOAT;
5493 break;
5494
5495 case SVGA3D_DECLTYPE_D3DCOLOR:
5496 size = GL_BGRA; /* @note requires GL_ARB_vertex_array_bgra */
5497 type = GL_UNSIGNED_BYTE;
5498 normalized = GL_TRUE; /* glVertexAttribPointer fails otherwise */
5499 break;
5500
5501 case SVGA3D_DECLTYPE_UBYTE4N:
5502 normalized = GL_TRUE;
5503 RT_FALL_THRU();
5504 case SVGA3D_DECLTYPE_UBYTE4:
5505 size = 4;
5506 type = GL_UNSIGNED_BYTE;
5507 break;
5508
5509 case SVGA3D_DECLTYPE_SHORT2N:
5510 normalized = GL_TRUE;
5511 RT_FALL_THRU();
5512 case SVGA3D_DECLTYPE_SHORT2:
5513 size = 2;
5514 type = GL_SHORT;
5515 break;
5516
5517 case SVGA3D_DECLTYPE_SHORT4N:
5518 normalized = GL_TRUE;
5519 RT_FALL_THRU();
5520 case SVGA3D_DECLTYPE_SHORT4:
5521 size = 4;
5522 type = GL_SHORT;
5523 break;
5524
5525 case SVGA3D_DECLTYPE_USHORT4N:
5526 normalized = GL_TRUE;
5527 size = 4;
5528 type = GL_UNSIGNED_SHORT;
5529 break;
5530
5531 case SVGA3D_DECLTYPE_USHORT2N:
5532 normalized = GL_TRUE;
5533 size = 2;
5534 type = GL_UNSIGNED_SHORT;
5535 break;
5536
5537 case SVGA3D_DECLTYPE_UDEC3:
5538 size = 3;
5539 type = GL_UNSIGNED_INT_2_10_10_10_REV; /** @todo correct? */
5540 break;
5541
5542 case SVGA3D_DECLTYPE_DEC3N:
5543 normalized = true;
5544 size = 3;
5545 type = GL_INT_2_10_10_10_REV; /** @todo correct? */
5546 break;
5547
5548 case SVGA3D_DECLTYPE_FLOAT16_2:
5549 size = 2;
5550 type = GL_HALF_FLOAT;
5551 break;
5552 case SVGA3D_DECLTYPE_FLOAT16_4:
5553 size = 4;
5554 type = GL_HALF_FLOAT;
5555 break;
5556 default:
5557 AssertFailedReturn(VERR_INVALID_PARAMETER);
5558 }
5559
5560 //pVertexElement->Method = identity.method;
5561 //pVertexElement->Usage = identity.usage;
5562
5563 return VINF_SUCCESS;
5564}
5565
5566/* Convert VMWare primitive type to its OpenGL equivalent. */
5567/* Calculate the vertex count based on the primitive type and nr of primitives. */
5568int vmsvga3dPrimitiveType2OGL(SVGA3dPrimitiveType PrimitiveType, GLenum *pMode, uint32_t cPrimitiveCount, uint32_t *pcVertices)
5569{
5570 switch (PrimitiveType)
5571 {
5572 case SVGA3D_PRIMITIVE_TRIANGLELIST:
5573 *pMode = GL_TRIANGLES;
5574 *pcVertices = cPrimitiveCount * 3;
5575 break;
5576 case SVGA3D_PRIMITIVE_POINTLIST:
5577 *pMode = GL_POINTS;
5578 *pcVertices = cPrimitiveCount;
5579 break;
5580 case SVGA3D_PRIMITIVE_LINELIST:
5581 *pMode = GL_LINES;
5582 *pcVertices = cPrimitiveCount * 2;
5583 break;
5584 case SVGA3D_PRIMITIVE_LINESTRIP:
5585 *pMode = GL_LINE_STRIP;
5586 *pcVertices = cPrimitiveCount + 1;
5587 break;
5588 case SVGA3D_PRIMITIVE_TRIANGLESTRIP:
5589 *pMode = GL_TRIANGLE_STRIP;
5590 *pcVertices = cPrimitiveCount + 2;
5591 break;
5592 case SVGA3D_PRIMITIVE_TRIANGLEFAN:
5593 *pMode = GL_TRIANGLE_FAN;
5594 *pcVertices = cPrimitiveCount + 2;
5595 break;
5596 default:
5597 return VERR_INVALID_PARAMETER;
5598 }
5599 return VINF_SUCCESS;
5600}
5601
5602int vmsvga3dResetTransformMatrices(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext)
5603{
5604 int rc;
5605
5606 /* Reset the view matrix (also takes the world matrix into account). */
5607 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid == true)
5608 {
5609 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5610 }
5611 else
5612 {
5613 float matrix[16];
5614
5615 /* identity matrix if no matrix set. */
5616 memset(matrix, 0, sizeof(matrix));
5617 matrix[0] = 1.0;
5618 matrix[5] = 1.0;
5619 matrix[10] = 1.0;
5620 matrix[15] = 1.0;
5621 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, matrix);
5622 }
5623
5624 /* Reset the projection matrix. */
5625 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5626 {
5627 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5628 }
5629 else
5630 {
5631 float matrix[16];
5632
5633 /* identity matrix if no matrix set. */
5634 memset(matrix, 0, sizeof(matrix));
5635 matrix[0] = 1.0;
5636 matrix[5] = 1.0;
5637 matrix[10] = 1.0;
5638 matrix[15] = 1.0;
5639 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, matrix);
5640 }
5641 AssertRC(rc);
5642 return rc;
5643}
5644
5645int vmsvga3dDrawPrimitivesProcessVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext,
5646 uint32_t iVertexDeclBase, uint32_t numVertexDecls,
5647 SVGA3dVertexDecl *pVertexDecl, SVGA3dVertexDivisor const *paVertexDivisors)
5648{
5649 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5650 unsigned sidVertex = pVertexDecl[0].array.surfaceId;
5651 PVMSVGA3DSURFACE pVertexSurface;
5652
5653 AssertReturn(sidVertex < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
5654 AssertReturn(sidVertex < pState->cSurfaces && pState->papSurfaces[sidVertex]->id == sidVertex, VERR_INVALID_PARAMETER);
5655
5656 pVertexSurface = pState->papSurfaces[sidVertex];
5657 Log(("vmsvga3dDrawPrimitives: vertex surface %x\n", sidVertex));
5658
5659 /* Create and/or bind the vertex buffer. */
5660 if (pVertexSurface->oglId.buffer == OPENGL_INVALID_ID)
5661 {
5662 Log(("vmsvga3dDrawPrimitives: create vertex buffer fDirty=%d size=%x bytes\n", pVertexSurface->fDirty, pVertexSurface->pMipmapLevels[0].cbSurface));
5663 PVMSVGA3DCONTEXT pSavedCtx = pContext;
5664 pContext = &pState->SharedCtx;
5665 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5666
5667 pState->ext.glGenBuffers(1, &pVertexSurface->oglId.buffer);
5668 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5669
5670 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
5671 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5672
5673 Assert(pVertexSurface->fDirty);
5674 /** @todo rethink usage dynamic/static */
5675 pState->ext.glBufferData(GL_ARRAY_BUFFER, pVertexSurface->pMipmapLevels[0].cbSurface, pVertexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
5676 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5677
5678 pVertexSurface->pMipmapLevels[0].fDirty = false;
5679 pVertexSurface->fDirty = false;
5680
5681 pVertexSurface->surfaceFlags |= SVGA3D_SURFACE_HINT_VERTEXBUFFER;
5682
5683 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, OPENGL_INVALID_ID);
5684 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5685
5686 pContext = pSavedCtx;
5687 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5688 }
5689
5690 Assert(pVertexSurface->fDirty == false);
5691 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
5692 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5693
5694 /* Setup the vertex declarations. */
5695 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
5696 {
5697 GLint size;
5698 GLenum type;
5699 GLboolean normalized;
5700 GLuint index = iVertexDeclBase + iVertex;
5701
5702 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));
5703
5704 int rc = vmsvga3dVertexDecl2OGL(pVertexDecl[iVertex].identity, size, type, normalized);
5705 AssertRCReturn(rc, rc);
5706
5707 if (pContext->state.shidVertex != SVGA_ID_INVALID)
5708 {
5709 /* Use numbered vertex arrays when shaders are active. */
5710 pState->ext.glEnableVertexAttribArray(index);
5711 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5712 pState->ext.glVertexAttribPointer(index, size, type, normalized, pVertexDecl[iVertex].array.stride,
5713 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
5714 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5715
5716 GLuint const divisor = paVertexDivisors && paVertexDivisors[index].s.instanceData ? 1 : 0;
5717 pState->ext.glVertexAttribDivisor(index, divisor);
5718 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5719
5720 /** @todo case SVGA3D_DECLUSAGE_COLOR: color component order not identical!! test GL_BGRA!! */
5721 }
5722 else
5723 {
5724 /* Use the predefined selection of vertex streams for the fixed pipeline. */
5725 switch (pVertexDecl[iVertex].identity.usage)
5726 {
5727 case SVGA3D_DECLUSAGE_POSITIONT:
5728 case SVGA3D_DECLUSAGE_POSITION:
5729 {
5730 glEnableClientState(GL_VERTEX_ARRAY);
5731 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5732 glVertexPointer(size, type, pVertexDecl[iVertex].array.stride,
5733 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
5734 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5735 break;
5736 }
5737 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
5738 AssertFailed();
5739 break;
5740 case SVGA3D_DECLUSAGE_BLENDINDICES:
5741 AssertFailed();
5742 break;
5743 case SVGA3D_DECLUSAGE_NORMAL:
5744 glEnableClientState(GL_NORMAL_ARRAY);
5745 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5746 glNormalPointer(type, pVertexDecl[iVertex].array.stride,
5747 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
5748 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5749 break;
5750 case SVGA3D_DECLUSAGE_PSIZE:
5751 AssertFailed();
5752 break;
5753 case SVGA3D_DECLUSAGE_TEXCOORD:
5754 /* Specify the affected texture unit. */
5755#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
5756 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
5757#else
5758 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
5759#endif
5760 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
5761 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5762 glTexCoordPointer(size, type, pVertexDecl[iVertex].array.stride,
5763 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
5764 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5765 break;
5766 case SVGA3D_DECLUSAGE_TANGENT:
5767 AssertFailed();
5768 break;
5769 case SVGA3D_DECLUSAGE_BINORMAL:
5770 AssertFailed();
5771 break;
5772 case SVGA3D_DECLUSAGE_TESSFACTOR:
5773 AssertFailed();
5774 break;
5775 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! test GL_BGRA!! */
5776 glEnableClientState(GL_COLOR_ARRAY);
5777 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5778 glColorPointer(size, type, pVertexDecl[iVertex].array.stride,
5779 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
5780 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5781 break;
5782 case SVGA3D_DECLUSAGE_FOG:
5783 glEnableClientState(GL_FOG_COORD_ARRAY);
5784 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5785 pState->ext.glFogCoordPointer(type, pVertexDecl[iVertex].array.stride,
5786 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
5787 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5788 break;
5789 case SVGA3D_DECLUSAGE_DEPTH:
5790 AssertFailed();
5791 break;
5792 case SVGA3D_DECLUSAGE_SAMPLE:
5793 AssertFailed();
5794 break;
5795 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
5796 }
5797 }
5798
5799#ifdef LOG_ENABLED
5800 if (pVertexDecl[iVertex].array.stride == 0)
5801 Log(("vmsvga3dDrawPrimitives: stride == 0! Can be valid\n"));
5802#endif
5803 }
5804
5805 return VINF_SUCCESS;
5806}
5807
5808int vmsvga3dDrawPrimitivesCleanupVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
5809{
5810 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5811
5812 /* Clean up the vertex declarations. */
5813 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
5814 {
5815 if (pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT)
5816 {
5817 /* Reset the transformation matrices in case of a switch back from pretransformed mode. */
5818 Log(("vmsvga3dDrawPrimitivesCleanupVertexDecls: reset world and projection matrices after transformation reset (pre-transformed -> transformed)\n"));
5819 vmsvga3dResetTransformMatrices(pThis, pContext);
5820 }
5821
5822 if (pContext->state.shidVertex != SVGA_ID_INVALID)
5823 {
5824 /* Use numbered vertex arrays when shaders are active. */
5825 pState->ext.glDisableVertexAttribArray(iVertexDeclBase + iVertex);
5826 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5827 }
5828 else
5829 {
5830 /* Use the predefined selection of vertex streams for the fixed pipeline. */
5831 switch (pVertexDecl[iVertex].identity.usage)
5832 {
5833 case SVGA3D_DECLUSAGE_POSITION:
5834 case SVGA3D_DECLUSAGE_POSITIONT:
5835 glDisableClientState(GL_VERTEX_ARRAY);
5836 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5837 break;
5838 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
5839 break;
5840 case SVGA3D_DECLUSAGE_BLENDINDICES:
5841 break;
5842 case SVGA3D_DECLUSAGE_NORMAL:
5843 glDisableClientState(GL_NORMAL_ARRAY);
5844 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5845 break;
5846 case SVGA3D_DECLUSAGE_PSIZE:
5847 break;
5848 case SVGA3D_DECLUSAGE_TEXCOORD:
5849 /* Specify the affected texture unit. */
5850#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
5851 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
5852#else
5853 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
5854#endif
5855 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
5856 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5857 break;
5858 case SVGA3D_DECLUSAGE_TANGENT:
5859 break;
5860 case SVGA3D_DECLUSAGE_BINORMAL:
5861 break;
5862 case SVGA3D_DECLUSAGE_TESSFACTOR:
5863 break;
5864 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! */
5865 glDisableClientState(GL_COLOR_ARRAY);
5866 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5867 break;
5868 case SVGA3D_DECLUSAGE_FOG:
5869 glDisableClientState(GL_FOG_COORD_ARRAY);
5870 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5871 break;
5872 case SVGA3D_DECLUSAGE_DEPTH:
5873 break;
5874 case SVGA3D_DECLUSAGE_SAMPLE:
5875 break;
5876 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
5877 }
5878 }
5879 }
5880 /* Unbind the vertex buffer after usage. */
5881 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
5882 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5883 return VINF_SUCCESS;
5884}
5885
5886int vmsvga3dDrawPrimitives(PVGASTATE pThis, uint32_t cid, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl,
5887 uint32_t numRanges, SVGA3dPrimitiveRange *pRange, uint32_t cVertexDivisor,
5888 SVGA3dVertexDivisor *pVertexDivisor)
5889{
5890 RT_NOREF(pVertexDivisor);
5891 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5892 AssertReturn(pState, VERR_INTERNAL_ERROR);
5893 PVMSVGA3DCONTEXT pContext;
5894 int rc = VERR_NOT_IMPLEMENTED;
5895 uint32_t iCurrentVertex;
5896
5897 Log(("vmsvga3dDrawPrimitives cid=%x numVertexDecls=%d numRanges=%d, cVertexDivisor=%d\n", cid, numVertexDecls, numRanges, cVertexDivisor));
5898
5899 /* Caller already check these, but it cannot hurt to check again... */
5900 AssertReturn(numVertexDecls && numVertexDecls <= SVGA3D_MAX_VERTEX_ARRAYS, VERR_INVALID_PARAMETER);
5901 AssertReturn(numRanges && numRanges <= SVGA3D_MAX_DRAW_PRIMITIVE_RANGES, VERR_INVALID_PARAMETER);
5902 AssertReturn(!cVertexDivisor || cVertexDivisor == numVertexDecls, VERR_INVALID_PARAMETER);
5903
5904 if (!cVertexDivisor)
5905 pVertexDivisor = NULL; /* Be sure. */
5906
5907 if ( cid >= pState->cContexts
5908 || pState->papContexts[cid]->id != cid)
5909 {
5910 Log(("vmsvga3dDrawPrimitives invalid context id!\n"));
5911 return VERR_INVALID_PARAMETER;
5912 }
5913 pContext = pState->papContexts[cid];
5914 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5915
5916 /* Check for pretransformed vertex declarations. */
5917 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
5918 {
5919 switch (pVertexDecl[iVertex].identity.usage)
5920 {
5921 case SVGA3D_DECLUSAGE_POSITIONT:
5922 Log(("ShaderSetPositionTransformed: (%d,%d)\n", pContext->state.RectViewPort.w, pContext->state.RectViewPort.h));
5923 RT_FALL_THRU();
5924 case SVGA3D_DECLUSAGE_POSITION:
5925 ShaderSetPositionTransformed(pContext->pShaderContext, pContext->state.RectViewPort.w,
5926 pContext->state.RectViewPort.h,
5927 pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT);
5928 break;
5929 default: /* Shut up MSC. */ break;
5930 }
5931 }
5932
5933 /* Try to figure out if instancing is used.
5934 * Support simple instancing case with one set of indexed data and one set per-instance data.
5935 */
5936 uint32_t cInstances = 0;
5937 for (uint32_t iVertexDivisor = 0; iVertexDivisor < cVertexDivisor; ++iVertexDivisor)
5938 {
5939 if (pVertexDivisor[iVertexDivisor].s.indexedData)
5940 {
5941 if (cInstances == 0)
5942 cInstances = pVertexDivisor[iVertexDivisor].s.count;
5943 else
5944 Assert(cInstances == pVertexDivisor[iVertexDivisor].s.count);
5945 }
5946 else if (pVertexDivisor[iVertexDivisor].s.instanceData)
5947 {
5948 Assert(pVertexDivisor[iVertexDivisor].s.count == 1);
5949 }
5950 }
5951
5952 /* Flush any shader changes; after (!) checking the vertex declarations to deal with pre-transformed vertices. */
5953 if (pContext->pShaderContext)
5954 {
5955 uint32_t rtHeight = 0;
5956
5957 if (pContext->state.aRenderTargets[SVGA3D_RT_COLOR0] != SVGA_ID_INVALID)
5958 {
5959 PVMSVGA3DSURFACE pRenderTarget = pState->papSurfaces[pContext->state.aRenderTargets[SVGA3D_RT_COLOR0]];
5960 rtHeight = pRenderTarget->pMipmapLevels[0].mipmapSize.height;
5961 }
5962
5963 ShaderUpdateState(pContext->pShaderContext, rtHeight);
5964 }
5965
5966 /* Process all vertex declarations. Each vertex buffer is represented by one stream. */
5967 iCurrentVertex = 0;
5968 while (iCurrentVertex < numVertexDecls)
5969 {
5970 uint32_t sidVertex = SVGA_ID_INVALID;
5971 uint32_t iVertex;
5972
5973 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
5974 {
5975 if ( sidVertex != SVGA_ID_INVALID
5976 && pVertexDecl[iVertex].array.surfaceId != sidVertex
5977 )
5978 break;
5979 sidVertex = pVertexDecl[iVertex].array.surfaceId;
5980 }
5981
5982 rc = vmsvga3dDrawPrimitivesProcessVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex,
5983 &pVertexDecl[iCurrentVertex], pVertexDivisor);
5984 AssertRCReturn(rc, rc);
5985
5986 iCurrentVertex = iVertex;
5987 }
5988
5989 /* Now draw the primitives. */
5990 for (unsigned iPrimitive = 0; iPrimitive < numRanges; iPrimitive++)
5991 {
5992 GLenum modeDraw;
5993 unsigned sidIndex = pRange[iPrimitive].indexArray.surfaceId;
5994 PVMSVGA3DSURFACE pIndexSurface = NULL;
5995 unsigned cVertices;
5996
5997 Log(("Primitive %d: type %s\n", iPrimitive, vmsvga3dPrimitiveType2String(pRange[iPrimitive].primType)));
5998 rc = vmsvga3dPrimitiveType2OGL(pRange[iPrimitive].primType, &modeDraw, pRange[iPrimitive].primitiveCount, &cVertices);
5999 if (RT_FAILURE(rc))
6000 {
6001 AssertRC(rc);
6002 goto internal_error;
6003 }
6004
6005 if (sidIndex != SVGA3D_INVALID_ID)
6006 {
6007 AssertMsg(pRange[iPrimitive].indexWidth == sizeof(uint32_t) || pRange[iPrimitive].indexWidth == sizeof(uint16_t), ("Unsupported primitive width %d\n", pRange[iPrimitive].indexWidth));
6008
6009 if ( sidIndex >= SVGA3D_MAX_SURFACE_IDS
6010 || sidIndex >= pState->cSurfaces
6011 || pState->papSurfaces[sidIndex]->id != sidIndex)
6012 {
6013 Assert(sidIndex < SVGA3D_MAX_SURFACE_IDS);
6014 Assert(sidIndex < pState->cSurfaces && pState->papSurfaces[sidIndex]->id == sidIndex);
6015 rc = VERR_INVALID_PARAMETER;
6016 goto internal_error;
6017 }
6018 pIndexSurface = pState->papSurfaces[sidIndex];
6019 Log(("vmsvga3dDrawPrimitives: index surface %x\n", sidIndex));
6020
6021 if (pIndexSurface->oglId.buffer == OPENGL_INVALID_ID)
6022 {
6023 Log(("vmsvga3dDrawPrimitives: create index buffer fDirty=%d size=%x bytes\n", pIndexSurface->fDirty, pIndexSurface->pMipmapLevels[0].cbSurface));
6024 pContext = &pState->SharedCtx;
6025 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6026
6027 pState->ext.glGenBuffers(1, &pIndexSurface->oglId.buffer);
6028 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6029
6030 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6031 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6032
6033 Assert(pIndexSurface->fDirty);
6034
6035 /** @todo rethink usage dynamic/static */
6036 pState->ext.glBufferData(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->pMipmapLevels[0].cbSurface, pIndexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
6037 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6038
6039 pIndexSurface->pMipmapLevels[0].fDirty = false;
6040 pIndexSurface->fDirty = false;
6041
6042 pIndexSurface->surfaceFlags |= SVGA3D_SURFACE_HINT_INDEXBUFFER;
6043
6044 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, OPENGL_INVALID_ID);
6045 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6046
6047 pContext = pState->papContexts[cid];
6048 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6049 }
6050 Assert(pIndexSurface->fDirty == false);
6051
6052 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6053 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6054 }
6055
6056 if (!pIndexSurface)
6057 {
6058 /* Render without an index buffer */
6059 Log(("DrawPrimitive %x cPrimitives=%d cVertices=%d index index bias=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pRange[iPrimitive].indexBias));
6060 if (cInstances == 0)
6061 {
6062 glDrawArrays(modeDraw, pRange[iPrimitive].indexBias, cVertices);
6063 }
6064 else
6065 {
6066 pState->ext.glDrawArraysInstanced(modeDraw, pRange[iPrimitive].indexBias, cVertices, cInstances);
6067 }
6068 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6069 }
6070 else
6071 {
6072 GLenum indexType;
6073
6074 Assert(pRange[iPrimitive].indexBias >= 0); /** @todo indexBias */
6075 Assert(pRange[iPrimitive].indexWidth == pRange[iPrimitive].indexArray.stride);
6076
6077 if (pRange[iPrimitive].indexWidth == sizeof(uint8_t))
6078 {
6079 indexType = GL_UNSIGNED_BYTE;
6080 }
6081 else
6082 if (pRange[iPrimitive].indexWidth == sizeof(uint16_t))
6083 {
6084 indexType = GL_UNSIGNED_SHORT;
6085 }
6086 else
6087 {
6088 Assert(pRange[iPrimitive].indexWidth == sizeof(uint32_t));
6089 indexType = GL_UNSIGNED_INT;
6090 }
6091
6092 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));
6093 if (cInstances == 0)
6094 {
6095 /* Render with an index buffer */
6096 if (pRange[iPrimitive].indexBias == 0)
6097 glDrawElements(modeDraw,
6098 cVertices,
6099 indexType,
6100 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset); /* byte offset in indices buffer */
6101 else
6102 pState->ext.glDrawElementsBaseVertex(modeDraw,
6103 cVertices,
6104 indexType,
6105 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
6106 pRange[iPrimitive].indexBias); /* basevertex */
6107 }
6108 else
6109 {
6110 /* Render with an index buffer */
6111 if (pRange[iPrimitive].indexBias == 0)
6112 pState->ext.glDrawElementsInstanced(modeDraw,
6113 cVertices,
6114 indexType,
6115 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
6116 cInstances);
6117 else
6118 pState->ext.glDrawElementsInstancedBaseVertex(modeDraw,
6119 cVertices,
6120 indexType,
6121 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
6122 cInstances,
6123 pRange[iPrimitive].indexBias); /* basevertex */
6124 }
6125 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6126
6127 /* Unbind the index buffer after usage. */
6128 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
6129 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6130 }
6131 }
6132
6133internal_error:
6134
6135 /* Deactivate the vertex declarations. */
6136 iCurrentVertex = 0;
6137 while (iCurrentVertex < numVertexDecls)
6138 {
6139 uint32_t sidVertex = SVGA_ID_INVALID;
6140 uint32_t iVertex;
6141
6142 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6143 {
6144 if ( sidVertex != SVGA_ID_INVALID
6145 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6146 )
6147 break;
6148 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6149 }
6150
6151 rc = vmsvga3dDrawPrimitivesCleanupVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
6152 AssertRCReturn(rc, rc);
6153
6154 iCurrentVertex = iVertex;
6155 }
6156#ifdef DEBUG
6157 /* Check whether 'activeTexture' on texture unit 'i' matches what we expect. */
6158 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTextures); ++i)
6159 {
6160 if (pContext->aSidActiveTextures[i] != SVGA3D_INVALID_ID)
6161 {
6162 PVMSVGA3DSURFACE pTexture;
6163 int rc2 = vmsvga3dSurfaceFromSid(pState, pContext->aSidActiveTextures[i], &pTexture);
6164 AssertContinue(RT_SUCCESS(rc2));
6165
6166 GLint activeTextureUnit = 0;
6167 glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureUnit);
6168 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6169
6170 pState->ext.glActiveTexture(GL_TEXTURE0 + i);
6171 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6172
6173 GLint activeTexture = 0;
6174 glGetIntegerv(pTexture->bindingGL, &activeTexture);
6175 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6176
6177 pState->ext.glActiveTexture(activeTextureUnit);
6178 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6179
6180 AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture,
6181 ("%x vs %x unit %d (active unit %d) sid=%x\n", pTexture->oglId.texture, activeTexture, i,
6182 activeTextureUnit - GL_TEXTURE0, pContext->aSidActiveTextures[i]));
6183 }
6184 }
6185#endif
6186
6187#if 0
6188 /* Dump render target to a bitmap. */
6189 if (pContext->state.aRenderTargets[SVGA3D_RT_COLOR0] != SVGA3D_INVALID_ID)
6190 {
6191 vmsvga3dUpdateHeapBuffersForSurfaces(pThis, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0]);
6192 PVMSVGA3DSURFACE pSurface;
6193 int rc2 = vmsvga3dSurfaceFromSid(pState, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0], &pSurface);
6194 if (RT_SUCCESS(rc2))
6195 vmsvga3dInfoSurfaceToBitmap(NULL, pSurface, "bmp", "rt", "-post");
6196 }
6197#endif
6198
6199 return rc;
6200}
6201
6202
6203int vmsvga3dShaderDefine(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type, uint32_t cbData, uint32_t *pShaderData)
6204{
6205 PVMSVGA3DCONTEXT pContext;
6206 PVMSVGA3DSHADER pShader;
6207 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6208 AssertReturn(pState, VERR_NO_MEMORY);
6209 int rc;
6210
6211 Log(("vmsvga3dShaderDefine cid=%x shid=%x type=%s cbData=%x\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cbData));
6212 Log3(("shader code:\n%.*Rhxd\n", cbData, pShaderData));
6213
6214 if ( cid >= pState->cContexts
6215 || pState->papContexts[cid]->id != cid)
6216 {
6217 Log(("vmsvga3dShaderDefine invalid context id!\n"));
6218 return VERR_INVALID_PARAMETER;
6219 }
6220 pContext = pState->papContexts[cid];
6221 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6222
6223 AssertReturn(shid < SVGA3D_MAX_SHADER_IDS, VERR_INVALID_PARAMETER);
6224 if (type == SVGA3D_SHADERTYPE_VS)
6225 {
6226 if (shid >= pContext->cVertexShaders)
6227 {
6228 void *pvNew = RTMemRealloc(pContext->paVertexShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6229 AssertReturn(pvNew, VERR_NO_MEMORY);
6230 pContext->paVertexShader = (PVMSVGA3DSHADER)pvNew;
6231 memset(&pContext->paVertexShader[pContext->cVertexShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cVertexShaders));
6232 for (uint32_t i = pContext->cVertexShaders; i < shid + 1; i++)
6233 pContext->paVertexShader[i].id = SVGA3D_INVALID_ID;
6234 pContext->cVertexShaders = shid + 1;
6235 }
6236 /* If one already exists with this id, then destroy it now. */
6237 if (pContext->paVertexShader[shid].id != SVGA3D_INVALID_ID)
6238 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paVertexShader[shid].type);
6239
6240 pShader = &pContext->paVertexShader[shid];
6241 }
6242 else
6243 {
6244 Assert(type == SVGA3D_SHADERTYPE_PS);
6245 if (shid >= pContext->cPixelShaders)
6246 {
6247 void *pvNew = RTMemRealloc(pContext->paPixelShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6248 AssertReturn(pvNew, VERR_NO_MEMORY);
6249 pContext->paPixelShader = (PVMSVGA3DSHADER)pvNew;
6250 memset(&pContext->paPixelShader[pContext->cPixelShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cPixelShaders));
6251 for (uint32_t i = pContext->cPixelShaders; i < shid + 1; i++)
6252 pContext->paPixelShader[i].id = SVGA3D_INVALID_ID;
6253 pContext->cPixelShaders = shid + 1;
6254 }
6255 /* If one already exists with this id, then destroy it now. */
6256 if (pContext->paPixelShader[shid].id != SVGA3D_INVALID_ID)
6257 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paPixelShader[shid].type);
6258
6259 pShader = &pContext->paPixelShader[shid];
6260 }
6261
6262 memset(pShader, 0, sizeof(*pShader));
6263 pShader->id = shid;
6264 pShader->cid = cid;
6265 pShader->type = type;
6266 pShader->cbData = cbData;
6267 pShader->pShaderProgram = RTMemAllocZ(cbData);
6268 AssertReturn(pShader->pShaderProgram, VERR_NO_MEMORY);
6269 memcpy(pShader->pShaderProgram, pShaderData, cbData);
6270
6271#ifdef DUMP_SHADER_DISASSEMBLY
6272 LPD3DXBUFFER pDisassembly;
6273 HRESULT hr = D3DXDisassembleShader((const DWORD *)pShaderData, FALSE, NULL, &pDisassembly);
6274 if (hr == D3D_OK)
6275 {
6276 Log(("Shader disassembly:\n%s\n", pDisassembly->GetBufferPointer()));
6277 pDisassembly->Release();
6278 }
6279#endif
6280
6281 switch (type)
6282 {
6283 case SVGA3D_SHADERTYPE_VS:
6284 rc = ShaderCreateVertexShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pVertexShader);
6285 break;
6286
6287 case SVGA3D_SHADERTYPE_PS:
6288 rc = ShaderCreatePixelShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pPixelShader);
6289 break;
6290
6291 default:
6292 AssertFailedReturn(VERR_INVALID_PARAMETER);
6293 }
6294 if (rc != VINF_SUCCESS)
6295 {
6296 RTMemFree(pShader->pShaderProgram);
6297 memset(pShader, 0, sizeof(*pShader));
6298 pShader->id = SVGA3D_INVALID_ID;
6299 }
6300
6301 return rc;
6302}
6303
6304int vmsvga3dShaderDestroy(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type)
6305{
6306 PVMSVGA3DCONTEXT pContext;
6307 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6308 AssertReturn(pState, VERR_NO_MEMORY);
6309 PVMSVGA3DSHADER pShader = NULL;
6310 int rc;
6311
6312 Log(("vmsvga3dShaderDestroy cid=%x shid=%x type=%s\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL"));
6313
6314 if ( cid >= pState->cContexts
6315 || pState->papContexts[cid]->id != cid)
6316 {
6317 Log(("vmsvga3dShaderDestroy invalid context id!\n"));
6318 return VERR_INVALID_PARAMETER;
6319 }
6320 pContext = pState->papContexts[cid];
6321 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6322
6323 if (type == SVGA3D_SHADERTYPE_VS)
6324 {
6325 if ( shid < pContext->cVertexShaders
6326 && pContext->paVertexShader[shid].id == shid)
6327 {
6328 pShader = &pContext->paVertexShader[shid];
6329 rc = ShaderDestroyVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6330 AssertRC(rc);
6331 }
6332 }
6333 else
6334 {
6335 Assert(type == SVGA3D_SHADERTYPE_PS);
6336 if ( shid < pContext->cPixelShaders
6337 && pContext->paPixelShader[shid].id == shid)
6338 {
6339 pShader = &pContext->paPixelShader[shid];
6340 rc = ShaderDestroyPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6341 AssertRC(rc);
6342 }
6343 }
6344
6345 if (pShader)
6346 {
6347 if (pShader->pShaderProgram)
6348 RTMemFree(pShader->pShaderProgram);
6349 memset(pShader, 0, sizeof(*pShader));
6350 pShader->id = SVGA3D_INVALID_ID;
6351 }
6352 else
6353 AssertFailedReturn(VERR_INVALID_PARAMETER);
6354
6355 return VINF_SUCCESS;
6356}
6357
6358int vmsvga3dShaderSet(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid, SVGA3dShaderType type, uint32_t shid)
6359{
6360 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6361 AssertReturn(pState, VERR_NO_MEMORY);
6362 int rc;
6363
6364 Log(("vmsvga3dShaderSet cid=%x type=%s shid=%d\n", cid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", shid));
6365
6366 if ( !pContext
6367 && cid < pState->cContexts
6368 && pState->papContexts[cid]->id == cid)
6369 pContext = pState->papContexts[cid];
6370 else if (!pContext)
6371 {
6372 AssertMsgFailed(("cid=%#x cContexts=%#x\n", cid, pState->cContexts));
6373 Log(("vmsvga3dShaderSet invalid context id!\n"));
6374 return VERR_INVALID_PARAMETER;
6375 }
6376 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6377
6378 if (type == SVGA3D_SHADERTYPE_VS)
6379 {
6380 /* Save for vm state save/restore. */
6381 pContext->state.shidVertex = shid;
6382 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VERTEXSHADER;
6383
6384 if ( shid < pContext->cVertexShaders
6385 && pContext->paVertexShader[shid].id == shid)
6386 {
6387 PVMSVGA3DSHADER pShader = &pContext->paVertexShader[shid];
6388 Assert(type == pShader->type);
6389
6390 rc = ShaderSetVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6391 AssertRCReturn(rc, rc);
6392 }
6393 else
6394 if (shid == SVGA_ID_INVALID)
6395 {
6396 /* Unselect shader. */
6397 rc = ShaderSetVertexShader(pContext->pShaderContext, NULL);
6398 AssertRCReturn(rc, rc);
6399 }
6400 else
6401 AssertFailedReturn(VERR_INVALID_PARAMETER);
6402 }
6403 else
6404 {
6405 /* Save for vm state save/restore. */
6406 pContext->state.shidPixel = shid;
6407 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_PIXELSHADER;
6408
6409 Assert(type == SVGA3D_SHADERTYPE_PS);
6410 if ( shid < pContext->cPixelShaders
6411 && pContext->paPixelShader[shid].id == shid)
6412 {
6413 PVMSVGA3DSHADER pShader = &pContext->paPixelShader[shid];
6414 Assert(type == pShader->type);
6415
6416 rc = ShaderSetPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6417 AssertRCReturn(rc, rc);
6418 }
6419 else
6420 if (shid == SVGA_ID_INVALID)
6421 {
6422 /* Unselect shader. */
6423 rc = ShaderSetPixelShader(pContext->pShaderContext, NULL);
6424 AssertRCReturn(rc, rc);
6425 }
6426 else
6427 AssertFailedReturn(VERR_INVALID_PARAMETER);
6428 }
6429
6430 return VINF_SUCCESS;
6431}
6432
6433int vmsvga3dShaderSetConst(PVGASTATE pThis, uint32_t cid, uint32_t reg, SVGA3dShaderType type, SVGA3dShaderConstType ctype, uint32_t cRegisters, uint32_t *pValues)
6434{
6435 PVMSVGA3DCONTEXT pContext;
6436 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6437 AssertReturn(pState, VERR_NO_MEMORY);
6438 int rc;
6439
6440 Log(("vmsvga3dShaderSetConst cid=%x reg=%x type=%s cregs=%d ctype=%x\n", cid, reg, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cRegisters, ctype));
6441
6442 if ( cid >= pState->cContexts
6443 || pState->papContexts[cid]->id != cid)
6444 {
6445 Log(("vmsvga3dShaderSetConst invalid context id!\n"));
6446 return VERR_INVALID_PARAMETER;
6447 }
6448 pContext = pState->papContexts[cid];
6449 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6450
6451 for (uint32_t i = 0; i < cRegisters; i++)
6452 {
6453#ifdef LOG_ENABLED
6454 switch (ctype)
6455 {
6456 case SVGA3D_CONST_TYPE_FLOAT:
6457 {
6458 float *pValuesF = (float *)pValues;
6459 Log(("ConstantF %d: value=%d, %d, %d, %d\n", reg + i, (int)(pValuesF[i*4 + 0] * 100.0f), (int)(pValuesF[i*4 + 1] * 100.0f), (int)(pValuesF[i*4 + 2] * 100.0f), (int)(pValuesF[i*4 + 3] * 100.0f)));
6460 break;
6461 }
6462
6463 case SVGA3D_CONST_TYPE_INT:
6464 Log(("ConstantI %d: value=%d, %d, %d, %d\n", reg + i, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]));
6465 break;
6466
6467 case SVGA3D_CONST_TYPE_BOOL:
6468 Log(("ConstantB %d: value=%d, %d, %d, %d\n", reg + i, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]));
6469 break;
6470 }
6471#endif
6472 vmsvga3dSaveShaderConst(pContext, reg + i, type, ctype, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]);
6473 }
6474
6475 switch (type)
6476 {
6477 case SVGA3D_SHADERTYPE_VS:
6478 switch (ctype)
6479 {
6480 case SVGA3D_CONST_TYPE_FLOAT:
6481 rc = ShaderSetVertexShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6482 break;
6483
6484 case SVGA3D_CONST_TYPE_INT:
6485 rc = ShaderSetVertexShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6486 break;
6487
6488 case SVGA3D_CONST_TYPE_BOOL:
6489 rc = ShaderSetVertexShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6490 break;
6491
6492 default:
6493 AssertFailedReturn(VERR_INVALID_PARAMETER);
6494 }
6495 AssertRCReturn(rc, rc);
6496 break;
6497
6498 case SVGA3D_SHADERTYPE_PS:
6499 switch (ctype)
6500 {
6501 case SVGA3D_CONST_TYPE_FLOAT:
6502 rc = ShaderSetPixelShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6503 break;
6504
6505 case SVGA3D_CONST_TYPE_INT:
6506 rc = ShaderSetPixelShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6507 break;
6508
6509 case SVGA3D_CONST_TYPE_BOOL:
6510 rc = ShaderSetPixelShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6511 break;
6512
6513 default:
6514 AssertFailedReturn(VERR_INVALID_PARAMETER);
6515 }
6516 AssertRCReturn(rc, rc);
6517 break;
6518
6519 default:
6520 AssertFailedReturn(VERR_INVALID_PARAMETER);
6521 }
6522
6523 return VINF_SUCCESS;
6524}
6525
6526int vmsvga3dOcclusionQueryCreate(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6527{
6528 AssertReturn(pState->ext.glGenQueries, VERR_NOT_SUPPORTED);
6529 GLuint idQuery = 0;
6530 pState->ext.glGenQueries(1, &idQuery);
6531 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6532 AssertReturn(idQuery, VERR_INTERNAL_ERROR);
6533 pContext->occlusion.idQuery = idQuery;
6534 return VINF_SUCCESS;
6535}
6536
6537int vmsvga3dOcclusionQueryDelete(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6538{
6539 AssertReturn(pState->ext.glDeleteQueries, VERR_NOT_SUPPORTED);
6540 if (pContext->occlusion.idQuery)
6541 {
6542 pState->ext.glDeleteQueries(1, &pContext->occlusion.idQuery);
6543 }
6544 return VINF_SUCCESS;
6545}
6546
6547int vmsvga3dOcclusionQueryBegin(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6548{
6549 AssertReturn(pState->ext.glBeginQuery, VERR_NOT_SUPPORTED);
6550 pState->ext.glBeginQuery(GL_ANY_SAMPLES_PASSED, pContext->occlusion.idQuery);
6551 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6552 return VINF_SUCCESS;
6553}
6554
6555int vmsvga3dOcclusionQueryEnd(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6556{
6557 RT_NOREF(pContext);
6558 AssertReturn(pState->ext.glEndQuery, VERR_NOT_SUPPORTED);
6559 pState->ext.glEndQuery(GL_ANY_SAMPLES_PASSED);
6560 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6561 return VINF_SUCCESS;
6562}
6563
6564int vmsvga3dOcclusionQueryGetData(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t *pu32Pixels)
6565{
6566 AssertReturn(pState->ext.glGetQueryObjectuiv, VERR_NOT_SUPPORTED);
6567 GLuint pixels = 0;
6568 pState->ext.glGetQueryObjectuiv(pContext->occlusion.idQuery, GL_QUERY_RESULT, &pixels);
6569 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6570
6571 *pu32Pixels = (uint32_t)pixels;
6572 return VINF_SUCCESS;
6573}
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