VirtualBox

source: vbox/trunk/src/VBox/Devices/Graphics/DevVGA-SVGA3d-ogl.cpp@ 81888

Last change on this file since 81888 was 81771, checked in by vboxsync, 5 years ago

Devices/Graphics: OpenGL backend texture format conversion

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1/* $Id: DevVGA-SVGA3d-ogl.cpp 81771 2019-11-11 17:24:36Z vboxsync $ */
2/** @file
3 * DevVMWare - VMWare SVGA device
4 */
5
6/*
7 * Copyright (C) 2013-2019 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#include <VBox/AssertGuest.h>
36
37#include <iprt/assert.h>
38#include <iprt/semaphore.h>
39#include <iprt/uuid.h>
40#include <iprt/mem.h>
41
42#include <VBoxVideo.h> /* required by DevVGA.h */
43
44/* should go BEFORE any other DevVGA include to make all DevVGA.h config defines be visible */
45#include "DevVGA.h"
46
47#include "DevVGA-SVGA.h"
48#include "DevVGA-SVGA3d.h"
49#include "DevVGA-SVGA3d-internal.h"
50
51#ifdef DUMP_SHADER_DISASSEMBLY
52# include <d3dx9shader.h>
53#endif
54
55#include <stdlib.h>
56#include <math.h>
57#include <float.h> /* FLT_MIN */
58
59
60/*********************************************************************************************************************************
61* Defined Constants And Macros *
62*********************************************************************************************************************************/
63#ifndef VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE
64# define VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE 1.0
65#endif
66
67#ifdef VMSVGA3D_DYNAMIC_LOAD
68# define OGLGETPROCADDRESS glLdrGetProcAddress
69#else
70#ifdef RT_OS_WINDOWS
71# define OGLGETPROCADDRESS MyWinGetProcAddress
72DECLINLINE(PROC) MyWinGetProcAddress(const char *pszSymbol)
73{
74 /* Khronos: [on failure] "some implementations will return other values. 1, 2, and 3 are used, as well as -1". */
75 PROC p = wglGetProcAddress(pszSymbol);
76 if (RT_VALID_PTR(p))
77 return p;
78 return 0;
79}
80#elif defined(RT_OS_DARWIN)
81# include <dlfcn.h>
82# define OGLGETPROCADDRESS MyNSGLGetProcAddress
83/** Resolves an OpenGL symbol. */
84static void *MyNSGLGetProcAddress(const char *pszSymbol)
85{
86 /* Another copy in shaderapi.c. */
87 static void *s_pvImage = NULL;
88 if (s_pvImage == NULL)
89 s_pvImage = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY);
90 return s_pvImage ? dlsym(s_pvImage, pszSymbol) : NULL;
91}
92
93#else
94# define OGLGETPROCADDRESS(x) glXGetProcAddress((const GLubyte *)x)
95#endif
96#endif
97
98/* Invert y-coordinate for OpenGL's bottom left origin. */
99#define D3D_TO_OGL_Y_COORD(ptrSurface, y_coordinate) (ptrSurface->pMipmapLevels[0].mipmapSize.height - (y_coordinate))
100#define D3D_TO_OGL_Y_COORD_MIPLEVEL(ptrMipLevel, y_coordinate) (ptrMipLevel->size.height - (y_coordinate))
101
102/**
103 * Macro for doing something and then checking for errors during initialization.
104 * Uses AssertLogRelMsg.
105 */
106#define VMSVGA3D_INIT_CHECKED(a_Expr) \
107 do \
108 { \
109 a_Expr; \
110 GLenum iGlError = glGetError(); \
111 AssertLogRelMsg(iGlError == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x\n", #a_Expr, iGlError)); \
112 } while (0)
113
114/**
115 * Macro for doing something and then checking for errors during initialization,
116 * doing the same in the other context when enabled.
117 *
118 * This will try both profiles in dual profile builds. Caller must be in the
119 * default context.
120 *
121 * Uses AssertLogRelMsg to indicate trouble.
122 */
123#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
124# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) \
125 do \
126 { \
127 for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
128 a_Expr; \
129 GLenum iGlError = glGetError(); \
130 if (iGlError != GL_NO_ERROR) \
131 { \
132 VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pOtherCtx); \
133 for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
134 a_Expr; \
135 GLenum iGlError2 = glGetError(); \
136 AssertLogRelMsg(iGlError2 == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x / %#x\n", #a_Expr, iGlError, iGlError2)); \
137 VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pContext); \
138 } \
139 } while (0)
140#else
141# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) VMSVGA3D_INIT_CHECKED(a_Expr)
142#endif
143
144
145/*********************************************************************************************************************************
146* Global Variables *
147*********************************************************************************************************************************/
148/* Define the default light parameters as specified by MSDN. */
149/** @todo move out; fetched from Wine */
150const SVGA3dLightData vmsvga3d_default_light =
151{
152 SVGA3D_LIGHTTYPE_DIRECTIONAL, /* type */
153 false, /* inWorldSpace */
154 { 1.0f, 1.0f, 1.0f, 0.0f }, /* diffuse r,g,b,a */
155 { 0.0f, 0.0f, 0.0f, 0.0f }, /* specular r,g,b,a */
156 { 0.0f, 0.0f, 0.0f, 0.0f }, /* ambient r,g,b,a, */
157 { 0.0f, 0.0f, 0.0f }, /* position x,y,z */
158 { 0.0f, 0.0f, 1.0f }, /* direction x,y,z */
159 0.0f, /* range */
160 0.0f, /* falloff */
161 0.0f, 0.0f, 0.0f, /* attenuation 0,1,2 */
162 0.0f, /* theta */
163 0.0f /* phi */
164};
165
166
167/*********************************************************************************************************************************
168* Internal Functions *
169*********************************************************************************************************************************/
170static int vmsvga3dContextDestroyOgl(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid);
171static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha);
172
173/* Generated by VBoxDef2LazyLoad from the VBoxSVGA3D.def and VBoxSVGA3DObjC.def files. */
174extern "C" int ExplicitlyLoadVBoxSVGA3D(bool fResolveAllImports, PRTERRINFO pErrInfo);
175
176
177/**
178 * Checks if the given OpenGL extension is supported.
179 *
180 * @returns true if supported, false if not.
181 * @param pState The VMSVGA3d state.
182 * @param rsMinGLVersion The OpenGL version that introduced this feature
183 * into the core.
184 * @param pszWantedExtension The name of the OpenGL extension we want padded
185 * with one space at each end.
186 * @remarks Init time only.
187 */
188static bool vmsvga3dCheckGLExtension(PVMSVGA3DSTATE pState, float rsMinGLVersion, const char *pszWantedExtension)
189{
190 RT_NOREF(rsMinGLVersion);
191 /* check padding. */
192 Assert(pszWantedExtension[0] == ' ');
193 Assert(pszWantedExtension[1] != ' ');
194 Assert(strchr(&pszWantedExtension[1], ' ') + 1 == strchr(pszWantedExtension, '\0'));
195
196 /* Look it up. */
197 bool fRet = false;
198 if (strstr(pState->pszExtensions, pszWantedExtension))
199 fRet = true;
200
201 /* Temporarily. Later start if (rsMinGLVersion != 0.0 && fActualGLVersion >= rsMinGLVersion) return true; */
202#ifdef RT_OS_DARWIN
203 AssertMsg( rsMinGLVersion == 0.0
204 || fRet == (pState->rsGLVersion >= rsMinGLVersion)
205 || VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE == 2.1,
206 ("%s actual:%d min:%d fRet=%d\n",
207 pszWantedExtension, (int)(pState->rsGLVersion * 10), (int)(rsMinGLVersion * 10), fRet));
208#else
209 AssertMsg(rsMinGLVersion == 0.0 || fRet == (pState->rsGLVersion >= rsMinGLVersion),
210 ("%s actual:%d min:%d fRet=%d\n",
211 pszWantedExtension, (int)(pState->rsGLVersion * 10), (int)(rsMinGLVersion * 10), fRet));
212#endif
213 return fRet;
214}
215
216
217/**
218 * Outputs GL_EXTENSIONS list to the release log.
219 */
220static void vmsvga3dLogRelExtensions(const char *pszPrefix, const char *pszExtensions)
221{
222 /* OpenGL 3.0 interface (glGetString(GL_EXTENSIONS) return NULL). */
223 bool fBuffered = RTLogRelSetBuffering(true);
224
225 /*
226 * Determin the column widths first.
227 */
228 size_t acchWidths[4] = { 1, 1, 1, 1 };
229 uint32_t i;
230 const char *psz = pszExtensions;
231 for (i = 0; ; i++)
232 {
233 while (*psz == ' ')
234 psz++;
235 if (!*psz)
236 break;
237
238 const char *pszEnd = strchr(psz, ' ');
239 AssertBreak(pszEnd);
240 size_t cch = pszEnd - psz;
241
242 uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
243 if (acchWidths[iColumn] < cch)
244 acchWidths[iColumn] = cch;
245
246 psz = pszEnd;
247 }
248
249 /*
250 * Output it.
251 */
252 LogRel(("VMSVGA3d: %sOpenGL extensions (%d):", pszPrefix, i));
253 psz = pszExtensions;
254 for (i = 0; ; i++)
255 {
256 while (*psz == ' ')
257 psz++;
258 if (!*psz)
259 break;
260
261 const char *pszEnd = strchr(psz, ' ');
262 AssertBreak(pszEnd);
263 size_t cch = pszEnd - psz;
264
265 uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
266 if (iColumn == 0)
267 LogRel(("\nVMSVGA3d: %-*.*s", acchWidths[iColumn], cch, psz));
268 else if (iColumn != RT_ELEMENTS(acchWidths) - 1)
269 LogRel((" %-*.*s", acchWidths[iColumn], cch, psz));
270 else
271 LogRel((" %.*s", cch, psz));
272
273 psz = pszEnd;
274 }
275
276 RTLogRelSetBuffering(fBuffered);
277 LogRel(("\n"));
278}
279
280/**
281 * Gathers the GL_EXTENSIONS list, storing it as a space padded list at
282 * @a ppszExtensions.
283 *
284 * @returns VINF_SUCCESS or VERR_NO_STR_MEMORY
285 * @param ppszExtensions Pointer to the string pointer. Free with RTStrFree.
286 * @param fGLProfileVersion The OpenGL profile version.
287 */
288static int vmsvga3dGatherExtensions(char **ppszExtensions, float fGLProfileVersion)
289{
290 int rc;
291 *ppszExtensions = NULL;
292
293 /*
294 * Try the old glGetString interface first.
295 */
296 const char *pszExtensions = (const char *)glGetString(GL_EXTENSIONS);
297 if (pszExtensions)
298 {
299 rc = RTStrAAppendExN(ppszExtensions, 3, " ", (size_t)1, pszExtensions, RTSTR_MAX, " ", (size_t)1);
300 AssertLogRelRCReturn(rc, rc);
301 }
302 else
303 {
304 /*
305 * The new interface where each extension string is retrieved separately.
306 * Note! Cannot use VMSVGA3D_INIT_CHECKED_GL_GET_INTEGER_VALUE here because
307 * the above GL_EXTENSIONS error lingers on darwin. sucks.
308 */
309#ifndef GL_NUM_EXTENSIONS
310# define GL_NUM_EXTENSIONS 0x821D
311#endif
312 GLint cExtensions = 1024;
313 glGetIntegerv(GL_NUM_EXTENSIONS, &cExtensions);
314 Assert(cExtensions != 1024);
315
316 PFNGLGETSTRINGIPROC pfnGlGetStringi = (PFNGLGETSTRINGIPROC)OGLGETPROCADDRESS("glGetStringi");
317 AssertLogRelReturn(pfnGlGetStringi, VERR_NOT_SUPPORTED);
318
319 rc = RTStrAAppend(ppszExtensions, " ");
320 for (GLint i = 0; RT_SUCCESS(rc) && i < cExtensions; i++)
321 {
322 const char *pszExt = (const char *)pfnGlGetStringi(GL_EXTENSIONS, i);
323 if (pszExt)
324 rc = RTStrAAppendExN(ppszExtensions, 2, pfnGlGetStringi(GL_EXTENSIONS, i), RTSTR_MAX, " ", (size_t)1);
325 }
326 AssertRCReturn(rc, rc);
327 }
328
329#if 1
330 /*
331 * Add extensions promoted into the core OpenGL profile.
332 */
333 static const struct
334 {
335 float fGLVersion;
336 const char *pszzExtensions;
337 } s_aPromotedExtensions[] =
338 {
339 {
340 1.1f,
341 " GL_EXT_vertex_array \0"
342 " GL_EXT_polygon_offset \0"
343 " GL_EXT_blend_logic_op \0"
344 " GL_EXT_texture \0"
345 " GL_EXT_copy_texture \0"
346 " GL_EXT_subtexture \0"
347 " GL_EXT_texture_object \0"
348 " GL_ARB_framebuffer_object \0"
349 " GL_ARB_map_buffer_range \0"
350 " GL_ARB_vertex_array_object \0"
351 "\0"
352 },
353 {
354 1.2f,
355 " EXT_texture3D \0"
356 " EXT_bgra \0"
357 " EXT_packed_pixels \0"
358 " EXT_rescale_normal \0"
359 " EXT_separate_specular_color \0"
360 " SGIS_texture_edge_clamp \0"
361 " SGIS_texture_lod \0"
362 " EXT_draw_range_elements \0"
363 "\0"
364 },
365 {
366 1.3f,
367 " GL_ARB_texture_compression \0"
368 " GL_ARB_texture_cube_map \0"
369 " GL_ARB_multisample \0"
370 " GL_ARB_multitexture \0"
371 " GL_ARB_texture_env_add \0"
372 " GL_ARB_texture_env_combine \0"
373 " GL_ARB_texture_env_dot3 \0"
374 " GL_ARB_texture_border_clamp \0"
375 " GL_ARB_transpose_matrix \0"
376 "\0"
377 },
378 {
379 1.5f,
380 " GL_SGIS_generate_mipmap \0"
381 /*" GL_NV_blend_equare \0"*/
382 " GL_ARB_depth_texture \0"
383 " GL_ARB_shadow \0"
384 " GL_EXT_fog_coord \0"
385 " GL_EXT_multi_draw_arrays \0"
386 " GL_ARB_point_parameters \0"
387 " GL_EXT_secondary_color \0"
388 " GL_EXT_blend_func_separate \0"
389 " GL_EXT_stencil_wrap \0"
390 " GL_ARB_texture_env_crossbar \0"
391 " GL_EXT_texture_lod_bias \0"
392 " GL_ARB_texture_mirrored_repeat \0"
393 " GL_ARB_window_pos \0"
394 "\0"
395 },
396 {
397 1.6f,
398 " GL_ARB_vertex_buffer_object \0"
399 " GL_ARB_occlusion_query \0"
400 " GL_EXT_shadow_funcs \0"
401 },
402 {
403 2.0f,
404 " GL_ARB_shader_objects \0" /*??*/
405 " GL_ARB_vertex_shader \0" /*??*/
406 " GL_ARB_fragment_shader \0" /*??*/
407 " GL_ARB_shading_language_100 \0" /*??*/
408 " GL_ARB_draw_buffers \0"
409 " GL_ARB_texture_non_power_of_two \0"
410 " GL_ARB_point_sprite \0"
411 " GL_ATI_separate_stencil \0"
412 " GL_EXT_stencil_two_side \0"
413 "\0"
414 },
415 {
416 2.1f,
417 " GL_ARB_pixel_buffer_object \0"
418 " GL_EXT_texture_sRGB \0"
419 "\0"
420 },
421 {
422 3.0f,
423 " GL_ARB_framebuffer_object \0"
424 " GL_ARB_map_buffer_range \0"
425 " GL_ARB_vertex_array_object \0"
426 "\0"
427 },
428 {
429 3.1f,
430 " GL_ARB_copy_buffer \0"
431 " GL_ARB_uniform_buffer_object \0"
432 "\0"
433 },
434 {
435 3.2f,
436 " GL_ARB_vertex_array_bgra \0"
437 " GL_ARB_draw_elements_base_vertex \0"
438 " GL_ARB_fragment_coord_conventions \0"
439 " GL_ARB_provoking_vertex \0"
440 " GL_ARB_seamless_cube_map \0"
441 " GL_ARB_texture_multisample \0"
442 " GL_ARB_depth_clamp \0"
443 " GL_ARB_sync \0"
444 " GL_ARB_geometry_shader4 \0" /*??*/
445 "\0"
446 },
447 {
448 3.3f,
449 " GL_ARB_blend_func_extended \0"
450 " GL_ARB_sampler_objects \0"
451 " GL_ARB_explicit_attrib_location \0"
452 " GL_ARB_occlusion_query2 \0"
453 " GL_ARB_shader_bit_encoding \0"
454 " GL_ARB_texture_rgb10_a2ui \0"
455 " GL_ARB_texture_swizzle \0"
456 " GL_ARB_timer_query \0"
457 " GL_ARB_vertex_type_2_10_10_10_rev \0"
458 "\0"
459 },
460 {
461 4.0f,
462 " GL_ARB_texture_query_lod \0"
463 " GL_ARB_draw_indirect \0"
464 " GL_ARB_gpu_shader5 \0"
465 " GL_ARB_gpu_shader_fp64 \0"
466 " GL_ARB_shader_subroutine \0"
467 " GL_ARB_tessellation_shader \0"
468 " GL_ARB_texture_buffer_object_rgb32 \0"
469 " GL_ARB_texture_cube_map_array \0"
470 " GL_ARB_texture_gather \0"
471 " GL_ARB_transform_feedback2 \0"
472 " GL_ARB_transform_feedback3 \0"
473 "\0"
474 },
475 {
476 4.1f,
477 " GL_ARB_ES2_compatibility \0"
478 " GL_ARB_get_program_binary \0"
479 " GL_ARB_separate_shader_objects \0"
480 " GL_ARB_shader_precision \0"
481 " GL_ARB_vertex_attrib_64bit \0"
482 " GL_ARB_viewport_array \0"
483 "\0"
484 }
485 };
486
487 uint32_t cPromoted = 0;
488 for (uint32_t i = 0; i < RT_ELEMENTS(s_aPromotedExtensions) && s_aPromotedExtensions[i].fGLVersion <= fGLProfileVersion; i++)
489 {
490 const char *pszExt = s_aPromotedExtensions[i].pszzExtensions;
491 while (*pszExt)
492 {
493# ifdef VBOX_STRICT
494 size_t cchExt = strlen(pszExt);
495 Assert(cchExt > 3);
496 Assert(pszExt[0] == ' ');
497 Assert(pszExt[1] != ' ');
498 Assert(pszExt[cchExt - 2] != ' ');
499 Assert(pszExt[cchExt - 1] == ' ');
500# endif
501
502 if (strstr(*ppszExtensions, pszExt) == NULL)
503 {
504 if (cPromoted++ == 0)
505 {
506 rc = RTStrAAppend(ppszExtensions, " <promoted-extensions:> <promoted-extensions:> <promoted-extensions:> ");
507 AssertRCReturn(rc, rc);
508 }
509
510 rc = RTStrAAppend(ppszExtensions, pszExt);
511 AssertRCReturn(rc, rc);
512 }
513
514 pszExt = strchr(pszExt, '\0') + 1;
515 }
516 }
517#endif
518
519 return VINF_SUCCESS;
520}
521
522/** Check whether this is an Intel GL driver.
523 *
524 * @returns true if this seems to be some Intel graphics.
525 */
526static bool vmsvga3dIsVendorIntel(void)
527{
528 return RTStrNICmp((char *)glGetString(GL_VENDOR), "Intel", 5) == 0;
529}
530
531/**
532 * @interface_method_impl{VBOXVMSVGASHADERIF,pfnSwitchInitProfile}
533 */
534static DECLCALLBACK(void) vmsvga3dShaderIfSwitchInitProfile(PVBOXVMSVGASHADERIF pThis, bool fOtherProfile)
535{
536#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
537 PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
538 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[fOtherProfile ? 2 : 1]);
539#else
540 NOREF(pThis);
541 NOREF(fOtherProfile);
542#endif
543}
544
545
546/**
547 * @interface_method_impl{VBOXVMSVGASHADERIF,pfnGetNextExtension}
548 */
549static DECLCALLBACK(bool) vmsvga3dShaderIfGetNextExtension(PVBOXVMSVGASHADERIF pThis, void **ppvEnumCtx,
550 char *pszBuf, size_t cbBuf, bool fOtherProfile)
551{
552 PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
553 const char *pszCur = *ppvEnumCtx ? (const char *)*ppvEnumCtx
554 : fOtherProfile ? pState->pszOtherExtensions : pState->pszExtensions;
555 while (*pszCur == ' ')
556 pszCur++;
557 if (!*pszCur)
558 return false;
559
560 const char *pszEnd = strchr(pszCur, ' ');
561 AssertReturn(pszEnd, false);
562 size_t cch = pszEnd - pszCur;
563 if (cch < cbBuf)
564 {
565 memcpy(pszBuf, pszCur, cch);
566 pszBuf[cch] = '\0';
567 }
568 else if (cbBuf > 0)
569 {
570 memcpy(pszBuf, "<overflow>", RT_MIN(sizeof("<overflow>"), cbBuf));
571 pszBuf[cbBuf - 1] = '\0';
572 }
573
574 *ppvEnumCtx = (void *)pszEnd;
575 return true;
576}
577
578
579/**
580 * Initializes the VMSVGA3D state during VGA device construction.
581 *
582 * Failure are generally not fatal, 3D support will just be disabled.
583 *
584 * @returns VBox status code.
585 * @param pThis The VGA device state where svga.p3dState will be modified.
586 */
587int vmsvga3dInit(PVGASTATE pThis)
588{
589 int rc;
590
591 AssertCompile(GL_TRUE == 1);
592 AssertCompile(GL_FALSE == 0);
593
594#ifdef VMSVGA3D_DYNAMIC_LOAD
595 rc = glLdrInit(pThis->pDevInsR3);
596 if (RT_FAILURE(rc))
597 {
598 LogRel(("VMSVGA3d: Error loading OpenGL library and resolving necessary functions: %Rrc\n", rc));
599 return rc;
600 }
601#endif
602
603 /*
604 * Load and resolve imports from the external shared libraries.
605 */
606 RTERRINFOSTATIC ErrInfo;
607 rc = ExplicitlyLoadVBoxSVGA3D(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
608 if (RT_FAILURE(rc))
609 {
610 LogRel(("VMSVGA3d: Error loading VBoxSVGA3D and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
611 return rc;
612 }
613#ifdef RT_OS_DARWIN
614 rc = ExplicitlyLoadVBoxSVGA3DObjC(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
615 if (RT_FAILURE(rc))
616 {
617 LogRel(("VMSVGA3d: Error loading VBoxSVGA3DObjC and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
618 return rc;
619 }
620#endif
621
622 /*
623 * Allocate the state.
624 */
625 pThis->svga.p3dState = (PVMSVGA3DSTATE)RTMemAllocZ(sizeof(VMSVGA3DSTATE));
626 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
627
628#ifdef RT_OS_WINDOWS
629 /* Create event semaphore and async IO thread. */
630 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
631 rc = RTSemEventCreate(&pState->WndRequestSem);
632 if (RT_SUCCESS(rc))
633 {
634 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dWindowThread, pState->WndRequestSem, 0, RTTHREADTYPE_GUI, 0,
635 "VMSVGA3DWND");
636 if (RT_SUCCESS(rc))
637 return VINF_SUCCESS;
638
639 /* bail out. */
640 LogRel(("VMSVGA3d: RTThreadCreate failed: %Rrc\n", rc));
641 RTSemEventDestroy(pState->WndRequestSem);
642 }
643 else
644 LogRel(("VMSVGA3d: RTSemEventCreate failed: %Rrc\n", rc));
645 RTMemFree(pThis->svga.p3dState);
646 pThis->svga.p3dState = NULL;
647 return rc;
648#else
649 return VINF_SUCCESS;
650#endif
651}
652
653static int vmsvga3dLoadGLFunctions(PVMSVGA3DSTATE pState)
654{
655 /* A strict approach to get a proc address as recommended by Khronos:
656 * - "If the function is a core OpenGL function, then we need to check the OpenGL version".
657 * - "If the function is an extension, we need to check to see if the extension is supported."
658 */
659
660/* Get a function address, return VERR_NOT_IMPLEMENTED on failure. */
661#define GLGETPROC_(ProcType, ProcName, NameSuffix) do { \
662 pState->ext.ProcName = (ProcType)OGLGETPROCADDRESS(#ProcName NameSuffix); \
663 AssertLogRelMsgReturn(pState->ext.ProcName, (#ProcName NameSuffix " missing"), VERR_NOT_IMPLEMENTED); \
664} while(0)
665
666/* Get an optional function address. LogRel on failure. */
667#define GLGETPROCOPT_(ProcType, ProcName, NameSuffix) do { \
668 pState->ext.ProcName = (ProcType)OGLGETPROCADDRESS(#ProcName NameSuffix); \
669 if (!pState->ext.ProcName) \
670 { \
671 LogRel(("VMSVGA3d: missing optional %s\n", #ProcName NameSuffix)); \
672 AssertFailed(); \
673 } \
674} while(0)
675
676 /* OpenGL 2.0 or earlier core. Do not bother with extensions. */
677 GLGETPROC_(PFNGLGENQUERIESPROC , glGenQueries, "");
678 GLGETPROC_(PFNGLDELETEQUERIESPROC , glDeleteQueries, "");
679 GLGETPROC_(PFNGLBEGINQUERYPROC , glBeginQuery, "");
680 GLGETPROC_(PFNGLENDQUERYPROC , glEndQuery, "");
681 GLGETPROC_(PFNGLGETQUERYOBJECTUIVPROC , glGetQueryObjectuiv, "");
682 GLGETPROC_(PFNGLTEXIMAGE3DPROC , glTexImage3D, "");
683 GLGETPROC_(PFNGLTEXSUBIMAGE3DPROC , glTexSubImage3D, "");
684 GLGETPROC_(PFNGLCOMPRESSEDTEXIMAGE2DPROC , glCompressedTexImage2D, "");
685 GLGETPROC_(PFNGLCOMPRESSEDTEXIMAGE3DPROC , glCompressedTexImage3D, "");
686 GLGETPROC_(PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC , glCompressedTexSubImage2D, "");
687 GLGETPROC_(PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC , glCompressedTexSubImage3D, "");
688 GLGETPROC_(PFNGLPOINTPARAMETERFPROC , glPointParameterf, "");
689 GLGETPROC_(PFNGLBLENDEQUATIONSEPARATEPROC , glBlendEquationSeparate, "");
690 GLGETPROC_(PFNGLBLENDFUNCSEPARATEPROC , glBlendFuncSeparate, "");
691 GLGETPROC_(PFNGLSTENCILOPSEPARATEPROC , glStencilOpSeparate, "");
692 GLGETPROC_(PFNGLSTENCILFUNCSEPARATEPROC , glStencilFuncSeparate, "");
693 GLGETPROC_(PFNGLBINDBUFFERPROC , glBindBuffer, "");
694 GLGETPROC_(PFNGLDELETEBUFFERSPROC , glDeleteBuffers, "");
695 GLGETPROC_(PFNGLGENBUFFERSPROC , glGenBuffers, "");
696 GLGETPROC_(PFNGLBUFFERDATAPROC , glBufferData, "");
697 GLGETPROC_(PFNGLMAPBUFFERPROC , glMapBuffer, "");
698 GLGETPROC_(PFNGLUNMAPBUFFERPROC , glUnmapBuffer, "");
699 GLGETPROC_(PFNGLENABLEVERTEXATTRIBARRAYPROC , glEnableVertexAttribArray, "");
700 GLGETPROC_(PFNGLDISABLEVERTEXATTRIBARRAYPROC , glDisableVertexAttribArray, "");
701 GLGETPROC_(PFNGLVERTEXATTRIBPOINTERPROC , glVertexAttribPointer, "");
702 GLGETPROC_(PFNGLACTIVETEXTUREPROC , glActiveTexture, "");
703 /* glGetProgramivARB determines implementation limits for the program
704 * target (GL_FRAGMENT_PROGRAM_ARB, GL_VERTEX_PROGRAM_ARB).
705 * It differs from glGetProgramiv, which returns a parameter from a program object.
706 */
707 GLGETPROC_(PFNGLGETPROGRAMIVARBPROC , glGetProgramivARB, "");
708 GLGETPROC_(PFNGLFOGCOORDPOINTERPROC , glFogCoordPointer, "");
709#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x102
710 GLGETPROC_(PFNGLBLENDCOLORPROC , glBlendColor, "");
711 GLGETPROC_(PFNGLBLENDEQUATIONPROC , glBlendEquation, "");
712#endif
713#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x103
714 GLGETPROC_(PFNGLCLIENTACTIVETEXTUREPROC , glClientActiveTexture, "");
715#endif
716 GLGETPROC_(PFNGLDRAWBUFFERSPROC , glDrawBuffers, "");
717 GLGETPROC_(PFNGLCREATESHADERPROC , glCreateShader, "");
718 GLGETPROC_(PFNGLSHADERSOURCEPROC , glShaderSource, "");
719 GLGETPROC_(PFNGLCOMPILESHADERPROC , glCompileShader, "");
720 GLGETPROC_(PFNGLGETSHADERIVPROC , glGetShaderiv, "");
721 GLGETPROC_(PFNGLGETSHADERINFOLOGPROC , glGetShaderInfoLog, "");
722 GLGETPROC_(PFNGLCREATEPROGRAMPROC , glCreateProgram, "");
723 GLGETPROC_(PFNGLATTACHSHADERPROC , glAttachShader, "");
724 GLGETPROC_(PFNGLLINKPROGRAMPROC , glLinkProgram, "");
725 GLGETPROC_(PFNGLGETPROGRAMIVPROC , glGetProgramiv, "");
726 GLGETPROC_(PFNGLGETPROGRAMINFOLOGPROC , glGetProgramInfoLog, "");
727 GLGETPROC_(PFNGLUSEPROGRAMPROC , glUseProgram, "");
728 GLGETPROC_(PFNGLGETUNIFORMLOCATIONPROC , glGetUniformLocation, "");
729 GLGETPROC_(PFNGLUNIFORM1IPROC , glUniform1i, "");
730 GLGETPROC_(PFNGLUNIFORM4FVPROC , glUniform4fv, "");
731 GLGETPROC_(PFNGLDETACHSHADERPROC , glDetachShader, "");
732 GLGETPROC_(PFNGLDELETESHADERPROC , glDeleteShader, "");
733 GLGETPROC_(PFNGLDELETEPROGRAMPROC , glDeleteProgram, "");
734
735 /* OpenGL 3.0 core, GL_ARB_instanced_arrays. Same functions names in the ARB and core specs. */
736 if ( pState->rsGLVersion >= 3.0f
737 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_framebuffer_object "))
738 {
739 GLGETPROC_(PFNGLISRENDERBUFFERPROC , glIsRenderbuffer, "");
740 GLGETPROC_(PFNGLBINDRENDERBUFFERPROC , glBindRenderbuffer, "");
741 GLGETPROC_(PFNGLDELETERENDERBUFFERSPROC , glDeleteRenderbuffers, "");
742 GLGETPROC_(PFNGLGENRENDERBUFFERSPROC , glGenRenderbuffers, "");
743 GLGETPROC_(PFNGLRENDERBUFFERSTORAGEPROC , glRenderbufferStorage, "");
744 GLGETPROC_(PFNGLGETRENDERBUFFERPARAMETERIVPROC , glGetRenderbufferParameteriv, "");
745 GLGETPROC_(PFNGLISFRAMEBUFFERPROC , glIsFramebuffer, "");
746 GLGETPROC_(PFNGLBINDFRAMEBUFFERPROC , glBindFramebuffer, "");
747 GLGETPROC_(PFNGLDELETEFRAMEBUFFERSPROC , glDeleteFramebuffers, "");
748 GLGETPROC_(PFNGLGENFRAMEBUFFERSPROC , glGenFramebuffers, "");
749 GLGETPROC_(PFNGLCHECKFRAMEBUFFERSTATUSPROC , glCheckFramebufferStatus, "");
750 GLGETPROC_(PFNGLFRAMEBUFFERTEXTURE1DPROC , glFramebufferTexture1D, "");
751 GLGETPROC_(PFNGLFRAMEBUFFERTEXTURE2DPROC , glFramebufferTexture2D, "");
752 GLGETPROC_(PFNGLFRAMEBUFFERTEXTURE3DPROC , glFramebufferTexture3D, "");
753 GLGETPROC_(PFNGLFRAMEBUFFERRENDERBUFFERPROC , glFramebufferRenderbuffer, "");
754 GLGETPROC_(PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC , glGetFramebufferAttachmentParameteriv, "");
755 GLGETPROC_(PFNGLGENERATEMIPMAPPROC , glGenerateMipmap, "");
756 GLGETPROC_(PFNGLBLITFRAMEBUFFERPROC , glBlitFramebuffer, "");
757 GLGETPROC_(PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC , glRenderbufferStorageMultisample, "");
758 GLGETPROC_(PFNGLFRAMEBUFFERTEXTURELAYERPROC , glFramebufferTextureLayer, "");
759 }
760
761 /* OpenGL 3.1 core, GL_ARB_draw_instanced, GL_EXT_draw_instanced. */
762 if (pState->rsGLVersion >= 3.1f)
763 {
764 GLGETPROC_(PFNGLDRAWARRAYSINSTANCEDPROC , glDrawArraysInstanced, "");
765 GLGETPROC_(PFNGLDRAWELEMENTSINSTANCEDPROC , glDrawElementsInstanced, "");
766 }
767 else if (vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_draw_instanced "))
768 {
769 GLGETPROC_(PFNGLDRAWARRAYSINSTANCEDPROC , glDrawArraysInstanced, "ARB");
770 GLGETPROC_(PFNGLDRAWELEMENTSINSTANCEDPROC , glDrawElementsInstanced, "ARB");
771 }
772 else if (vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_draw_instanced "))
773 {
774 GLGETPROC_(PFNGLDRAWARRAYSINSTANCEDPROC , glDrawArraysInstanced, "EXT");
775 GLGETPROC_(PFNGLDRAWELEMENTSINSTANCEDPROC , glDrawElementsInstanced, "EXT");
776 }
777
778 /* OpenGL 3.2 core, GL_ARB_draw_elements_base_vertex. Same functions names in the ARB and core specs. */
779 if ( pState->rsGLVersion >= 3.2f
780 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_draw_elements_base_vertex "))
781 {
782 GLGETPROC_(PFNGLDRAWELEMENTSBASEVERTEXPROC , glDrawElementsBaseVertex, "");
783 GLGETPROC_(PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC , glDrawElementsInstancedBaseVertex, "");
784 }
785
786 /* Optional. OpenGL 3.2 core, GL_ARB_provoking_vertex. Same functions names in the ARB and core specs. */
787 if ( pState->rsGLVersion >= 3.2f
788 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_provoking_vertex "))
789 {
790 GLGETPROCOPT_(PFNGLPROVOKINGVERTEXPROC , glProvokingVertex, "");
791 }
792
793 /* OpenGL 3.3 core, GL_ARB_instanced_arrays. */
794 if (pState->rsGLVersion >= 3.3f)
795 {
796 GLGETPROC_(PFNGLVERTEXATTRIBDIVISORPROC , glVertexAttribDivisor, "");
797 }
798 else if (vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_instanced_arrays "))
799 {
800 GLGETPROC_(PFNGLVERTEXATTRIBDIVISORARBPROC , glVertexAttribDivisor, "ARB");
801 }
802
803#undef GLGETPROCOPT_
804#undef GLGETPROC_
805
806 return VINF_SUCCESS;
807}
808
809
810/* We must delay window creation until the PowerOn phase. Init is too early and will cause failures. */
811int vmsvga3dPowerOn(PVGASTATE pThis)
812{
813 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
814 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
815 PVMSVGA3DCONTEXT pContext;
816#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
817 PVMSVGA3DCONTEXT pOtherCtx;
818#endif
819 int rc;
820
821 if (pState->rsGLVersion != 0.0)
822 return VINF_SUCCESS; /* already initialized (load state) */
823
824 /*
825 * OpenGL function calls aren't possible without a valid current context, so create a fake one here.
826 */
827 rc = vmsvga3dContextDefineOgl(pThis, 1, VMSVGA3D_DEF_CTX_F_INIT);
828 AssertRCReturn(rc, rc);
829
830 pContext = pState->papContexts[1];
831 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
832
833#ifdef VMSVGA3D_DYNAMIC_LOAD
834 /* Context is set and it is possible now to resolve extension functions. */
835 rc = glLdrGetExtFunctions(pThis->pDevInsR3);
836 if (RT_FAILURE(rc))
837 {
838 LogRel(("VMSVGA3d: Error resolving extension functions: %Rrc\n", rc));
839 return rc;
840 }
841#endif
842
843 LogRel(("VMSVGA3d: OpenGL version: %s\n"
844 "VMSVGA3d: OpenGL Vendor: %s\n"
845 "VMSVGA3d: OpenGL Renderer: %s\n"
846 "VMSVGA3d: OpenGL shader language version: %s\n",
847 glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
848 glGetString(GL_SHADING_LANGUAGE_VERSION)));
849
850 rc = vmsvga3dGatherExtensions(&pState->pszExtensions, VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE);
851 AssertRCReturn(rc, rc);
852 vmsvga3dLogRelExtensions("", pState->pszExtensions);
853
854 pState->rsGLVersion = atof((const char *)glGetString(GL_VERSION));
855
856
857#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
858 /*
859 * Get the extension list for the alternative profile so we can better
860 * figure out the shader model and stuff.
861 */
862 rc = vmsvga3dContextDefineOgl(pThis, 2, VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
863 AssertLogRelRCReturn(rc, rc);
864 pContext = pState->papContexts[1]; /* Array may have been reallocated. */
865
866 pOtherCtx = pState->papContexts[2];
867 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
868
869 LogRel(("VMSVGA3d: Alternative OpenGL version: %s\n"
870 "VMSVGA3d: Alternative OpenGL Vendor: %s\n"
871 "VMSVGA3d: Alternative OpenGL Renderer: %s\n"
872 "VMSVGA3d: Alternative OpenGL shader language version: %s\n",
873 glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
874 glGetString(GL_SHADING_LANGUAGE_VERSION)));
875
876 rc = vmsvga3dGatherExtensions(&pState->pszOtherExtensions, VBOX_VMSVGA3D_OTHER_OGL_PROFILE);
877 AssertRCReturn(rc, rc);
878 vmsvga3dLogRelExtensions("Alternative ", pState->pszOtherExtensions);
879
880 pState->rsOtherGLVersion = atof((const char *)glGetString(GL_VERSION));
881
882 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
883#else
884 pState->pszOtherExtensions = (char *)"";
885 pState->rsOtherGLVersion = pState->rsGLVersion;
886#endif
887
888 /*
889 * Resolve GL function pointers and store them in pState->ext.
890 */
891 rc = vmsvga3dLoadGLFunctions(pState);
892 if (RT_FAILURE(rc))
893 {
894 LogRel(("VMSVGA3d: missing required OpenGL function or extension; aborting\n"));
895 return rc;
896 }
897
898 /*
899 * Initialize the capabilities with sensible defaults.
900 */
901 pState->caps.maxActiveLights = 1;
902 pState->caps.maxTextures = 1;
903 pState->caps.maxClipDistances = 4;
904 pState->caps.maxColorAttachments = 1;
905 pState->caps.maxRectangleTextureSize = 2048;
906 pState->caps.maxTextureAnisotropy = 2;
907 pState->caps.maxVertexShaderInstructions = 1024;
908 pState->caps.maxFragmentShaderInstructions = 1024;
909 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_NONE;
910 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_NONE;
911 pState->caps.flPointSize[0] = 1;
912 pState->caps.flPointSize[1] = 1;
913
914 /*
915 * Query capabilities
916 */
917 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_LIGHTS, &pState->caps.maxActiveLights));
918 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &pState->caps.maxTextures));
919#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE /* The alternative profile has a higher number here (ati/darwin). */
920 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
921 VMSVGA3D_INIT_CHECKED_BOTH(pState, pOtherCtx, pContext, glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
922 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
923#else
924 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
925#endif
926 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &pState->caps.maxColorAttachments));
927 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE, &pState->caps.maxRectangleTextureSize));
928 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &pState->caps.maxTextureAnisotropy));
929 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pState->caps.flPointSize));
930
931 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
932 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
933 &pState->caps.maxFragmentShaderTemps));
934 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
935 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
936 &pState->caps.maxFragmentShaderInstructions));
937 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
938 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
939 &pState->caps.maxVertexShaderTemps));
940 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
941 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
942 &pState->caps.maxVertexShaderInstructions));
943
944 pState->caps.fS3TCSupported = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_texture_compression_s3tc ");
945
946 /* http://http://www.opengl.org/wiki/Detecting_the_Shader_Model
947 * ARB Assembly Language
948 * These are done through testing the presence of extensions. You should test them in this order:
949 * GL_NV_gpu_program4: SM 4.0 or better.
950 * GL_NV_vertex_program3: SM 3.0 or better.
951 * GL_ARB_fragment_program: SM 2.0 or better.
952 * ATI does not support higher than SM 2.0 functionality in assembly shaders.
953 *
954 */
955 /** @todo distinguish between vertex and pixel shaders??? */
956#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE /* The alternative profile has a higher number here (ati/darwin). */
957 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
958 const char *pszShadingLanguageVersion = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
959 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
960#else
961 const char *pszShadingLanguageVersion = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
962#endif
963 float v = pszShadingLanguageVersion ? atof(pszShadingLanguageVersion) : 0.0f;
964 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_gpu_program4 ")
965 || strstr(pState->pszOtherExtensions, " GL_NV_gpu_program4 "))
966 {
967 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40;
968 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40;
969 }
970 else
971 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_vertex_program3 ")
972 || strstr(pState->pszOtherExtensions, " GL_NV_vertex_program3 ")
973 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_shader_texture_lod ") /* Wine claims this suggests SM 3.0 support */
974 || strstr(pState->pszOtherExtensions, " GL_ARB_shader_texture_lod ")
975 )
976 {
977 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_30;
978 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_30;
979 }
980 else
981 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_fragment_program ")
982 || strstr(pState->pszOtherExtensions, " GL_ARB_fragment_program "))
983 {
984 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20;
985 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20;
986 }
987 else
988 {
989 LogRel(("VMSVGA3D: WARNING: unknown support for assembly shaders!!\n"));
990 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_11;
991 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_11;
992 }
993
994 /* Now check the shading language version, in case it indicates a higher supported version. */
995 if (v >= 3.30f)
996 {
997 pState->caps.vertexShaderVersion = RT_MAX(pState->caps.vertexShaderVersion, SVGA3DVSVERSION_40);
998 pState->caps.fragmentShaderVersion = RT_MAX(pState->caps.fragmentShaderVersion, SVGA3DPSVERSION_40);
999 }
1000 else
1001 if (v >= 1.20f)
1002 {
1003 pState->caps.vertexShaderVersion = RT_MAX(pState->caps.vertexShaderVersion, SVGA3DVSVERSION_20);
1004 pState->caps.fragmentShaderVersion = RT_MAX(pState->caps.fragmentShaderVersion, SVGA3DPSVERSION_20);
1005 }
1006
1007 if ( !vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_vertex_array_bgra ")
1008 && !vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_vertex_array_bgra "))
1009 {
1010 LogRel(("VMSVGA3D: WARNING: Missing required extension GL_ARB_vertex_array_bgra (d3dcolor)!!!\n"));
1011 }
1012
1013 /*
1014 * Tweak capabilities.
1015 */
1016 /* Intel Windows drivers return 31, while the guest expects 32 at least. */
1017 if ( pState->caps.maxVertexShaderTemps < 32
1018 && vmsvga3dIsVendorIntel())
1019 pState->caps.maxVertexShaderTemps = 32;
1020
1021#if 0
1022 SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND = 11,
1023 SVGA3D_DEVCAP_QUERY_TYPES = 15,
1024 SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING = 16,
1025 SVGA3D_DEVCAP_MAX_POINT_SIZE = 17,
1026 SVGA3D_DEVCAP_MAX_SHADER_TEXTURES = 18,
1027 SVGA3D_DEVCAP_MAX_VOLUME_EXTENT = 21,
1028 SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT = 22,
1029 SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO = 23,
1030 SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY = 24,
1031 SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT = 25,
1032 SVGA3D_DEVCAP_MAX_VERTEX_INDEX = 26,
1033 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS = 28,
1034 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS = 29,
1035 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS = 30,
1036 SVGA3D_DEVCAP_TEXTURE_OPS = 31,
1037 SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8 = 32,
1038 SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8 = 33,
1039 SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10 = 34,
1040 SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5 = 35,
1041 SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5 = 36,
1042 SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4 = 37,
1043 SVGA3D_DEVCAP_SURFACEFMT_R5G6B5 = 38,
1044 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16 = 39,
1045 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8 = 40,
1046 SVGA3D_DEVCAP_SURFACEFMT_ALPHA8 = 41,
1047 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8 = 42,
1048 SVGA3D_DEVCAP_SURFACEFMT_Z_D16 = 43,
1049 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8 = 44,
1050 SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8 = 45,
1051 SVGA3D_DEVCAP_SURFACEFMT_DXT1 = 46,
1052 SVGA3D_DEVCAP_SURFACEFMT_DXT2 = 47,
1053 SVGA3D_DEVCAP_SURFACEFMT_DXT3 = 48,
1054 SVGA3D_DEVCAP_SURFACEFMT_DXT4 = 49,
1055 SVGA3D_DEVCAP_SURFACEFMT_DXT5 = 50,
1056 SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8 = 51,
1057 SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10 = 52,
1058 SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8 = 53,
1059 SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8 = 54,
1060 SVGA3D_DEVCAP_SURFACEFMT_CxV8U8 = 55,
1061 SVGA3D_DEVCAP_SURFACEFMT_R_S10E5 = 56,
1062 SVGA3D_DEVCAP_SURFACEFMT_R_S23E8 = 57,
1063 SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5 = 58,
1064 SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8 = 59,
1065 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5 = 60,
1066 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8 = 61,
1067 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES = 63,
1068 SVGA3D_DEVCAP_SURFACEFMT_V16U16 = 65,
1069 SVGA3D_DEVCAP_SURFACEFMT_G16R16 = 66,
1070 SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16 = 67,
1071 SVGA3D_DEVCAP_SURFACEFMT_UYVY = 68,
1072 SVGA3D_DEVCAP_SURFACEFMT_YUY2 = 69,
1073 SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES = 70,
1074 SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES = 71,
1075 SVGA3D_DEVCAP_ALPHATOCOVERAGE = 72,
1076 SVGA3D_DEVCAP_SUPERSAMPLE = 73,
1077 SVGA3D_DEVCAP_AUTOGENMIPMAPS = 74,
1078 SVGA3D_DEVCAP_SURFACEFMT_NV12 = 75,
1079 SVGA3D_DEVCAP_SURFACEFMT_AYUV = 76,
1080 SVGA3D_DEVCAP_SURFACEFMT_Z_DF16 = 79,
1081 SVGA3D_DEVCAP_SURFACEFMT_Z_DF24 = 80,
1082 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT = 81,
1083 SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM = 82,
1084 SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM = 83,
1085#endif
1086
1087 LogRel(("VMSVGA3d: Capabilities:\n"));
1088 LogRel(("VMSVGA3d: maxActiveLights=%-2d maxTextures=%-2d\n",
1089 pState->caps.maxActiveLights, pState->caps.maxTextures));
1090 LogRel(("VMSVGA3d: maxClipDistances=%-2d maxColorAttachments=%-2d maxClipDistances=%d\n",
1091 pState->caps.maxClipDistances, pState->caps.maxColorAttachments, pState->caps.maxClipDistances));
1092 LogRel(("VMSVGA3d: maxColorAttachments=%-2d maxTextureAnisotropy=%-2d maxRectangleTextureSize=%d\n",
1093 pState->caps.maxColorAttachments, pState->caps.maxTextureAnisotropy, pState->caps.maxRectangleTextureSize));
1094 LogRel(("VMSVGA3d: maxVertexShaderTemps=%-2d maxVertexShaderInstructions=%d maxFragmentShaderInstructions=%d\n",
1095 pState->caps.maxVertexShaderTemps, pState->caps.maxVertexShaderInstructions, pState->caps.maxFragmentShaderInstructions));
1096 LogRel(("VMSVGA3d: maxFragmentShaderTemps=%d flPointSize={%d.%02u, %d.%02u}\n",
1097 pState->caps.maxFragmentShaderTemps,
1098 (int)pState->caps.flPointSize[0], (int)(pState->caps.flPointSize[0] * 100) % 100,
1099 (int)pState->caps.flPointSize[1], (int)(pState->caps.flPointSize[1] * 100) % 100));
1100 LogRel(("VMSVGA3d: fragmentShaderVersion=%-2d vertexShaderVersion=%-2d fS3TCSupported=%d\n",
1101 pState->caps.fragmentShaderVersion, pState->caps.vertexShaderVersion, pState->caps.fS3TCSupported));
1102
1103
1104 /* Initialize the shader library. */
1105 pState->ShaderIf.pfnSwitchInitProfile = vmsvga3dShaderIfSwitchInitProfile;
1106 pState->ShaderIf.pfnGetNextExtension = vmsvga3dShaderIfGetNextExtension;
1107 rc = ShaderInitLib(&pState->ShaderIf);
1108 AssertRC(rc);
1109
1110 /* Cleanup */
1111 rc = vmsvga3dContextDestroy(pThis, 1);
1112 AssertRC(rc);
1113#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1114 rc = vmsvga3dContextDestroy(pThis, 2);
1115 AssertRC(rc);
1116#endif
1117
1118 if ( pState->rsGLVersion < 3.0
1119 && pState->rsOtherGLVersion < 3.0 /* darwin: legacy profile hack */)
1120 {
1121 LogRel(("VMSVGA3d: unsupported OpenGL version; minimum is 3.0\n"));
1122 return VERR_NOT_IMPLEMENTED;
1123 }
1124
1125 return VINF_SUCCESS;
1126}
1127
1128int vmsvga3dReset(PVGASTATE pThis)
1129{
1130 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1131 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
1132
1133 /* Destroy all leftover surfaces. */
1134 for (uint32_t i = 0; i < pState->cSurfaces; i++)
1135 {
1136 if (pState->papSurfaces[i]->id != SVGA3D_INVALID_ID)
1137 vmsvga3dSurfaceDestroy(pThis, pState->papSurfaces[i]->id);
1138 }
1139
1140 /* Destroy all leftover contexts. */
1141 for (uint32_t i = 0; i < pState->cContexts; i++)
1142 {
1143 if (pState->papContexts[i]->id != SVGA3D_INVALID_ID)
1144 vmsvga3dContextDestroy(pThis, pState->papContexts[i]->id);
1145 }
1146
1147 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1148 vmsvga3dContextDestroyOgl(pThis, &pState->SharedCtx, VMSVGA3D_SHARED_CTX_ID);
1149
1150 return VINF_SUCCESS;
1151}
1152
1153int vmsvga3dTerminate(PVGASTATE pThis)
1154{
1155 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1156 AssertReturn(pState, VERR_WRONG_ORDER);
1157 int rc;
1158
1159 rc = vmsvga3dReset(pThis);
1160 AssertRCReturn(rc, rc);
1161
1162 /* Terminate the shader library. */
1163 rc = ShaderDestroyLib();
1164 AssertRC(rc);
1165
1166#ifdef RT_OS_WINDOWS
1167 /* Terminate the window creation thread. */
1168 rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_EXIT, 0, 0);
1169 AssertRCReturn(rc, rc);
1170
1171 RTSemEventDestroy(pState->WndRequestSem);
1172#elif defined(RT_OS_DARWIN)
1173
1174#elif defined(RT_OS_LINUX)
1175 /* signal to the thread that it is supposed to exit */
1176 pState->bTerminate = true;
1177 /* wait for it to terminate */
1178 rc = RTThreadWait(pState->pWindowThread, 10000, NULL);
1179 AssertRC(rc);
1180 XCloseDisplay(pState->display);
1181#endif
1182
1183 RTStrFree(pState->pszExtensions);
1184 pState->pszExtensions = NULL;
1185#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1186 RTStrFree(pState->pszOtherExtensions);
1187#endif
1188 pState->pszOtherExtensions = NULL;
1189
1190 return VINF_SUCCESS;
1191}
1192
1193
1194void vmsvga3dUpdateHostScreenViewport(PVGASTATE pThis, uint32_t idScreen, VMSVGAVIEWPORT const *pOldViewport)
1195{
1196 /** @todo Move the visible framebuffer content here, don't wait for the guest to
1197 * redraw it. */
1198
1199#ifdef RT_OS_DARWIN
1200 RT_NOREF(pOldViewport);
1201 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1202 if ( pState
1203 && idScreen == 0
1204 && pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1205 {
1206 vmsvga3dCocoaViewUpdateViewport(pState->SharedCtx.cocoaView);
1207 }
1208#else
1209 RT_NOREF(pThis, idScreen, pOldViewport);
1210#endif
1211}
1212
1213
1214/**
1215 * Worker for vmsvga3dQueryCaps that figures out supported operations for a
1216 * given surface format capability.
1217 *
1218 * @returns Supported/indented operations (SVGA3DFORMAT_OP_XXX).
1219 * @param idx3dCaps The SVGA3D_CAPS_XXX value of the surface format.
1220 *
1221 * @remarks See fromat_cap_table in svga_format.c (mesa/gallium) for a reference
1222 * of implicit guest expectations:
1223 * http://cgit.freedesktop.org/mesa/mesa/tree/src/gallium/drivers/svga/svga_format.c
1224 */
1225static uint32_t vmsvga3dGetSurfaceFormatSupport(uint32_t idx3dCaps)
1226{
1227 uint32_t result = 0;
1228
1229 /** @todo missing:
1230 *
1231 * SVGA3DFORMAT_OP_PIXELSIZE
1232 */
1233
1234 switch (idx3dCaps)
1235 {
1236 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1237 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1238 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1239 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1240 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1241 | SVGA3DFORMAT_OP_DISPLAYMODE /* Should not be set for alpha formats. */
1242 | SVGA3DFORMAT_OP_3DACCELERATION; /* implies OP_DISPLAYMODE */
1243 break;
1244
1245 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1246 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1247 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1248 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1249 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1250 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1251 | SVGA3DFORMAT_OP_SAME_FORMAT_UP_TO_ALPHA_RENDERTARGET;
1252 break;
1253 }
1254
1255 /** @todo check hardware caps! */
1256 switch (idx3dCaps)
1257 {
1258 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1259 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1260 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1261 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1262 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1263 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1264 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1265 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1266 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1267 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1268 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1269 result |= SVGA3DFORMAT_OP_TEXTURE
1270 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET
1271 | SVGA3DFORMAT_OP_OFFSCREENPLAIN
1272 | SVGA3DFORMAT_OP_SAME_FORMAT_RENDERTARGET
1273 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1274 | SVGA3DFORMAT_OP_CUBETEXTURE
1275 | SVGA3DFORMAT_OP_SRGBREAD
1276 | SVGA3DFORMAT_OP_SRGBWRITE;
1277 break;
1278
1279 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1280 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1281 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1282 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1283 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1284 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1285 result |= SVGA3DFORMAT_OP_ZSTENCIL
1286 | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH
1287 | SVGA3DFORMAT_OP_TEXTURE /* Necessary for Ubuntu Unity */;
1288 break;
1289
1290 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1291 case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
1292 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1293 case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
1294 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1295 result |= SVGA3DFORMAT_OP_TEXTURE
1296 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1297 | SVGA3DFORMAT_OP_CUBETEXTURE
1298 | SVGA3DFORMAT_OP_SRGBREAD;
1299 break;
1300
1301 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1302 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1303 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1304 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1305 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1306 break;
1307
1308 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1309 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1310 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1311 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1312 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1313 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1314 result |= SVGA3DFORMAT_OP_TEXTURE
1315 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1316 | SVGA3DFORMAT_OP_CUBETEXTURE
1317 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET;
1318 break;
1319
1320 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1321 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1322 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1323 result |= SVGA3DFORMAT_OP_TEXTURE
1324 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1325 | SVGA3DFORMAT_OP_CUBETEXTURE
1326 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET;
1327 break;
1328
1329 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1330 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1331 result |= SVGA3DFORMAT_OP_OFFSCREENPLAIN
1332 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1333 | SVGA3DFORMAT_OP_TEXTURE;
1334 break;
1335
1336 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1337 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1338 break;
1339 }
1340 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1341
1342 return result;
1343}
1344
1345#if 0 /* unused */
1346static uint32_t vmsvga3dGetDepthFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps)
1347{
1348 RT_NOREF(pState3D, idx3dCaps);
1349
1350 /** @todo test this somehow */
1351 uint32_t result = SVGA3DFORMAT_OP_ZSTENCIL | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH;
1352
1353 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1354 return result;
1355}
1356#endif
1357
1358
1359int vmsvga3dQueryCaps(PVGASTATE pThis, uint32_t idx3dCaps, uint32_t *pu32Val)
1360{
1361 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1362 AssertReturn(pState, VERR_NO_MEMORY);
1363 int rc = VINF_SUCCESS;
1364
1365 *pu32Val = 0;
1366
1367 /*
1368 * The capabilities access by current (2015-03-01) linux sources (gallium,
1369 * vmwgfx, xorg-video-vmware) are annotated, caps without xref annotations
1370 * aren't access.
1371 */
1372
1373 switch (idx3dCaps)
1374 {
1375 /* Linux: vmwgfx_fifo.c in kmod; only used with SVGA_CAP_GBOBJECTS. */
1376 case SVGA3D_DEVCAP_3D:
1377 *pu32Val = 1; /* boolean? */
1378 break;
1379
1380 case SVGA3D_DEVCAP_MAX_LIGHTS:
1381 *pu32Val = pState->caps.maxActiveLights;
1382 break;
1383
1384 case SVGA3D_DEVCAP_MAX_TEXTURES:
1385 *pu32Val = pState->caps.maxTextures;
1386 break;
1387
1388 case SVGA3D_DEVCAP_MAX_CLIP_PLANES:
1389 *pu32Val = pState->caps.maxClipDistances;
1390 break;
1391
1392 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1393 case SVGA3D_DEVCAP_VERTEX_SHADER_VERSION:
1394 *pu32Val = pState->caps.vertexShaderVersion;
1395 break;
1396
1397 case SVGA3D_DEVCAP_VERTEX_SHADER:
1398 /* boolean? */
1399 *pu32Val = (pState->caps.vertexShaderVersion != SVGA3DVSVERSION_NONE);
1400 break;
1401
1402 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1403 case SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION:
1404 *pu32Val = pState->caps.fragmentShaderVersion;
1405 break;
1406
1407 case SVGA3D_DEVCAP_FRAGMENT_SHADER:
1408 /* boolean? */
1409 *pu32Val = (pState->caps.fragmentShaderVersion != SVGA3DPSVERSION_NONE);
1410 break;
1411
1412 case SVGA3D_DEVCAP_S23E8_TEXTURES:
1413 case SVGA3D_DEVCAP_S10E5_TEXTURES:
1414 /* Must be obsolete by now; surface format caps specify the same thing. */
1415 rc = VERR_INVALID_PARAMETER;
1416 break;
1417
1418 case SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND:
1419 break;
1420
1421 /*
1422 * 2. The BUFFER_FORMAT capabilities are deprecated, and they always
1423 * return TRUE. Even on physical hardware that does not support
1424 * these formats natively, the SVGA3D device will provide an emulation
1425 * which should be invisible to the guest OS.
1426 */
1427 case SVGA3D_DEVCAP_D16_BUFFER_FORMAT:
1428 case SVGA3D_DEVCAP_D24S8_BUFFER_FORMAT:
1429 case SVGA3D_DEVCAP_D24X8_BUFFER_FORMAT:
1430 *pu32Val = 1;
1431 break;
1432
1433 case SVGA3D_DEVCAP_QUERY_TYPES:
1434 break;
1435
1436 case SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING:
1437 break;
1438
1439 /* Linux: svga_screen.c in gallium; capped at 80.0, default 1.0. */
1440 case SVGA3D_DEVCAP_MAX_POINT_SIZE:
1441 AssertCompile(sizeof(uint32_t) == sizeof(float));
1442 *(float *)pu32Val = pState->caps.flPointSize[1];
1443 break;
1444
1445 case SVGA3D_DEVCAP_MAX_SHADER_TEXTURES:
1446 /** @todo ?? */
1447 rc = VERR_INVALID_PARAMETER;
1448 break;
1449
1450 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_2D_LEVELS); have default if missing. */
1451 case SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH:
1452 case SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT:
1453 *pu32Val = pState->caps.maxRectangleTextureSize;
1454 break;
1455
1456 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_3D_LEVELS); have default if missing. */
1457 case SVGA3D_DEVCAP_MAX_VOLUME_EXTENT:
1458 //*pu32Val = pCaps->MaxVolumeExtent;
1459 *pu32Val = 256;
1460 break;
1461
1462 case SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT:
1463 *pu32Val = 32768; /* hardcoded in Wine */
1464 break;
1465
1466 case SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO:
1467 //*pu32Val = pCaps->MaxTextureAspectRatio;
1468 break;
1469
1470 /* Linux: svga_screen.c in gallium (for PIPE_CAPF_MAX_TEXTURE_ANISOTROPY); defaults to 4.0. */
1471 case SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY:
1472 *pu32Val = pState->caps.maxTextureAnisotropy;
1473 break;
1474
1475 case SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT:
1476 case SVGA3D_DEVCAP_MAX_VERTEX_INDEX:
1477 *pu32Val = 0xFFFFF; /* hardcoded in Wine */
1478 break;
1479
1480 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_INSTRUCTIONS); defaults to 512. */
1481 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS:
1482 *pu32Val = pState->caps.maxVertexShaderInstructions;
1483 break;
1484
1485 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS:
1486 *pu32Val = pState->caps.maxFragmentShaderInstructions;
1487 break;
1488
1489 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1490 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS:
1491 *pu32Val = pState->caps.maxVertexShaderTemps;
1492 break;
1493
1494 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_FRAGMENT/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1495 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS:
1496 *pu32Val = pState->caps.maxFragmentShaderTemps;
1497 break;
1498
1499 case SVGA3D_DEVCAP_TEXTURE_OPS:
1500 break;
1501
1502 case SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES:
1503 break;
1504
1505 case SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES:
1506 break;
1507
1508 case SVGA3D_DEVCAP_ALPHATOCOVERAGE:
1509 break;
1510
1511 case SVGA3D_DEVCAP_SUPERSAMPLE:
1512 break;
1513
1514 case SVGA3D_DEVCAP_AUTOGENMIPMAPS:
1515 //*pu32Val = !!(pCaps->Caps2 & D3DCAPS2_CANAUTOGENMIPMAP);
1516 break;
1517
1518 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES:
1519 break;
1520
1521 case SVGA3D_DEVCAP_MAX_RENDER_TARGETS: /** @todo same thing? */
1522 case SVGA3D_DEVCAP_MAX_SIMULTANEOUS_RENDER_TARGETS:
1523 *pu32Val = pState->caps.maxColorAttachments;
1524 break;
1525
1526 /*
1527 * This is the maximum number of SVGA context IDs that the guest
1528 * can define using SVGA_3D_CMD_CONTEXT_DEFINE.
1529 */
1530 case SVGA3D_DEVCAP_MAX_CONTEXT_IDS:
1531 *pu32Val = SVGA3D_MAX_CONTEXT_IDS;
1532 break;
1533
1534 /*
1535 * This is the maximum number of SVGA surface IDs that the guest
1536 * can define using SVGA_3D_CMD_SURFACE_DEFINE*.
1537 */
1538 case SVGA3D_DEVCAP_MAX_SURFACE_IDS:
1539 *pu32Val = SVGA3D_MAX_SURFACE_IDS;
1540 break;
1541
1542#if 0 /* Appeared more recently, not yet implemented. */
1543 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1544 case SVGA3D_DEVCAP_LINE_AA:
1545 break;
1546 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1547 case SVGA3D_DEVCAP_LINE_STIPPLE:
1548 break;
1549 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1550 case SVGA3D_DEVCAP_MAX_LINE_WIDTH:
1551 break;
1552 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1553 case SVGA3D_DEVCAP_MAX_AA_LINE_WIDTH:
1554 break;
1555#endif
1556
1557 /*
1558 * Supported surface formats.
1559 * Linux: svga_format.c in gallium, format_cap_table defines implicit expectations.
1560 */
1561 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1562 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1563 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1564 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1565 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1566 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1567 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1568 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1569 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1570 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1571 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1572 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1573 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1574 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1575 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1576 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1577 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1578 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1579 *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
1580 break;
1581
1582 case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
1583 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1584 case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
1585 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1586 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1587 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1588 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1589 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1590 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1591 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1592 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1593 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1594 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1595 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1596 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1597 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1598 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1599 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1600 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1601 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1602 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1603 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1604 *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
1605 break;
1606
1607 /* Linux: Not referenced in current sources. */
1608 case SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM:
1609 case SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM:
1610 Log(("CAPS: Unknown CAP %s\n", vmsvga3dGetCapString(idx3dCaps)));
1611 rc = VERR_INVALID_PARAMETER;
1612 *pu32Val = 0;
1613 break;
1614
1615 default:
1616 Log(("CAPS: Unexpected CAP %d\n", idx3dCaps));
1617 rc = VERR_INVALID_PARAMETER;
1618 break;
1619 }
1620
1621 Log(("CAPS: %s - %x\n", vmsvga3dGetCapString(idx3dCaps), *pu32Val));
1622 return rc;
1623}
1624
1625/**
1626 * Convert SVGA format value to its OpenGL equivalent
1627 *
1628 * @remarks Clues to be had in format_texture_info table (wined3d/utils.c) with
1629 * help from wined3dformat_from_d3dformat().
1630 */
1631void vmsvga3dSurfaceFormat2OGL(PVMSVGA3DSURFACE pSurface, SVGA3dSurfaceFormat format)
1632{
1633#if 0
1634#define AssertTestFmt(f) AssertMsgFailed(("Test me - " #f "\n"))
1635#else
1636#define AssertTestFmt(f) do {} while(0)
1637#endif
1638 switch (format)
1639 {
1640 case SVGA3D_X8R8G8B8: /* D3DFMT_X8R8G8B8 - WINED3DFMT_B8G8R8X8_UNORM */
1641 pSurface->internalFormatGL = GL_RGB8;
1642 pSurface->formatGL = GL_BGRA;
1643 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1644 break;
1645 case SVGA3D_A8R8G8B8: /* D3DFMT_A8R8G8B8 - WINED3DFMT_B8G8R8A8_UNORM */
1646 pSurface->internalFormatGL = GL_RGBA8;
1647 pSurface->formatGL = GL_BGRA;
1648 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1649 break;
1650 case SVGA3D_R5G6B5: /* D3DFMT_R5G6B5 - WINED3DFMT_B5G6R5_UNORM */
1651 pSurface->internalFormatGL = GL_RGB5;
1652 pSurface->formatGL = GL_RGB;
1653 pSurface->typeGL = GL_UNSIGNED_SHORT_5_6_5;
1654 AssertTestFmt(SVGA3D_R5G6B5);
1655 break;
1656 case SVGA3D_X1R5G5B5: /* D3DFMT_X1R5G5B5 - WINED3DFMT_B5G5R5X1_UNORM */
1657 pSurface->internalFormatGL = GL_RGB5;
1658 pSurface->formatGL = GL_BGRA;
1659 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1660 AssertTestFmt(SVGA3D_X1R5G5B5);
1661 break;
1662 case SVGA3D_A1R5G5B5: /* D3DFMT_A1R5G5B5 - WINED3DFMT_B5G5R5A1_UNORM */
1663 pSurface->internalFormatGL = GL_RGB5_A1;
1664 pSurface->formatGL = GL_BGRA;
1665 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1666 AssertTestFmt(SVGA3D_A1R5G5B5);
1667 break;
1668 case SVGA3D_A4R4G4B4: /* D3DFMT_A4R4G4B4 - WINED3DFMT_B4G4R4A4_UNORM */
1669 pSurface->internalFormatGL = GL_RGBA4;
1670 pSurface->formatGL = GL_BGRA;
1671 pSurface->typeGL = GL_UNSIGNED_SHORT_4_4_4_4_REV;
1672 AssertTestFmt(SVGA3D_A4R4G4B4);
1673 break;
1674
1675 case SVGA3D_R8G8B8A8_UNORM:
1676 pSurface->internalFormatGL = GL_RGBA8;
1677 pSurface->formatGL = GL_RGBA;
1678 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1679 break;
1680
1681 case SVGA3D_Z_D32: /* D3DFMT_D32 - WINED3DFMT_D32_UNORM */
1682 pSurface->internalFormatGL = GL_DEPTH_COMPONENT32;
1683 pSurface->formatGL = GL_DEPTH_COMPONENT;
1684 pSurface->typeGL = GL_UNSIGNED_INT;
1685 break;
1686 case SVGA3D_Z_D16: /* D3DFMT_D16 - WINED3DFMT_D16_UNORM */
1687 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo Wine suggests GL_DEPTH_COMPONENT24. */
1688 pSurface->formatGL = GL_DEPTH_COMPONENT;
1689 pSurface->typeGL = GL_UNSIGNED_SHORT;
1690 AssertTestFmt(SVGA3D_Z_D16);
1691 break;
1692 case SVGA3D_Z_D24S8: /* D3DFMT_D24S8 - WINED3DFMT_D24_UNORM_S8_UINT */
1693 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1694 pSurface->formatGL = GL_DEPTH_STENCIL;
1695 pSurface->typeGL = GL_UNSIGNED_INT_24_8;
1696 break;
1697 case SVGA3D_Z_D15S1: /* D3DFMT_D15S1 - WINED3DFMT_S1_UINT_D15_UNORM */
1698 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo ??? */
1699 pSurface->formatGL = GL_DEPTH_STENCIL;
1700 pSurface->typeGL = GL_UNSIGNED_SHORT;
1701 /** @todo Wine sources hints at no hw support for this, so test this one! */
1702 AssertTestFmt(SVGA3D_Z_D15S1);
1703 break;
1704 case SVGA3D_Z_D24X8: /* D3DFMT_D24X8 - WINED3DFMT_X8D24_UNORM */
1705 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1706 pSurface->formatGL = GL_DEPTH_COMPONENT;
1707 pSurface->typeGL = GL_UNSIGNED_INT;
1708 AssertTestFmt(SVGA3D_Z_D24X8);
1709 break;
1710
1711 /* Advanced D3D9 depth formats. */
1712 case SVGA3D_Z_DF16: /* D3DFMT_DF16? - not supported */
1713 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16;
1714 pSurface->formatGL = GL_DEPTH_COMPONENT;
1715 pSurface->typeGL = GL_HALF_FLOAT;
1716 break;
1717
1718 case SVGA3D_Z_DF24: /* D3DFMT_DF24? - not supported */
1719 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1720 pSurface->formatGL = GL_DEPTH_COMPONENT;
1721 pSurface->typeGL = GL_FLOAT; /* ??? */
1722 break;
1723
1724 case SVGA3D_Z_D24S8_INT: /* D3DFMT_D24S8 */
1725 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1726 pSurface->formatGL = GL_DEPTH_STENCIL;
1727 pSurface->typeGL = GL_UNSIGNED_INT_24_8;
1728 break;
1729
1730 case SVGA3D_DXT1: /* D3DFMT_DXT1 - WINED3DFMT_DXT1 */
1731 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1732 pSurface->formatGL = GL_RGBA; /* not used */
1733 pSurface->typeGL = GL_UNSIGNED_BYTE; /* not used */
1734 break;
1735
1736 case SVGA3D_DXT2: /* D3DFMT_DXT2 */
1737 /* "DXT2 and DXT3 are the same from an API perspective." */
1738 RT_FALL_THRU();
1739 case SVGA3D_DXT3: /* D3DFMT_DXT3 - WINED3DFMT_DXT3 */
1740 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
1741 pSurface->formatGL = GL_RGBA; /* not used */
1742 pSurface->typeGL = GL_UNSIGNED_BYTE; /* not used */
1743 break;
1744
1745 case SVGA3D_DXT4: /* D3DFMT_DXT4 */
1746 /* "DXT4 and DXT5 are the same from an API perspective." */
1747 RT_FALL_THRU();
1748 case SVGA3D_DXT5: /* D3DFMT_DXT5 - WINED3DFMT_DXT5 */
1749 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
1750 pSurface->formatGL = GL_RGBA; /* not used */
1751 pSurface->typeGL = GL_UNSIGNED_BYTE; /* not used */
1752 break;
1753
1754 case SVGA3D_LUMINANCE8: /* D3DFMT_? - ? */
1755 pSurface->internalFormatGL = GL_LUMINANCE8_EXT;
1756 pSurface->formatGL = GL_LUMINANCE;
1757 pSurface->typeGL = GL_UNSIGNED_BYTE;
1758 break;
1759
1760 case SVGA3D_LUMINANCE16: /* D3DFMT_? - ? */
1761 pSurface->internalFormatGL = GL_LUMINANCE16_EXT;
1762 pSurface->formatGL = GL_LUMINANCE;
1763 pSurface->typeGL = GL_UNSIGNED_SHORT;
1764 break;
1765
1766 case SVGA3D_LUMINANCE4_ALPHA4: /* D3DFMT_? - ? */
1767 pSurface->internalFormatGL = GL_LUMINANCE4_ALPHA4_EXT;
1768 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1769 pSurface->typeGL = GL_UNSIGNED_BYTE;
1770 break;
1771
1772 case SVGA3D_LUMINANCE8_ALPHA8: /* D3DFMT_? - ? */
1773 pSurface->internalFormatGL = GL_LUMINANCE8_ALPHA8_EXT;
1774 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1775 pSurface->typeGL = GL_UNSIGNED_BYTE; /* unsigned_short causes issues even though this type should be 16-bit */
1776 break;
1777
1778 case SVGA3D_ALPHA8: /* D3DFMT_A8? - WINED3DFMT_A8_UNORM? */
1779 pSurface->internalFormatGL = GL_ALPHA8_EXT;
1780 pSurface->formatGL = GL_ALPHA;
1781 pSurface->typeGL = GL_UNSIGNED_BYTE;
1782 break;
1783
1784#if 0
1785
1786 /* Bump-map formats */
1787 case SVGA3D_BUMPU8V8:
1788 return D3DFMT_V8U8;
1789 case SVGA3D_BUMPL6V5U5:
1790 return D3DFMT_L6V5U5;
1791 case SVGA3D_BUMPX8L8V8U8:
1792 return D3DFMT_X8L8V8U8;
1793 case SVGA3D_BUMPL8V8U8:
1794 /* No corresponding D3D9 equivalent. */
1795 AssertFailedReturn(D3DFMT_UNKNOWN);
1796 /* signed bump-map formats */
1797 case SVGA3D_V8U8:
1798 return D3DFMT_V8U8;
1799 case SVGA3D_Q8W8V8U8:
1800 return D3DFMT_Q8W8V8U8;
1801 case SVGA3D_CxV8U8:
1802 return D3DFMT_CxV8U8;
1803 /* mixed bump-map formats */
1804 case SVGA3D_X8L8V8U8:
1805 return D3DFMT_X8L8V8U8;
1806 case SVGA3D_A2W10V10U10:
1807 return D3DFMT_A2W10V10U10;
1808#endif
1809
1810 case SVGA3D_ARGB_S10E5: /* 16-bit floating-point ARGB */ /* D3DFMT_A16B16G16R16F - WINED3DFMT_R16G16B16A16_FLOAT */
1811 pSurface->internalFormatGL = GL_RGBA16F;
1812 pSurface->formatGL = GL_RGBA;
1813#if 0 /* bird: wine uses half float, sounds correct to me... */
1814 pSurface->typeGL = GL_FLOAT;
1815#else
1816 pSurface->typeGL = GL_HALF_FLOAT;
1817 AssertTestFmt(SVGA3D_ARGB_S10E5);
1818#endif
1819 break;
1820
1821 case SVGA3D_ARGB_S23E8: /* 32-bit floating-point ARGB */ /* D3DFMT_A32B32G32R32F - WINED3DFMT_R32G32B32A32_FLOAT */
1822 pSurface->internalFormatGL = GL_RGBA32F;
1823 pSurface->formatGL = GL_RGBA;
1824 pSurface->typeGL = GL_FLOAT; /* ?? - same as wine, so probably correct */
1825 break;
1826
1827 case SVGA3D_A2R10G10B10: /* D3DFMT_A2R10G10B10 - WINED3DFMT_B10G10R10A2_UNORM */
1828 pSurface->internalFormatGL = GL_RGB10_A2; /* ?? - same as wine, so probably correct */
1829#if 0 /* bird: Wine uses GL_BGRA instead of GL_RGBA. */
1830 pSurface->formatGL = GL_RGBA;
1831#else
1832 pSurface->formatGL = GL_BGRA;
1833#endif
1834 pSurface->typeGL = GL_UNSIGNED_INT;
1835 AssertTestFmt(SVGA3D_A2R10G10B10);
1836 break;
1837
1838
1839 /* Single- and dual-component floating point formats */
1840 case SVGA3D_R_S10E5: /* D3DFMT_R16F - WINED3DFMT_R16_FLOAT */
1841 pSurface->internalFormatGL = GL_R16F;
1842 pSurface->formatGL = GL_RED;
1843#if 0 /* bird: wine uses half float, sounds correct to me... */
1844 pSurface->typeGL = GL_FLOAT;
1845#else
1846 pSurface->typeGL = GL_HALF_FLOAT;
1847 AssertTestFmt(SVGA3D_R_S10E5);
1848#endif
1849 break;
1850 case SVGA3D_R_S23E8: /* D3DFMT_R32F - WINED3DFMT_R32_FLOAT */
1851 pSurface->internalFormatGL = GL_R32F;
1852 pSurface->formatGL = GL_RED;
1853 pSurface->typeGL = GL_FLOAT;
1854 break;
1855 case SVGA3D_RG_S10E5: /* D3DFMT_G16R16F - WINED3DFMT_R16G16_FLOAT */
1856 pSurface->internalFormatGL = GL_RG16F;
1857 pSurface->formatGL = GL_RG;
1858#if 0 /* bird: wine uses half float, sounds correct to me... */
1859 pSurface->typeGL = GL_FLOAT;
1860#else
1861 pSurface->typeGL = GL_HALF_FLOAT;
1862 AssertTestFmt(SVGA3D_RG_S10E5);
1863#endif
1864 break;
1865 case SVGA3D_RG_S23E8: /* D3DFMT_G32R32F - WINED3DFMT_R32G32_FLOAT */
1866 pSurface->internalFormatGL = GL_RG32F;
1867 pSurface->formatGL = GL_RG;
1868 pSurface->typeGL = GL_FLOAT;
1869 break;
1870
1871 /*
1872 * Any surface can be used as a buffer object, but SVGA3D_BUFFER is
1873 * the most efficient format to use when creating new surfaces
1874 * expressly for index or vertex data.
1875 */
1876 case SVGA3D_BUFFER:
1877 pSurface->internalFormatGL = -1;
1878 pSurface->formatGL = -1;
1879 pSurface->typeGL = -1;
1880 break;
1881
1882#if 0
1883 return D3DFMT_UNKNOWN;
1884
1885 case SVGA3D_V16U16:
1886 return D3DFMT_V16U16;
1887#endif
1888
1889 case SVGA3D_G16R16: /* D3DFMT_G16R16 - WINED3DFMT_R16G16_UNORM */
1890 pSurface->internalFormatGL = GL_RG16;
1891 pSurface->formatGL = GL_RG;
1892#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1893 pSurface->typeGL = GL_UNSIGNED_INT;
1894#else
1895 pSurface->typeGL = GL_UNSIGNED_SHORT;
1896 AssertTestFmt(SVGA3D_G16R16);
1897#endif
1898 break;
1899
1900 case SVGA3D_A16B16G16R16: /* D3DFMT_A16B16G16R16 - WINED3DFMT_R16G16B16A16_UNORM */
1901 pSurface->internalFormatGL = GL_RGBA16;
1902 pSurface->formatGL = GL_RGBA;
1903#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1904 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1905#else
1906 pSurface->typeGL = GL_UNSIGNED_SHORT;
1907 AssertTestFmt(SVGA3D_A16B16G16R16);
1908#endif
1909 break;
1910
1911 case SVGA3D_R8G8B8A8_SNORM:
1912 pSurface->internalFormatGL = GL_RGB8;
1913 pSurface->formatGL = GL_BGRA;
1914 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1915 AssertTestFmt(SVGA3D_R8G8B8A8_SNORM);
1916 break;
1917 case SVGA3D_R16G16_UNORM:
1918 pSurface->internalFormatGL = GL_RG16;
1919 pSurface->formatGL = GL_RG;
1920 pSurface->typeGL = GL_UNSIGNED_SHORT;
1921 AssertTestFmt(SVGA3D_R16G16_UNORM);
1922 break;
1923
1924 /* Packed Video formats */
1925 case SVGA3D_UYVY:
1926 case SVGA3D_YUY2:
1927 /* Use a BRGA texture to hold the data and convert it to an actual BGRA. */
1928 pSurface->fEmulated = true;
1929 pSurface->internalFormatGL = GL_RGBA8;
1930 pSurface->formatGL = GL_BGRA;
1931 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1932 break;
1933
1934#if 0
1935 /* Planar video formats */
1936 case SVGA3D_NV12:
1937 return (D3DFORMAT)MAKEFOURCC('N', 'V', '1', '2');
1938
1939 /* Video format with alpha */
1940 case SVGA3D_AYUV:
1941 return (D3DFORMAT)MAKEFOURCC('A', 'Y', 'U', 'V');
1942
1943 case SVGA3D_BC4_UNORM:
1944 case SVGA3D_BC5_UNORM:
1945 /* Unknown; only in DX10 & 11 */
1946 break;
1947#endif
1948 default:
1949 AssertMsgFailed(("Unsupported format %d\n", format));
1950 break;
1951 }
1952#undef AssertTestFmt
1953}
1954
1955
1956#if 0
1957/**
1958 * Convert SVGA multi sample count value to its D3D equivalent
1959 */
1960D3DMULTISAMPLE_TYPE vmsvga3dMultipeSampleCount2D3D(uint32_t multisampleCount)
1961{
1962 AssertCompile(D3DMULTISAMPLE_2_SAMPLES == 2);
1963 AssertCompile(D3DMULTISAMPLE_16_SAMPLES == 16);
1964
1965 if (multisampleCount > 16)
1966 return D3DMULTISAMPLE_NONE;
1967
1968 /** @todo exact same mapping as d3d? */
1969 return (D3DMULTISAMPLE_TYPE)multisampleCount;
1970}
1971#endif
1972
1973/**
1974 * Destroy backend specific surface bits (part of SVGA_3D_CMD_SURFACE_DESTROY).
1975 *
1976 * @param pState The VMSVGA3d state.
1977 * @param pSurface The surface being destroyed.
1978 */
1979void vmsvga3dBackSurfaceDestroy(PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface)
1980{
1981 PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
1982 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
1983
1984 switch (pSurface->enmOGLResType)
1985 {
1986 case VMSVGA3D_OGLRESTYPE_BUFFER:
1987 Assert(pSurface->oglId.buffer != OPENGL_INVALID_ID);
1988 pState->ext.glDeleteBuffers(1, &pSurface->oglId.buffer);
1989 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1990 break;
1991
1992 case VMSVGA3D_OGLRESTYPE_TEXTURE:
1993 Assert(pSurface->oglId.texture != OPENGL_INVALID_ID);
1994 glDeleteTextures(1, &pSurface->oglId.texture);
1995 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1996 if (pSurface->fEmulated)
1997 {
1998 if (pSurface->idEmulated)
1999 {
2000 glDeleteTextures(1, &pSurface->idEmulated);
2001 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2002 }
2003 }
2004 else
2005 {
2006 Assert(!pSurface->idEmulated);
2007 }
2008 break;
2009
2010 case VMSVGA3D_OGLRESTYPE_RENDERBUFFER:
2011 Assert(pSurface->oglId.renderbuffer != OPENGL_INVALID_ID);
2012 pState->ext.glDeleteRenderbuffers(1, &pSurface->oglId.renderbuffer);
2013 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2014 break;
2015
2016 default:
2017 AssertMsg(!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurface),
2018 ("hint=%#x, type=%d\n",
2019 (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK), pSurface->enmOGLResType));
2020 break;
2021 }
2022}
2023
2024
2025int vmsvga3dSurfaceCopy(PVGASTATE pThis, SVGA3dSurfaceImageId dest, SVGA3dSurfaceImageId src, uint32_t cCopyBoxes, SVGA3dCopyBox *pBox)
2026{
2027 for (uint32_t i = 0; i < cCopyBoxes; i++)
2028 {
2029 SVGA3dBox destBox, srcBox;
2030
2031 srcBox.x = pBox[i].srcx;
2032 srcBox.y = pBox[i].srcy;
2033 srcBox.z = pBox[i].srcz;
2034 srcBox.w = pBox[i].w;
2035 srcBox.h = pBox[i].h;
2036 srcBox.d = pBox[i].d;
2037
2038 destBox.x = pBox[i].x;
2039 destBox.y = pBox[i].y;
2040 destBox.z = pBox[i].z;
2041 destBox.w = pBox[i].w;
2042 destBox.h = pBox[i].h;
2043 destBox.d = pBox[i].d;
2044
2045 /* No stretching is required, therefore use SVGA3D_STRETCH_BLT_POINT which translated to GL_NEAREST. */
2046 int rc = vmsvga3dSurfaceStretchBlt(pThis, &dest, &destBox, &src, &srcBox, SVGA3D_STRETCH_BLT_POINT);
2047 AssertRCReturn(rc, rc);
2048 }
2049 return VINF_SUCCESS;
2050}
2051
2052
2053/**
2054 * Save texture unpacking parameters and loads those appropriate for the given
2055 * surface.
2056 *
2057 * @param pState The VMSVGA3D state structure.
2058 * @param pContext The active context.
2059 * @param pSurface The surface.
2060 * @param pSave Where to save stuff.
2061 */
2062void vmsvga3dOglSetUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2063 PVMSVGAPACKPARAMS pSave)
2064{
2065 RT_NOREF(pState);
2066
2067 /*
2068 * Save (ignore errors, setting the defaults we want and avoids restore).
2069 */
2070 pSave->iAlignment = 1;
2071 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
2072 pSave->cxRow = 0;
2073 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
2074
2075#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2076 pSave->cyImage = 0;
2077 glGetIntegerv(GL_UNPACK_IMAGE_HEIGHT, &pSave->cyImage);
2078 Assert(pSave->cyImage == 0);
2079
2080 pSave->fSwapBytes = GL_FALSE;
2081 glGetBooleanv(GL_UNPACK_SWAP_BYTES, &pSave->fSwapBytes);
2082 Assert(pSave->fSwapBytes == GL_FALSE);
2083
2084 pSave->fLsbFirst = GL_FALSE;
2085 glGetBooleanv(GL_UNPACK_LSB_FIRST, &pSave->fLsbFirst);
2086 Assert(pSave->fLsbFirst == GL_FALSE);
2087
2088 pSave->cSkipRows = 0;
2089 glGetIntegerv(GL_UNPACK_SKIP_ROWS, &pSave->cSkipRows);
2090 Assert(pSave->cSkipRows == 0);
2091
2092 pSave->cSkipPixels = 0;
2093 glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &pSave->cSkipPixels);
2094 Assert(pSave->cSkipPixels == 0);
2095
2096 pSave->cSkipImages = 0;
2097 glGetIntegerv(GL_UNPACK_SKIP_IMAGES, &pSave->cSkipImages);
2098 Assert(pSave->cSkipImages == 0);
2099
2100 VMSVGA3D_CLEAR_GL_ERRORS();
2101#endif
2102
2103 /*
2104 * Setup unpack.
2105 *
2106 * Note! We use 1 as alignment here because we currently don't do any
2107 * aligning of line pitches anywhere.
2108 */
2109 NOREF(pSurface);
2110 if (pSave->iAlignment != 1)
2111 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1), pState, pContext);
2112 if (pSave->cxRow != 0)
2113 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0), pState, pContext);
2114#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2115 if (pSave->cyImage != 0)
2116 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0), pState, pContext);
2117 if (pSave->fSwapBytes != 0)
2118 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE), pState, pContext);
2119 if (pSave->fLsbFirst != 0)
2120 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE), pState, pContext);
2121 if (pSave->cSkipRows != 0)
2122 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, 0), pState, pContext);
2123 if (pSave->cSkipPixels != 0)
2124 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0), pState, pContext);
2125 if (pSave->cSkipImages != 0)
2126 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0), pState, pContext);
2127#endif
2128}
2129
2130
2131/**
2132 * Restores texture unpacking parameters.
2133 *
2134 * @param pState The VMSVGA3D state structure.
2135 * @param pContext The active context.
2136 * @param pSurface The surface.
2137 * @param pSave Where stuff was saved.
2138 */
2139void vmsvga3dOglRestoreUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2140 PCVMSVGAPACKPARAMS pSave)
2141{
2142 RT_NOREF(pState, pSurface);
2143
2144 if (pSave->iAlignment != 1)
2145 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2146 if (pSave->cxRow != 0)
2147 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2148#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2149 if (pSave->cyImage != 0)
2150 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2151 if (pSave->fSwapBytes != 0)
2152 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2153 if (pSave->fLsbFirst != 0)
2154 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2155 if (pSave->cSkipRows != 0)
2156 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2157 if (pSave->cSkipPixels != 0)
2158 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2159 if (pSave->cSkipImages != 0)
2160 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2161#endif
2162}
2163
2164/**
2165 * Create D3D/OpenGL texture object for the specified surface.
2166 *
2167 * Surfaces are created when needed.
2168 *
2169 * @param pState The VMSVGA3d state.
2170 * @param pContext The context.
2171 * @param idAssociatedContext Probably the same as pContext->id.
2172 * @param pSurface The surface to create the texture for.
2173 */
2174int vmsvga3dBackCreateTexture(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext,
2175 PVMSVGA3DSURFACE pSurface)
2176{
2177 RT_NOREF(idAssociatedContext);
2178
2179 LogFunc(("sid=%x\n", pSurface->id));
2180
2181 uint32_t const numMipLevels = pSurface->faces[0].numMipLevels;
2182
2183 /* Fugure out what kind of texture we are creating. */
2184 GLenum binding;
2185 GLenum target;
2186 if (pSurface->surfaceFlags & SVGA3D_SURFACE_CUBEMAP)
2187 {
2188 Assert(pSurface->cFaces == 6);
2189
2190 binding = GL_TEXTURE_BINDING_CUBE_MAP;
2191 target = GL_TEXTURE_CUBE_MAP;
2192 }
2193 else
2194 {
2195 if (pSurface->pMipmapLevels[0].mipmapSize.depth > 1)
2196 {
2197 binding = GL_TEXTURE_BINDING_3D;
2198 target = GL_TEXTURE_3D;
2199 }
2200 else
2201 {
2202 Assert(pSurface->cFaces == 1);
2203
2204 binding = GL_TEXTURE_BINDING_2D;
2205 target = GL_TEXTURE_2D;
2206 }
2207 }
2208
2209 /* All textures are created in the SharedCtx. */
2210 uint32_t idPrevCtx = pState->idActiveContext;
2211 pContext = &pState->SharedCtx;
2212 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2213
2214 glGenTextures(1, &pSurface->oglId.texture);
2215 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2216 if (pSurface->fEmulated)
2217 {
2218 glGenTextures(1, &pSurface->idEmulated);
2219 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2220 }
2221 pSurface->enmOGLResType = VMSVGA3D_OGLRESTYPE_TEXTURE;
2222
2223 GLint activeTexture = 0;
2224 glGetIntegerv(binding, &activeTexture);
2225 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2226
2227 /* Must bind texture to the current context in order to change it. */
2228 glBindTexture(target, pSurface->oglId.texture);
2229 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2230
2231 /* Set the unpacking parameters. */
2232 VMSVGAPACKPARAMS SavedParams;
2233 vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams);
2234
2235 /** @todo Set the mip map generation filter settings. */
2236
2237 /* Set the mipmap base and max level parameters. */
2238 glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, 0);
2239 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2240 glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, pSurface->faces[0].numMipLevels - 1);
2241 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2242
2243 if (pSurface->fDirty)
2244 LogFunc(("sync dirty texture\n"));
2245
2246 /* Always allocate and initialize all mipmap levels; non-initialized mipmap levels used as render targets cause failures. */
2247 if (target == GL_TEXTURE_3D)
2248 {
2249 for (uint32_t i = 0; i < numMipLevels; ++i)
2250 {
2251 /* Allocate and initialize texture memory. Passing the zero filled pSurfaceData avoids
2252 * exposing random host memory to the guest and helps a with the fedora 21 surface
2253 * corruption issues (launchpad, background, search field, login).
2254 */
2255 PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->pMipmapLevels[i];
2256
2257 LogFunc(("sync dirty 3D texture mipmap level %d (pitch %x) (dirty %d)\n",
2258 i, pMipLevel->cbSurfacePitch, pMipLevel->fDirty));
2259
2260 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2261 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2262 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2263 {
2264 pState->ext.glCompressedTexImage3D(GL_TEXTURE_3D,
2265 i,
2266 pSurface->internalFormatGL,
2267 pMipLevel->mipmapSize.width,
2268 pMipLevel->mipmapSize.height,
2269 pMipLevel->mipmapSize.depth,
2270 0,
2271 pMipLevel->cbSurface,
2272 pMipLevel->pSurfaceData);
2273 }
2274 else
2275 {
2276 pState->ext.glTexImage3D(GL_TEXTURE_3D,
2277 i,
2278 pSurface->internalFormatGL,
2279 pMipLevel->mipmapSize.width,
2280 pMipLevel->mipmapSize.height,
2281 pMipLevel->mipmapSize.depth,
2282 0, /* border */
2283 pSurface->formatGL,
2284 pSurface->typeGL,
2285 pMipLevel->pSurfaceData);
2286 }
2287 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2288
2289 pMipLevel->fDirty = false;
2290 }
2291 }
2292 else if (target == GL_TEXTURE_CUBE_MAP)
2293 {
2294 for (uint32_t iFace = 0; iFace < 6; ++iFace)
2295 {
2296 GLenum const Face = vmsvga3dCubemapFaceFromIndex(iFace);
2297
2298 for (uint32_t i = 0; i < numMipLevels; ++i)
2299 {
2300 PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->pMipmapLevels[iFace * numMipLevels + i];
2301 Assert(pMipLevel->mipmapSize.width == pMipLevel->mipmapSize.height);
2302 Assert(pMipLevel->mipmapSize.depth == 1);
2303
2304 LogFunc(("sync cube texture face %d mipmap level %d (dirty %d)\n",
2305 iFace, i, pMipLevel->fDirty));
2306
2307 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2308 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2309 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2310 {
2311 pState->ext.glCompressedTexImage2D(Face,
2312 i,
2313 pSurface->internalFormatGL,
2314 pMipLevel->mipmapSize.width,
2315 pMipLevel->mipmapSize.height,
2316 0,
2317 pMipLevel->cbSurface,
2318 pMipLevel->pSurfaceData);
2319 }
2320 else
2321 {
2322 glTexImage2D(Face,
2323 i,
2324 pSurface->internalFormatGL,
2325 pMipLevel->mipmapSize.width,
2326 pMipLevel->mipmapSize.height,
2327 0,
2328 pSurface->formatGL,
2329 pSurface->typeGL,
2330 pMipLevel->pSurfaceData);
2331 }
2332 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2333
2334 pMipLevel->fDirty = false;
2335 }
2336 }
2337 }
2338 else if (target == GL_TEXTURE_2D)
2339 {
2340 for (uint32_t i = 0; i < numMipLevels; ++i)
2341 {
2342 /* Allocate and initialize texture memory. Passing the zero filled pSurfaceData avoids
2343 * exposing random host memory to the guest and helps a with the fedora 21 surface
2344 * corruption issues (launchpad, background, search field, login).
2345 */
2346 PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->pMipmapLevels[i];
2347 Assert(pMipLevel->mipmapSize.depth == 1);
2348
2349 LogFunc(("sync dirty texture mipmap level %d (pitch %x) (dirty %d)\n",
2350 i, pMipLevel->cbSurfacePitch, pMipLevel->fDirty));
2351
2352 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2353 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2354 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2355 {
2356 pState->ext.glCompressedTexImage2D(GL_TEXTURE_2D,
2357 i,
2358 pSurface->internalFormatGL,
2359 pMipLevel->mipmapSize.width,
2360 pMipLevel->mipmapSize.height,
2361 0,
2362 pMipLevel->cbSurface,
2363 pMipLevel->pSurfaceData);
2364 }
2365 else
2366 {
2367 glTexImage2D(GL_TEXTURE_2D,
2368 i,
2369 pSurface->internalFormatGL,
2370 pMipLevel->mipmapSize.width,
2371 pMipLevel->mipmapSize.height,
2372 0,
2373 pSurface->formatGL,
2374 pSurface->typeGL,
2375 NULL);
2376 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2377
2378 if (pSurface->fEmulated)
2379 {
2380 /* Bind the emulated texture and init it. */
2381 glBindTexture(GL_TEXTURE_2D, pSurface->idEmulated);
2382 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2383
2384 glTexImage2D(GL_TEXTURE_2D,
2385 i,
2386 pSurface->internalFormatGL,
2387 pMipLevel->mipmapSize.width,
2388 pMipLevel->mipmapSize.height,
2389 0,
2390 pSurface->formatGL,
2391 pSurface->typeGL,
2392 NULL);
2393 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2394 }
2395
2396 /* Fetch texture data: either to the actual or to the emulated texture.
2397 * The pSurfaceData buffer may be smaller than the entire texture
2398 * for emulated formats, in which case only part of the texture is synched.
2399 */
2400 uint32_t cBlocksX = pMipLevel->mipmapSize.width / pSurface->cxBlock;
2401 uint32_t cBlocksY = pMipLevel->mipmapSize.height / pSurface->cyBlock;
2402 glTexSubImage2D(GL_TEXTURE_2D,
2403 i,
2404 0,
2405 0,
2406 cBlocksX,
2407 cBlocksY,
2408 pSurface->formatGL,
2409 pSurface->typeGL,
2410 pMipLevel->pSurfaceData);
2411 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2412
2413 if (pSurface->fEmulated)
2414 {
2415 /* Update the actual texture using the format converter. */
2416 FormatConvUpdateTexture(pState, pContext, pSurface, i);
2417
2418 /* Rebind the actual texture. */
2419 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2420 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2421 }
2422 }
2423 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2424
2425 pMipLevel->fDirty = false;
2426 }
2427 }
2428
2429 pSurface->fDirty = false;
2430
2431 /* Restore unpacking parameters. */
2432 vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams);
2433
2434 /* Restore the old active texture. */
2435 glBindTexture(target, activeTexture);
2436 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2437
2438 pSurface->surfaceFlags |= SVGA3D_SURFACE_HINT_TEXTURE;
2439 pSurface->targetGL = target;
2440 pSurface->bindingGL = binding;
2441
2442 if (idPrevCtx < pState->cContexts && pState->papContexts[idPrevCtx]->id == idPrevCtx)
2443 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[idPrevCtx]);
2444 return VINF_SUCCESS;
2445}
2446
2447
2448/**
2449 * Backend worker for implementing SVGA_3D_CMD_SURFACE_STRETCHBLT.
2450 *
2451 * @returns VBox status code.
2452 * @param pThis The VGA device instance.
2453 * @param pState The VMSVGA3d state.
2454 * @param pDstSurface The destination host surface.
2455 * @param uDstFace The destination face (valid).
2456 * @param uDstMipmap The destination mipmap level (valid).
2457 * @param pDstBox The destination box.
2458 * @param pSrcSurface The source host surface.
2459 * @param uSrcFace The destination face (valid).
2460 * @param uSrcMipmap The source mimap level (valid).
2461 * @param pSrcBox The source box.
2462 * @param enmMode The strecht blt mode .
2463 * @param pContext The VMSVGA3d context (already current for OGL).
2464 */
2465int vmsvga3dBackSurfaceStretchBlt(PVGASTATE pThis, PVMSVGA3DSTATE pState,
2466 PVMSVGA3DSURFACE pDstSurface, uint32_t uDstFace, uint32_t uDstMipmap, SVGA3dBox const *pDstBox,
2467 PVMSVGA3DSURFACE pSrcSurface, uint32_t uSrcFace, uint32_t uSrcMipmap, SVGA3dBox const *pSrcBox,
2468 SVGA3dStretchBltMode enmMode, PVMSVGA3DCONTEXT pContext)
2469{
2470 RT_NOREF(pThis);
2471
2472 AssertReturn( RT_BOOL(pSrcSurface->surfaceFlags & SVGA3D_SURFACE_HINT_DEPTHSTENCIL)
2473 == RT_BOOL(pDstSurface->surfaceFlags & SVGA3D_SURFACE_HINT_DEPTHSTENCIL), VERR_NOT_IMPLEMENTED);
2474
2475 GLenum glAttachment = GL_COLOR_ATTACHMENT0;
2476 GLbitfield glMask = GL_COLOR_BUFFER_BIT;
2477 if (pDstSurface->surfaceFlags & SVGA3D_SURFACE_HINT_DEPTHSTENCIL)
2478 {
2479 /** @todo Need GL_DEPTH_STENCIL_ATTACHMENT for depth/stencil formats? */
2480 glAttachment = GL_DEPTH_ATTACHMENT;
2481 glMask = GL_DEPTH_BUFFER_BIT;
2482 }
2483
2484 /* Activate the read and draw framebuffer objects. */
2485 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
2486 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2487 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, pContext->idDrawFramebuffer);
2488 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2489
2490 /* Bind the source and destination objects to the right place. */
2491 GLenum textarget;
2492 if (pSrcSurface->targetGL == GL_TEXTURE_CUBE_MAP)
2493 textarget = vmsvga3dCubemapFaceFromIndex(uSrcFace);
2494 else
2495 {
2496 /// @todo later AssertMsg(pSrcSurface->targetGL == GL_TEXTURE_2D, ("%#x\n", pSrcSurface->targetGL));
2497 textarget = GL_TEXTURE_2D;
2498 }
2499 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, glAttachment, textarget,
2500 pSrcSurface->oglId.texture, uSrcMipmap);
2501 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2502
2503 if (pDstSurface->targetGL == GL_TEXTURE_CUBE_MAP)
2504 textarget = vmsvga3dCubemapFaceFromIndex(uDstFace);
2505 else
2506 {
2507 /// @todo later AssertMsg(pDstSurface->targetGL == GL_TEXTURE_2D, ("%#x\n", pDstSurface->targetGL));
2508 textarget = GL_TEXTURE_2D;
2509 }
2510 pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment, textarget,
2511 pDstSurface->oglId.texture, uDstMipmap);
2512 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2513
2514 Log(("src conv. (%d,%d)(%d,%d); dest conv (%d,%d)(%d,%d)\n",
2515 pSrcBox->x, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y + pSrcBox->h),
2516 pSrcBox->x + pSrcBox->w, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y),
2517 pDstBox->x, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y + pDstBox->h),
2518 pDstBox->x + pDstBox->w, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y)));
2519
2520 pState->ext.glBlitFramebuffer(pSrcBox->x,
2521 pSrcBox->y,
2522 pSrcBox->x + pSrcBox->w, /* exclusive. */
2523 pSrcBox->y + pSrcBox->h,
2524 pDstBox->x,
2525 pDstBox->y,
2526 pDstBox->x + pDstBox->w, /* exclusive. */
2527 pDstBox->y + pDstBox->h,
2528 glMask,
2529 (enmMode == SVGA3D_STRETCH_BLT_POINT) ? GL_NEAREST : GL_LINEAR);
2530 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2531
2532 /* Reset the frame buffer association */
2533 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
2534 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2535
2536 return VINF_SUCCESS;
2537}
2538
2539/**
2540 * Save texture packing parameters and loads those appropriate for the given
2541 * surface.
2542 *
2543 * @param pState The VMSVGA3D state structure.
2544 * @param pContext The active context.
2545 * @param pSurface The surface.
2546 * @param pSave Where to save stuff.
2547 */
2548void vmsvga3dOglSetPackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2549 PVMSVGAPACKPARAMS pSave)
2550{
2551 RT_NOREF(pState);
2552 /*
2553 * Save (ignore errors, setting the defaults we want and avoids restore).
2554 */
2555 pSave->iAlignment = 1;
2556 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_PACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
2557 pSave->cxRow = 0;
2558 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_PACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
2559
2560#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2561 pSave->cyImage = 0;
2562 glGetIntegerv(GL_PACK_IMAGE_HEIGHT, &pSave->cyImage);
2563 Assert(pSave->cyImage == 0);
2564
2565 pSave->fSwapBytes = GL_FALSE;
2566 glGetBooleanv(GL_PACK_SWAP_BYTES, &pSave->fSwapBytes);
2567 Assert(pSave->fSwapBytes == GL_FALSE);
2568
2569 pSave->fLsbFirst = GL_FALSE;
2570 glGetBooleanv(GL_PACK_LSB_FIRST, &pSave->fLsbFirst);
2571 Assert(pSave->fLsbFirst == GL_FALSE);
2572
2573 pSave->cSkipRows = 0;
2574 glGetIntegerv(GL_PACK_SKIP_ROWS, &pSave->cSkipRows);
2575 Assert(pSave->cSkipRows == 0);
2576
2577 pSave->cSkipPixels = 0;
2578 glGetIntegerv(GL_PACK_SKIP_PIXELS, &pSave->cSkipPixels);
2579 Assert(pSave->cSkipPixels == 0);
2580
2581 pSave->cSkipImages = 0;
2582 glGetIntegerv(GL_PACK_SKIP_IMAGES, &pSave->cSkipImages);
2583 Assert(pSave->cSkipImages == 0);
2584
2585 VMSVGA3D_CLEAR_GL_ERRORS();
2586#endif
2587
2588 /*
2589 * Setup unpack.
2590 *
2591 * Note! We use 1 as alignment here because we currently don't do any
2592 * aligning of line pitches anywhere.
2593 */
2594 NOREF(pSurface);
2595 if (pSave->iAlignment != 1)
2596 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 1), pState, pContext);
2597 if (pSave->cxRow != 0)
2598 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, 0), pState, pContext);
2599#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2600 if (pSave->cyImage != 0)
2601 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0), pState, pContext);
2602 if (pSave->fSwapBytes != 0)
2603 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE), pState, pContext);
2604 if (pSave->fLsbFirst != 0)
2605 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, GL_FALSE), pState, pContext);
2606 if (pSave->cSkipRows != 0)
2607 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, 0), pState, pContext);
2608 if (pSave->cSkipPixels != 0)
2609 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, 0), pState, pContext);
2610 if (pSave->cSkipImages != 0)
2611 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, 0), pState, pContext);
2612#endif
2613}
2614
2615
2616/**
2617 * Restores texture packing parameters.
2618 *
2619 * @param pState The VMSVGA3D state structure.
2620 * @param pContext The active context.
2621 * @param pSurface The surface.
2622 * @param pSave Where stuff was saved.
2623 */
2624void vmsvga3dOglRestorePackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2625 PCVMSVGAPACKPARAMS pSave)
2626{
2627 RT_NOREF(pState, pSurface);
2628 if (pSave->iAlignment != 1)
2629 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2630 if (pSave->cxRow != 0)
2631 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2632#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2633 if (pSave->cyImage != 0)
2634 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2635 if (pSave->fSwapBytes != 0)
2636 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2637 if (pSave->fLsbFirst != 0)
2638 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2639 if (pSave->cSkipRows != 0)
2640 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2641 if (pSave->cSkipPixels != 0)
2642 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2643 if (pSave->cSkipImages != 0)
2644 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2645#endif
2646}
2647
2648
2649/**
2650 * Backend worker for implementing SVGA_3D_CMD_SURFACE_DMA that copies one box.
2651 *
2652 * @returns Failure status code or @a rc.
2653 * @param pThis The VGA device instance data.
2654 * @param pState The VMSVGA3d state.
2655 * @param pSurface The host surface.
2656 * @param pMipLevel Mipmap level. The caller knows it already.
2657 * @param uHostFace The host face (valid).
2658 * @param uHostMipmap The host mipmap level (valid).
2659 * @param GuestPtr The guest pointer.
2660 * @param cbGuestPitch The guest pitch.
2661 * @param transfer The transfer direction.
2662 * @param pBox The box to copy (clipped, valid, except for guest's srcx, srcy, srcz).
2663 * @param pContext The context (for OpenGL).
2664 * @param rc The current rc for all boxes.
2665 * @param iBox The current box number (for Direct 3D).
2666 */
2667int vmsvga3dBackSurfaceDMACopyBox(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface,
2668 PVMSVGA3DMIPMAPLEVEL pMipLevel, uint32_t uHostFace, uint32_t uHostMipmap,
2669 SVGAGuestPtr GuestPtr, uint32_t cbGuestPitch, SVGA3dTransferType transfer,
2670 SVGA3dCopyBox const *pBox, PVMSVGA3DCONTEXT pContext, int rc, int iBox)
2671{
2672 RT_NOREF(iBox);
2673
2674 switch (pSurface->enmOGLResType)
2675 {
2676 case VMSVGA3D_OGLRESTYPE_TEXTURE:
2677 {
2678 uint32_t cbSurfacePitch;
2679 uint8_t *pDoubleBuffer;
2680 uint32_t offHst;
2681
2682 uint32_t const u32HostBlockX = pBox->x / pSurface->cxBlock;
2683 uint32_t const u32HostBlockY = pBox->y / pSurface->cyBlock;
2684 Assert(u32HostBlockX * pSurface->cxBlock == pBox->x);
2685 Assert(u32HostBlockY * pSurface->cyBlock == pBox->y);
2686
2687 uint32_t const u32GuestBlockX = pBox->srcx / pSurface->cxBlock;
2688 uint32_t const u32GuestBlockY = pBox->srcy / pSurface->cyBlock;
2689 Assert(u32GuestBlockX * pSurface->cxBlock == pBox->srcx);
2690 Assert(u32GuestBlockY * pSurface->cyBlock == pBox->srcy);
2691
2692 uint32_t const cBlocksX = (pBox->w + pSurface->cxBlock - 1) / pSurface->cxBlock;
2693 uint32_t const cBlocksY = (pBox->h + pSurface->cyBlock - 1) / pSurface->cyBlock;
2694 AssertMsgReturn(cBlocksX && cBlocksY, ("Empty box %dx%d\n", pBox->w, pBox->h), VERR_INTERNAL_ERROR);
2695
2696 GLenum texImageTarget;
2697 if (pSurface->targetGL == GL_TEXTURE_3D)
2698 {
2699 texImageTarget = GL_TEXTURE_3D;
2700 }
2701 else if (pSurface->targetGL == GL_TEXTURE_CUBE_MAP)
2702 {
2703 texImageTarget = vmsvga3dCubemapFaceFromIndex(uHostFace);
2704 }
2705 else
2706 {
2707 AssertMsg(pSurface->targetGL == GL_TEXTURE_2D, ("%#x\n", pSurface->targetGL));
2708 texImageTarget = GL_TEXTURE_2D;
2709 }
2710
2711 /* The buffer must be large enough to hold entire texture in the OpenGL format.
2712 * Multiply by the width and height "reduction" factors.
2713 * This can allocate more memory than required, but it is simpler for now.
2714 * Actually cbBuf = cbGLPixel * pMipmapLevel->mipmapSize.width * pMipmapLevel->mipmapSize.height
2715 */
2716 pDoubleBuffer = (uint8_t *)RTMemAlloc(pMipLevel->cbSurface * pSurface->cxBlock * pSurface->cyBlock);
2717 AssertReturn(pDoubleBuffer, VERR_NO_MEMORY);
2718
2719 if (transfer == SVGA3D_READ_HOST_VRAM)
2720 {
2721 GLint activeTexture;
2722
2723 /* Must bind texture to the current context in order to read it. */
2724 glGetIntegerv(pSurface->bindingGL, &activeTexture);
2725 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2726
2727 glBindTexture(pSurface->targetGL, GLTextureId(pSurface));
2728 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2729
2730 if (pSurface->fEmulated)
2731 {
2732 FormatConvReadTexture(pState, pContext, pSurface, uHostMipmap);
2733 }
2734
2735 /* Set row length and alignment of the input data. */
2736 VMSVGAPACKPARAMS SavedParams;
2737 vmsvga3dOglSetPackParams(pState, pContext, pSurface, &SavedParams);
2738
2739 glGetTexImage(texImageTarget,
2740 uHostMipmap,
2741 pSurface->formatGL,
2742 pSurface->typeGL,
2743 pDoubleBuffer);
2744 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2745
2746 vmsvga3dOglRestorePackParams(pState, pContext, pSurface, &SavedParams);
2747
2748 /* Restore the old active texture. */
2749 glBindTexture(pSurface->targetGL, activeTexture);
2750 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2751
2752 offHst = u32HostBlockX * pSurface->cbBlock + u32HostBlockY * pMipLevel->cbSurfacePitch;
2753 cbSurfacePitch = pMipLevel->cbSurfacePitch;
2754 }
2755 else
2756 {
2757 /* The buffer will contain only the copied rectangle. */
2758 offHst = 0;
2759 cbSurfacePitch = cBlocksX * pSurface->cbBlock;
2760 }
2761
2762 uint32_t const offGst = u32GuestBlockX * pSurface->cbBlock + u32GuestBlockY * cbGuestPitch;
2763
2764 rc = vmsvgaGMRTransfer(pThis,
2765 transfer,
2766 pDoubleBuffer,
2767 pMipLevel->cbSurface,
2768 offHst,
2769 cbSurfacePitch,
2770 GuestPtr,
2771 offGst,
2772 cbGuestPitch,
2773 cBlocksX * pSurface->cbBlock,
2774 cBlocksY);
2775 AssertRC(rc);
2776
2777 /* Update the opengl surface data. */
2778 if (transfer == SVGA3D_WRITE_HOST_VRAM)
2779 {
2780 GLint activeTexture = 0;
2781 glGetIntegerv(pSurface->bindingGL, &activeTexture);
2782 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2783
2784 /* Must bind texture to the current context in order to change it. */
2785 glBindTexture(pSurface->targetGL, GLTextureId(pSurface));
2786 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2787
2788 LogFunc(("copy texture mipmap level %d (pitch %x)\n", uHostMipmap, pMipLevel->cbSurfacePitch));
2789
2790 /* Set row length and alignment of the input data. */
2791 VMSVGAPACKPARAMS SavedParams;
2792 vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams); /** @todo do we need to set ROW_LENGTH to w here? */
2793
2794 if (texImageTarget == GL_TEXTURE_3D)
2795 {
2796 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2797 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2798 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2799 {
2800 pState->ext.glCompressedTexSubImage3D(texImageTarget,
2801 uHostMipmap,
2802 pBox->x,
2803 pBox->y,
2804 pBox->z,
2805 pBox->w,
2806 pBox->h,
2807 pBox->d,
2808 pSurface->formatGL,
2809 pSurface->typeGL,
2810 pDoubleBuffer);
2811 }
2812 else
2813 {
2814 pState->ext.glTexSubImage3D(texImageTarget,
2815 uHostMipmap,
2816 u32HostBlockX,
2817 u32HostBlockY,
2818 pBox->z,
2819 cBlocksX,
2820 cBlocksY,
2821 pBox->d,
2822 pSurface->formatGL,
2823 pSurface->typeGL,
2824 pDoubleBuffer);
2825 }
2826 }
2827 else
2828 {
2829 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2830 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2831 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2832 {
2833 pState->ext.glCompressedTexSubImage2D(texImageTarget,
2834 uHostMipmap,
2835 pBox->x,
2836 pBox->y,
2837 pBox->w,
2838 pBox->h,
2839 pSurface->internalFormatGL,
2840 cbSurfacePitch * cBlocksY,
2841 pDoubleBuffer);
2842 }
2843 else
2844 {
2845 glTexSubImage2D(texImageTarget,
2846 uHostMipmap,
2847 u32HostBlockX,
2848 u32HostBlockY,
2849 cBlocksX,
2850 cBlocksY,
2851 pSurface->formatGL,
2852 pSurface->typeGL,
2853 pDoubleBuffer);
2854 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2855
2856 if (pSurface->fEmulated)
2857 {
2858 /* Convert the texture to the actual texture if necessary */
2859 FormatConvUpdateTexture(pState, pContext, pSurface, uHostMipmap);
2860 }
2861 }
2862 }
2863 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2864
2865 /* Restore old values. */
2866 vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams);
2867
2868 /* Restore the old active texture. */
2869 glBindTexture(pSurface->targetGL, activeTexture);
2870 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2871 }
2872
2873 Log4(("first line:\n%.*Rhxd\n", cBlocksX * pSurface->cbBlock, pDoubleBuffer));
2874
2875 /* Free the double buffer. */
2876 RTMemFree(pDoubleBuffer);
2877 break;
2878 }
2879
2880 case VMSVGA3D_OGLRESTYPE_BUFFER:
2881 {
2882 /* Buffers are uncompressed. */
2883 AssertReturn(pSurface->cxBlock == 1 && pSurface->cyBlock == 1, VERR_INTERNAL_ERROR);
2884
2885 /* Caller already clipped pBox and buffers are 1-dimensional. */
2886 Assert(pBox->y == 0 && pBox->h == 1 && pBox->z == 0 && pBox->d == 1);
2887
2888 VMSVGA3D_CLEAR_GL_ERRORS();
2889 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pSurface->oglId.buffer);
2890 if (VMSVGA3D_GL_IS_SUCCESS(pContext))
2891 {
2892 GLenum enmGlTransfer = (transfer == SVGA3D_READ_HOST_VRAM) ? GL_READ_ONLY : GL_WRITE_ONLY;
2893 uint8_t *pbData = (uint8_t *)pState->ext.glMapBuffer(GL_ARRAY_BUFFER, enmGlTransfer);
2894 if (RT_LIKELY(pbData != NULL))
2895 {
2896#if defined(VBOX_STRICT) && defined(RT_OS_DARWIN)
2897 GLint cbStrictBufSize;
2898 glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &cbStrictBufSize);
2899 Assert(VMSVGA3D_GL_IS_SUCCESS(pContext));
2900 AssertMsg(cbStrictBufSize >= (int32_t)pMipLevel->cbSurface,
2901 ("cbStrictBufSize=%#x cbSurface=%#x pContext->id=%#x\n", (uint32_t)cbStrictBufSize, pMipLevel->cbSurface, pContext->id));
2902#endif
2903 Log(("Lock %s memory for rectangle (%d,%d)(%d,%d)\n",
2904 (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_VERTEXBUFFER ? "vertex" :
2905 (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_INDEXBUFFER ? "index" : "buffer",
2906 pBox->x, pBox->y, pBox->x + pBox->w, pBox->y + pBox->h));
2907
2908 uint32_t const offHst = pBox->x * pSurface->cbBlock;
2909 uint32_t const cbWidth = pBox->w * pSurface->cbBlock;
2910
2911 rc = vmsvgaGMRTransfer(pThis,
2912 transfer,
2913 pbData,
2914 pMipLevel->cbSurface,
2915 offHst,
2916 pMipLevel->cbSurfacePitch,
2917 GuestPtr,
2918 pBox->srcx * pSurface->cbBlock,
2919 cbGuestPitch,
2920 cbWidth,
2921 pBox->h);
2922 AssertRC(rc);
2923
2924 Log4(("Buffer content (updated at [0x%x;0x%x):\n%.*Rhxd\n", offHst, offHst + cbWidth, pMipLevel->cbSurface, pbData));
2925
2926 pState->ext.glUnmapBuffer(GL_ARRAY_BUFFER);
2927 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2928 }
2929 else
2930 VMSVGA3D_GL_GET_AND_COMPLAIN(pState, pContext, ("glMapBuffer(GL_ARRAY_BUFFER, %#x) -> NULL\n", enmGlTransfer));
2931 }
2932 else
2933 VMSVGA3D_GL_COMPLAIN(pState, pContext, ("glBindBuffer(GL_ARRAY_BUFFER, %#x)\n", pSurface->oglId.buffer));
2934 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
2935 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2936 break;
2937 }
2938
2939 default:
2940 AssertFailed();
2941 break;
2942 }
2943
2944 return rc;
2945}
2946
2947int vmsvga3dGenerateMipmaps(PVGASTATE pThis, uint32_t sid, SVGA3dTextureFilter filter)
2948{
2949 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
2950 PVMSVGA3DSURFACE pSurface;
2951 int rc = VINF_SUCCESS;
2952 PVMSVGA3DCONTEXT pContext;
2953 uint32_t cid;
2954 GLint activeTexture = 0;
2955
2956 AssertReturn(pState, VERR_NO_MEMORY);
2957
2958 rc = vmsvga3dSurfaceFromSid(pState, sid, &pSurface);
2959 AssertRCReturn(rc, rc);
2960
2961 Assert(filter != SVGA3D_TEX_FILTER_FLATCUBIC);
2962 Assert(filter != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
2963 pSurface->autogenFilter = filter;
2964
2965 LogFunc(("sid=%x filter=%d\n", sid, filter));
2966
2967 cid = SVGA3D_INVALID_ID;
2968 pContext = &pState->SharedCtx;
2969 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2970
2971 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
2972 {
2973 /* Unknown surface type; turn it into a texture. */
2974 LogFunc(("unknown src surface id=%x type=%d format=%d -> create texture\n", sid, pSurface->surfaceFlags, pSurface->format));
2975 rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface);
2976 AssertRCReturn(rc, rc);
2977 }
2978 else
2979 {
2980 /** @todo new filter */
2981 AssertFailed();
2982 }
2983
2984 glGetIntegerv(pSurface->bindingGL, &activeTexture);
2985 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2986
2987 /* Must bind texture to the current context in order to change it. */
2988 glBindTexture(pSurface->targetGL, pSurface->oglId.texture);
2989 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2990
2991 /* Generate the mip maps. */
2992 pState->ext.glGenerateMipmap(pSurface->targetGL);
2993 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2994
2995 /* Restore the old texture. */
2996 glBindTexture(pSurface->targetGL, activeTexture);
2997 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2998
2999 return VINF_SUCCESS;
3000}
3001
3002
3003#ifdef RT_OS_LINUX
3004/**
3005 * X11 event handling thread.
3006 *
3007 * @returns VINF_SUCCESS (ignored)
3008 * @param hThreadSelf thread handle
3009 * @param pvUser pointer to pState structure
3010 */
3011DECLCALLBACK(int) vmsvga3dXEventThread(RTTHREAD hThreadSelf, void *pvUser)
3012{
3013 RT_NOREF(hThreadSelf);
3014 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pvUser;
3015 while (!pState->bTerminate)
3016 {
3017 while (XPending(pState->display) > 0)
3018 {
3019 XEvent event;
3020 XNextEvent(pState->display, &event);
3021
3022 switch (event.type)
3023 {
3024 default:
3025 break;
3026 }
3027 }
3028 /* sleep for 16ms to not burn too many cycles */
3029 RTThreadSleep(16);
3030 }
3031 return VINF_SUCCESS;
3032}
3033#endif // RT_OS_LINUX
3034
3035
3036/**
3037 * Create a new 3d context
3038 *
3039 * @returns VBox status code.
3040 * @param pThis VGA device instance data.
3041 * @param cid Context id
3042 * @param fFlags VMSVGA3D_DEF_CTX_F_XXX.
3043 */
3044int vmsvga3dContextDefineOgl(PVGASTATE pThis, uint32_t cid, uint32_t fFlags)
3045{
3046 int rc;
3047 PVMSVGA3DCONTEXT pContext;
3048 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3049
3050 AssertReturn(pState, VERR_NO_MEMORY);
3051 AssertReturn( cid < SVGA3D_MAX_CONTEXT_IDS
3052 || (cid == VMSVGA3D_SHARED_CTX_ID && (fFlags & VMSVGA3D_DEF_CTX_F_SHARED_CTX)), VERR_INVALID_PARAMETER);
3053#if !defined(VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE) || !(defined(RT_OS_DARWIN))
3054 AssertReturn(!(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE), VERR_INTERNAL_ERROR_3);
3055#endif
3056
3057 Log(("vmsvga3dContextDefine id %x\n", cid));
3058
3059 if (cid == VMSVGA3D_SHARED_CTX_ID)
3060 pContext = &pState->SharedCtx;
3061 else
3062 {
3063 if (cid >= pState->cContexts)
3064 {
3065 /* Grow the array. */
3066 uint32_t cNew = RT_ALIGN(cid + 15, 16);
3067 void *pvNew = RTMemRealloc(pState->papContexts, sizeof(pState->papContexts[0]) * cNew);
3068 AssertReturn(pvNew, VERR_NO_MEMORY);
3069 pState->papContexts = (PVMSVGA3DCONTEXT *)pvNew;
3070 while (pState->cContexts < cNew)
3071 {
3072 pContext = (PVMSVGA3DCONTEXT)RTMemAllocZ(sizeof(*pContext));
3073 AssertReturn(pContext, VERR_NO_MEMORY);
3074 pContext->id = SVGA3D_INVALID_ID;
3075 pState->papContexts[pState->cContexts++] = pContext;
3076 }
3077 }
3078 /* If one already exists with this id, then destroy it now. */
3079 if (pState->papContexts[cid]->id != SVGA3D_INVALID_ID)
3080 vmsvga3dContextDestroy(pThis, cid);
3081
3082 pContext = pState->papContexts[cid];
3083 }
3084
3085 /*
3086 * Find or create the shared context if needed (necessary for sharing e.g. textures between contexts).
3087 */
3088 PVMSVGA3DCONTEXT pSharedCtx = NULL;
3089 if (!(fFlags & (VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_SHARED_CTX)))
3090 {
3091 pSharedCtx = &pState->SharedCtx;
3092 if (pSharedCtx->id != VMSVGA3D_SHARED_CTX_ID)
3093 {
3094 rc = vmsvga3dContextDefineOgl(pThis, VMSVGA3D_SHARED_CTX_ID, VMSVGA3D_DEF_CTX_F_SHARED_CTX);
3095 AssertLogRelRCReturn(rc, rc);
3096
3097 /* Create resources which use the shared context. */
3098 vmsvga3dOnSharedContextDefine(pState);
3099 }
3100 }
3101
3102 /*
3103 * Initialize the context.
3104 */
3105 memset(pContext, 0, sizeof(*pContext));
3106 pContext->id = cid;
3107 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTextures); i++)
3108 pContext->aSidActiveTextures[i] = SVGA3D_INVALID_ID;
3109
3110 pContext->state.shidVertex = SVGA3D_INVALID_ID;
3111 pContext->state.shidPixel = SVGA3D_INVALID_ID;
3112 pContext->idFramebuffer = OPENGL_INVALID_ID;
3113 pContext->idReadFramebuffer = OPENGL_INVALID_ID;
3114 pContext->idDrawFramebuffer = OPENGL_INVALID_ID;
3115
3116 rc = ShaderContextCreate(&pContext->pShaderContext);
3117 AssertRCReturn(rc, rc);
3118
3119 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->state.aRenderTargets); i++)
3120 pContext->state.aRenderTargets[i] = SVGA3D_INVALID_ID;
3121
3122#ifdef RT_OS_WINDOWS
3123 /* Create a context window with minimal 4x4 size. We will never use the swapchain
3124 * to present the rendered image. Rendered images from the guest will be copied to
3125 * the VMSVGA SCREEN object, which can be either an offscreen render target or
3126 * system memory in the guest VRAM.
3127 */
3128 rc = vmsvga3dContextWindowCreate(pState->hInstance, pState->pWindowThread, pState->WndRequestSem, &pContext->hwnd);
3129 AssertRCReturn(rc, rc);
3130
3131 pContext->hdc = GetDC(pContext->hwnd);
3132 AssertMsgReturn(pContext->hdc, ("GetDC %x failed with %d\n", pContext->hwnd, GetLastError()), VERR_INTERNAL_ERROR);
3133
3134 PIXELFORMATDESCRIPTOR pfd = {
3135 sizeof(PIXELFORMATDESCRIPTOR), /* size of this pfd */
3136 1, /* version number */
3137 PFD_DRAW_TO_WINDOW | /* support window */
3138 PFD_SUPPORT_OPENGL, /* support OpenGL */
3139 PFD_TYPE_RGBA, /* RGBA type */
3140 24, /* 24-bit color depth */
3141 0, 0, 0, 0, 0, 0, /* color bits ignored */
3142 8, /* alpha buffer */
3143 0, /* shift bit ignored */
3144 0, /* no accumulation buffer */
3145 0, 0, 0, 0, /* accum bits ignored */
3146 16, /* set depth buffer */
3147 16, /* set stencil buffer */
3148 0, /* no auxiliary buffer */
3149 PFD_MAIN_PLANE, /* main layer */
3150 0, /* reserved */
3151 0, 0, 0 /* layer masks ignored */
3152 };
3153 int pixelFormat;
3154 BOOL ret;
3155
3156 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3157 /** @todo is this really necessary?? */
3158 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3159 AssertMsgReturn(pixelFormat != 0, ("ChoosePixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3160
3161 ret = SetPixelFormat(pContext->hdc, pixelFormat, &pfd);
3162 AssertMsgReturn(ret == TRUE, ("SetPixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3163
3164 pContext->hglrc = wglCreateContext(pContext->hdc);
3165 AssertMsgReturn(pContext->hglrc, ("wglCreateContext %x failed with %d\n", pContext->hdc, GetLastError()), VERR_INTERNAL_ERROR);
3166
3167 if (pSharedCtx)
3168 {
3169 ret = wglShareLists(pSharedCtx->hglrc, pContext->hglrc);
3170 AssertMsg(ret == TRUE, ("wglShareLists(%p, %p) failed with %d\n", pSharedCtx->hglrc, pContext->hglrc, GetLastError()));
3171 }
3172
3173#elif defined(RT_OS_DARWIN)
3174 pContext->fOtherProfile = RT_BOOL(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
3175
3176 NativeNSOpenGLContextRef pShareContext = pSharedCtx ? pSharedCtx->cocoaContext : NULL;
3177 vmsvga3dCocoaCreateViewAndContext(&pContext->cocoaView, &pContext->cocoaContext,
3178 NULL,
3179 4, 4,
3180 pShareContext, pContext->fOtherProfile);
3181
3182#else
3183 if (pState->display == NULL)
3184 {
3185 /* get an X display and make sure we have glX 1.3 */
3186 pState->display = XOpenDisplay(0);
3187 AssertLogRelMsgReturn(pState->display, ("XOpenDisplay failed"), VERR_INTERNAL_ERROR);
3188 int glxMajor, glxMinor;
3189 Bool ret = glXQueryVersion(pState->display, &glxMajor, &glxMinor);
3190 AssertLogRelMsgReturn(ret && glxMajor == 1 && glxMinor >= 3, ("glX >=1.3 not present"), VERR_INTERNAL_ERROR);
3191 /* start our X event handling thread */
3192 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dXEventThread, pState, 0, RTTHREADTYPE_GUI, RTTHREADFLAGS_WAITABLE, "VMSVGA3DXEVENT");
3193 AssertLogRelMsgReturn(RT_SUCCESS(rc), ("Async IO Thread creation for 3d window handling failed rc=%Rrc\n", rc), rc);
3194 }
3195
3196 Window defaultRootWindow = XDefaultRootWindow(pState->display);
3197 /* Create a small 4x4 window required for GL context. */
3198 int attrib[] =
3199 {
3200 GLX_RGBA,
3201 GLX_RED_SIZE, 1,
3202 GLX_GREEN_SIZE, 1,
3203 GLX_BLUE_SIZE, 1,
3204 //GLX_ALPHA_SIZE, 1, this flips the bbos screen
3205 GLX_DOUBLEBUFFER,
3206 None
3207 };
3208 XVisualInfo *vi = glXChooseVisual(pState->display, DefaultScreen(pState->display), attrib);
3209 AssertLogRelMsgReturn(vi, ("glXChooseVisual failed"), VERR_INTERNAL_ERROR);
3210 XSetWindowAttributes swa;
3211 swa.colormap = XCreateColormap(pState->display, defaultRootWindow, vi->visual, AllocNone);
3212 AssertLogRelMsgReturn(swa.colormap, ("XCreateColormap failed"), VERR_INTERNAL_ERROR);
3213 swa.border_pixel = 0;
3214 swa.background_pixel = 0;
3215 swa.event_mask = StructureNotifyMask;
3216 unsigned long flags = CWBorderPixel | CWBackPixel | CWColormap | CWEventMask;
3217 pContext->window = XCreateWindow(pState->display, defaultRootWindow,
3218 0, 0, 4, 4,
3219 0, vi->depth, InputOutput,
3220 vi->visual, flags, &swa);
3221 AssertLogRelMsgReturn(pContext->window, ("XCreateWindow failed"), VERR_INTERNAL_ERROR);
3222
3223 /* The window is hidden by default and never mapped, because we only render offscreen and never present to it. */
3224
3225 GLXContext shareContext = pSharedCtx ? pSharedCtx->glxContext : NULL;
3226 pContext->glxContext = glXCreateContext(pState->display, vi, shareContext, GL_TRUE);
3227 AssertLogRelMsgReturn(pContext->glxContext, ("glXCreateContext failed"), VERR_INTERNAL_ERROR);
3228#endif
3229
3230 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3231
3232 /* NULL during the first PowerOn call. */
3233 if (pState->ext.glGenFramebuffers)
3234 {
3235 /* Create a framebuffer object for this context. */
3236 pState->ext.glGenFramebuffers(1, &pContext->idFramebuffer);
3237 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3238
3239 /* Bind the object to the framebuffer target. */
3240 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
3241 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3242
3243 /* Create read and draw framebuffer objects for this context. */
3244 pState->ext.glGenFramebuffers(1, &pContext->idReadFramebuffer);
3245 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3246
3247 pState->ext.glGenFramebuffers(1, &pContext->idDrawFramebuffer);
3248 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3249
3250 }
3251#if 0
3252 /** @todo move to shader lib!!! */
3253 /* Clear the screen */
3254 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3255
3256 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
3257 glClearIndex(0);
3258 glClearDepth(1);
3259 glClearStencil(0xffff);
3260 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
3261 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
3262 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
3263 if (pState->ext.glProvokingVertex)
3264 pState->ext.glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
3265 /** @todo move to shader lib!!! */
3266#endif
3267 return VINF_SUCCESS;
3268}
3269
3270
3271/**
3272 * Create a new 3d context
3273 *
3274 * @returns VBox status code.
3275 * @param pThis VGA device instance data.
3276 * @param cid Context id
3277 */
3278int vmsvga3dContextDefine(PVGASTATE pThis, uint32_t cid)
3279{
3280 return vmsvga3dContextDefineOgl(pThis, cid, 0/*fFlags*/);
3281}
3282
3283/**
3284 * Destroys a 3d context.
3285 *
3286 * @returns VBox status code.
3287 * @param pThis VGA device instance data.
3288 * @param pContext The context to destroy.
3289 * @param cid Context id
3290 */
3291static int vmsvga3dContextDestroyOgl(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid)
3292{
3293 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3294 AssertReturn(pState, VERR_NO_MEMORY);
3295 AssertReturn(pContext, VERR_INVALID_PARAMETER);
3296 AssertReturn(pContext->id == cid, VERR_INVALID_PARAMETER);
3297 Log(("vmsvga3dContextDestroyOgl id %x\n", cid));
3298
3299 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3300
3301 if (pContext->id == VMSVGA3D_SHARED_CTX_ID)
3302 {
3303 /* Delete resources which use the shared context. */
3304 vmsvga3dOnSharedContextDestroy(pState);
3305 }
3306
3307 /* Destroy all leftover pixel shaders. */
3308 for (uint32_t i = 0; i < pContext->cPixelShaders; i++)
3309 {
3310 if (pContext->paPixelShader[i].id != SVGA3D_INVALID_ID)
3311 vmsvga3dShaderDestroy(pThis, pContext->paPixelShader[i].cid, pContext->paPixelShader[i].id, pContext->paPixelShader[i].type);
3312 }
3313 if (pContext->paPixelShader)
3314 RTMemFree(pContext->paPixelShader);
3315
3316 /* Destroy all leftover vertex shaders. */
3317 for (uint32_t i = 0; i < pContext->cVertexShaders; i++)
3318 {
3319 if (pContext->paVertexShader[i].id != SVGA3D_INVALID_ID)
3320 vmsvga3dShaderDestroy(pThis, pContext->paVertexShader[i].cid, pContext->paVertexShader[i].id, pContext->paVertexShader[i].type);
3321 }
3322 if (pContext->paVertexShader)
3323 RTMemFree(pContext->paVertexShader);
3324
3325 if (pContext->state.paVertexShaderConst)
3326 RTMemFree(pContext->state.paVertexShaderConst);
3327 if (pContext->state.paPixelShaderConst)
3328 RTMemFree(pContext->state.paPixelShaderConst);
3329
3330 if (pContext->pShaderContext)
3331 {
3332 int rc = ShaderContextDestroy(pContext->pShaderContext);
3333 AssertRC(rc);
3334 }
3335
3336 if (pContext->idFramebuffer != OPENGL_INVALID_ID)
3337 {
3338 /* Unbind the object from the framebuffer target. */
3339 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, 0 /* back buffer */);
3340 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3341 pState->ext.glDeleteFramebuffers(1, &pContext->idFramebuffer);
3342 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3343
3344 if (pContext->idReadFramebuffer != OPENGL_INVALID_ID)
3345 {
3346 pState->ext.glDeleteFramebuffers(1, &pContext->idReadFramebuffer);
3347 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3348 }
3349 if (pContext->idDrawFramebuffer != OPENGL_INVALID_ID)
3350 {
3351 pState->ext.glDeleteFramebuffers(1, &pContext->idDrawFramebuffer);
3352 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3353 }
3354 }
3355
3356 vmsvga3dOcclusionQueryDelete(pState, pContext);
3357
3358#ifdef RT_OS_WINDOWS
3359 wglMakeCurrent(pContext->hdc, NULL);
3360 wglDeleteContext(pContext->hglrc);
3361 ReleaseDC(pContext->hwnd, pContext->hdc);
3362
3363 /* Destroy the window we've created. */
3364 int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_DESTROYWINDOW, (WPARAM)pContext->hwnd, 0);
3365 AssertRC(rc);
3366#elif defined(RT_OS_DARWIN)
3367 vmsvga3dCocoaDestroyViewAndContext(pContext->cocoaView, pContext->cocoaContext);
3368#elif defined(RT_OS_LINUX)
3369 glXMakeCurrent(pState->display, None, NULL);
3370 glXDestroyContext(pState->display, pContext->glxContext);
3371 XDestroyWindow(pState->display, pContext->window);
3372#endif
3373
3374 memset(pContext, 0, sizeof(*pContext));
3375 pContext->id = SVGA3D_INVALID_ID;
3376
3377 VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
3378 return VINF_SUCCESS;
3379}
3380
3381/**
3382 * Destroy an existing 3d context
3383 *
3384 * @returns VBox status code.
3385 * @param pThis VGA device instance data.
3386 * @param cid Context id
3387 */
3388int vmsvga3dContextDestroy(PVGASTATE pThis, uint32_t cid)
3389{
3390 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3391 AssertReturn(pState, VERR_WRONG_ORDER);
3392
3393 /*
3394 * Resolve the context and hand it to the common worker function.
3395 */
3396 if ( cid < pState->cContexts
3397 && pState->papContexts[cid]->id == cid)
3398 return vmsvga3dContextDestroyOgl(pThis, pState->papContexts[cid], cid);
3399
3400 AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER);
3401 return VINF_SUCCESS;
3402}
3403
3404/**
3405 * Worker for vmsvga3dChangeMode that resizes a context.
3406 *
3407 * @param pThis The VGA device instance data.
3408 * @param pState The VMSVGA3d state.
3409 * @param pContext The context.
3410 */
3411static void vmsvga3dChangeModeOneContext(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
3412{
3413 RT_NOREF3(pThis, pState, pContext);
3414 /* Do nothing. The window is not used for presenting. */
3415}
3416
3417/* Handle resize */
3418int vmsvga3dChangeMode(PVGASTATE pThis)
3419{
3420 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3421 AssertReturn(pState, VERR_NO_MEMORY);
3422
3423 /* Resize the shared context too. */
3424 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
3425 vmsvga3dChangeModeOneContext(pThis, pState, &pState->SharedCtx);
3426
3427 /* Resize all active contexts. */
3428 for (uint32_t i = 0; i < pState->cContexts; i++)
3429 {
3430 PVMSVGA3DCONTEXT pContext = pState->papContexts[i];
3431 if (pContext->id != SVGA3D_INVALID_ID)
3432 vmsvga3dChangeModeOneContext(pThis, pState, pContext);
3433 }
3434
3435 return VINF_SUCCESS;
3436}
3437
3438
3439int vmsvga3dSetTransform(PVGASTATE pThis, uint32_t cid, SVGA3dTransformType type, float matrix[16])
3440{
3441 PVMSVGA3DCONTEXT pContext;
3442 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3443 AssertReturn(pState, VERR_NO_MEMORY);
3444 bool fModelViewChanged = false;
3445
3446 Log(("vmsvga3dSetTransform cid=%x %s\n", cid, vmsvgaTransformToString(type)));
3447
3448 if ( cid >= pState->cContexts
3449 || pState->papContexts[cid]->id != cid)
3450 {
3451 Log(("vmsvga3dSetTransform invalid context id!\n"));
3452 return VERR_INVALID_PARAMETER;
3453 }
3454
3455 ASSERT_GUEST_RETURN((unsigned)type < SVGA3D_TRANSFORM_MAX, VERR_INVALID_PARAMETER);
3456
3457 pContext = pState->papContexts[cid];
3458 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3459
3460 /* Save this matrix for vm state save/restore. */
3461 pContext->state.aTransformState[type].fValid = true;
3462 memcpy(pContext->state.aTransformState[type].matrix, matrix, sizeof(pContext->state.aTransformState[type].matrix));
3463 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_TRANSFORM;
3464
3465 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)));
3466 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)));
3467 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)));
3468 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)));
3469
3470 switch (type)
3471 {
3472 case SVGA3D_TRANSFORM_VIEW:
3473 /* View * World = Model View */
3474 glMatrixMode(GL_MODELVIEW);
3475 glLoadMatrixf(matrix);
3476 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].fValid)
3477 glMultMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].matrix);
3478 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3479 fModelViewChanged = true;
3480 break;
3481
3482 case SVGA3D_TRANSFORM_PROJECTION:
3483 {
3484 int rc = ShaderTransformProjection(pContext->state.RectViewPort.w, pContext->state.RectViewPort.h, matrix, false /* fPretransformed */);
3485 AssertRCReturn(rc, rc);
3486 break;
3487 }
3488
3489 case SVGA3D_TRANSFORM_TEXTURE0:
3490 glMatrixMode(GL_TEXTURE);
3491 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3492 glLoadMatrixf(matrix);
3493 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3494 break;
3495
3496 case SVGA3D_TRANSFORM_TEXTURE1:
3497 case SVGA3D_TRANSFORM_TEXTURE2:
3498 case SVGA3D_TRANSFORM_TEXTURE3:
3499 case SVGA3D_TRANSFORM_TEXTURE4:
3500 case SVGA3D_TRANSFORM_TEXTURE5:
3501 case SVGA3D_TRANSFORM_TEXTURE6:
3502 case SVGA3D_TRANSFORM_TEXTURE7:
3503 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_TEXTUREx transform!!\n"));
3504 return VERR_INVALID_PARAMETER;
3505
3506 case SVGA3D_TRANSFORM_WORLD:
3507 /* View * World = Model View */
3508 glMatrixMode(GL_MODELVIEW);
3509 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid)
3510 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
3511 else
3512 glLoadIdentity();
3513 glMultMatrixf(matrix);
3514 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3515 fModelViewChanged = true;
3516 break;
3517
3518 case SVGA3D_TRANSFORM_WORLD1:
3519 case SVGA3D_TRANSFORM_WORLD2:
3520 case SVGA3D_TRANSFORM_WORLD3:
3521 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_WORLDx transform!!\n"));
3522 return VERR_INVALID_PARAMETER;
3523
3524 default:
3525 Log(("vmsvga3dSetTransform: unknown type!!\n"));
3526 return VERR_INVALID_PARAMETER;
3527 }
3528
3529 /* Apparently we need to reset the light and clip data after modifying the modelview matrix. */
3530 if (fModelViewChanged)
3531 {
3532 /* Reprogram the clip planes. */
3533 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aClipPlane); j++)
3534 {
3535 if (pContext->state.aClipPlane[j].fValid == true)
3536 vmsvga3dSetClipPlane(pThis, cid, j, pContext->state.aClipPlane[j].plane);
3537 }
3538
3539 /* Reprogram the light data. */
3540 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aLightData); j++)
3541 {
3542 if (pContext->state.aLightData[j].fValidData == true)
3543 vmsvga3dSetLightData(pThis, cid, j, &pContext->state.aLightData[j].data);
3544 }
3545 }
3546
3547 return VINF_SUCCESS;
3548}
3549
3550int vmsvga3dSetZRange(PVGASTATE pThis, uint32_t cid, SVGA3dZRange zRange)
3551{
3552 PVMSVGA3DCONTEXT pContext;
3553 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3554 AssertReturn(pState, VERR_NO_MEMORY);
3555
3556 Log(("vmsvga3dSetZRange cid=%x min=%d max=%d\n", cid, (uint32_t)(zRange.min * 100.0), (uint32_t)(zRange.max * 100.0)));
3557
3558 if ( cid >= pState->cContexts
3559 || pState->papContexts[cid]->id != cid)
3560 {
3561 Log(("vmsvga3dSetZRange invalid context id!\n"));
3562 return VERR_INVALID_PARAMETER;
3563 }
3564 pContext = pState->papContexts[cid];
3565 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3566
3567 pContext->state.zRange = zRange;
3568 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_ZRANGE;
3569
3570 if (zRange.min < -1.0)
3571 zRange.min = -1.0;
3572 if (zRange.max > 1.0)
3573 zRange.max = 1.0;
3574
3575 glDepthRange((GLdouble)zRange.min, (GLdouble)zRange.max);
3576 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3577 return VINF_SUCCESS;
3578}
3579
3580/**
3581 * Convert SVGA blend op value to its OpenGL equivalent
3582 */
3583static GLenum vmsvga3dBlendOp2GL(uint32_t blendOp)
3584{
3585 switch (blendOp)
3586 {
3587 case SVGA3D_BLENDOP_ZERO:
3588 return GL_ZERO;
3589 case SVGA3D_BLENDOP_ONE:
3590 return GL_ONE;
3591 case SVGA3D_BLENDOP_SRCCOLOR:
3592 return GL_SRC_COLOR;
3593 case SVGA3D_BLENDOP_INVSRCCOLOR:
3594 return GL_ONE_MINUS_SRC_COLOR;
3595 case SVGA3D_BLENDOP_SRCALPHA:
3596 return GL_SRC_ALPHA;
3597 case SVGA3D_BLENDOP_INVSRCALPHA:
3598 return GL_ONE_MINUS_SRC_ALPHA;
3599 case SVGA3D_BLENDOP_DESTALPHA:
3600 return GL_DST_ALPHA;
3601 case SVGA3D_BLENDOP_INVDESTALPHA:
3602 return GL_ONE_MINUS_DST_ALPHA;
3603 case SVGA3D_BLENDOP_DESTCOLOR:
3604 return GL_DST_COLOR;
3605 case SVGA3D_BLENDOP_INVDESTCOLOR:
3606 return GL_ONE_MINUS_DST_COLOR;
3607 case SVGA3D_BLENDOP_SRCALPHASAT:
3608 return GL_SRC_ALPHA_SATURATE;
3609 case SVGA3D_BLENDOP_BLENDFACTOR:
3610 return GL_CONSTANT_COLOR;
3611 case SVGA3D_BLENDOP_INVBLENDFACTOR:
3612 return GL_ONE_MINUS_CONSTANT_COLOR;
3613 default:
3614 AssertFailed();
3615 return GL_ONE;
3616 }
3617}
3618
3619static GLenum vmsvga3dBlendEquation2GL(uint32_t blendEq)
3620{
3621 switch (blendEq)
3622 {
3623 case SVGA3D_BLENDEQ_ADD:
3624 return GL_FUNC_ADD;
3625 case SVGA3D_BLENDEQ_SUBTRACT:
3626 return GL_FUNC_SUBTRACT;
3627 case SVGA3D_BLENDEQ_REVSUBTRACT:
3628 return GL_FUNC_REVERSE_SUBTRACT;
3629 case SVGA3D_BLENDEQ_MINIMUM:
3630 return GL_MIN;
3631 case SVGA3D_BLENDEQ_MAXIMUM:
3632 return GL_MAX;
3633 default:
3634 /* SVGA3D_BLENDEQ_INVALID means that the render state has not been set, therefore use default. */
3635 AssertMsg(blendEq == SVGA3D_BLENDEQ_INVALID, ("blendEq=%d (%#x)\n", blendEq, blendEq));
3636 return GL_FUNC_ADD;
3637 }
3638}
3639
3640static GLenum vmsvgaCmpFunc2GL(uint32_t cmpFunc)
3641{
3642 switch (cmpFunc)
3643 {
3644 case SVGA3D_CMP_NEVER:
3645 return GL_NEVER;
3646 case SVGA3D_CMP_LESS:
3647 return GL_LESS;
3648 case SVGA3D_CMP_EQUAL:
3649 return GL_EQUAL;
3650 case SVGA3D_CMP_LESSEQUAL:
3651 return GL_LEQUAL;
3652 case SVGA3D_CMP_GREATER:
3653 return GL_GREATER;
3654 case SVGA3D_CMP_NOTEQUAL:
3655 return GL_NOTEQUAL;
3656 case SVGA3D_CMP_GREATEREQUAL:
3657 return GL_GEQUAL;
3658 case SVGA3D_CMP_ALWAYS:
3659 return GL_ALWAYS;
3660 default:
3661 Assert(cmpFunc == SVGA3D_CMP_INVALID);
3662 return GL_LESS;
3663 }
3664}
3665
3666static GLenum vmsvgaStencipOp2GL(uint32_t stencilOp)
3667{
3668 switch (stencilOp)
3669 {
3670 case SVGA3D_STENCILOP_KEEP:
3671 return GL_KEEP;
3672 case SVGA3D_STENCILOP_ZERO:
3673 return GL_ZERO;
3674 case SVGA3D_STENCILOP_REPLACE:
3675 return GL_REPLACE;
3676 case SVGA3D_STENCILOP_INCRSAT:
3677 return GL_INCR_WRAP;
3678 case SVGA3D_STENCILOP_DECRSAT:
3679 return GL_DECR_WRAP;
3680 case SVGA3D_STENCILOP_INVERT:
3681 return GL_INVERT;
3682 case SVGA3D_STENCILOP_INCR:
3683 return GL_INCR;
3684 case SVGA3D_STENCILOP_DECR:
3685 return GL_DECR;
3686 default:
3687 Assert(stencilOp == SVGA3D_STENCILOP_INVALID);
3688 return GL_KEEP;
3689 }
3690}
3691
3692int vmsvga3dSetRenderState(PVGASTATE pThis, uint32_t cid, uint32_t cRenderStates, SVGA3dRenderState *pRenderState)
3693{
3694 uint32_t val = UINT32_MAX; /* Shut up MSC. */
3695 PVMSVGA3DCONTEXT pContext;
3696 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3697 AssertReturn(pState, VERR_NO_MEMORY);
3698
3699 Log(("vmsvga3dSetRenderState cid=%x cRenderStates=%d\n", cid, cRenderStates));
3700
3701 if ( cid >= pState->cContexts
3702 || pState->papContexts[cid]->id != cid)
3703 {
3704 Log(("vmsvga3dSetRenderState invalid context id!\n"));
3705 return VERR_INVALID_PARAMETER;
3706 }
3707
3708 pContext = pState->papContexts[cid];
3709 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3710
3711 for (unsigned i = 0; i < cRenderStates; i++)
3712 {
3713 GLenum enableCap = ~(GLenum)0;
3714 Log(("vmsvga3dSetRenderState: cid=%x state=%s (%d) val=%x\n", cid, vmsvga3dGetRenderStateName(pRenderState[i].state), pRenderState[i].state, pRenderState[i].uintValue));
3715 /* Save the render state for vm state saving. */
3716 ASSERT_GUEST_RETURN((unsigned)pRenderState[i].state < SVGA3D_RS_MAX, VERR_INVALID_PARAMETER);
3717 pContext->state.aRenderState[pRenderState[i].state] = pRenderState[i];
3718
3719 switch (pRenderState[i].state)
3720 {
3721 case SVGA3D_RS_ZENABLE: /* SVGA3dBool */
3722 enableCap = GL_DEPTH_TEST;
3723 val = pRenderState[i].uintValue;
3724 break;
3725
3726 case SVGA3D_RS_ZWRITEENABLE: /* SVGA3dBool */
3727 glDepthMask(!!pRenderState[i].uintValue);
3728 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3729 break;
3730
3731 case SVGA3D_RS_ALPHATESTENABLE: /* SVGA3dBool */
3732 enableCap = GL_ALPHA_TEST;
3733 val = pRenderState[i].uintValue;
3734 break;
3735
3736 case SVGA3D_RS_DITHERENABLE: /* SVGA3dBool */
3737 enableCap = GL_DITHER;
3738 val = pRenderState[i].uintValue;
3739 break;
3740
3741 case SVGA3D_RS_FOGENABLE: /* SVGA3dBool */
3742 enableCap = GL_FOG;
3743 val = pRenderState[i].uintValue;
3744 break;
3745
3746 case SVGA3D_RS_SPECULARENABLE: /* SVGA3dBool */
3747 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3748 break;
3749
3750 case SVGA3D_RS_LIGHTINGENABLE: /* SVGA3dBool */
3751 enableCap = GL_LIGHTING;
3752 val = pRenderState[i].uintValue;
3753 break;
3754
3755 case SVGA3D_RS_NORMALIZENORMALS: /* SVGA3dBool */
3756 /* not applicable */
3757 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3758 break;
3759
3760 case SVGA3D_RS_POINTSPRITEENABLE: /* SVGA3dBool */
3761 enableCap = GL_POINT_SPRITE_ARB;
3762 val = pRenderState[i].uintValue;
3763 break;
3764
3765 case SVGA3D_RS_POINTSIZE: /* float */
3766 /** @todo we need to apply scaling for point sizes below the min or above the max; see Wine) */
3767 if (pRenderState[i].floatValue < pState->caps.flPointSize[0])
3768 pRenderState[i].floatValue = pState->caps.flPointSize[0];
3769 if (pRenderState[i].floatValue > pState->caps.flPointSize[1])
3770 pRenderState[i].floatValue = pState->caps.flPointSize[1];
3771
3772 glPointSize(pRenderState[i].floatValue);
3773 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3774 Log(("SVGA3D_RS_POINTSIZE: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3775 break;
3776
3777 case SVGA3D_RS_POINTSIZEMIN: /* float */
3778 pState->ext.glPointParameterf(GL_POINT_SIZE_MIN, pRenderState[i].floatValue);
3779 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3780 Log(("SVGA3D_RS_POINTSIZEMIN: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3781 break;
3782
3783 case SVGA3D_RS_POINTSIZEMAX: /* float */
3784 pState->ext.glPointParameterf(GL_POINT_SIZE_MAX, pRenderState[i].floatValue);
3785 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3786 Log(("SVGA3D_RS_POINTSIZEMAX: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3787 break;
3788
3789 case SVGA3D_RS_POINTSCALEENABLE: /* SVGA3dBool */
3790 case SVGA3D_RS_POINTSCALE_A: /* float */
3791 case SVGA3D_RS_POINTSCALE_B: /* float */
3792 case SVGA3D_RS_POINTSCALE_C: /* float */
3793 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3794 break;
3795
3796 case SVGA3D_RS_AMBIENT: /* SVGA3dColor */
3797 {
3798 GLfloat color[4]; /* red, green, blue, alpha */
3799
3800 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
3801
3802 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color);
3803 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3804 break;
3805 }
3806
3807 case SVGA3D_RS_CLIPPLANEENABLE: /* SVGA3dClipPlanes */
3808 {
3809 AssertCompile(SVGA3D_CLIPPLANE_MAX == (1 << 5));
3810 for (uint32_t j = 0; j <= 5; j++)
3811 {
3812 if (pRenderState[i].uintValue & RT_BIT(j))
3813 glEnable(GL_CLIP_PLANE0 + j);
3814 else
3815 glDisable(GL_CLIP_PLANE0 + j);
3816 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3817 }
3818 break;
3819 }
3820
3821 case SVGA3D_RS_FOGCOLOR: /* SVGA3dColor */
3822 {
3823 GLfloat color[4]; /* red, green, blue, alpha */
3824
3825 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
3826
3827 glFogfv(GL_FOG_COLOR, color);
3828 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3829 break;
3830 }
3831
3832 case SVGA3D_RS_FOGSTART: /* float */
3833 glFogf(GL_FOG_START, pRenderState[i].floatValue);
3834 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3835 break;
3836
3837 case SVGA3D_RS_FOGEND: /* float */
3838 glFogf(GL_FOG_END, pRenderState[i].floatValue);
3839 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3840 break;
3841
3842 case SVGA3D_RS_FOGDENSITY: /* float */
3843 glFogf(GL_FOG_DENSITY, pRenderState[i].floatValue);
3844 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3845 break;
3846
3847 case SVGA3D_RS_RANGEFOGENABLE: /* SVGA3dBool */
3848 glFogi(GL_FOG_COORD_SRC, (pRenderState[i].uintValue) ? GL_FOG_COORD : GL_FRAGMENT_DEPTH);
3849 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3850 break;
3851
3852 case SVGA3D_RS_FOGMODE: /* SVGA3dFogMode */
3853 {
3854 SVGA3dFogMode mode;
3855 mode.uintValue = pRenderState[i].uintValue;
3856
3857 enableCap = GL_FOG_MODE;
3858 switch (mode.s.function)
3859 {
3860 case SVGA3D_FOGFUNC_EXP:
3861 val = GL_EXP;
3862 break;
3863 case SVGA3D_FOGFUNC_EXP2:
3864 val = GL_EXP2;
3865 break;
3866 case SVGA3D_FOGFUNC_LINEAR:
3867 val = GL_LINEAR;
3868 break;
3869 default:
3870 AssertMsgFailedReturn(("Unexpected fog function %d\n", mode.s.function), VERR_INTERNAL_ERROR);
3871 break;
3872 }
3873
3874 /** @todo how to switch between vertex and pixel fog modes??? */
3875 Assert(mode.s.type == SVGA3D_FOGTYPE_PIXEL);
3876#if 0
3877 /* The fog type determines the render state. */
3878 switch (mode.s.type)
3879 {
3880 case SVGA3D_FOGTYPE_VERTEX:
3881 renderState = D3DRS_FOGVERTEXMODE;
3882 break;
3883 case SVGA3D_FOGTYPE_PIXEL:
3884 renderState = D3DRS_FOGTABLEMODE;
3885 break;
3886 default:
3887 AssertMsgFailedReturn(("Unexpected fog type %d\n", mode.s.type), VERR_INTERNAL_ERROR);
3888 break;
3889 }
3890#endif
3891
3892 /* Set the fog base to depth or range. */
3893 switch (mode.s.base)
3894 {
3895 case SVGA3D_FOGBASE_DEPTHBASED:
3896 glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
3897 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3898 break;
3899 case SVGA3D_FOGBASE_RANGEBASED:
3900 glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
3901 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3902 break;
3903 default:
3904 /* ignore */
3905 AssertMsgFailed(("Unexpected fog base %d\n", mode.s.base));
3906 break;
3907 }
3908 break;
3909 }
3910
3911 case SVGA3D_RS_FILLMODE: /* SVGA3dFillMode */
3912 {
3913 SVGA3dFillMode mode;
3914
3915 mode.uintValue = pRenderState[i].uintValue;
3916
3917 switch (mode.s.mode)
3918 {
3919 case SVGA3D_FILLMODE_POINT:
3920 val = GL_POINT;
3921 break;
3922 case SVGA3D_FILLMODE_LINE:
3923 val = GL_LINE;
3924 break;
3925 case SVGA3D_FILLMODE_FILL:
3926 val = GL_FILL;
3927 break;
3928 default:
3929 AssertMsgFailedReturn(("Unexpected fill mode %d\n", mode.s.mode), VERR_INTERNAL_ERROR);
3930 break;
3931 }
3932 /* @note only front and back faces */
3933 Assert(mode.s.face == SVGA3D_FACE_FRONT_BACK);
3934 glPolygonMode(GL_FRONT_AND_BACK, val);
3935 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3936 break;
3937 }
3938
3939 case SVGA3D_RS_SHADEMODE: /* SVGA3dShadeMode */
3940 switch (pRenderState[i].uintValue)
3941 {
3942 case SVGA3D_SHADEMODE_FLAT:
3943 val = GL_FLAT;
3944 break;
3945
3946 case SVGA3D_SHADEMODE_SMOOTH:
3947 val = GL_SMOOTH;
3948 break;
3949
3950 default:
3951 AssertMsgFailedReturn(("Unexpected shade mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
3952 break;
3953 }
3954
3955 glShadeModel(val);
3956 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3957 break;
3958
3959 case SVGA3D_RS_LINEPATTERN: /* SVGA3dLinePattern */
3960 /* No longer supported by d3d; mesagl comments suggest not all backends support it */
3961 /** @todo */
3962 Log(("WARNING: SVGA3D_RS_LINEPATTERN %x not supported!!\n", pRenderState[i].uintValue));
3963 /*
3964 renderState = D3DRS_LINEPATTERN;
3965 val = pRenderState[i].uintValue;
3966 */
3967 break;
3968
3969 case SVGA3D_RS_LINEAA: /* SVGA3dBool */
3970 enableCap = GL_LINE_SMOOTH;
3971 val = pRenderState[i].uintValue;
3972 break;
3973
3974 case SVGA3D_RS_LINEWIDTH: /* float */
3975 glLineWidth(pRenderState[i].floatValue);
3976 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3977 break;
3978
3979 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
3980 {
3981 /* Refresh the blending state based on the new enable setting.
3982 * This will take existing states and set them using either glBlend* or glBlend*Separate.
3983 */
3984 static SVGA3dRenderStateName const saRefreshState[] =
3985 {
3986 SVGA3D_RS_SRCBLEND,
3987 SVGA3D_RS_BLENDEQUATION
3988 };
3989 SVGA3dRenderState renderstate[RT_ELEMENTS(saRefreshState)];
3990 for (uint32_t j = 0; j < RT_ELEMENTS(saRefreshState); ++j)
3991 {
3992 renderstate[j].state = saRefreshState[j];
3993 renderstate[j].uintValue = pContext->state.aRenderState[saRefreshState[j]].uintValue;
3994 }
3995
3996 int rc = vmsvga3dSetRenderState(pThis, cid, 2, renderstate);
3997 AssertRCReturn(rc, rc);
3998
3999 if (pContext->state.aRenderState[SVGA3D_RS_BLENDENABLE].uintValue != 0)
4000 continue; /* Ignore if blend is enabled */
4001 /* Apply SVGA3D_RS_SEPARATEALPHABLENDENABLE as SVGA3D_RS_BLENDENABLE */
4002 } RT_FALL_THRU();
4003
4004 case SVGA3D_RS_BLENDENABLE: /* SVGA3dBool */
4005 enableCap = GL_BLEND;
4006 val = pRenderState[i].uintValue;
4007 break;
4008
4009 case SVGA3D_RS_SRCBLENDALPHA: /* SVGA3dBlendOp */
4010 case SVGA3D_RS_DSTBLENDALPHA: /* SVGA3dBlendOp */
4011 case SVGA3D_RS_SRCBLEND: /* SVGA3dBlendOp */
4012 case SVGA3D_RS_DSTBLEND: /* SVGA3dBlendOp */
4013 {
4014 GLint srcRGB, srcAlpha, dstRGB, dstAlpha;
4015 GLint blendop = vmsvga3dBlendOp2GL(pRenderState[i].uintValue);
4016
4017 glGetIntegerv(GL_BLEND_SRC_RGB, &srcRGB);
4018 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4019 glGetIntegerv(GL_BLEND_DST_RGB, &dstRGB);
4020 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4021 glGetIntegerv(GL_BLEND_DST_ALPHA, &dstAlpha);
4022 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4023 glGetIntegerv(GL_BLEND_SRC_ALPHA, &srcAlpha);
4024 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4025
4026 switch (pRenderState[i].state)
4027 {
4028 case SVGA3D_RS_SRCBLEND:
4029 srcRGB = blendop;
4030 break;
4031 case SVGA3D_RS_DSTBLEND:
4032 dstRGB = blendop;
4033 break;
4034 case SVGA3D_RS_SRCBLENDALPHA:
4035 srcAlpha = blendop;
4036 break;
4037 case SVGA3D_RS_DSTBLENDALPHA:
4038 dstAlpha = blendop;
4039 break;
4040 default:
4041 /* not possible; shut up gcc */
4042 AssertFailed();
4043 break;
4044 }
4045
4046 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4047 pState->ext.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
4048 else
4049 glBlendFunc(srcRGB, dstRGB);
4050 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4051 break;
4052 }
4053
4054 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4055 case SVGA3D_RS_BLENDEQUATION: /* SVGA3dBlendEquation */
4056 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4057 {
4058 GLenum const modeRGB = vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue);
4059 GLenum const modeAlpha = vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATIONALPHA].uintValue);
4060 pState->ext.glBlendEquationSeparate(modeRGB, modeAlpha);
4061 }
4062 else
4063 {
4064#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
4065 glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4066#else
4067 pState->ext.glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4068#endif
4069 }
4070 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4071 break;
4072
4073 case SVGA3D_RS_BLENDCOLOR: /* SVGA3dColor */
4074 {
4075 GLfloat red, green, blue, alpha;
4076
4077 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &red, &green, &blue, &alpha);
4078
4079#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
4080 glBlendColor(red, green, blue, alpha);
4081#else
4082 pState->ext.glBlendColor(red, green, blue, alpha);
4083#endif
4084 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4085 break;
4086 }
4087
4088 case SVGA3D_RS_CULLMODE: /* SVGA3dFace */
4089 {
4090 GLenum mode = GL_BACK; /* default for OpenGL */
4091
4092 switch (pRenderState[i].uintValue)
4093 {
4094 case SVGA3D_FACE_NONE:
4095 break;
4096 case SVGA3D_FACE_FRONT:
4097 mode = GL_FRONT;
4098 break;
4099 case SVGA3D_FACE_BACK:
4100 mode = GL_BACK;
4101 break;
4102 case SVGA3D_FACE_FRONT_BACK:
4103 mode = GL_FRONT_AND_BACK;
4104 break;
4105 default:
4106 AssertMsgFailedReturn(("Unexpected cull mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
4107 break;
4108 }
4109 enableCap = GL_CULL_FACE;
4110 if (pRenderState[i].uintValue != SVGA3D_FACE_NONE)
4111 {
4112 glCullFace(mode);
4113 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4114 val = 1;
4115 }
4116 else
4117 val = 0;
4118 break;
4119 }
4120
4121 case SVGA3D_RS_ZFUNC: /* SVGA3dCmpFunc */
4122 glDepthFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue));
4123 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4124 break;
4125
4126 case SVGA3D_RS_ALPHAFUNC: /* SVGA3dCmpFunc */
4127 {
4128 GLclampf ref;
4129
4130 glGetFloatv(GL_ALPHA_TEST_REF, &ref);
4131 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4132 glAlphaFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref);
4133 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4134 break;
4135 }
4136
4137 case SVGA3D_RS_ALPHAREF: /* float (0.0 .. 1.0) */
4138 {
4139 GLint func;
4140
4141 glGetIntegerv(GL_ALPHA_TEST_FUNC, &func);
4142 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4143 glAlphaFunc(func, pRenderState[i].floatValue);
4144 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4145 break;
4146 }
4147
4148 case SVGA3D_RS_STENCILENABLE2SIDED: /* SVGA3dBool */
4149 {
4150 /* Refresh the stencil state based on the new enable setting.
4151 * This will take existing states and set them using either glStencil or glStencil*Separate.
4152 */
4153 static SVGA3dRenderStateName const saRefreshState[] =
4154 {
4155 SVGA3D_RS_STENCILFUNC,
4156 SVGA3D_RS_STENCILFAIL,
4157 SVGA3D_RS_CCWSTENCILFUNC,
4158 SVGA3D_RS_CCWSTENCILFAIL
4159 };
4160 SVGA3dRenderState renderstate[RT_ELEMENTS(saRefreshState)];
4161 for (uint32_t j = 0; j < RT_ELEMENTS(saRefreshState); ++j)
4162 {
4163 renderstate[j].state = saRefreshState[j];
4164 renderstate[j].uintValue = pContext->state.aRenderState[saRefreshState[j]].uintValue;
4165 }
4166
4167 int rc = vmsvga3dSetRenderState(pThis, cid, RT_ELEMENTS(renderstate), renderstate);
4168 AssertRCReturn(rc, rc);
4169
4170 if (pContext->state.aRenderState[SVGA3D_RS_STENCILENABLE].uintValue != 0)
4171 continue; /* Ignore if stencil is enabled */
4172 /* Apply SVGA3D_RS_STENCILENABLE2SIDED as SVGA3D_RS_STENCILENABLE. */
4173 } RT_FALL_THRU();
4174
4175 case SVGA3D_RS_STENCILENABLE: /* SVGA3dBool */
4176 enableCap = GL_STENCIL_TEST;
4177 val = pRenderState[i].uintValue;
4178 break;
4179
4180 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4181 case SVGA3D_RS_STENCILREF: /* uint32_t */
4182 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4183 {
4184 GLint func, ref;
4185 GLuint mask;
4186
4187 /* Query current values to have all parameters for glStencilFunc[Separate]. */
4188 glGetIntegerv(GL_STENCIL_FUNC, &func);
4189 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4190 glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask);
4191 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4192 glGetIntegerv(GL_STENCIL_REF, &ref);
4193 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4194
4195 /* Update the changed value. */
4196 switch (pRenderState[i].state)
4197 {
4198 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4199 func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue);
4200 break;
4201
4202 case SVGA3D_RS_STENCILREF: /* uint32_t */
4203 ref = pRenderState[i].uintValue;
4204 break;
4205
4206 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4207 mask = pRenderState[i].uintValue;
4208 break;
4209
4210 default:
4211 /* not possible; shut up gcc */
4212 AssertFailed();
4213 break;
4214 }
4215
4216 if (pContext->state.aRenderState[SVGA3D_RS_STENCILENABLE2SIDED].uintValue != 0)
4217 {
4218 pState->ext.glStencilFuncSeparate(GL_FRONT, func, ref, mask);
4219 }
4220 else
4221 {
4222 glStencilFunc(func, ref, mask);
4223 }
4224 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4225 break;
4226 }
4227
4228 case SVGA3D_RS_STENCILWRITEMASK: /* uint32_t */
4229 glStencilMask(pRenderState[i].uintValue);
4230 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4231 break;
4232
4233 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4234 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4235 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4236 {
4237 GLint sfail, dpfail, dppass;
4238 GLenum const stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4239
4240 glGetIntegerv(GL_STENCIL_FAIL, &sfail);
4241 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4242 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &dpfail);
4243 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4244 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &dppass);
4245 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4246
4247 switch (pRenderState[i].state)
4248 {
4249 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4250 sfail = stencilop;
4251 break;
4252 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4253 dpfail = stencilop;
4254 break;
4255 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4256 dppass = stencilop;
4257 break;
4258 default:
4259 /* not possible; shut up gcc */
4260 AssertFailed();
4261 break;
4262 }
4263 if (pContext->state.aRenderState[SVGA3D_RS_STENCILENABLE2SIDED].uintValue != 0)
4264 {
4265 pState->ext.glStencilOpSeparate(GL_FRONT, sfail, dpfail, dppass);
4266 }
4267 else
4268 {
4269 glStencilOp(sfail, dpfail, dppass);
4270 }
4271 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4272 break;
4273 }
4274
4275 case SVGA3D_RS_CCWSTENCILFUNC: /* SVGA3dCmpFunc */
4276 {
4277 GLint ref;
4278 GLuint mask;
4279 GLint const func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue);
4280
4281 /* GL_STENCIL_VALUE_MASK and GL_STENCIL_REF are the same for both GL_FRONT and GL_BACK. */
4282 glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask);
4283 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4284 glGetIntegerv(GL_STENCIL_REF, &ref);
4285 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4286
4287 pState->ext.glStencilFuncSeparate(GL_BACK, func, ref, mask);
4288 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4289 break;
4290 }
4291
4292 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4293 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4294 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4295 {
4296 GLint sfail, dpfail, dppass;
4297 GLenum const stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4298
4299 glGetIntegerv(GL_STENCIL_BACK_FAIL, &sfail);
4300 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4301 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &dpfail);
4302 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4303 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &dppass);
4304 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4305
4306 switch (pRenderState[i].state)
4307 {
4308 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4309 sfail = stencilop;
4310 break;
4311 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4312 dpfail = stencilop;
4313 break;
4314 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4315 dppass = stencilop;
4316 break;
4317 default:
4318 /* not possible; shut up gcc */
4319 AssertFailed();
4320 break;
4321 }
4322 pState->ext.glStencilOpSeparate(GL_BACK, sfail, dpfail, dppass);
4323 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4324 break;
4325 }
4326
4327 case SVGA3D_RS_ZBIAS: /* float */
4328 /** @todo unknown meaning; depth bias is not identical
4329 renderState = D3DRS_DEPTHBIAS;
4330 val = pRenderState[i].uintValue;
4331 */
4332 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_ZBIAS\n"));
4333 break;
4334
4335 case SVGA3D_RS_DEPTHBIAS: /* float */
4336 {
4337 GLfloat factor;
4338
4339 /** @todo not sure if the d3d & ogl definitions are identical. */
4340
4341 /* Do not change the factor part. */
4342 glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &factor);
4343 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4344
4345 glPolygonOffset(factor, pRenderState[i].floatValue);
4346 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4347 break;
4348 }
4349
4350 case SVGA3D_RS_SLOPESCALEDEPTHBIAS: /* float */
4351 {
4352 GLfloat units;
4353
4354 /** @todo not sure if the d3d & ogl definitions are identical. */
4355
4356 /* Do not change the factor part. */
4357 glGetFloatv(GL_POLYGON_OFFSET_UNITS, &units);
4358 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4359
4360 glPolygonOffset(pRenderState[i].floatValue, units);
4361 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4362 break;
4363 }
4364
4365 case SVGA3D_RS_COLORWRITEENABLE: /* SVGA3dColorMask */
4366 {
4367 GLboolean red, green, blue, alpha;
4368 SVGA3dColorMask mask;
4369
4370 mask.uintValue = pRenderState[i].uintValue;
4371
4372 red = mask.s.red;
4373 green = mask.s.green;
4374 blue = mask.s.blue;
4375 alpha = mask.s.alpha;
4376
4377 glColorMask(red, green, blue, alpha);
4378 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4379 break;
4380 }
4381
4382 case SVGA3D_RS_COLORWRITEENABLE1: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4383 case SVGA3D_RS_COLORWRITEENABLE2: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4384 case SVGA3D_RS_COLORWRITEENABLE3: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4385 Log(("vmsvga3dSetRenderState: WARNING SVGA3D_RS_COLORWRITEENABLEx not supported!!\n"));
4386 break;
4387
4388 case SVGA3D_RS_SCISSORTESTENABLE: /* SVGA3dBool */
4389 enableCap = GL_SCISSOR_TEST;
4390 val = pRenderState[i].uintValue;
4391 break;
4392
4393#if 0
4394 case SVGA3D_RS_DIFFUSEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4395 AssertCompile(D3DMCS_COLOR2 == SVGA3D_VERTEXMATERIAL_SPECULAR);
4396 renderState = D3DRS_DIFFUSEMATERIALSOURCE;
4397 val = pRenderState[i].uintValue;
4398 break;
4399
4400 case SVGA3D_RS_SPECULARMATERIALSOURCE: /* SVGA3dVertexMaterial */
4401 renderState = D3DRS_SPECULARMATERIALSOURCE;
4402 val = pRenderState[i].uintValue;
4403 break;
4404
4405 case SVGA3D_RS_AMBIENTMATERIALSOURCE: /* SVGA3dVertexMaterial */
4406 renderState = D3DRS_AMBIENTMATERIALSOURCE;
4407 val = pRenderState[i].uintValue;
4408 break;
4409
4410 case SVGA3D_RS_EMISSIVEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4411 renderState = D3DRS_EMISSIVEMATERIALSOURCE;
4412 val = pRenderState[i].uintValue;
4413 break;
4414#endif
4415
4416 case SVGA3D_RS_WRAP3: /* SVGA3dWrapFlags */
4417 case SVGA3D_RS_WRAP4: /* SVGA3dWrapFlags */
4418 case SVGA3D_RS_WRAP5: /* SVGA3dWrapFlags */
4419 case SVGA3D_RS_WRAP6: /* SVGA3dWrapFlags */
4420 case SVGA3D_RS_WRAP7: /* SVGA3dWrapFlags */
4421 case SVGA3D_RS_WRAP8: /* SVGA3dWrapFlags */
4422 case SVGA3D_RS_WRAP9: /* SVGA3dWrapFlags */
4423 case SVGA3D_RS_WRAP10: /* SVGA3dWrapFlags */
4424 case SVGA3D_RS_WRAP11: /* SVGA3dWrapFlags */
4425 case SVGA3D_RS_WRAP12: /* SVGA3dWrapFlags */
4426 case SVGA3D_RS_WRAP13: /* SVGA3dWrapFlags */
4427 case SVGA3D_RS_WRAP14: /* SVGA3dWrapFlags */
4428 case SVGA3D_RS_WRAP15: /* SVGA3dWrapFlags */
4429 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_WRAPx (x >= 3)\n"));
4430 break;
4431
4432 case SVGA3D_RS_LASTPIXEL: /* SVGA3dBool */
4433 case SVGA3D_RS_TWEENFACTOR: /* float */
4434 case SVGA3D_RS_INDEXEDVERTEXBLENDENABLE: /* SVGA3dBool */
4435 case SVGA3D_RS_VERTEXBLEND: /* SVGA3dVertexBlendFlags */
4436 Log(("vmsvga3dSetRenderState: WARNING not applicable!!\n"));
4437 break;
4438
4439 case SVGA3D_RS_MULTISAMPLEANTIALIAS: /* SVGA3dBool */
4440 enableCap = GL_MULTISAMPLE;
4441 val = pRenderState[i].uintValue;
4442 break;
4443
4444 case SVGA3D_RS_MULTISAMPLEMASK: /* uint32_t */
4445 case SVGA3D_RS_ANTIALIASEDLINEENABLE: /* SVGA3dBool */
4446 Log(("vmsvga3dSetRenderState: WARNING not applicable??!!\n"));
4447 break;
4448
4449 case SVGA3D_RS_COORDINATETYPE: /* SVGA3dCoordinateType */
4450 Assert(pRenderState[i].uintValue == SVGA3D_COORDINATE_LEFTHANDED);
4451 /** @todo setup a view matrix to scale the world space by -1 in the z-direction for right handed coordinates. */
4452 /*
4453 renderState = D3DRS_COORDINATETYPE;
4454 val = pRenderState[i].uintValue;
4455 */
4456 break;
4457
4458 case SVGA3D_RS_FRONTWINDING: /* SVGA3dFrontWinding */
4459 Assert(pRenderState[i].uintValue == SVGA3D_FRONTWINDING_CW);
4460 /* Invert the selected mode because of y-inversion (?) */
4461 glFrontFace((pRenderState[i].uintValue != SVGA3D_FRONTWINDING_CW) ? GL_CW : GL_CCW);
4462 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4463 break;
4464
4465 case SVGA3D_RS_OUTPUTGAMMA: /* float */
4466 //AssertFailed();
4467 /*
4468 D3DRS_SRGBWRITEENABLE ??
4469 renderState = D3DRS_OUTPUTGAMMA;
4470 val = pRenderState[i].uintValue;
4471 */
4472 break;
4473
4474#if 0
4475
4476 case SVGA3D_RS_VERTEXMATERIALENABLE: /* SVGA3dBool */
4477 //AssertFailed();
4478 renderState = D3DRS_INDEXEDVERTEXBLENDENABLE; /* correct?? */
4479 val = pRenderState[i].uintValue;
4480 break;
4481
4482 case SVGA3D_RS_TEXTUREFACTOR: /* SVGA3dColor */
4483 renderState = D3DRS_TEXTUREFACTOR;
4484 val = pRenderState[i].uintValue;
4485 break;
4486
4487 case SVGA3D_RS_LOCALVIEWER: /* SVGA3dBool */
4488 renderState = D3DRS_LOCALVIEWER;
4489 val = pRenderState[i].uintValue;
4490 break;
4491
4492 case SVGA3D_RS_ZVISIBLE: /* SVGA3dBool */
4493 AssertFailed();
4494 /*
4495 renderState = D3DRS_ZVISIBLE;
4496 val = pRenderState[i].uintValue;
4497 */
4498 break;
4499
4500 case SVGA3D_RS_CLIPPING: /* SVGA3dBool */
4501 renderState = D3DRS_CLIPPING;
4502 val = pRenderState[i].uintValue;
4503 break;
4504
4505 case SVGA3D_RS_WRAP0: /* SVGA3dWrapFlags */
4506 glTexParameter GL_TEXTURE_WRAP_S
4507 Assert(SVGA3D_WRAPCOORD_3 == D3DWRAPCOORD_3);
4508 renderState = D3DRS_WRAP0;
4509 val = pRenderState[i].uintValue;
4510 break;
4511
4512 case SVGA3D_RS_WRAP1: /* SVGA3dWrapFlags */
4513 glTexParameter GL_TEXTURE_WRAP_T
4514 renderState = D3DRS_WRAP1;
4515 val = pRenderState[i].uintValue;
4516 break;
4517
4518 case SVGA3D_RS_WRAP2: /* SVGA3dWrapFlags */
4519 glTexParameter GL_TEXTURE_WRAP_R
4520 renderState = D3DRS_WRAP2;
4521 val = pRenderState[i].uintValue;
4522 break;
4523
4524
4525 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
4526 renderState = D3DRS_SEPARATEALPHABLENDENABLE;
4527 val = pRenderState[i].uintValue;
4528 break;
4529
4530
4531 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4532 renderState = D3DRS_BLENDOPALPHA;
4533 val = pRenderState[i].uintValue;
4534 break;
4535
4536 case SVGA3D_RS_TRANSPARENCYANTIALIAS: /* SVGA3dTransparencyAntialiasType */
4537 AssertFailed();
4538 /*
4539 renderState = D3DRS_TRANSPARENCYANTIALIAS;
4540 val = pRenderState[i].uintValue;
4541 */
4542 break;
4543
4544#endif
4545 default:
4546 AssertFailed();
4547 break;
4548 }
4549
4550 if (enableCap != ~(GLenum)0)
4551 {
4552 if (val)
4553 glEnable(enableCap);
4554 else
4555 glDisable(enableCap);
4556 }
4557 }
4558
4559 return VINF_SUCCESS;
4560}
4561
4562int vmsvga3dSetRenderTarget(PVGASTATE pThis, uint32_t cid, SVGA3dRenderTargetType type, SVGA3dSurfaceImageId target)
4563{
4564 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
4565
4566 AssertReturn(pState, VERR_NO_MEMORY);
4567 AssertReturn((unsigned)type < SVGA3D_RT_MAX, VERR_INVALID_PARAMETER);
4568
4569 LogFunc(("cid=%x type=%x sid=%x\n", cid, type, target.sid));
4570
4571 PVMSVGA3DCONTEXT pContext;
4572 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
4573 AssertRCReturn(rc, rc);
4574
4575 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4576
4577 /* Save for vm state save/restore. */
4578 pContext->state.aRenderTargets[type] = target.sid;
4579
4580 if (target.sid == SVGA3D_INVALID_ID)
4581 {
4582 /* Disable render target. */
4583 switch (type)
4584 {
4585 case SVGA3D_RT_DEPTH:
4586 case SVGA3D_RT_STENCIL:
4587 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
4588 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4589 break;
4590
4591 case SVGA3D_RT_COLOR0:
4592 case SVGA3D_RT_COLOR1:
4593 case SVGA3D_RT_COLOR2:
4594 case SVGA3D_RT_COLOR3:
4595 case SVGA3D_RT_COLOR4:
4596 case SVGA3D_RT_COLOR5:
4597 case SVGA3D_RT_COLOR6:
4598 case SVGA3D_RT_COLOR7:
4599 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, 0, 0, 0);
4600 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4601 break;
4602
4603 default:
4604 AssertFailedReturn(VERR_INVALID_PARAMETER);
4605 }
4606 return VINF_SUCCESS;
4607 }
4608
4609 PVMSVGA3DSURFACE pRenderTarget;
4610 rc = vmsvga3dSurfaceFromSid(pState, target.sid, &pRenderTarget);
4611 AssertRCReturn(rc, rc);
4612
4613 switch (type)
4614 {
4615 case SVGA3D_RT_DEPTH:
4616 case SVGA3D_RT_STENCIL:
4617#if 1
4618 /* A texture surface can be used as a render target to fill it and later on used as a texture. */
4619 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4620 {
4621 LogFunc(("create depth texture to be used as render target; surface id=%x type=%d format=%d -> create texture\n",
4622 target.sid, pRenderTarget->surfaceFlags, pRenderTarget->format));
4623 rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pRenderTarget);
4624 AssertRCReturn(rc, rc);
4625 }
4626
4627 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4628 Assert(!pRenderTarget->fDirty);
4629
4630 pRenderTarget->surfaceFlags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
4631
4632 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER,
4633 (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT,
4634 GL_TEXTURE_2D, pRenderTarget->oglId.texture, target.mipmap);
4635 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4636#else
4637 AssertReturn(target.mipmap == 0, VERR_INVALID_PARAMETER);
4638 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4639 {
4640 Log(("vmsvga3dSetRenderTarget: create renderbuffer to be used as render target; surface id=%x type=%d format=%d\n", target.sid, pRenderTarget->surfaceFlags, pRenderTarget->internalFormatGL));
4641 pContext = &pState->SharedCtx;
4642 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4643
4644 pState->ext.glGenRenderbuffers(1, &pRenderTarget->oglId.renderbuffer);
4645 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4646 pSurface->enmOGLResType = VMSVGA3D_OGLRESTYPE_RENDERBUFFER;
4647
4648 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4649 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4650
4651 pState->ext.glRenderbufferStorage(GL_RENDERBUFFER,
4652 pRenderTarget->internalFormatGL,
4653 pRenderTarget->pMipmapLevels[0].mipmapSize.width,
4654 pRenderTarget->pMipmapLevels[0].mipmapSize.height);
4655 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4656
4657 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, OPENGL_INVALID_ID);
4658 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4659
4660 pContext = pState->papContexts[cid];
4661 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4662 pRenderTarget->idWeakContextAssociation = cid;
4663 }
4664
4665 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4666 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4667 Assert(!pRenderTarget->fDirty);
4668 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4669
4670 pRenderTarget->surfaceFlags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
4671
4672 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4673 (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT,
4674 GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4675 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4676#endif
4677 break;
4678
4679 case SVGA3D_RT_COLOR0:
4680 case SVGA3D_RT_COLOR1:
4681 case SVGA3D_RT_COLOR2:
4682 case SVGA3D_RT_COLOR3:
4683 case SVGA3D_RT_COLOR4:
4684 case SVGA3D_RT_COLOR5:
4685 case SVGA3D_RT_COLOR6:
4686 case SVGA3D_RT_COLOR7:
4687 {
4688 /* A texture surface can be used as a render target to fill it and later on used as a texture. */
4689 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4690 {
4691 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));
4692 rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pRenderTarget);
4693 AssertRCReturn(rc, rc);
4694 }
4695
4696 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4697 Assert(!pRenderTarget->fDirty);
4698
4699 pRenderTarget->surfaceFlags |= SVGA3D_SURFACE_HINT_RENDERTARGET;
4700
4701 GLenum textarget;
4702 if (pRenderTarget->surfaceFlags & SVGA3D_SURFACE_CUBEMAP)
4703 textarget = vmsvga3dCubemapFaceFromIndex(target.face);
4704 else
4705 textarget = GL_TEXTURE_2D;
4706 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0,
4707 textarget, pRenderTarget->oglId.texture, target.mipmap);
4708 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4709
4710#ifdef DEBUG
4711 GLenum status = pState->ext.glCheckFramebufferStatus(GL_FRAMEBUFFER);
4712 if (status != GL_FRAMEBUFFER_COMPLETE)
4713 Log(("vmsvga3dSetRenderTarget: WARNING: glCheckFramebufferStatus returned %x\n", status));
4714#endif
4715 /** @todo use glDrawBuffers too? */
4716 break;
4717 }
4718
4719 default:
4720 AssertFailedReturn(VERR_INVALID_PARAMETER);
4721 }
4722
4723 return VINF_SUCCESS;
4724}
4725
4726#if 0
4727/**
4728 * Convert SVGA texture combiner value to its D3D equivalent
4729 */
4730static DWORD vmsvga3dTextureCombiner2D3D(uint32_t value)
4731{
4732 switch (value)
4733 {
4734 case SVGA3D_TC_DISABLE:
4735 return D3DTOP_DISABLE;
4736 case SVGA3D_TC_SELECTARG1:
4737 return D3DTOP_SELECTARG1;
4738 case SVGA3D_TC_SELECTARG2:
4739 return D3DTOP_SELECTARG2;
4740 case SVGA3D_TC_MODULATE:
4741 return D3DTOP_MODULATE;
4742 case SVGA3D_TC_ADD:
4743 return D3DTOP_ADD;
4744 case SVGA3D_TC_ADDSIGNED:
4745 return D3DTOP_ADDSIGNED;
4746 case SVGA3D_TC_SUBTRACT:
4747 return D3DTOP_SUBTRACT;
4748 case SVGA3D_TC_BLENDTEXTUREALPHA:
4749 return D3DTOP_BLENDTEXTUREALPHA;
4750 case SVGA3D_TC_BLENDDIFFUSEALPHA:
4751 return D3DTOP_BLENDDIFFUSEALPHA;
4752 case SVGA3D_TC_BLENDCURRENTALPHA:
4753 return D3DTOP_BLENDCURRENTALPHA;
4754 case SVGA3D_TC_BLENDFACTORALPHA:
4755 return D3DTOP_BLENDFACTORALPHA;
4756 case SVGA3D_TC_MODULATE2X:
4757 return D3DTOP_MODULATE2X;
4758 case SVGA3D_TC_MODULATE4X:
4759 return D3DTOP_MODULATE4X;
4760 case SVGA3D_TC_DSDT:
4761 AssertFailed(); /** @todo ??? */
4762 return D3DTOP_DISABLE;
4763 case SVGA3D_TC_DOTPRODUCT3:
4764 return D3DTOP_DOTPRODUCT3;
4765 case SVGA3D_TC_BLENDTEXTUREALPHAPM:
4766 return D3DTOP_BLENDTEXTUREALPHAPM;
4767 case SVGA3D_TC_ADDSIGNED2X:
4768 return D3DTOP_ADDSIGNED2X;
4769 case SVGA3D_TC_ADDSMOOTH:
4770 return D3DTOP_ADDSMOOTH;
4771 case SVGA3D_TC_PREMODULATE:
4772 return D3DTOP_PREMODULATE;
4773 case SVGA3D_TC_MODULATEALPHA_ADDCOLOR:
4774 return D3DTOP_MODULATEALPHA_ADDCOLOR;
4775 case SVGA3D_TC_MODULATECOLOR_ADDALPHA:
4776 return D3DTOP_MODULATECOLOR_ADDALPHA;
4777 case SVGA3D_TC_MODULATEINVALPHA_ADDCOLOR:
4778 return D3DTOP_MODULATEINVALPHA_ADDCOLOR;
4779 case SVGA3D_TC_MODULATEINVCOLOR_ADDALPHA:
4780 return D3DTOP_MODULATEINVCOLOR_ADDALPHA;
4781 case SVGA3D_TC_BUMPENVMAPLUMINANCE:
4782 return D3DTOP_BUMPENVMAPLUMINANCE;
4783 case SVGA3D_TC_MULTIPLYADD:
4784 return D3DTOP_MULTIPLYADD;
4785 case SVGA3D_TC_LERP:
4786 return D3DTOP_LERP;
4787 default:
4788 AssertFailed();
4789 return D3DTOP_DISABLE;
4790 }
4791}
4792
4793/**
4794 * Convert SVGA texture arg data value to its D3D equivalent
4795 */
4796static DWORD vmsvga3dTextureArgData2D3D(uint32_t value)
4797{
4798 switch (value)
4799 {
4800 case SVGA3D_TA_CONSTANT:
4801 return D3DTA_CONSTANT;
4802 case SVGA3D_TA_PREVIOUS:
4803 return D3DTA_CURRENT; /* current = previous */
4804 case SVGA3D_TA_DIFFUSE:
4805 return D3DTA_DIFFUSE;
4806 case SVGA3D_TA_TEXTURE:
4807 return D3DTA_TEXTURE;
4808 case SVGA3D_TA_SPECULAR:
4809 return D3DTA_SPECULAR;
4810 default:
4811 AssertFailed();
4812 return 0;
4813 }
4814}
4815
4816/**
4817 * Convert SVGA texture transform flag value to its D3D equivalent
4818 */
4819static DWORD vmsvga3dTextTransformFlags2D3D(uint32_t value)
4820{
4821 switch (value)
4822 {
4823 case SVGA3D_TEX_TRANSFORM_OFF:
4824 return D3DTTFF_DISABLE;
4825 case SVGA3D_TEX_TRANSFORM_S:
4826 return D3DTTFF_COUNT1; /** @todo correct? */
4827 case SVGA3D_TEX_TRANSFORM_T:
4828 return D3DTTFF_COUNT2; /** @todo correct? */
4829 case SVGA3D_TEX_TRANSFORM_R:
4830 return D3DTTFF_COUNT3; /** @todo correct? */
4831 case SVGA3D_TEX_TRANSFORM_Q:
4832 return D3DTTFF_COUNT4; /** @todo correct? */
4833 case SVGA3D_TEX_PROJECTED:
4834 return D3DTTFF_PROJECTED;
4835 default:
4836 AssertFailed();
4837 return 0;
4838 }
4839}
4840#endif
4841
4842static GLenum vmsvga3dTextureAddress2OGL(SVGA3dTextureAddress value)
4843{
4844 switch (value)
4845 {
4846 case SVGA3D_TEX_ADDRESS_WRAP:
4847 return GL_REPEAT;
4848 case SVGA3D_TEX_ADDRESS_MIRROR:
4849 return GL_MIRRORED_REPEAT;
4850 case SVGA3D_TEX_ADDRESS_CLAMP:
4851 return GL_CLAMP_TO_EDGE;
4852 case SVGA3D_TEX_ADDRESS_BORDER:
4853 return GL_CLAMP_TO_BORDER;
4854 case SVGA3D_TEX_ADDRESS_MIRRORONCE:
4855 AssertFailed();
4856 return GL_CLAMP_TO_EDGE_SGIS; /** @todo correct? */
4857
4858 case SVGA3D_TEX_ADDRESS_EDGE:
4859 case SVGA3D_TEX_ADDRESS_INVALID:
4860 default:
4861 AssertFailed();
4862 return GL_REPEAT; /* default */
4863 }
4864}
4865
4866static GLenum vmsvga3dTextureFilter2OGL(SVGA3dTextureFilter value)
4867{
4868 switch (value)
4869 {
4870 case SVGA3D_TEX_FILTER_NONE:
4871 case SVGA3D_TEX_FILTER_LINEAR:
4872 return GL_LINEAR;
4873 case SVGA3D_TEX_FILTER_NEAREST:
4874 return GL_NEAREST;
4875 case SVGA3D_TEX_FILTER_ANISOTROPIC:
4876 /** @todo */
4877 case SVGA3D_TEX_FILTER_FLATCUBIC: // Deprecated, not implemented
4878 case SVGA3D_TEX_FILTER_GAUSSIANCUBIC: // Deprecated, not implemented
4879 case SVGA3D_TEX_FILTER_PYRAMIDALQUAD: // Not currently implemented
4880 case SVGA3D_TEX_FILTER_GAUSSIANQUAD: // Not currently implemented
4881 default:
4882 AssertFailed();
4883 return GL_LINEAR; /* default */
4884 }
4885}
4886
4887uint32_t vmsvga3dSVGA3dColor2RGBA(SVGA3dColor value)
4888{
4889 /* flip the red and blue bytes */
4890 uint8_t blue = value & 0xff;
4891 uint8_t red = (value >> 16) & 0xff;
4892 return (value & 0xff00ff00) | red | (blue << 16);
4893}
4894
4895int vmsvga3dSetTextureState(PVGASTATE pThis, uint32_t cid, uint32_t cTextureStates, SVGA3dTextureState *pTextureState)
4896{
4897 GLenum val = ~(GLenum)0; /* Shut up MSC. */
4898 GLenum currentStage = ~(GLenum)0;
4899 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
4900 AssertReturn(pState, VERR_NO_MEMORY);
4901
4902 Log(("vmsvga3dSetTextureState %x cTextureState=%d\n", cid, cTextureStates));
4903
4904 PVMSVGA3DCONTEXT pContext;
4905 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
4906 AssertRCReturn(rc, rc);
4907
4908 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4909
4910 /* Which texture is active for the current stage. Needed to use right OpenGL target when setting parameters. */
4911 PVMSVGA3DSURFACE pCurrentTextureSurface = NULL;
4912
4913 for (uint32_t i = 0; i < cTextureStates; ++i)
4914 {
4915 GLenum textureType = ~(GLenum)0;
4916#if 0
4917 GLenum samplerType = ~(GLenum)0;
4918#endif
4919
4920 LogFunc(("cid=%x stage=%d type=%s (%x) val=%x\n",
4921 cid, pTextureState[i].stage, vmsvga3dTextureStateToString(pTextureState[i].name), pTextureState[i].name, pTextureState[i].value));
4922
4923 /* Record the texture state for vm state saving. */
4924 if ( pTextureState[i].stage < RT_ELEMENTS(pContext->state.aTextureStates)
4925 && (unsigned)pTextureState[i].name < RT_ELEMENTS(pContext->state.aTextureStates[0]))
4926 {
4927 pContext->state.aTextureStates[pTextureState[i].stage][pTextureState[i].name] = pTextureState[i];
4928 }
4929
4930 /* Activate the right texture unit for subsequent texture state changes. */
4931 if (pTextureState[i].stage != currentStage || i == 0)
4932 {
4933 /** @todo Is this the appropriate limit for all kinds of textures? It is the
4934 * size of aSidActiveTextures and for binding/unbinding we cannot exceed it. */
4935 if (pTextureState[i].stage < RT_ELEMENTS(pContext->state.aTextureStates))
4936 {
4937 pState->ext.glActiveTexture(GL_TEXTURE0 + pTextureState[i].stage);
4938 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4939 currentStage = pTextureState[i].stage;
4940 }
4941 else
4942 {
4943 AssertMsgFailed(("pTextureState[%d].stage=%#x name=%#x\n", i, pTextureState[i].stage, pTextureState[i].name));
4944 continue;
4945 }
4946
4947 if (pContext->aSidActiveTextures[currentStage] != SVGA3D_INVALID_ID)
4948 {
4949 rc = vmsvga3dSurfaceFromSid(pState, pContext->aSidActiveTextures[currentStage], &pCurrentTextureSurface);
4950 AssertRCReturn(rc, rc);
4951 }
4952 else
4953 pCurrentTextureSurface = NULL; /* Make sure that no stale pointer is used. */
4954 }
4955
4956 switch (pTextureState[i].name)
4957 {
4958 case SVGA3D_TS_BUMPENVMAT00: /* float */
4959 case SVGA3D_TS_BUMPENVMAT01: /* float */
4960 case SVGA3D_TS_BUMPENVMAT10: /* float */
4961 case SVGA3D_TS_BUMPENVMAT11: /* float */
4962 case SVGA3D_TS_BUMPENVLSCALE: /* float */
4963 case SVGA3D_TS_BUMPENVLOFFSET: /* float */
4964 Log(("vmsvga3dSetTextureState: bump mapping texture options not supported!!\n"));
4965 break;
4966
4967 case SVGA3D_TS_COLOROP: /* SVGA3dTextureCombiner */
4968 case SVGA3D_TS_COLORARG0: /* SVGA3dTextureArgData */
4969 case SVGA3D_TS_COLORARG1: /* SVGA3dTextureArgData */
4970 case SVGA3D_TS_COLORARG2: /* SVGA3dTextureArgData */
4971 case SVGA3D_TS_ALPHAOP: /* SVGA3dTextureCombiner */
4972 case SVGA3D_TS_ALPHAARG0: /* SVGA3dTextureArgData */
4973 case SVGA3D_TS_ALPHAARG1: /* SVGA3dTextureArgData */
4974 case SVGA3D_TS_ALPHAARG2: /* SVGA3dTextureArgData */
4975 /** @todo not used by MesaGL */
4976 Log(("vmsvga3dSetTextureState: colorop/alphaop not yet supported!!\n"));
4977 break;
4978#if 0
4979
4980 case SVGA3D_TS_TEXCOORDINDEX: /* uint32_t */
4981 textureType = D3DTSS_TEXCOORDINDEX;
4982 val = pTextureState[i].value;
4983 break;
4984
4985 case SVGA3D_TS_TEXTURETRANSFORMFLAGS: /* SVGA3dTexTransformFlags */
4986 textureType = D3DTSS_TEXTURETRANSFORMFLAGS;
4987 val = vmsvga3dTextTransformFlags2D3D(pTextureState[i].value);
4988 break;
4989#endif
4990
4991 case SVGA3D_TS_BIND_TEXTURE: /* SVGA3dSurfaceId */
4992 {
4993 uint32_t const sid = pTextureState[i].value;
4994
4995 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture sid=%x replacing sid=%x\n",
4996 currentStage, sid, pContext->aSidActiveTextures[currentStage]));
4997
4998 /* Only if texture actually changed. */ /// @todo needs testing.
4999 if (pContext->aSidActiveTextures[currentStage] != sid)
5000 {
5001 if (pCurrentTextureSurface)
5002 {
5003 /* Unselect the currently associated texture. */
5004 glBindTexture(pCurrentTextureSurface->targetGL, 0);
5005 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5006
5007 if (currentStage < 8)
5008 {
5009 /* Necessary for the fixed pipeline. */
5010 glDisable(pCurrentTextureSurface->targetGL);
5011 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5012 }
5013
5014 pCurrentTextureSurface = NULL;
5015 }
5016
5017 if (sid == SVGA3D_INVALID_ID)
5018 {
5019 Assert(pCurrentTextureSurface == NULL);
5020 }
5021 else
5022 {
5023 PVMSVGA3DSURFACE pSurface;
5024 rc = vmsvga3dSurfaceFromSid(pState, sid, &pSurface);
5025 AssertRCReturn(rc, rc);
5026
5027 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture sid=%x (%d,%d) replacing sid=%x\n",
5028 currentStage, sid, pSurface->pMipmapLevels[0].mipmapSize.width,
5029 pSurface->pMipmapLevels[0].mipmapSize.height, pContext->aSidActiveTextures[currentStage]));
5030
5031 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
5032 {
5033 Log(("CreateTexture (%d,%d) levels=%d\n",
5034 pSurface->pMipmapLevels[0].mipmapSize.width, pSurface->pMipmapLevels[0].mipmapSize.height, pSurface->faces[0].numMipLevels));
5035 rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface);
5036 AssertRCReturn(rc, rc);
5037 }
5038
5039 glBindTexture(pSurface->targetGL, pSurface->oglId.texture);
5040 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5041
5042 if (currentStage < 8)
5043 {
5044 /* Necessary for the fixed pipeline. */
5045 glEnable(pSurface->targetGL);
5046 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5047 }
5048
5049 /* Remember the currently active texture. */
5050 pCurrentTextureSurface = pSurface;
5051
5052 /* Recreate the texture state as glBindTexture resets them all (sigh). */
5053 for (uint32_t iStage = 0; iStage < RT_ELEMENTS(pContext->state.aTextureStates); iStage++)
5054 {
5055 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aTextureStates[0]); j++)
5056 {
5057 SVGA3dTextureState *pTextureStateIter = &pContext->state.aTextureStates[iStage][j];
5058
5059 if ( pTextureStateIter->name != SVGA3D_TS_INVALID
5060 && pTextureStateIter->name != SVGA3D_TS_BIND_TEXTURE)
5061 vmsvga3dSetTextureState(pThis, pContext->id, 1, pTextureStateIter);
5062 }
5063 }
5064 }
5065
5066 pContext->aSidActiveTextures[currentStage] = sid;
5067 }
5068
5069 /* Finished; continue with the next one. */
5070 continue;
5071 }
5072
5073 case SVGA3D_TS_ADDRESSW: /* SVGA3dTextureAddress */
5074 textureType = GL_TEXTURE_WRAP_R; /* R = W */
5075 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5076 break;
5077
5078 case SVGA3D_TS_ADDRESSU: /* SVGA3dTextureAddress */
5079 textureType = GL_TEXTURE_WRAP_S; /* S = U */
5080 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5081 break;
5082
5083 case SVGA3D_TS_ADDRESSV: /* SVGA3dTextureAddress */
5084 textureType = GL_TEXTURE_WRAP_T; /* T = V */
5085 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5086 break;
5087
5088 case SVGA3D_TS_MIPFILTER: /* SVGA3dTextureFilter */
5089 case SVGA3D_TS_MINFILTER: /* SVGA3dTextureFilter */
5090 {
5091 uint32_t mipFilter = pContext->state.aTextureStates[currentStage][SVGA3D_TS_MIPFILTER].value;
5092 uint32_t minFilter = pContext->state.aTextureStates[currentStage][SVGA3D_TS_MINFILTER].value;
5093
5094 /* If SVGA3D_TS_MIPFILTER is set to NONE, then use SVGA3D_TS_MIPFILTER, otherwise SVGA3D_TS_MIPFILTER enables mipmap minification. */
5095 textureType = GL_TEXTURE_MIN_FILTER;
5096 if (mipFilter != SVGA3D_TEX_FILTER_NONE)
5097 {
5098 if (minFilter == SVGA3D_TEX_FILTER_NEAREST)
5099 {
5100 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
5101 val = GL_NEAREST_MIPMAP_LINEAR;
5102 else
5103 val = GL_NEAREST_MIPMAP_NEAREST;
5104 }
5105 else
5106 {
5107 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
5108 val = GL_LINEAR_MIPMAP_LINEAR;
5109 else
5110 val = GL_LINEAR_MIPMAP_NEAREST;
5111 }
5112 }
5113 else
5114 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)minFilter);
5115 break;
5116 }
5117
5118 case SVGA3D_TS_MAGFILTER: /* SVGA3dTextureFilter */
5119 textureType = GL_TEXTURE_MAG_FILTER;
5120 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)pTextureState[i].value);
5121 Assert(val == GL_NEAREST || val == GL_LINEAR);
5122 break;
5123
5124 case SVGA3D_TS_BORDERCOLOR: /* SVGA3dColor */
5125 {
5126 GLfloat color[4]; /* red, green, blue, alpha */
5127 vmsvgaColor2GLFloatArray(pTextureState[i].value, &color[0], &color[1], &color[2], &color[3]);
5128
5129 GLenum targetGL;
5130 if (pCurrentTextureSurface)
5131 targetGL = pCurrentTextureSurface->targetGL;
5132 else
5133 {
5134 /* No texture bound, assume 2D. */
5135 targetGL = GL_TEXTURE_2D;
5136 }
5137
5138 glTexParameterfv(targetGL, GL_TEXTURE_BORDER_COLOR, color); /* Identical; default 0.0 identical too */
5139 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5140 break;
5141 }
5142
5143 case SVGA3D_TS_TEXTURE_LOD_BIAS: /* float */
5144 {
5145 GLenum targetGL;
5146 if (pCurrentTextureSurface)
5147 targetGL = pCurrentTextureSurface->targetGL;
5148 else
5149 {
5150 /* No texture bound, assume 2D. */
5151 targetGL = GL_TEXTURE_2D;
5152 }
5153
5154 glTexParameterf(targetGL, GL_TEXTURE_LOD_BIAS, pTextureState[i].floatValue); /* Identical; default 0.0 identical too */
5155 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5156 break;
5157 }
5158
5159 case SVGA3D_TS_TEXTURE_MIPMAP_LEVEL: /* uint32_t */
5160 textureType = GL_TEXTURE_BASE_LEVEL;
5161 val = pTextureState[i].value;
5162 break;
5163
5164#if 0
5165 case SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL: /* uint32_t */
5166 samplerType = D3DSAMP_MAXANISOTROPY;
5167 val = pTextureState[i].value; /* Identical?? */
5168 break;
5169
5170 case SVGA3D_TS_GAMMA: /* float */
5171 samplerType = D3DSAMP_SRGBTEXTURE;
5172 /* Boolean in D3D */
5173 if (pTextureState[i].floatValue == 1.0f)
5174 val = FALSE;
5175 else
5176 val = TRUE;
5177 break;
5178#endif
5179 /* Internal commands, that don't map directly to the SetTextureStageState API. */
5180 case SVGA3D_TS_TEXCOORDGEN: /* SVGA3dTextureCoordGen */
5181 AssertFailed();
5182 break;
5183
5184 default:
5185 //AssertFailed();
5186 break;
5187 }
5188
5189 if (textureType != ~(GLenum)0)
5190 {
5191 GLenum targetGL;
5192 if (pCurrentTextureSurface)
5193 targetGL = pCurrentTextureSurface->targetGL;
5194 else
5195 {
5196 /* No texture bound, assume 2D. */
5197 targetGL = GL_TEXTURE_2D;
5198 }
5199
5200 glTexParameteri(targetGL, textureType, val);
5201 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5202 }
5203 }
5204
5205 return VINF_SUCCESS;
5206}
5207
5208int vmsvga3dSetMaterial(PVGASTATE pThis, uint32_t cid, SVGA3dFace face, SVGA3dMaterial *pMaterial)
5209{
5210 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5211 AssertReturn(pState, VERR_NO_MEMORY);
5212
5213 LogFunc(("cid=%x face %d\n", cid, face));
5214
5215 PVMSVGA3DCONTEXT pContext;
5216 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
5217 AssertRCReturn(rc, rc);
5218
5219 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5220
5221 GLenum oglFace;
5222 switch (face)
5223 {
5224 case SVGA3D_FACE_NONE:
5225 case SVGA3D_FACE_FRONT:
5226 oglFace = GL_FRONT;
5227 break;
5228
5229 case SVGA3D_FACE_BACK:
5230 oglFace = GL_BACK;
5231 break;
5232
5233 case SVGA3D_FACE_FRONT_BACK:
5234 oglFace = GL_FRONT_AND_BACK;
5235 break;
5236
5237 default:
5238 AssertFailedReturn(VERR_INVALID_PARAMETER);
5239 }
5240
5241 /* Save for vm state save/restore. */
5242 pContext->state.aMaterial[face].fValid = true;
5243 pContext->state.aMaterial[face].material = *pMaterial;
5244 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_MATERIAL;
5245
5246 glMaterialfv(oglFace, GL_DIFFUSE, pMaterial->diffuse);
5247 glMaterialfv(oglFace, GL_AMBIENT, pMaterial->ambient);
5248 glMaterialfv(oglFace, GL_SPECULAR, pMaterial->specular);
5249 glMaterialfv(oglFace, GL_EMISSION, pMaterial->emissive);
5250 glMaterialfv(oglFace, GL_SHININESS, &pMaterial->shininess);
5251 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5252
5253 return VINF_SUCCESS;
5254}
5255
5256/** @todo Move into separate library as we are using logic from Wine here. */
5257int vmsvga3dSetLightData(PVGASTATE pThis, uint32_t cid, uint32_t index, SVGA3dLightData *pData)
5258{
5259 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5260 AssertReturn(pState, VERR_NO_MEMORY);
5261
5262 LogFunc(("vmsvga3dSetLightData cid=%x index=%d type=%d\n", cid, index, pData->type));
5263
5264 PVMSVGA3DCONTEXT pContext;
5265 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
5266 AssertRCReturn(rc, rc);
5267
5268 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5269
5270 /* Store for vm state save/restore */
5271 if (index < SVGA3D_MAX_LIGHTS)
5272 {
5273 pContext->state.aLightData[index].fValidData = true;
5274 pContext->state.aLightData[index].data = *pData;
5275 }
5276 else
5277 AssertFailed();
5278
5279 if ( pData->attenuation0 < 0.0f
5280 || pData->attenuation1 < 0.0f
5281 || pData->attenuation2 < 0.0f)
5282 {
5283 Log(("vmsvga3dSetLightData: invalid negative attenuation values!!\n"));
5284 return VINF_SUCCESS; /* ignore; could crash the GL driver */
5285 }
5286
5287 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d */
5288 glMatrixMode(GL_MODELVIEW);
5289 glPushMatrix();
5290 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5291
5292 glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, pData->diffuse);
5293 glLightfv(GL_LIGHT0 + index, GL_SPECULAR, pData->specular);
5294 glLightfv(GL_LIGHT0 + index, GL_AMBIENT, pData->ambient);
5295
5296 float QuadAttenuation;
5297 if (pData->range * pData->range >= FLT_MIN)
5298 QuadAttenuation = 1.4f / (pData->range * pData->range);
5299 else
5300 QuadAttenuation = 0.0f;
5301
5302 switch (pData->type)
5303 {
5304 case SVGA3D_LIGHTTYPE_POINT:
5305 {
5306 GLfloat position[4];
5307
5308 position[0] = pData->position[0];
5309 position[1] = pData->position[1];
5310 position[2] = pData->position[2];
5311 position[3] = 1.0f;
5312
5313 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5314 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5315
5316 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5317 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5318
5319 /* Attenuation - Are these right? guessing... */
5320 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5321 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5322
5323 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5324 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5325
5326 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5327 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5328
5329 /** @todo range */
5330 break;
5331 }
5332
5333 case SVGA3D_LIGHTTYPE_SPOT1:
5334 {
5335 GLfloat exponent;
5336 GLfloat position[4];
5337 const GLfloat pi = 4.0f * atanf(1.0f);
5338
5339 position[0] = pData->position[0];
5340 position[1] = pData->position[1];
5341 position[2] = pData->position[2];
5342 position[3] = 1.0f;
5343
5344 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5345 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5346
5347 position[0] = pData->direction[0];
5348 position[1] = pData->direction[1];
5349 position[2] = pData->direction[2];
5350 position[3] = 1.0f;
5351
5352 glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, position);
5353 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5354
5355 /*
5356 * opengl-ish and d3d-ish spot lights use too different models for the
5357 * light "intensity" as a function of the angle towards the main light direction,
5358 * so we only can approximate very roughly.
5359 * however spot lights are rather rarely used in games (if ever used at all).
5360 * furthermore if still used, probably nobody pays attention to such details.
5361 */
5362 if (pData->falloff == 0)
5363 {
5364 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
5365 * falloff resp. exponent parameter as an exponent, so the spot light lighting
5366 * will always be 1.0 for both of them, and we don't have to care for the
5367 * rest of the rather complex calculation
5368 */
5369 exponent = 0.0f;
5370 }
5371 else
5372 {
5373 float rho = pData->theta + (pData->phi - pData->theta) / (2 * pData->falloff);
5374 if (rho < 0.0001f)
5375 rho = 0.0001f;
5376 exponent = -0.3f/log(cos(rho/2));
5377 }
5378 if (exponent > 128.0f)
5379 exponent = 128.0f;
5380
5381 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, exponent);
5382 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5383
5384 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, pData->phi * 90.0 / pi);
5385 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5386
5387 /* Attenuation - Are these right? guessing... */
5388 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5389 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5390
5391 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5392 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5393
5394 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5395 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5396
5397 /** @todo range */
5398 break;
5399 }
5400
5401 case SVGA3D_LIGHTTYPE_DIRECTIONAL:
5402 {
5403 GLfloat position[4];
5404
5405 position[0] = -pData->direction[0];
5406 position[1] = -pData->direction[1];
5407 position[2] = -pData->direction[2];
5408 position[3] = 0.0f;
5409
5410 glLightfv(GL_LIGHT0 + index, GL_POSITION, position); /* Note gl uses w position of 0 for direction! */
5411 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5412
5413 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5414 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5415
5416 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, 0.0f);
5417 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5418 break;
5419 }
5420
5421 case SVGA3D_LIGHTTYPE_SPOT2:
5422 default:
5423 Log(("Unsupported light type!!\n"));
5424 rc = VERR_INVALID_PARAMETER;
5425 break;
5426 }
5427
5428 /* Restore the modelview matrix */
5429 glPopMatrix();
5430
5431 return rc;
5432}
5433
5434int vmsvga3dSetLightEnabled(PVGASTATE pThis, uint32_t cid, uint32_t index, uint32_t enabled)
5435{
5436 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5437 AssertReturn(pState, VERR_NO_MEMORY);
5438
5439 LogFunc(("cid=%x %d -> %d\n", cid, index, enabled));
5440
5441 PVMSVGA3DCONTEXT pContext;
5442 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
5443 AssertRCReturn(rc, rc);
5444
5445 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5446
5447 /* Store for vm state save/restore */
5448 if (index < SVGA3D_MAX_LIGHTS)
5449 pContext->state.aLightData[index].fEnabled = !!enabled;
5450 else
5451 AssertFailed();
5452
5453 if (enabled)
5454 {
5455 if (index < SVGA3D_MAX_LIGHTS)
5456 {
5457 /* Load the default settings if none have been set yet. */
5458 if (!pContext->state.aLightData[index].fValidData)
5459 vmsvga3dSetLightData(pThis, cid, index, (SVGA3dLightData *)&vmsvga3d_default_light);
5460 }
5461 glEnable(GL_LIGHT0 + index);
5462 }
5463 else
5464 glDisable(GL_LIGHT0 + index);
5465
5466 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5467 return VINF_SUCCESS;
5468}
5469
5470int vmsvga3dSetViewPort(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5471{
5472 PVMSVGA3DCONTEXT pContext;
5473 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5474 AssertReturn(pState, VERR_NO_MEMORY);
5475
5476 Log(("vmsvga3dSetViewPort cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5477
5478 if ( cid >= pState->cContexts
5479 || pState->papContexts[cid]->id != cid)
5480 {
5481 Log(("vmsvga3dSetViewPort invalid context id!\n"));
5482 return VERR_INVALID_PARAMETER;
5483 }
5484 pContext = pState->papContexts[cid];
5485 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5486
5487 /* Save for vm state save/restore. */
5488 pContext->state.RectViewPort = *pRect;
5489 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VIEWPORT;
5490
5491 /** @todo y-inversion for partial viewport coordinates? */
5492 glViewport(pRect->x, pRect->y, pRect->w, pRect->h);
5493 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5494
5495 /* Reset the projection matrix as that relies on the viewport setting. */
5496 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5497 {
5498 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5499 }
5500 else
5501 {
5502 float matrix[16];
5503
5504 /* identity matrix if no matrix set. */
5505 memset(matrix, 0, sizeof(matrix));
5506 matrix[0] = 1.0;
5507 matrix[5] = 1.0;
5508 matrix[10] = 1.0;
5509 matrix[15] = 1.0;
5510 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, matrix);
5511 }
5512
5513 return VINF_SUCCESS;
5514}
5515
5516int vmsvga3dSetClipPlane(PVGASTATE pThis, uint32_t cid, uint32_t index, float plane[4])
5517{
5518 PVMSVGA3DCONTEXT pContext;
5519 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5520 AssertReturn(pState, VERR_NO_MEMORY);
5521 double oglPlane[4];
5522
5523 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)));
5524 AssertReturn(index < SVGA3D_CLIPPLANE_MAX, VERR_INVALID_PARAMETER);
5525
5526 if ( cid >= pState->cContexts
5527 || pState->papContexts[cid]->id != cid)
5528 {
5529 Log(("vmsvga3dSetClipPlane invalid context id!\n"));
5530 return VERR_INVALID_PARAMETER;
5531 }
5532 pContext = pState->papContexts[cid];
5533 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5534
5535 /* Store for vm state save/restore. */
5536 pContext->state.aClipPlane[index].fValid = true;
5537 memcpy(pContext->state.aClipPlane[index].plane, plane, sizeof(pContext->state.aClipPlane[index].plane));
5538
5539 /** @todo clip plane affected by model view in OpenGL & view in D3D + vertex shader -> not transformed (see Wine; state.c clipplane) */
5540 oglPlane[0] = (double)plane[0];
5541 oglPlane[1] = (double)plane[1];
5542 oglPlane[2] = (double)plane[2];
5543 oglPlane[3] = (double)plane[3];
5544
5545 glClipPlane(GL_CLIP_PLANE0 + index, oglPlane);
5546 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5547
5548 return VINF_SUCCESS;
5549}
5550
5551int vmsvga3dSetScissorRect(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5552{
5553 PVMSVGA3DCONTEXT pContext;
5554 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5555 AssertReturn(pState, VERR_NO_MEMORY);
5556
5557 Log(("vmsvga3dSetScissorRect cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5558
5559 if ( cid >= pState->cContexts
5560 || pState->papContexts[cid]->id != cid)
5561 {
5562 Log(("vmsvga3dSetScissorRect invalid context id!\n"));
5563 return VERR_INVALID_PARAMETER;
5564 }
5565 pContext = pState->papContexts[cid];
5566 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5567
5568 /* Store for vm state save/restore. */
5569 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_SCISSORRECT;
5570 pContext->state.RectScissor = *pRect;
5571
5572 glScissor(pRect->x, pRect->y, pRect->w, pRect->h);
5573 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5574
5575 return VINF_SUCCESS;
5576}
5577
5578static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha)
5579{
5580 /* Convert byte color components to float (0-1.0) */
5581 *pAlpha = (GLfloat)(color >> 24) / 255.0;
5582 *pRed = (GLfloat)((color >> 16) & 0xff) / 255.0;
5583 *pGreen = (GLfloat)((color >> 8) & 0xff) / 255.0;
5584 *pBlue = (GLfloat)(color & 0xff) / 255.0;
5585}
5586
5587int vmsvga3dCommandClear(PVGASTATE pThis, uint32_t cid, SVGA3dClearFlag clearFlag, uint32_t color, float depth, uint32_t stencil,
5588 uint32_t cRects, SVGA3dRect *pRect)
5589{
5590 GLbitfield mask = 0;
5591 PVMSVGA3DCONTEXT pContext;
5592 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5593 AssertReturn(pState, VERR_NO_MEMORY);
5594 GLboolean fDepthWriteEnabled = GL_FALSE;
5595
5596 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));
5597
5598 if ( cid >= pState->cContexts
5599 || pState->papContexts[cid]->id != cid)
5600 {
5601 Log(("vmsvga3dCommandClear invalid context id!\n"));
5602 return VERR_INVALID_PARAMETER;
5603 }
5604 pContext = pState->papContexts[cid];
5605 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5606
5607 if (clearFlag & SVGA3D_CLEAR_COLOR)
5608 {
5609 GLfloat red, green, blue, alpha;
5610
5611 vmsvgaColor2GLFloatArray(color, &red, &green, &blue, &alpha);
5612
5613 /* Set the color clear value. */
5614 glClearColor(red, green, blue, alpha);
5615
5616 mask |= GL_COLOR_BUFFER_BIT;
5617 }
5618 if (clearFlag & SVGA3D_CLEAR_STENCIL)
5619 {
5620 /** @todo possibly the same problem as with glDepthMask */
5621 glClearStencil(stencil);
5622 mask |= GL_STENCIL_BUFFER_BIT;
5623 }
5624 if (clearFlag & SVGA3D_CLEAR_DEPTH)
5625 {
5626 glClearDepth((GLdouble)depth);
5627 mask |= GL_DEPTH_BUFFER_BIT;
5628
5629 /* glClear will not clear the depth buffer if writing is disabled. */
5630 glGetBooleanv(GL_DEPTH_WRITEMASK, &fDepthWriteEnabled);
5631 if (fDepthWriteEnabled == GL_FALSE)
5632 glDepthMask(GL_TRUE);
5633 }
5634
5635 if (cRects)
5636 {
5637 /* Save the current scissor test bit and scissor box. */
5638 glPushAttrib(GL_SCISSOR_BIT);
5639 glEnable(GL_SCISSOR_TEST);
5640 for (unsigned i=0; i < cRects; i++)
5641 {
5642 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));
5643 glScissor(pRect[i].x, pRect[i].y, pRect[i].w, pRect[i].h);
5644 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5645 glClear(mask);
5646 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5647 }
5648 /* Restore the old scissor test bit and box */
5649 glPopAttrib();
5650 }
5651 else
5652 {
5653 glClear(mask);
5654 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5655 }
5656
5657 /* Restore depth write state. */
5658 if ( (clearFlag & SVGA3D_CLEAR_DEPTH)
5659 && fDepthWriteEnabled == GL_FALSE)
5660 glDepthMask(GL_FALSE);
5661
5662 return VINF_SUCCESS;
5663}
5664
5665/* Convert VMWare vertex declaration to its OpenGL equivalent. */
5666int vmsvga3dVertexDecl2OGL(SVGA3dVertexArrayIdentity &identity, GLint &size, GLenum &type, GLboolean &normalized)
5667{
5668 normalized = GL_FALSE;
5669 switch (identity.type)
5670 {
5671 case SVGA3D_DECLTYPE_FLOAT1:
5672 size = 1;
5673 type = GL_FLOAT;
5674 break;
5675 case SVGA3D_DECLTYPE_FLOAT2:
5676 size = 2;
5677 type = GL_FLOAT;
5678 break;
5679 case SVGA3D_DECLTYPE_FLOAT3:
5680 size = 3;
5681 type = GL_FLOAT;
5682 break;
5683 case SVGA3D_DECLTYPE_FLOAT4:
5684 size = 4;
5685 type = GL_FLOAT;
5686 break;
5687
5688 case SVGA3D_DECLTYPE_D3DCOLOR:
5689 size = GL_BGRA; /* @note requires GL_ARB_vertex_array_bgra */
5690 type = GL_UNSIGNED_BYTE;
5691 normalized = GL_TRUE; /* glVertexAttribPointer fails otherwise */
5692 break;
5693
5694 case SVGA3D_DECLTYPE_UBYTE4N:
5695 normalized = GL_TRUE;
5696 RT_FALL_THRU();
5697 case SVGA3D_DECLTYPE_UBYTE4:
5698 size = 4;
5699 type = GL_UNSIGNED_BYTE;
5700 break;
5701
5702 case SVGA3D_DECLTYPE_SHORT2N:
5703 normalized = GL_TRUE;
5704 RT_FALL_THRU();
5705 case SVGA3D_DECLTYPE_SHORT2:
5706 size = 2;
5707 type = GL_SHORT;
5708 break;
5709
5710 case SVGA3D_DECLTYPE_SHORT4N:
5711 normalized = GL_TRUE;
5712 RT_FALL_THRU();
5713 case SVGA3D_DECLTYPE_SHORT4:
5714 size = 4;
5715 type = GL_SHORT;
5716 break;
5717
5718 case SVGA3D_DECLTYPE_USHORT4N:
5719 normalized = GL_TRUE;
5720 size = 4;
5721 type = GL_UNSIGNED_SHORT;
5722 break;
5723
5724 case SVGA3D_DECLTYPE_USHORT2N:
5725 normalized = GL_TRUE;
5726 size = 2;
5727 type = GL_UNSIGNED_SHORT;
5728 break;
5729
5730 case SVGA3D_DECLTYPE_UDEC3:
5731 size = 3;
5732 type = GL_UNSIGNED_INT_2_10_10_10_REV; /** @todo correct? */
5733 break;
5734
5735 case SVGA3D_DECLTYPE_DEC3N:
5736 normalized = true;
5737 size = 3;
5738 type = GL_INT_2_10_10_10_REV; /** @todo correct? */
5739 break;
5740
5741 case SVGA3D_DECLTYPE_FLOAT16_2:
5742 size = 2;
5743 type = GL_HALF_FLOAT;
5744 break;
5745 case SVGA3D_DECLTYPE_FLOAT16_4:
5746 size = 4;
5747 type = GL_HALF_FLOAT;
5748 break;
5749 default:
5750 AssertFailedReturn(VERR_INVALID_PARAMETER);
5751 }
5752
5753 //pVertexElement->Method = identity.method;
5754 //pVertexElement->Usage = identity.usage;
5755
5756 return VINF_SUCCESS;
5757}
5758
5759/* Convert VMWare primitive type to its OpenGL equivalent. */
5760/* Calculate the vertex count based on the primitive type and nr of primitives. */
5761int vmsvga3dPrimitiveType2OGL(SVGA3dPrimitiveType PrimitiveType, GLenum *pMode, uint32_t cPrimitiveCount, uint32_t *pcVertices)
5762{
5763 switch (PrimitiveType)
5764 {
5765 case SVGA3D_PRIMITIVE_TRIANGLELIST:
5766 *pMode = GL_TRIANGLES;
5767 *pcVertices = cPrimitiveCount * 3;
5768 break;
5769 case SVGA3D_PRIMITIVE_POINTLIST:
5770 *pMode = GL_POINTS;
5771 *pcVertices = cPrimitiveCount;
5772 break;
5773 case SVGA3D_PRIMITIVE_LINELIST:
5774 *pMode = GL_LINES;
5775 *pcVertices = cPrimitiveCount * 2;
5776 break;
5777 case SVGA3D_PRIMITIVE_LINESTRIP:
5778 *pMode = GL_LINE_STRIP;
5779 *pcVertices = cPrimitiveCount + 1;
5780 break;
5781 case SVGA3D_PRIMITIVE_TRIANGLESTRIP:
5782 *pMode = GL_TRIANGLE_STRIP;
5783 *pcVertices = cPrimitiveCount + 2;
5784 break;
5785 case SVGA3D_PRIMITIVE_TRIANGLEFAN:
5786 *pMode = GL_TRIANGLE_FAN;
5787 *pcVertices = cPrimitiveCount + 2;
5788 break;
5789 default:
5790 return VERR_INVALID_PARAMETER;
5791 }
5792 return VINF_SUCCESS;
5793}
5794
5795int vmsvga3dResetTransformMatrices(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext)
5796{
5797 int rc;
5798
5799 /* Reset the view matrix (also takes the world matrix into account). */
5800 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid == true)
5801 {
5802 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5803 }
5804 else
5805 {
5806 float matrix[16];
5807
5808 /* identity matrix if no matrix set. */
5809 memset(matrix, 0, sizeof(matrix));
5810 matrix[0] = 1.0;
5811 matrix[5] = 1.0;
5812 matrix[10] = 1.0;
5813 matrix[15] = 1.0;
5814 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, matrix);
5815 }
5816
5817 /* Reset the projection matrix. */
5818 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5819 {
5820 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5821 }
5822 else
5823 {
5824 float matrix[16];
5825
5826 /* identity matrix if no matrix set. */
5827 memset(matrix, 0, sizeof(matrix));
5828 matrix[0] = 1.0;
5829 matrix[5] = 1.0;
5830 matrix[10] = 1.0;
5831 matrix[15] = 1.0;
5832 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, matrix);
5833 }
5834 AssertRC(rc);
5835 return rc;
5836}
5837
5838int vmsvga3dDrawPrimitivesProcessVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext,
5839 uint32_t iVertexDeclBase, uint32_t numVertexDecls,
5840 SVGA3dVertexDecl *pVertexDecl, SVGA3dVertexDivisor const *paVertexDivisors)
5841{
5842 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5843 unsigned sidVertex = pVertexDecl[0].array.surfaceId;
5844 PVMSVGA3DSURFACE pVertexSurface;
5845
5846 AssertReturn(sidVertex < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
5847 AssertReturn(sidVertex < pState->cSurfaces && pState->papSurfaces[sidVertex]->id == sidVertex, VERR_INVALID_PARAMETER);
5848
5849 pVertexSurface = pState->papSurfaces[sidVertex];
5850 Log(("vmsvga3dDrawPrimitives: vertex surface %x\n", sidVertex));
5851
5852 /* Create and/or bind the vertex buffer. */
5853 if (pVertexSurface->oglId.buffer == OPENGL_INVALID_ID)
5854 {
5855 Log(("vmsvga3dDrawPrimitives: create vertex buffer fDirty=%d size=%x bytes\n", pVertexSurface->fDirty, pVertexSurface->pMipmapLevels[0].cbSurface));
5856 PVMSVGA3DCONTEXT pSavedCtx = pContext;
5857 pContext = &pState->SharedCtx;
5858 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5859
5860 pState->ext.glGenBuffers(1, &pVertexSurface->oglId.buffer);
5861 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5862 pVertexSurface->enmOGLResType = VMSVGA3D_OGLRESTYPE_BUFFER;
5863
5864 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
5865 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5866
5867 Assert(pVertexSurface->fDirty);
5868 /** @todo rethink usage dynamic/static */
5869 pState->ext.glBufferData(GL_ARRAY_BUFFER, pVertexSurface->pMipmapLevels[0].cbSurface, pVertexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
5870 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5871
5872 pVertexSurface->pMipmapLevels[0].fDirty = false;
5873 pVertexSurface->fDirty = false;
5874
5875 pVertexSurface->surfaceFlags |= SVGA3D_SURFACE_HINT_VERTEXBUFFER;
5876
5877 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, OPENGL_INVALID_ID);
5878 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5879
5880 pContext = pSavedCtx;
5881 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5882 }
5883
5884 Assert(pVertexSurface->fDirty == false);
5885 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
5886 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5887
5888 /* Setup the vertex declarations. */
5889 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
5890 {
5891 GLint size;
5892 GLenum type;
5893 GLboolean normalized;
5894 GLuint index = iVertexDeclBase + iVertex;
5895
5896 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));
5897
5898 int rc = vmsvga3dVertexDecl2OGL(pVertexDecl[iVertex].identity, size, type, normalized);
5899 AssertRCReturn(rc, rc);
5900
5901 if (pContext->state.shidVertex != SVGA_ID_INVALID)
5902 {
5903 /* Use numbered vertex arrays when shaders are active. */
5904 pState->ext.glEnableVertexAttribArray(index);
5905 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5906 pState->ext.glVertexAttribPointer(index, size, type, normalized, pVertexDecl[iVertex].array.stride,
5907 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
5908 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5909
5910 GLuint divisor = paVertexDivisors && paVertexDivisors[index].s.instanceData ? 1 : 0;
5911 if (pVertexDecl[iVertex].array.stride == 0 && divisor == 0)
5912 {
5913 /* Zero stride means that the attribute pointer must not be increased.
5914 * See comment about stride in vmsvga3dDrawPrimitives.
5915 */
5916 LogRelMax(8, ("VMSVGA: Warning: zero stride array (instancing %s)\n", paVertexDivisors ? "on" : "off"));
5917 AssertFailed();
5918 divisor = 1;
5919 }
5920 pState->ext.glVertexAttribDivisor(index, divisor);
5921 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5922
5923 /** @todo case SVGA3D_DECLUSAGE_COLOR: color component order not identical!! test GL_BGRA!! */
5924 }
5925 else
5926 {
5927 if (pVertexDecl[iVertex].array.stride == 0)
5928 {
5929 /* Zero stride means that the attribute pointer must not be increased.
5930 * See comment about stride in vmsvga3dDrawPrimitives.
5931 */
5932 LogRelMax(8, ("VMSVGA: Warning: zero stride array in fixed function pipeline\n"));
5933 AssertFailed();
5934 }
5935
5936 /* Use the predefined selection of vertex streams for the fixed pipeline. */
5937 switch (pVertexDecl[iVertex].identity.usage)
5938 {
5939 case SVGA3D_DECLUSAGE_POSITIONT:
5940 case SVGA3D_DECLUSAGE_POSITION:
5941 {
5942 glEnableClientState(GL_VERTEX_ARRAY);
5943 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5944 glVertexPointer(size, type, pVertexDecl[iVertex].array.stride,
5945 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
5946 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5947 break;
5948 }
5949 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
5950 AssertFailed();
5951 break;
5952 case SVGA3D_DECLUSAGE_BLENDINDICES:
5953 AssertFailed();
5954 break;
5955 case SVGA3D_DECLUSAGE_NORMAL:
5956 glEnableClientState(GL_NORMAL_ARRAY);
5957 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5958 glNormalPointer(type, pVertexDecl[iVertex].array.stride,
5959 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
5960 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5961 break;
5962 case SVGA3D_DECLUSAGE_PSIZE:
5963 AssertFailed();
5964 break;
5965 case SVGA3D_DECLUSAGE_TEXCOORD:
5966 /* Specify the affected texture unit. */
5967#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
5968 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
5969#else
5970 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
5971#endif
5972 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
5973 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5974 glTexCoordPointer(size, type, pVertexDecl[iVertex].array.stride,
5975 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
5976 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5977 break;
5978 case SVGA3D_DECLUSAGE_TANGENT:
5979 AssertFailed();
5980 break;
5981 case SVGA3D_DECLUSAGE_BINORMAL:
5982 AssertFailed();
5983 break;
5984 case SVGA3D_DECLUSAGE_TESSFACTOR:
5985 AssertFailed();
5986 break;
5987 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! test GL_BGRA!! */
5988 glEnableClientState(GL_COLOR_ARRAY);
5989 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5990 glColorPointer(size, type, pVertexDecl[iVertex].array.stride,
5991 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
5992 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5993 break;
5994 case SVGA3D_DECLUSAGE_FOG:
5995 glEnableClientState(GL_FOG_COORD_ARRAY);
5996 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5997 pState->ext.glFogCoordPointer(type, pVertexDecl[iVertex].array.stride,
5998 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
5999 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6000 break;
6001 case SVGA3D_DECLUSAGE_DEPTH:
6002 AssertFailed();
6003 break;
6004 case SVGA3D_DECLUSAGE_SAMPLE:
6005 AssertFailed();
6006 break;
6007 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6008 }
6009 }
6010
6011#ifdef LOG_ENABLED
6012 if (pVertexDecl[iVertex].array.stride == 0)
6013 Log(("vmsvga3dDrawPrimitives: stride == 0! Can be valid\n"));
6014#endif
6015 }
6016
6017 return VINF_SUCCESS;
6018}
6019
6020int vmsvga3dDrawPrimitivesCleanupVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
6021{
6022 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6023
6024 /* Clean up the vertex declarations. */
6025 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6026 {
6027 if (pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT)
6028 {
6029 /* Reset the transformation matrices in case of a switch back from pretransformed mode. */
6030 Log(("vmsvga3dDrawPrimitivesCleanupVertexDecls: reset world and projection matrices after transformation reset (pre-transformed -> transformed)\n"));
6031 vmsvga3dResetTransformMatrices(pThis, pContext);
6032 }
6033
6034 if (pContext->state.shidVertex != SVGA_ID_INVALID)
6035 {
6036 /* Use numbered vertex arrays when shaders are active. */
6037 pState->ext.glVertexAttribDivisor(iVertexDeclBase + iVertex, 0);
6038 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6039 pState->ext.glDisableVertexAttribArray(iVertexDeclBase + iVertex);
6040 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6041 }
6042 else
6043 {
6044 /* Use the predefined selection of vertex streams for the fixed pipeline. */
6045 switch (pVertexDecl[iVertex].identity.usage)
6046 {
6047 case SVGA3D_DECLUSAGE_POSITION:
6048 case SVGA3D_DECLUSAGE_POSITIONT:
6049 glDisableClientState(GL_VERTEX_ARRAY);
6050 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6051 break;
6052 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
6053 break;
6054 case SVGA3D_DECLUSAGE_BLENDINDICES:
6055 break;
6056 case SVGA3D_DECLUSAGE_NORMAL:
6057 glDisableClientState(GL_NORMAL_ARRAY);
6058 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6059 break;
6060 case SVGA3D_DECLUSAGE_PSIZE:
6061 break;
6062 case SVGA3D_DECLUSAGE_TEXCOORD:
6063 /* Specify the affected texture unit. */
6064#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
6065 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6066#else
6067 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6068#endif
6069 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
6070 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6071 break;
6072 case SVGA3D_DECLUSAGE_TANGENT:
6073 break;
6074 case SVGA3D_DECLUSAGE_BINORMAL:
6075 break;
6076 case SVGA3D_DECLUSAGE_TESSFACTOR:
6077 break;
6078 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! */
6079 glDisableClientState(GL_COLOR_ARRAY);
6080 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6081 break;
6082 case SVGA3D_DECLUSAGE_FOG:
6083 glDisableClientState(GL_FOG_COORD_ARRAY);
6084 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6085 break;
6086 case SVGA3D_DECLUSAGE_DEPTH:
6087 break;
6088 case SVGA3D_DECLUSAGE_SAMPLE:
6089 break;
6090 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6091 }
6092 }
6093 }
6094 /* Unbind the vertex buffer after usage. */
6095 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
6096 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6097 return VINF_SUCCESS;
6098}
6099
6100int vmsvga3dDrawPrimitives(PVGASTATE pThis, uint32_t cid, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl,
6101 uint32_t numRanges, SVGA3dPrimitiveRange *pRange, uint32_t cVertexDivisor,
6102 SVGA3dVertexDivisor *pVertexDivisor)
6103{
6104 RT_NOREF(pVertexDivisor);
6105 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6106 AssertReturn(pState, VERR_INTERNAL_ERROR);
6107 PVMSVGA3DCONTEXT pContext;
6108 int rc = VERR_NOT_IMPLEMENTED;
6109 uint32_t iCurrentVertex;
6110
6111 Log(("vmsvga3dDrawPrimitives cid=%x numVertexDecls=%d numRanges=%d, cVertexDivisor=%d\n", cid, numVertexDecls, numRanges, cVertexDivisor));
6112
6113 /* Caller already check these, but it cannot hurt to check again... */
6114 AssertReturn(numVertexDecls && numVertexDecls <= SVGA3D_MAX_VERTEX_ARRAYS, VERR_INVALID_PARAMETER);
6115 AssertReturn(numRanges && numRanges <= SVGA3D_MAX_DRAW_PRIMITIVE_RANGES, VERR_INVALID_PARAMETER);
6116 AssertReturn(!cVertexDivisor || cVertexDivisor == numVertexDecls, VERR_INVALID_PARAMETER);
6117
6118 if (!cVertexDivisor)
6119 pVertexDivisor = NULL; /* Be sure. */
6120
6121 if ( cid >= pState->cContexts
6122 || pState->papContexts[cid]->id != cid)
6123 {
6124 Log(("vmsvga3dDrawPrimitives invalid context id!\n"));
6125 return VERR_INVALID_PARAMETER;
6126 }
6127 pContext = pState->papContexts[cid];
6128 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6129
6130 /* Check for pretransformed vertex declarations. */
6131 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6132 {
6133 switch (pVertexDecl[iVertex].identity.usage)
6134 {
6135 case SVGA3D_DECLUSAGE_POSITIONT:
6136 Log(("ShaderSetPositionTransformed: (%d,%d)\n", pContext->state.RectViewPort.w, pContext->state.RectViewPort.h));
6137 RT_FALL_THRU();
6138 case SVGA3D_DECLUSAGE_POSITION:
6139 ShaderSetPositionTransformed(pContext->pShaderContext, pContext->state.RectViewPort.w,
6140 pContext->state.RectViewPort.h,
6141 pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT);
6142 break;
6143 default: /* Shut up MSC. */ break;
6144 }
6145 }
6146
6147 /*
6148 * D3D and OpenGL have a different meaning of value zero for the vertex array stride:
6149 * - D3D and VMSVGA: "use a zero stride to tell the runtime not to increment the vertex buffer offset."
6150 * - OpenGL: "If stride is 0, the generic vertex attributes are understood to be tightly packed in the array."
6151 * VMSVGA uses the D3D semantics.
6152 *
6153 * In order to tell OpenGL to reuse the zero stride attributes for each vertex
6154 * such attributes could be declared as instance data, then OpenGL applies them once
6155 * for all vertices of the one drawn instance.
6156 *
6157 * If instancing is already used (cVertexDivisor > 0), then the code does nothing and assumes that
6158 * all instance data is already correctly marked as such.
6159 *
6160 * If instancing is not requisted (cVertexDivisor == 0), then the code creates a description for
6161 * one instance where all arrays with zero stride are marked as instance data, and all arrays
6162 * with non-zero stride as indexed data.
6163 */
6164 bool fZeroStrideArray = false;
6165 if (cVertexDivisor == 0)
6166 {
6167 unsigned i;
6168 for (i = 0; i < numVertexDecls; ++i)
6169 {
6170 if (pVertexDecl[i].array.stride == 0)
6171 {
6172 fZeroStrideArray = true;
6173 break;
6174 }
6175 }
6176
6177 if (fZeroStrideArray)
6178 {
6179 cVertexDivisor = numVertexDecls;
6180 pVertexDivisor = (SVGA3dVertexDivisor *)RTMemTmpAlloc(sizeof(SVGA3dVertexDivisor) * cVertexDivisor);
6181 AssertPtrReturn(pVertexDivisor, VERR_NO_MEMORY);
6182
6183 for (i = 0; i < numVertexDecls; ++i)
6184 {
6185 pVertexDivisor[i].s.count = 1;
6186 if (pVertexDecl[i].array.stride == 0)
6187 {
6188 pVertexDivisor[i].s.instanceData = 1;
6189 }
6190 else
6191 {
6192 pVertexDivisor[i].s.indexedData = 1;
6193 }
6194 }
6195 }
6196 }
6197
6198 /* Try to figure out if instancing is used.
6199 * Support simple instancing case with one set of indexed data and one set per-instance data.
6200 */
6201 uint32_t cInstances = 0;
6202 for (uint32_t iVertexDivisor = 0; iVertexDivisor < cVertexDivisor; ++iVertexDivisor)
6203 {
6204 if (pVertexDivisor[iVertexDivisor].s.indexedData)
6205 {
6206 if (cInstances == 0)
6207 cInstances = pVertexDivisor[iVertexDivisor].s.count;
6208 else
6209 Assert(cInstances == pVertexDivisor[iVertexDivisor].s.count);
6210 }
6211 else if (pVertexDivisor[iVertexDivisor].s.instanceData)
6212 {
6213 Assert(pVertexDivisor[iVertexDivisor].s.count == 1);
6214 }
6215 }
6216
6217 /* Flush any shader changes; after (!) checking the vertex declarations to deal with pre-transformed vertices. */
6218 if (pContext->pShaderContext)
6219 {
6220 uint32_t rtHeight = 0;
6221
6222 if (pContext->state.aRenderTargets[SVGA3D_RT_COLOR0] != SVGA_ID_INVALID)
6223 {
6224 PVMSVGA3DSURFACE pRenderTarget = pState->papSurfaces[pContext->state.aRenderTargets[SVGA3D_RT_COLOR0]];
6225 rtHeight = pRenderTarget->pMipmapLevels[0].mipmapSize.height;
6226 }
6227
6228 ShaderUpdateState(pContext->pShaderContext, rtHeight);
6229 }
6230
6231 /* Process all vertex declarations. Each vertex buffer is represented by one stream. */
6232 iCurrentVertex = 0;
6233 while (iCurrentVertex < numVertexDecls)
6234 {
6235 uint32_t sidVertex = SVGA_ID_INVALID;
6236 uint32_t iVertex;
6237
6238 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6239 {
6240 if ( sidVertex != SVGA_ID_INVALID
6241 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6242 )
6243 break;
6244 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6245 }
6246
6247 rc = vmsvga3dDrawPrimitivesProcessVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex,
6248 &pVertexDecl[iCurrentVertex], pVertexDivisor);
6249 AssertRCReturn(rc, rc);
6250
6251 iCurrentVertex = iVertex;
6252 }
6253
6254 /* Now draw the primitives. */
6255 for (unsigned iPrimitive = 0; iPrimitive < numRanges; iPrimitive++)
6256 {
6257 GLenum modeDraw;
6258 unsigned sidIndex = pRange[iPrimitive].indexArray.surfaceId;
6259 PVMSVGA3DSURFACE pIndexSurface = NULL;
6260 unsigned cVertices;
6261
6262 Log(("Primitive %d: type %s\n", iPrimitive, vmsvga3dPrimitiveType2String(pRange[iPrimitive].primType)));
6263 rc = vmsvga3dPrimitiveType2OGL(pRange[iPrimitive].primType, &modeDraw, pRange[iPrimitive].primitiveCount, &cVertices);
6264 if (RT_FAILURE(rc))
6265 {
6266 AssertRC(rc);
6267 goto internal_error;
6268 }
6269
6270 if (sidIndex != SVGA3D_INVALID_ID)
6271 {
6272 AssertMsg(pRange[iPrimitive].indexWidth == sizeof(uint32_t) || pRange[iPrimitive].indexWidth == sizeof(uint16_t), ("Unsupported primitive width %d\n", pRange[iPrimitive].indexWidth));
6273
6274 if ( sidIndex >= SVGA3D_MAX_SURFACE_IDS
6275 || sidIndex >= pState->cSurfaces
6276 || pState->papSurfaces[sidIndex]->id != sidIndex)
6277 {
6278 Assert(sidIndex < SVGA3D_MAX_SURFACE_IDS);
6279 Assert(sidIndex < pState->cSurfaces && pState->papSurfaces[sidIndex]->id == sidIndex);
6280 rc = VERR_INVALID_PARAMETER;
6281 goto internal_error;
6282 }
6283 pIndexSurface = pState->papSurfaces[sidIndex];
6284 Log(("vmsvga3dDrawPrimitives: index surface %x\n", sidIndex));
6285
6286 if (pIndexSurface->oglId.buffer == OPENGL_INVALID_ID)
6287 {
6288 Log(("vmsvga3dDrawPrimitives: create index buffer fDirty=%d size=%x bytes\n", pIndexSurface->fDirty, pIndexSurface->pMipmapLevels[0].cbSurface));
6289 pContext = &pState->SharedCtx;
6290 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6291
6292 pState->ext.glGenBuffers(1, &pIndexSurface->oglId.buffer);
6293 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6294 pIndexSurface->enmOGLResType = VMSVGA3D_OGLRESTYPE_BUFFER;
6295
6296 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6297 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6298
6299 Assert(pIndexSurface->fDirty);
6300
6301 /** @todo rethink usage dynamic/static */
6302 pState->ext.glBufferData(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->pMipmapLevels[0].cbSurface, pIndexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
6303 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6304
6305 pIndexSurface->pMipmapLevels[0].fDirty = false;
6306 pIndexSurface->fDirty = false;
6307
6308 pIndexSurface->surfaceFlags |= SVGA3D_SURFACE_HINT_INDEXBUFFER;
6309
6310 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, OPENGL_INVALID_ID);
6311 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6312
6313 pContext = pState->papContexts[cid];
6314 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6315 }
6316 Assert(pIndexSurface->fDirty == false);
6317
6318 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6319 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6320 }
6321
6322 if (!pIndexSurface)
6323 {
6324 /* Render without an index buffer */
6325 Log(("DrawPrimitive %d cPrimitives=%d cVertices=%d index index bias=%d cInstances=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pRange[iPrimitive].indexBias, cInstances));
6326 if (cInstances == 0)
6327 {
6328 glDrawArrays(modeDraw, pRange[iPrimitive].indexBias, cVertices);
6329 }
6330 else
6331 {
6332 pState->ext.glDrawArraysInstanced(modeDraw, pRange[iPrimitive].indexBias, cVertices, cInstances);
6333 }
6334 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6335 }
6336 else
6337 {
6338 Assert(pRange[iPrimitive].indexWidth == pRange[iPrimitive].indexArray.stride);
6339
6340 GLenum indexType;
6341 switch (pRange[iPrimitive].indexWidth)
6342 {
6343 case 1: indexType = GL_UNSIGNED_BYTE; break;
6344 case 2: indexType = GL_UNSIGNED_SHORT; break;
6345 default: AssertMsgFailed(("indexWidth %d\n", pRange[iPrimitive].indexWidth));
6346 RT_FALL_THROUGH();
6347 case 4: indexType = GL_UNSIGNED_INT; break;
6348 }
6349
6350 Log(("DrawIndexedPrimitive %d cPrimitives=%d cVertices=%d hint.first=%d hint.last=%d index offset=%d primitivecount=%d index width=%d index bias=%d cInstances=%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, cInstances));
6351 if (cInstances == 0)
6352 {
6353 /* Render with an index buffer */
6354 if (pRange[iPrimitive].indexBias == 0)
6355 glDrawElements(modeDraw,
6356 cVertices,
6357 indexType,
6358 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset); /* byte offset in indices buffer */
6359 else
6360 pState->ext.glDrawElementsBaseVertex(modeDraw,
6361 cVertices,
6362 indexType,
6363 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
6364 pRange[iPrimitive].indexBias); /* basevertex */
6365 }
6366 else
6367 {
6368 /* Render with an index buffer */
6369 if (pRange[iPrimitive].indexBias == 0)
6370 pState->ext.glDrawElementsInstanced(modeDraw,
6371 cVertices,
6372 indexType,
6373 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
6374 cInstances);
6375 else
6376 pState->ext.glDrawElementsInstancedBaseVertex(modeDraw,
6377 cVertices,
6378 indexType,
6379 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
6380 cInstances,
6381 pRange[iPrimitive].indexBias); /* basevertex */
6382 }
6383 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6384
6385 /* Unbind the index buffer after usage. */
6386 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
6387 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6388 }
6389 }
6390
6391internal_error:
6392
6393 /* Deactivate the vertex declarations. */
6394 iCurrentVertex = 0;
6395 while (iCurrentVertex < numVertexDecls)
6396 {
6397 uint32_t sidVertex = SVGA_ID_INVALID;
6398 uint32_t iVertex;
6399
6400 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6401 {
6402 if ( sidVertex != SVGA_ID_INVALID
6403 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6404 )
6405 break;
6406 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6407 }
6408
6409 rc = vmsvga3dDrawPrimitivesCleanupVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
6410 AssertRCReturn(rc, rc);
6411
6412 iCurrentVertex = iVertex;
6413 }
6414
6415 if (fZeroStrideArray)
6416 {
6417 RTMemTmpFree(pVertexDivisor);
6418 pVertexDivisor = NULL;
6419 }
6420
6421#ifdef DEBUG
6422 /* Check whether 'activeTexture' on texture unit 'i' matches what we expect. */
6423 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTextures); ++i)
6424 {
6425 if (pContext->aSidActiveTextures[i] != SVGA3D_INVALID_ID)
6426 {
6427 PVMSVGA3DSURFACE pTexture;
6428 int rc2 = vmsvga3dSurfaceFromSid(pState, pContext->aSidActiveTextures[i], &pTexture);
6429 AssertContinue(RT_SUCCESS(rc2));
6430
6431 GLint activeTextureUnit = 0;
6432 glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureUnit);
6433 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6434
6435 pState->ext.glActiveTexture(GL_TEXTURE0 + i);
6436 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6437
6438 GLint activeTexture = 0;
6439 glGetIntegerv(pTexture->bindingGL, &activeTexture);
6440 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6441
6442 pState->ext.glActiveTexture(activeTextureUnit);
6443 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6444
6445 AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture,
6446 ("%x vs %x unit %d (active unit %d) sid=%x\n", pTexture->oglId.texture, activeTexture, i,
6447 activeTextureUnit - GL_TEXTURE0, pContext->aSidActiveTextures[i]));
6448 }
6449 }
6450#endif
6451
6452#if 0
6453 /* Dump render target to a bitmap. */
6454 if (pContext->state.aRenderTargets[SVGA3D_RT_COLOR0] != SVGA3D_INVALID_ID)
6455 {
6456 vmsvga3dUpdateHeapBuffersForSurfaces(pThis, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0]);
6457 PVMSVGA3DSURFACE pSurface;
6458 int rc2 = vmsvga3dSurfaceFromSid(pState, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0], &pSurface);
6459 if (RT_SUCCESS(rc2))
6460 vmsvga3dInfoSurfaceToBitmap(NULL, pSurface, "bmpgl", "rt", "-post");
6461 }
6462#endif
6463
6464 return rc;
6465}
6466
6467
6468int vmsvga3dShaderDefine(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type, uint32_t cbData, uint32_t *pShaderData)
6469{
6470 PVMSVGA3DCONTEXT pContext;
6471 PVMSVGA3DSHADER pShader;
6472 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6473 AssertReturn(pState, VERR_NO_MEMORY);
6474 int rc;
6475
6476 Log(("vmsvga3dShaderDefine cid=%x shid=%x type=%s cbData=%x\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cbData));
6477 Log3(("shader code:\n%.*Rhxd\n", cbData, pShaderData));
6478
6479 if ( cid >= pState->cContexts
6480 || pState->papContexts[cid]->id != cid)
6481 {
6482 Log(("vmsvga3dShaderDefine invalid context id!\n"));
6483 return VERR_INVALID_PARAMETER;
6484 }
6485 pContext = pState->papContexts[cid];
6486 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6487
6488 AssertReturn(shid < SVGA3D_MAX_SHADER_IDS, VERR_INVALID_PARAMETER);
6489 if (type == SVGA3D_SHADERTYPE_VS)
6490 {
6491 if (shid >= pContext->cVertexShaders)
6492 {
6493 void *pvNew = RTMemRealloc(pContext->paVertexShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6494 AssertReturn(pvNew, VERR_NO_MEMORY);
6495 pContext->paVertexShader = (PVMSVGA3DSHADER)pvNew;
6496 memset(&pContext->paVertexShader[pContext->cVertexShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cVertexShaders));
6497 for (uint32_t i = pContext->cVertexShaders; i < shid + 1; i++)
6498 pContext->paVertexShader[i].id = SVGA3D_INVALID_ID;
6499 pContext->cVertexShaders = shid + 1;
6500 }
6501 /* If one already exists with this id, then destroy it now. */
6502 if (pContext->paVertexShader[shid].id != SVGA3D_INVALID_ID)
6503 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paVertexShader[shid].type);
6504
6505 pShader = &pContext->paVertexShader[shid];
6506 }
6507 else
6508 {
6509 Assert(type == SVGA3D_SHADERTYPE_PS);
6510 if (shid >= pContext->cPixelShaders)
6511 {
6512 void *pvNew = RTMemRealloc(pContext->paPixelShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6513 AssertReturn(pvNew, VERR_NO_MEMORY);
6514 pContext->paPixelShader = (PVMSVGA3DSHADER)pvNew;
6515 memset(&pContext->paPixelShader[pContext->cPixelShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cPixelShaders));
6516 for (uint32_t i = pContext->cPixelShaders; i < shid + 1; i++)
6517 pContext->paPixelShader[i].id = SVGA3D_INVALID_ID;
6518 pContext->cPixelShaders = shid + 1;
6519 }
6520 /* If one already exists with this id, then destroy it now. */
6521 if (pContext->paPixelShader[shid].id != SVGA3D_INVALID_ID)
6522 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paPixelShader[shid].type);
6523
6524 pShader = &pContext->paPixelShader[shid];
6525 }
6526
6527 memset(pShader, 0, sizeof(*pShader));
6528 pShader->id = shid;
6529 pShader->cid = cid;
6530 pShader->type = type;
6531 pShader->cbData = cbData;
6532 pShader->pShaderProgram = RTMemAllocZ(cbData);
6533 AssertReturn(pShader->pShaderProgram, VERR_NO_MEMORY);
6534 memcpy(pShader->pShaderProgram, pShaderData, cbData);
6535
6536#ifdef DUMP_SHADER_DISASSEMBLY
6537 LPD3DXBUFFER pDisassembly;
6538 HRESULT hr = D3DXDisassembleShader((const DWORD *)pShaderData, FALSE, NULL, &pDisassembly);
6539 if (hr == D3D_OK)
6540 {
6541 Log(("Shader disassembly:\n%s\n", pDisassembly->GetBufferPointer()));
6542 pDisassembly->Release();
6543 }
6544#endif
6545
6546 switch (type)
6547 {
6548 case SVGA3D_SHADERTYPE_VS:
6549 rc = ShaderCreateVertexShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pVertexShader);
6550 break;
6551
6552 case SVGA3D_SHADERTYPE_PS:
6553 rc = ShaderCreatePixelShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pPixelShader);
6554 break;
6555
6556 default:
6557 AssertFailedReturn(VERR_INVALID_PARAMETER);
6558 }
6559 if (rc != VINF_SUCCESS)
6560 {
6561 RTMemFree(pShader->pShaderProgram);
6562 memset(pShader, 0, sizeof(*pShader));
6563 pShader->id = SVGA3D_INVALID_ID;
6564 }
6565
6566 return rc;
6567}
6568
6569int vmsvga3dShaderDestroy(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type)
6570{
6571 PVMSVGA3DCONTEXT pContext;
6572 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6573 AssertReturn(pState, VERR_NO_MEMORY);
6574 PVMSVGA3DSHADER pShader = NULL;
6575 int rc;
6576
6577 Log(("vmsvga3dShaderDestroy cid=%x shid=%x type=%s\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL"));
6578
6579 if ( cid >= pState->cContexts
6580 || pState->papContexts[cid]->id != cid)
6581 {
6582 Log(("vmsvga3dShaderDestroy invalid context id!\n"));
6583 return VERR_INVALID_PARAMETER;
6584 }
6585 pContext = pState->papContexts[cid];
6586 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6587
6588 if (type == SVGA3D_SHADERTYPE_VS)
6589 {
6590 if ( shid < pContext->cVertexShaders
6591 && pContext->paVertexShader[shid].id == shid)
6592 {
6593 pShader = &pContext->paVertexShader[shid];
6594 rc = ShaderDestroyVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6595 AssertRC(rc);
6596 }
6597 }
6598 else
6599 {
6600 Assert(type == SVGA3D_SHADERTYPE_PS);
6601 if ( shid < pContext->cPixelShaders
6602 && pContext->paPixelShader[shid].id == shid)
6603 {
6604 pShader = &pContext->paPixelShader[shid];
6605 rc = ShaderDestroyPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6606 AssertRC(rc);
6607 }
6608 }
6609
6610 if (pShader)
6611 {
6612 if (pShader->pShaderProgram)
6613 RTMemFree(pShader->pShaderProgram);
6614 memset(pShader, 0, sizeof(*pShader));
6615 pShader->id = SVGA3D_INVALID_ID;
6616 }
6617 else
6618 AssertFailedReturn(VERR_INVALID_PARAMETER);
6619
6620 return VINF_SUCCESS;
6621}
6622
6623int vmsvga3dShaderSet(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid, SVGA3dShaderType type, uint32_t shid)
6624{
6625 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6626 AssertReturn(pState, VERR_NO_MEMORY);
6627 int rc;
6628
6629 Log(("vmsvga3dShaderSet cid=%x type=%s shid=%d\n", cid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", shid));
6630
6631 if ( !pContext
6632 && cid < pState->cContexts
6633 && pState->papContexts[cid]->id == cid)
6634 pContext = pState->papContexts[cid];
6635 else if (!pContext)
6636 {
6637 AssertMsgFailed(("cid=%#x cContexts=%#x\n", cid, pState->cContexts));
6638 Log(("vmsvga3dShaderSet invalid context id!\n"));
6639 return VERR_INVALID_PARAMETER;
6640 }
6641 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6642
6643 if (type == SVGA3D_SHADERTYPE_VS)
6644 {
6645 /* Save for vm state save/restore. */
6646 pContext->state.shidVertex = shid;
6647 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VERTEXSHADER;
6648
6649 if ( shid < pContext->cVertexShaders
6650 && pContext->paVertexShader[shid].id == shid)
6651 {
6652 PVMSVGA3DSHADER pShader = &pContext->paVertexShader[shid];
6653 Assert(type == pShader->type);
6654
6655 rc = ShaderSetVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6656 AssertRCReturn(rc, rc);
6657 }
6658 else
6659 if (shid == SVGA_ID_INVALID)
6660 {
6661 /* Unselect shader. */
6662 rc = ShaderSetVertexShader(pContext->pShaderContext, NULL);
6663 AssertRCReturn(rc, rc);
6664 }
6665 else
6666 AssertFailedReturn(VERR_INVALID_PARAMETER);
6667 }
6668 else
6669 {
6670 /* Save for vm state save/restore. */
6671 pContext->state.shidPixel = shid;
6672 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_PIXELSHADER;
6673
6674 Assert(type == SVGA3D_SHADERTYPE_PS);
6675 if ( shid < pContext->cPixelShaders
6676 && pContext->paPixelShader[shid].id == shid)
6677 {
6678 PVMSVGA3DSHADER pShader = &pContext->paPixelShader[shid];
6679 Assert(type == pShader->type);
6680
6681 rc = ShaderSetPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6682 AssertRCReturn(rc, rc);
6683 }
6684 else
6685 if (shid == SVGA_ID_INVALID)
6686 {
6687 /* Unselect shader. */
6688 rc = ShaderSetPixelShader(pContext->pShaderContext, NULL);
6689 AssertRCReturn(rc, rc);
6690 }
6691 else
6692 AssertFailedReturn(VERR_INVALID_PARAMETER);
6693 }
6694
6695 return VINF_SUCCESS;
6696}
6697
6698int vmsvga3dShaderSetConst(PVGASTATE pThis, uint32_t cid, uint32_t reg, SVGA3dShaderType type, SVGA3dShaderConstType ctype, uint32_t cRegisters, uint32_t *pValues)
6699{
6700 PVMSVGA3DCONTEXT pContext;
6701 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6702 AssertReturn(pState, VERR_NO_MEMORY);
6703 int rc;
6704
6705 Log(("vmsvga3dShaderSetConst cid=%x reg=%x type=%s cregs=%d ctype=%x\n", cid, reg, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cRegisters, ctype));
6706
6707 if ( cid >= pState->cContexts
6708 || pState->papContexts[cid]->id != cid)
6709 {
6710 Log(("vmsvga3dShaderSetConst invalid context id!\n"));
6711 return VERR_INVALID_PARAMETER;
6712 }
6713 pContext = pState->papContexts[cid];
6714 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6715
6716 for (uint32_t i = 0; i < cRegisters; i++)
6717 {
6718#ifdef LOG_ENABLED
6719 switch (ctype)
6720 {
6721 case SVGA3D_CONST_TYPE_FLOAT:
6722 {
6723 float *pValuesF = (float *)pValues;
6724 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)));
6725 break;
6726 }
6727
6728 case SVGA3D_CONST_TYPE_INT:
6729 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]));
6730 break;
6731
6732 case SVGA3D_CONST_TYPE_BOOL:
6733 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]));
6734 break;
6735 }
6736#endif
6737 vmsvga3dSaveShaderConst(pContext, reg + i, type, ctype, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]);
6738 }
6739
6740 switch (type)
6741 {
6742 case SVGA3D_SHADERTYPE_VS:
6743 switch (ctype)
6744 {
6745 case SVGA3D_CONST_TYPE_FLOAT:
6746 rc = ShaderSetVertexShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6747 break;
6748
6749 case SVGA3D_CONST_TYPE_INT:
6750 rc = ShaderSetVertexShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6751 break;
6752
6753 case SVGA3D_CONST_TYPE_BOOL:
6754 rc = ShaderSetVertexShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6755 break;
6756
6757 default:
6758 AssertFailedReturn(VERR_INVALID_PARAMETER);
6759 }
6760 AssertRCReturn(rc, rc);
6761 break;
6762
6763 case SVGA3D_SHADERTYPE_PS:
6764 switch (ctype)
6765 {
6766 case SVGA3D_CONST_TYPE_FLOAT:
6767 rc = ShaderSetPixelShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6768 break;
6769
6770 case SVGA3D_CONST_TYPE_INT:
6771 rc = ShaderSetPixelShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6772 break;
6773
6774 case SVGA3D_CONST_TYPE_BOOL:
6775 rc = ShaderSetPixelShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6776 break;
6777
6778 default:
6779 AssertFailedReturn(VERR_INVALID_PARAMETER);
6780 }
6781 AssertRCReturn(rc, rc);
6782 break;
6783
6784 default:
6785 AssertFailedReturn(VERR_INVALID_PARAMETER);
6786 }
6787
6788 return VINF_SUCCESS;
6789}
6790
6791int vmsvga3dOcclusionQueryCreate(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6792{
6793 AssertReturn(pState->ext.glGenQueries, VERR_NOT_SUPPORTED);
6794 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6795
6796 GLuint idQuery = 0;
6797 pState->ext.glGenQueries(1, &idQuery);
6798 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6799 AssertReturn(idQuery, VERR_INTERNAL_ERROR);
6800 pContext->occlusion.idQuery = idQuery;
6801 return VINF_SUCCESS;
6802}
6803
6804int vmsvga3dOcclusionQueryDelete(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6805{
6806 AssertReturn(pState->ext.glDeleteQueries, VERR_NOT_SUPPORTED);
6807 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6808
6809 if (pContext->occlusion.idQuery)
6810 {
6811 pState->ext.glDeleteQueries(1, &pContext->occlusion.idQuery);
6812 }
6813 return VINF_SUCCESS;
6814}
6815
6816int vmsvga3dOcclusionQueryBegin(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6817{
6818 AssertReturn(pState->ext.glBeginQuery, VERR_NOT_SUPPORTED);
6819 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6820
6821 pState->ext.glBeginQuery(GL_ANY_SAMPLES_PASSED, pContext->occlusion.idQuery);
6822 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6823 return VINF_SUCCESS;
6824}
6825
6826int vmsvga3dOcclusionQueryEnd(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6827{
6828 AssertReturn(pState->ext.glEndQuery, VERR_NOT_SUPPORTED);
6829 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6830
6831 pState->ext.glEndQuery(GL_ANY_SAMPLES_PASSED);
6832 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6833 return VINF_SUCCESS;
6834}
6835
6836int vmsvga3dOcclusionQueryGetData(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t *pu32Pixels)
6837{
6838 AssertReturn(pState->ext.glGetQueryObjectuiv, VERR_NOT_SUPPORTED);
6839 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6840
6841 GLuint pixels = 0;
6842 pState->ext.glGetQueryObjectuiv(pContext->occlusion.idQuery, GL_QUERY_RESULT, &pixels);
6843 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6844
6845 *pu32Pixels = (uint32_t)pixels;
6846 return VINF_SUCCESS;
6847}
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