VirtualBox

source: vbox/trunk/src/VBox/Devices/Graphics/DevVGA-SVGA3d-ogl.cpp@ 82003

Last change on this file since 82003 was 82003, checked in by vboxsync, 5 years ago

Devices/Graphics: support SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL in the OpenGL backend

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1/* $Id: DevVGA-SVGA3d-ogl.cpp 82003 2019-11-19 16:48:45Z 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 = 1;
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 pState->caps.fS3TCSupported = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_texture_compression_s3tc ");
918 pState->caps.fTextureFilterAnisotropicSupported = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_texture_filter_anisotropic ");
919
920 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_LIGHTS, &pState->caps.maxActiveLights));
921 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &pState->caps.maxTextures));
922#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE /* The alternative profile has a higher number here (ati/darwin). */
923 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
924 VMSVGA3D_INIT_CHECKED_BOTH(pState, pOtherCtx, pContext, glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
925 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
926#else
927 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
928#endif
929 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &pState->caps.maxColorAttachments));
930 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE, &pState->caps.maxRectangleTextureSize));
931 if (pState->caps.fTextureFilterAnisotropicSupported)
932 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &pState->caps.maxTextureAnisotropy));
933 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pState->caps.flPointSize));
934
935 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
936 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
937 &pState->caps.maxFragmentShaderTemps));
938 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
939 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
940 &pState->caps.maxFragmentShaderInstructions));
941 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
942 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
943 &pState->caps.maxVertexShaderTemps));
944 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
945 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
946 &pState->caps.maxVertexShaderInstructions));
947
948 /* http://http://www.opengl.org/wiki/Detecting_the_Shader_Model
949 * ARB Assembly Language
950 * These are done through testing the presence of extensions. You should test them in this order:
951 * GL_NV_gpu_program4: SM 4.0 or better.
952 * GL_NV_vertex_program3: SM 3.0 or better.
953 * GL_ARB_fragment_program: SM 2.0 or better.
954 * ATI does not support higher than SM 2.0 functionality in assembly shaders.
955 *
956 */
957 /** @todo distinguish between vertex and pixel shaders??? */
958#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE /* The alternative profile has a higher number here (ati/darwin). */
959 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
960 const char *pszShadingLanguageVersion = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
961 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
962#else
963 const char *pszShadingLanguageVersion = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
964#endif
965 float v = pszShadingLanguageVersion ? atof(pszShadingLanguageVersion) : 0.0f;
966 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_gpu_program4 ")
967 || strstr(pState->pszOtherExtensions, " GL_NV_gpu_program4 "))
968 {
969 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40;
970 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40;
971 }
972 else
973 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_vertex_program3 ")
974 || strstr(pState->pszOtherExtensions, " GL_NV_vertex_program3 ")
975 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_shader_texture_lod ") /* Wine claims this suggests SM 3.0 support */
976 || strstr(pState->pszOtherExtensions, " GL_ARB_shader_texture_lod ")
977 )
978 {
979 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_30;
980 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_30;
981 }
982 else
983 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_fragment_program ")
984 || strstr(pState->pszOtherExtensions, " GL_ARB_fragment_program "))
985 {
986 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20;
987 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20;
988 }
989 else
990 {
991 LogRel(("VMSVGA3D: WARNING: unknown support for assembly shaders!!\n"));
992 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_11;
993 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_11;
994 }
995
996 /* Now check the shading language version, in case it indicates a higher supported version. */
997 if (v >= 3.30f)
998 {
999 pState->caps.vertexShaderVersion = RT_MAX(pState->caps.vertexShaderVersion, SVGA3DVSVERSION_40);
1000 pState->caps.fragmentShaderVersion = RT_MAX(pState->caps.fragmentShaderVersion, SVGA3DPSVERSION_40);
1001 }
1002 else
1003 if (v >= 1.20f)
1004 {
1005 pState->caps.vertexShaderVersion = RT_MAX(pState->caps.vertexShaderVersion, SVGA3DVSVERSION_20);
1006 pState->caps.fragmentShaderVersion = RT_MAX(pState->caps.fragmentShaderVersion, SVGA3DPSVERSION_20);
1007 }
1008
1009 if ( !vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_vertex_array_bgra ")
1010 && !vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_vertex_array_bgra "))
1011 {
1012 LogRel(("VMSVGA3D: WARNING: Missing required extension GL_ARB_vertex_array_bgra (d3dcolor)!!!\n"));
1013 }
1014
1015 /*
1016 * Tweak capabilities.
1017 */
1018 /* Intel Windows drivers return 31, while the guest expects 32 at least. */
1019 if ( pState->caps.maxVertexShaderTemps < 32
1020 && vmsvga3dIsVendorIntel())
1021 pState->caps.maxVertexShaderTemps = 32;
1022
1023#if 0
1024 SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND = 11,
1025 SVGA3D_DEVCAP_QUERY_TYPES = 15,
1026 SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING = 16,
1027 SVGA3D_DEVCAP_MAX_POINT_SIZE = 17,
1028 SVGA3D_DEVCAP_MAX_SHADER_TEXTURES = 18,
1029 SVGA3D_DEVCAP_MAX_VOLUME_EXTENT = 21,
1030 SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT = 22,
1031 SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO = 23,
1032 SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY = 24,
1033 SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT = 25,
1034 SVGA3D_DEVCAP_MAX_VERTEX_INDEX = 26,
1035 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS = 28,
1036 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS = 29,
1037 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS = 30,
1038 SVGA3D_DEVCAP_TEXTURE_OPS = 31,
1039 SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8 = 32,
1040 SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8 = 33,
1041 SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10 = 34,
1042 SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5 = 35,
1043 SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5 = 36,
1044 SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4 = 37,
1045 SVGA3D_DEVCAP_SURFACEFMT_R5G6B5 = 38,
1046 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16 = 39,
1047 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8 = 40,
1048 SVGA3D_DEVCAP_SURFACEFMT_ALPHA8 = 41,
1049 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8 = 42,
1050 SVGA3D_DEVCAP_SURFACEFMT_Z_D16 = 43,
1051 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8 = 44,
1052 SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8 = 45,
1053 SVGA3D_DEVCAP_SURFACEFMT_DXT1 = 46,
1054 SVGA3D_DEVCAP_SURFACEFMT_DXT2 = 47,
1055 SVGA3D_DEVCAP_SURFACEFMT_DXT3 = 48,
1056 SVGA3D_DEVCAP_SURFACEFMT_DXT4 = 49,
1057 SVGA3D_DEVCAP_SURFACEFMT_DXT5 = 50,
1058 SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8 = 51,
1059 SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10 = 52,
1060 SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8 = 53,
1061 SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8 = 54,
1062 SVGA3D_DEVCAP_SURFACEFMT_CxV8U8 = 55,
1063 SVGA3D_DEVCAP_SURFACEFMT_R_S10E5 = 56,
1064 SVGA3D_DEVCAP_SURFACEFMT_R_S23E8 = 57,
1065 SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5 = 58,
1066 SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8 = 59,
1067 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5 = 60,
1068 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8 = 61,
1069 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES = 63,
1070 SVGA3D_DEVCAP_SURFACEFMT_V16U16 = 65,
1071 SVGA3D_DEVCAP_SURFACEFMT_G16R16 = 66,
1072 SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16 = 67,
1073 SVGA3D_DEVCAP_SURFACEFMT_UYVY = 68,
1074 SVGA3D_DEVCAP_SURFACEFMT_YUY2 = 69,
1075 SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES = 70,
1076 SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES = 71,
1077 SVGA3D_DEVCAP_ALPHATOCOVERAGE = 72,
1078 SVGA3D_DEVCAP_SUPERSAMPLE = 73,
1079 SVGA3D_DEVCAP_AUTOGENMIPMAPS = 74,
1080 SVGA3D_DEVCAP_SURFACEFMT_NV12 = 75,
1081 SVGA3D_DEVCAP_SURFACEFMT_AYUV = 76,
1082 SVGA3D_DEVCAP_SURFACEFMT_Z_DF16 = 79,
1083 SVGA3D_DEVCAP_SURFACEFMT_Z_DF24 = 80,
1084 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT = 81,
1085 SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM = 82,
1086 SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM = 83,
1087#endif
1088
1089 LogRel(("VMSVGA3d: Capabilities:\n"));
1090 LogRel(("VMSVGA3d: maxActiveLights=%-2d maxTextures=%-2d\n",
1091 pState->caps.maxActiveLights, pState->caps.maxTextures));
1092 LogRel(("VMSVGA3d: maxClipDistances=%-2d maxColorAttachments=%-2d maxClipDistances=%d\n",
1093 pState->caps.maxClipDistances, pState->caps.maxColorAttachments, pState->caps.maxClipDistances));
1094 LogRel(("VMSVGA3d: maxColorAttachments=%-2d maxTextureAnisotropy=%-2d maxRectangleTextureSize=%d\n",
1095 pState->caps.maxColorAttachments, pState->caps.maxTextureAnisotropy, pState->caps.maxRectangleTextureSize));
1096 LogRel(("VMSVGA3d: maxVertexShaderTemps=%-2d maxVertexShaderInstructions=%d maxFragmentShaderInstructions=%d\n",
1097 pState->caps.maxVertexShaderTemps, pState->caps.maxVertexShaderInstructions, pState->caps.maxFragmentShaderInstructions));
1098 LogRel(("VMSVGA3d: maxFragmentShaderTemps=%d flPointSize={%d.%02u, %d.%02u}\n",
1099 pState->caps.maxFragmentShaderTemps,
1100 (int)pState->caps.flPointSize[0], (int)(pState->caps.flPointSize[0] * 100) % 100,
1101 (int)pState->caps.flPointSize[1], (int)(pState->caps.flPointSize[1] * 100) % 100));
1102 LogRel(("VMSVGA3d: fragmentShaderVersion=%-2d vertexShaderVersion=%-2d\n",
1103 pState->caps.fragmentShaderVersion, pState->caps.vertexShaderVersion));
1104 LogRel(("VMSVGA3d: fS3TCSupported=%-2d fTextureFilterAnisotropicSupported=%d\n",
1105 pState->caps.fS3TCSupported, pState->caps.fTextureFilterAnisotropicSupported));
1106
1107
1108 /* Initialize the shader library. */
1109 pState->ShaderIf.pfnSwitchInitProfile = vmsvga3dShaderIfSwitchInitProfile;
1110 pState->ShaderIf.pfnGetNextExtension = vmsvga3dShaderIfGetNextExtension;
1111 rc = ShaderInitLib(&pState->ShaderIf);
1112 AssertRC(rc);
1113
1114 /* Cleanup */
1115 rc = vmsvga3dContextDestroy(pThis, 1);
1116 AssertRC(rc);
1117#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1118 rc = vmsvga3dContextDestroy(pThis, 2);
1119 AssertRC(rc);
1120#endif
1121
1122 if ( pState->rsGLVersion < 3.0
1123 && pState->rsOtherGLVersion < 3.0 /* darwin: legacy profile hack */)
1124 {
1125 LogRel(("VMSVGA3d: unsupported OpenGL version; minimum is 3.0\n"));
1126 return VERR_NOT_IMPLEMENTED;
1127 }
1128
1129 return VINF_SUCCESS;
1130}
1131
1132int vmsvga3dReset(PVGASTATE pThis)
1133{
1134 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1135 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
1136
1137 /* Destroy all leftover surfaces. */
1138 for (uint32_t i = 0; i < pState->cSurfaces; i++)
1139 {
1140 if (pState->papSurfaces[i]->id != SVGA3D_INVALID_ID)
1141 vmsvga3dSurfaceDestroy(pThis, pState->papSurfaces[i]->id);
1142 }
1143
1144 /* Destroy all leftover contexts. */
1145 for (uint32_t i = 0; i < pState->cContexts; i++)
1146 {
1147 if (pState->papContexts[i]->id != SVGA3D_INVALID_ID)
1148 vmsvga3dContextDestroy(pThis, pState->papContexts[i]->id);
1149 }
1150
1151 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1152 vmsvga3dContextDestroyOgl(pThis, &pState->SharedCtx, VMSVGA3D_SHARED_CTX_ID);
1153
1154 return VINF_SUCCESS;
1155}
1156
1157int vmsvga3dTerminate(PVGASTATE pThis)
1158{
1159 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1160 AssertReturn(pState, VERR_WRONG_ORDER);
1161 int rc;
1162
1163 rc = vmsvga3dReset(pThis);
1164 AssertRCReturn(rc, rc);
1165
1166 /* Terminate the shader library. */
1167 rc = ShaderDestroyLib();
1168 AssertRC(rc);
1169
1170#ifdef RT_OS_WINDOWS
1171 /* Terminate the window creation thread. */
1172 rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_EXIT, 0, 0);
1173 AssertRCReturn(rc, rc);
1174
1175 RTSemEventDestroy(pState->WndRequestSem);
1176#elif defined(RT_OS_DARWIN)
1177
1178#elif defined(RT_OS_LINUX)
1179 /* signal to the thread that it is supposed to exit */
1180 pState->bTerminate = true;
1181 /* wait for it to terminate */
1182 rc = RTThreadWait(pState->pWindowThread, 10000, NULL);
1183 AssertRC(rc);
1184 XCloseDisplay(pState->display);
1185#endif
1186
1187 RTStrFree(pState->pszExtensions);
1188 pState->pszExtensions = NULL;
1189#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1190 RTStrFree(pState->pszOtherExtensions);
1191#endif
1192 pState->pszOtherExtensions = NULL;
1193
1194 return VINF_SUCCESS;
1195}
1196
1197
1198void vmsvga3dUpdateHostScreenViewport(PVGASTATE pThis, uint32_t idScreen, VMSVGAVIEWPORT const *pOldViewport)
1199{
1200 /** @todo Move the visible framebuffer content here, don't wait for the guest to
1201 * redraw it. */
1202
1203#ifdef RT_OS_DARWIN
1204 RT_NOREF(pOldViewport);
1205 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1206 if ( pState
1207 && idScreen == 0
1208 && pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1209 {
1210 vmsvga3dCocoaViewUpdateViewport(pState->SharedCtx.cocoaView);
1211 }
1212#else
1213 RT_NOREF(pThis, idScreen, pOldViewport);
1214#endif
1215}
1216
1217
1218/**
1219 * Worker for vmsvga3dQueryCaps that figures out supported operations for a
1220 * given surface format capability.
1221 *
1222 * @returns Supported/indented operations (SVGA3DFORMAT_OP_XXX).
1223 * @param idx3dCaps The SVGA3D_CAPS_XXX value of the surface format.
1224 *
1225 * @remarks See fromat_cap_table in svga_format.c (mesa/gallium) for a reference
1226 * of implicit guest expectations:
1227 * http://cgit.freedesktop.org/mesa/mesa/tree/src/gallium/drivers/svga/svga_format.c
1228 */
1229static uint32_t vmsvga3dGetSurfaceFormatSupport(uint32_t idx3dCaps)
1230{
1231 uint32_t result = 0;
1232
1233 /** @todo missing:
1234 *
1235 * SVGA3DFORMAT_OP_PIXELSIZE
1236 */
1237
1238 switch (idx3dCaps)
1239 {
1240 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1241 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1242 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1243 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1244 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1245 | SVGA3DFORMAT_OP_DISPLAYMODE /* Should not be set for alpha formats. */
1246 | SVGA3DFORMAT_OP_3DACCELERATION; /* implies OP_DISPLAYMODE */
1247 break;
1248
1249 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1250 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1251 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1252 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1253 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1254 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1255 | SVGA3DFORMAT_OP_SAME_FORMAT_UP_TO_ALPHA_RENDERTARGET;
1256 break;
1257 }
1258
1259 /** @todo check hardware caps! */
1260 switch (idx3dCaps)
1261 {
1262 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1263 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1264 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1265 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1266 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1267 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1268 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1269 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1270 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1271 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1272 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1273 result |= SVGA3DFORMAT_OP_TEXTURE
1274 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET
1275 | SVGA3DFORMAT_OP_OFFSCREENPLAIN
1276 | SVGA3DFORMAT_OP_SAME_FORMAT_RENDERTARGET
1277 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1278 | SVGA3DFORMAT_OP_CUBETEXTURE
1279 | SVGA3DFORMAT_OP_SRGBREAD
1280 | SVGA3DFORMAT_OP_SRGBWRITE;
1281 break;
1282
1283 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1284 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1285 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1286 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1287 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1288 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1289 result |= SVGA3DFORMAT_OP_ZSTENCIL
1290 | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH
1291 | SVGA3DFORMAT_OP_TEXTURE /* Necessary for Ubuntu Unity */;
1292 break;
1293
1294 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1295 case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
1296 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1297 case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
1298 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1299 result |= SVGA3DFORMAT_OP_TEXTURE
1300 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1301 | SVGA3DFORMAT_OP_CUBETEXTURE
1302 | SVGA3DFORMAT_OP_SRGBREAD;
1303 break;
1304
1305 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1306 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1307 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1308 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1309 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1310 break;
1311
1312 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1313 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1314 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1315 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1316 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1317 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1318 result |= SVGA3DFORMAT_OP_TEXTURE
1319 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1320 | SVGA3DFORMAT_OP_CUBETEXTURE
1321 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET;
1322 break;
1323
1324 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1325 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1326 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1327 result |= SVGA3DFORMAT_OP_TEXTURE
1328 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1329 | SVGA3DFORMAT_OP_CUBETEXTURE
1330 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET;
1331 break;
1332
1333 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1334 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1335 result |= SVGA3DFORMAT_OP_OFFSCREENPLAIN
1336 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1337 | SVGA3DFORMAT_OP_TEXTURE;
1338 break;
1339
1340 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1341 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1342 break;
1343 }
1344 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1345
1346 return result;
1347}
1348
1349#if 0 /* unused */
1350static uint32_t vmsvga3dGetDepthFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps)
1351{
1352 RT_NOREF(pState3D, idx3dCaps);
1353
1354 /** @todo test this somehow */
1355 uint32_t result = SVGA3DFORMAT_OP_ZSTENCIL | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH;
1356
1357 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1358 return result;
1359}
1360#endif
1361
1362
1363int vmsvga3dQueryCaps(PVGASTATE pThis, uint32_t idx3dCaps, uint32_t *pu32Val)
1364{
1365 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1366 AssertReturn(pState, VERR_NO_MEMORY);
1367 int rc = VINF_SUCCESS;
1368
1369 *pu32Val = 0;
1370
1371 /*
1372 * The capabilities access by current (2015-03-01) linux sources (gallium,
1373 * vmwgfx, xorg-video-vmware) are annotated, caps without xref annotations
1374 * aren't access.
1375 */
1376
1377 switch (idx3dCaps)
1378 {
1379 /* Linux: vmwgfx_fifo.c in kmod; only used with SVGA_CAP_GBOBJECTS. */
1380 case SVGA3D_DEVCAP_3D:
1381 *pu32Val = 1; /* boolean? */
1382 break;
1383
1384 case SVGA3D_DEVCAP_MAX_LIGHTS:
1385 *pu32Val = pState->caps.maxActiveLights;
1386 break;
1387
1388 case SVGA3D_DEVCAP_MAX_TEXTURES:
1389 *pu32Val = pState->caps.maxTextures;
1390 break;
1391
1392 case SVGA3D_DEVCAP_MAX_CLIP_PLANES:
1393 *pu32Val = pState->caps.maxClipDistances;
1394 break;
1395
1396 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1397 case SVGA3D_DEVCAP_VERTEX_SHADER_VERSION:
1398 *pu32Val = pState->caps.vertexShaderVersion;
1399 break;
1400
1401 case SVGA3D_DEVCAP_VERTEX_SHADER:
1402 /* boolean? */
1403 *pu32Val = (pState->caps.vertexShaderVersion != SVGA3DVSVERSION_NONE);
1404 break;
1405
1406 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1407 case SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION:
1408 *pu32Val = pState->caps.fragmentShaderVersion;
1409 break;
1410
1411 case SVGA3D_DEVCAP_FRAGMENT_SHADER:
1412 /* boolean? */
1413 *pu32Val = (pState->caps.fragmentShaderVersion != SVGA3DPSVERSION_NONE);
1414 break;
1415
1416 case SVGA3D_DEVCAP_S23E8_TEXTURES:
1417 case SVGA3D_DEVCAP_S10E5_TEXTURES:
1418 /* Must be obsolete by now; surface format caps specify the same thing. */
1419 rc = VERR_INVALID_PARAMETER;
1420 break;
1421
1422 case SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND:
1423 break;
1424
1425 /*
1426 * 2. The BUFFER_FORMAT capabilities are deprecated, and they always
1427 * return TRUE. Even on physical hardware that does not support
1428 * these formats natively, the SVGA3D device will provide an emulation
1429 * which should be invisible to the guest OS.
1430 */
1431 case SVGA3D_DEVCAP_D16_BUFFER_FORMAT:
1432 case SVGA3D_DEVCAP_D24S8_BUFFER_FORMAT:
1433 case SVGA3D_DEVCAP_D24X8_BUFFER_FORMAT:
1434 *pu32Val = 1;
1435 break;
1436
1437 case SVGA3D_DEVCAP_QUERY_TYPES:
1438 break;
1439
1440 case SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING:
1441 break;
1442
1443 /* Linux: svga_screen.c in gallium; capped at 80.0, default 1.0. */
1444 case SVGA3D_DEVCAP_MAX_POINT_SIZE:
1445 AssertCompile(sizeof(uint32_t) == sizeof(float));
1446 *(float *)pu32Val = pState->caps.flPointSize[1];
1447 break;
1448
1449 case SVGA3D_DEVCAP_MAX_SHADER_TEXTURES:
1450 /** @todo ?? */
1451 rc = VERR_INVALID_PARAMETER;
1452 break;
1453
1454 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_2D_LEVELS); have default if missing. */
1455 case SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH:
1456 case SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT:
1457 *pu32Val = pState->caps.maxRectangleTextureSize;
1458 break;
1459
1460 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_3D_LEVELS); have default if missing. */
1461 case SVGA3D_DEVCAP_MAX_VOLUME_EXTENT:
1462 //*pu32Val = pCaps->MaxVolumeExtent;
1463 *pu32Val = 256;
1464 break;
1465
1466 case SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT:
1467 *pu32Val = 32768; /* hardcoded in Wine */
1468 break;
1469
1470 case SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO:
1471 //*pu32Val = pCaps->MaxTextureAspectRatio;
1472 break;
1473
1474 /* Linux: svga_screen.c in gallium (for PIPE_CAPF_MAX_TEXTURE_ANISOTROPY); defaults to 4.0. */
1475 case SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY:
1476 *pu32Val = pState->caps.maxTextureAnisotropy;
1477 break;
1478
1479 case SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT:
1480 case SVGA3D_DEVCAP_MAX_VERTEX_INDEX:
1481 *pu32Val = 0xFFFFF; /* hardcoded in Wine */
1482 break;
1483
1484 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_INSTRUCTIONS); defaults to 512. */
1485 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS:
1486 *pu32Val = pState->caps.maxVertexShaderInstructions;
1487 break;
1488
1489 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS:
1490 *pu32Val = pState->caps.maxFragmentShaderInstructions;
1491 break;
1492
1493 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1494 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS:
1495 *pu32Val = pState->caps.maxVertexShaderTemps;
1496 break;
1497
1498 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_FRAGMENT/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1499 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS:
1500 *pu32Val = pState->caps.maxFragmentShaderTemps;
1501 break;
1502
1503 case SVGA3D_DEVCAP_TEXTURE_OPS:
1504 break;
1505
1506 case SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES:
1507 break;
1508
1509 case SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES:
1510 break;
1511
1512 case SVGA3D_DEVCAP_ALPHATOCOVERAGE:
1513 break;
1514
1515 case SVGA3D_DEVCAP_SUPERSAMPLE:
1516 break;
1517
1518 case SVGA3D_DEVCAP_AUTOGENMIPMAPS:
1519 //*pu32Val = !!(pCaps->Caps2 & D3DCAPS2_CANAUTOGENMIPMAP);
1520 break;
1521
1522 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES:
1523 break;
1524
1525 case SVGA3D_DEVCAP_MAX_RENDER_TARGETS: /** @todo same thing? */
1526 case SVGA3D_DEVCAP_MAX_SIMULTANEOUS_RENDER_TARGETS:
1527 *pu32Val = pState->caps.maxColorAttachments;
1528 break;
1529
1530 /*
1531 * This is the maximum number of SVGA context IDs that the guest
1532 * can define using SVGA_3D_CMD_CONTEXT_DEFINE.
1533 */
1534 case SVGA3D_DEVCAP_MAX_CONTEXT_IDS:
1535 *pu32Val = SVGA3D_MAX_CONTEXT_IDS;
1536 break;
1537
1538 /*
1539 * This is the maximum number of SVGA surface IDs that the guest
1540 * can define using SVGA_3D_CMD_SURFACE_DEFINE*.
1541 */
1542 case SVGA3D_DEVCAP_MAX_SURFACE_IDS:
1543 *pu32Val = SVGA3D_MAX_SURFACE_IDS;
1544 break;
1545
1546#if 0 /* Appeared more recently, not yet implemented. */
1547 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1548 case SVGA3D_DEVCAP_LINE_AA:
1549 break;
1550 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1551 case SVGA3D_DEVCAP_LINE_STIPPLE:
1552 break;
1553 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1554 case SVGA3D_DEVCAP_MAX_LINE_WIDTH:
1555 break;
1556 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1557 case SVGA3D_DEVCAP_MAX_AA_LINE_WIDTH:
1558 break;
1559#endif
1560
1561 /*
1562 * Supported surface formats.
1563 * Linux: svga_format.c in gallium, format_cap_table defines implicit expectations.
1564 */
1565 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1566 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1567 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1568 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1569 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1570 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1571 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1572 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1573 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1574 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1575 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1576 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1577 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1578 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1579 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1580 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1581 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1582 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1583 *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
1584 break;
1585
1586 case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
1587 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1588 case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
1589 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1590 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1591 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1592 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1593 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1594 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1595 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1596 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1597 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1598 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1599 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1600 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1601 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1602 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1603 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1604 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1605 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1606 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1607 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1608 *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
1609 break;
1610
1611 /* Linux: Not referenced in current sources. */
1612 case SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM:
1613 case SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM:
1614 Log(("CAPS: Unknown CAP %s\n", vmsvga3dGetCapString(idx3dCaps)));
1615 rc = VERR_INVALID_PARAMETER;
1616 *pu32Val = 0;
1617 break;
1618
1619 default:
1620 Log(("CAPS: Unexpected CAP %d\n", idx3dCaps));
1621 rc = VERR_INVALID_PARAMETER;
1622 break;
1623 }
1624
1625 Log(("CAPS: %s - %x\n", vmsvga3dGetCapString(idx3dCaps), *pu32Val));
1626 return rc;
1627}
1628
1629/**
1630 * Convert SVGA format value to its OpenGL equivalent
1631 *
1632 * @remarks Clues to be had in format_texture_info table (wined3d/utils.c) with
1633 * help from wined3dformat_from_d3dformat().
1634 */
1635void vmsvga3dSurfaceFormat2OGL(PVMSVGA3DSURFACE pSurface, SVGA3dSurfaceFormat format)
1636{
1637#if 0
1638#define AssertTestFmt(f) AssertMsgFailed(("Test me - " #f "\n"))
1639#else
1640#define AssertTestFmt(f) do {} while(0)
1641#endif
1642 switch (format)
1643 {
1644 case SVGA3D_X8R8G8B8: /* D3DFMT_X8R8G8B8 - WINED3DFMT_B8G8R8X8_UNORM */
1645 pSurface->internalFormatGL = GL_RGB8;
1646 pSurface->formatGL = GL_BGRA;
1647 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1648 break;
1649 case SVGA3D_A8R8G8B8: /* D3DFMT_A8R8G8B8 - WINED3DFMT_B8G8R8A8_UNORM */
1650 pSurface->internalFormatGL = GL_RGBA8;
1651 pSurface->formatGL = GL_BGRA;
1652 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1653 break;
1654 case SVGA3D_R5G6B5: /* D3DFMT_R5G6B5 - WINED3DFMT_B5G6R5_UNORM */
1655 pSurface->internalFormatGL = GL_RGB5;
1656 pSurface->formatGL = GL_RGB;
1657 pSurface->typeGL = GL_UNSIGNED_SHORT_5_6_5;
1658 AssertTestFmt(SVGA3D_R5G6B5);
1659 break;
1660 case SVGA3D_X1R5G5B5: /* D3DFMT_X1R5G5B5 - WINED3DFMT_B5G5R5X1_UNORM */
1661 pSurface->internalFormatGL = GL_RGB5;
1662 pSurface->formatGL = GL_BGRA;
1663 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1664 AssertTestFmt(SVGA3D_X1R5G5B5);
1665 break;
1666 case SVGA3D_A1R5G5B5: /* D3DFMT_A1R5G5B5 - WINED3DFMT_B5G5R5A1_UNORM */
1667 pSurface->internalFormatGL = GL_RGB5_A1;
1668 pSurface->formatGL = GL_BGRA;
1669 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1670 AssertTestFmt(SVGA3D_A1R5G5B5);
1671 break;
1672 case SVGA3D_A4R4G4B4: /* D3DFMT_A4R4G4B4 - WINED3DFMT_B4G4R4A4_UNORM */
1673 pSurface->internalFormatGL = GL_RGBA4;
1674 pSurface->formatGL = GL_BGRA;
1675 pSurface->typeGL = GL_UNSIGNED_SHORT_4_4_4_4_REV;
1676 AssertTestFmt(SVGA3D_A4R4G4B4);
1677 break;
1678
1679 case SVGA3D_R8G8B8A8_UNORM:
1680 pSurface->internalFormatGL = GL_RGBA8;
1681 pSurface->formatGL = GL_RGBA;
1682 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1683 break;
1684
1685 case SVGA3D_Z_D32: /* D3DFMT_D32 - WINED3DFMT_D32_UNORM */
1686 pSurface->internalFormatGL = GL_DEPTH_COMPONENT32;
1687 pSurface->formatGL = GL_DEPTH_COMPONENT;
1688 pSurface->typeGL = GL_UNSIGNED_INT;
1689 break;
1690 case SVGA3D_Z_D16: /* D3DFMT_D16 - WINED3DFMT_D16_UNORM */
1691 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo Wine suggests GL_DEPTH_COMPONENT24. */
1692 pSurface->formatGL = GL_DEPTH_COMPONENT;
1693 pSurface->typeGL = GL_UNSIGNED_SHORT;
1694 AssertTestFmt(SVGA3D_Z_D16);
1695 break;
1696 case SVGA3D_Z_D24S8: /* D3DFMT_D24S8 - WINED3DFMT_D24_UNORM_S8_UINT */
1697 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1698 pSurface->formatGL = GL_DEPTH_STENCIL;
1699 pSurface->typeGL = GL_UNSIGNED_INT_24_8;
1700 break;
1701 case SVGA3D_Z_D15S1: /* D3DFMT_D15S1 - WINED3DFMT_S1_UINT_D15_UNORM */
1702 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo ??? */
1703 pSurface->formatGL = GL_DEPTH_STENCIL;
1704 pSurface->typeGL = GL_UNSIGNED_SHORT;
1705 /** @todo Wine sources hints at no hw support for this, so test this one! */
1706 AssertTestFmt(SVGA3D_Z_D15S1);
1707 break;
1708 case SVGA3D_Z_D24X8: /* D3DFMT_D24X8 - WINED3DFMT_X8D24_UNORM */
1709 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1710 pSurface->formatGL = GL_DEPTH_COMPONENT;
1711 pSurface->typeGL = GL_UNSIGNED_INT;
1712 AssertTestFmt(SVGA3D_Z_D24X8);
1713 break;
1714
1715 /* Advanced D3D9 depth formats. */
1716 case SVGA3D_Z_DF16: /* D3DFMT_DF16? - not supported */
1717 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16;
1718 pSurface->formatGL = GL_DEPTH_COMPONENT;
1719 pSurface->typeGL = GL_HALF_FLOAT;
1720 break;
1721
1722 case SVGA3D_Z_DF24: /* D3DFMT_DF24? - not supported */
1723 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1724 pSurface->formatGL = GL_DEPTH_COMPONENT;
1725 pSurface->typeGL = GL_FLOAT; /* ??? */
1726 break;
1727
1728 case SVGA3D_Z_D24S8_INT: /* D3DFMT_D24S8 */
1729 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1730 pSurface->formatGL = GL_DEPTH_STENCIL;
1731 pSurface->typeGL = GL_UNSIGNED_INT_24_8;
1732 break;
1733
1734 case SVGA3D_DXT1: /* D3DFMT_DXT1 - WINED3DFMT_DXT1 */
1735 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1736 pSurface->formatGL = GL_RGBA; /* not used */
1737 pSurface->typeGL = GL_UNSIGNED_BYTE; /* not used */
1738 break;
1739
1740 case SVGA3D_DXT2: /* D3DFMT_DXT2 */
1741 /* "DXT2 and DXT3 are the same from an API perspective." */
1742 RT_FALL_THRU();
1743 case SVGA3D_DXT3: /* D3DFMT_DXT3 - WINED3DFMT_DXT3 */
1744 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
1745 pSurface->formatGL = GL_RGBA; /* not used */
1746 pSurface->typeGL = GL_UNSIGNED_BYTE; /* not used */
1747 break;
1748
1749 case SVGA3D_DXT4: /* D3DFMT_DXT4 */
1750 /* "DXT4 and DXT5 are the same from an API perspective." */
1751 RT_FALL_THRU();
1752 case SVGA3D_DXT5: /* D3DFMT_DXT5 - WINED3DFMT_DXT5 */
1753 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
1754 pSurface->formatGL = GL_RGBA; /* not used */
1755 pSurface->typeGL = GL_UNSIGNED_BYTE; /* not used */
1756 break;
1757
1758 case SVGA3D_LUMINANCE8: /* D3DFMT_? - ? */
1759 pSurface->internalFormatGL = GL_LUMINANCE8_EXT;
1760 pSurface->formatGL = GL_LUMINANCE;
1761 pSurface->typeGL = GL_UNSIGNED_BYTE;
1762 break;
1763
1764 case SVGA3D_LUMINANCE16: /* D3DFMT_? - ? */
1765 pSurface->internalFormatGL = GL_LUMINANCE16_EXT;
1766 pSurface->formatGL = GL_LUMINANCE;
1767 pSurface->typeGL = GL_UNSIGNED_SHORT;
1768 break;
1769
1770 case SVGA3D_LUMINANCE4_ALPHA4: /* D3DFMT_? - ? */
1771 pSurface->internalFormatGL = GL_LUMINANCE4_ALPHA4_EXT;
1772 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1773 pSurface->typeGL = GL_UNSIGNED_BYTE;
1774 break;
1775
1776 case SVGA3D_LUMINANCE8_ALPHA8: /* D3DFMT_? - ? */
1777 pSurface->internalFormatGL = GL_LUMINANCE8_ALPHA8_EXT;
1778 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1779 pSurface->typeGL = GL_UNSIGNED_BYTE; /* unsigned_short causes issues even though this type should be 16-bit */
1780 break;
1781
1782 case SVGA3D_ALPHA8: /* D3DFMT_A8? - WINED3DFMT_A8_UNORM? */
1783 pSurface->internalFormatGL = GL_ALPHA8_EXT;
1784 pSurface->formatGL = GL_ALPHA;
1785 pSurface->typeGL = GL_UNSIGNED_BYTE;
1786 break;
1787
1788#if 0
1789
1790 /* Bump-map formats */
1791 case SVGA3D_BUMPU8V8:
1792 return D3DFMT_V8U8;
1793 case SVGA3D_BUMPL6V5U5:
1794 return D3DFMT_L6V5U5;
1795 case SVGA3D_BUMPX8L8V8U8:
1796 return D3DFMT_X8L8V8U8;
1797 case SVGA3D_BUMPL8V8U8:
1798 /* No corresponding D3D9 equivalent. */
1799 AssertFailedReturn(D3DFMT_UNKNOWN);
1800 /* signed bump-map formats */
1801 case SVGA3D_V8U8:
1802 return D3DFMT_V8U8;
1803 case SVGA3D_Q8W8V8U8:
1804 return D3DFMT_Q8W8V8U8;
1805 case SVGA3D_CxV8U8:
1806 return D3DFMT_CxV8U8;
1807 /* mixed bump-map formats */
1808 case SVGA3D_X8L8V8U8:
1809 return D3DFMT_X8L8V8U8;
1810 case SVGA3D_A2W10V10U10:
1811 return D3DFMT_A2W10V10U10;
1812#endif
1813
1814 case SVGA3D_ARGB_S10E5: /* 16-bit floating-point ARGB */ /* D3DFMT_A16B16G16R16F - WINED3DFMT_R16G16B16A16_FLOAT */
1815 pSurface->internalFormatGL = GL_RGBA16F;
1816 pSurface->formatGL = GL_RGBA;
1817#if 0 /* bird: wine uses half float, sounds correct to me... */
1818 pSurface->typeGL = GL_FLOAT;
1819#else
1820 pSurface->typeGL = GL_HALF_FLOAT;
1821 AssertTestFmt(SVGA3D_ARGB_S10E5);
1822#endif
1823 break;
1824
1825 case SVGA3D_ARGB_S23E8: /* 32-bit floating-point ARGB */ /* D3DFMT_A32B32G32R32F - WINED3DFMT_R32G32B32A32_FLOAT */
1826 pSurface->internalFormatGL = GL_RGBA32F;
1827 pSurface->formatGL = GL_RGBA;
1828 pSurface->typeGL = GL_FLOAT; /* ?? - same as wine, so probably correct */
1829 break;
1830
1831 case SVGA3D_A2R10G10B10: /* D3DFMT_A2R10G10B10 - WINED3DFMT_B10G10R10A2_UNORM */
1832 pSurface->internalFormatGL = GL_RGB10_A2; /* ?? - same as wine, so probably correct */
1833#if 0 /* bird: Wine uses GL_BGRA instead of GL_RGBA. */
1834 pSurface->formatGL = GL_RGBA;
1835#else
1836 pSurface->formatGL = GL_BGRA;
1837#endif
1838 pSurface->typeGL = GL_UNSIGNED_INT;
1839 AssertTestFmt(SVGA3D_A2R10G10B10);
1840 break;
1841
1842
1843 /* Single- and dual-component floating point formats */
1844 case SVGA3D_R_S10E5: /* D3DFMT_R16F - WINED3DFMT_R16_FLOAT */
1845 pSurface->internalFormatGL = GL_R16F;
1846 pSurface->formatGL = GL_RED;
1847#if 0 /* bird: wine uses half float, sounds correct to me... */
1848 pSurface->typeGL = GL_FLOAT;
1849#else
1850 pSurface->typeGL = GL_HALF_FLOAT;
1851 AssertTestFmt(SVGA3D_R_S10E5);
1852#endif
1853 break;
1854 case SVGA3D_R_S23E8: /* D3DFMT_R32F - WINED3DFMT_R32_FLOAT */
1855 pSurface->internalFormatGL = GL_R32F;
1856 pSurface->formatGL = GL_RED;
1857 pSurface->typeGL = GL_FLOAT;
1858 break;
1859 case SVGA3D_RG_S10E5: /* D3DFMT_G16R16F - WINED3DFMT_R16G16_FLOAT */
1860 pSurface->internalFormatGL = GL_RG16F;
1861 pSurface->formatGL = GL_RG;
1862#if 0 /* bird: wine uses half float, sounds correct to me... */
1863 pSurface->typeGL = GL_FLOAT;
1864#else
1865 pSurface->typeGL = GL_HALF_FLOAT;
1866 AssertTestFmt(SVGA3D_RG_S10E5);
1867#endif
1868 break;
1869 case SVGA3D_RG_S23E8: /* D3DFMT_G32R32F - WINED3DFMT_R32G32_FLOAT */
1870 pSurface->internalFormatGL = GL_RG32F;
1871 pSurface->formatGL = GL_RG;
1872 pSurface->typeGL = GL_FLOAT;
1873 break;
1874
1875 /*
1876 * Any surface can be used as a buffer object, but SVGA3D_BUFFER is
1877 * the most efficient format to use when creating new surfaces
1878 * expressly for index or vertex data.
1879 */
1880 case SVGA3D_BUFFER:
1881 pSurface->internalFormatGL = -1;
1882 pSurface->formatGL = -1;
1883 pSurface->typeGL = -1;
1884 break;
1885
1886#if 0
1887 return D3DFMT_UNKNOWN;
1888
1889 case SVGA3D_V16U16:
1890 return D3DFMT_V16U16;
1891#endif
1892
1893 case SVGA3D_G16R16: /* D3DFMT_G16R16 - WINED3DFMT_R16G16_UNORM */
1894 pSurface->internalFormatGL = GL_RG16;
1895 pSurface->formatGL = GL_RG;
1896#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1897 pSurface->typeGL = GL_UNSIGNED_INT;
1898#else
1899 pSurface->typeGL = GL_UNSIGNED_SHORT;
1900 AssertTestFmt(SVGA3D_G16R16);
1901#endif
1902 break;
1903
1904 case SVGA3D_A16B16G16R16: /* D3DFMT_A16B16G16R16 - WINED3DFMT_R16G16B16A16_UNORM */
1905 pSurface->internalFormatGL = GL_RGBA16;
1906 pSurface->formatGL = GL_RGBA;
1907#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1908 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1909#else
1910 pSurface->typeGL = GL_UNSIGNED_SHORT;
1911 AssertTestFmt(SVGA3D_A16B16G16R16);
1912#endif
1913 break;
1914
1915 case SVGA3D_R8G8B8A8_SNORM:
1916 pSurface->internalFormatGL = GL_RGB8;
1917 pSurface->formatGL = GL_BGRA;
1918 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1919 AssertTestFmt(SVGA3D_R8G8B8A8_SNORM);
1920 break;
1921 case SVGA3D_R16G16_UNORM:
1922 pSurface->internalFormatGL = GL_RG16;
1923 pSurface->formatGL = GL_RG;
1924 pSurface->typeGL = GL_UNSIGNED_SHORT;
1925 AssertTestFmt(SVGA3D_R16G16_UNORM);
1926 break;
1927
1928 /* Packed Video formats */
1929 case SVGA3D_UYVY:
1930 case SVGA3D_YUY2:
1931 /* Use a BRGA texture to hold the data and convert it to an actual BGRA. */
1932 pSurface->fEmulated = true;
1933 pSurface->internalFormatGL = GL_RGBA8;
1934 pSurface->formatGL = GL_BGRA;
1935 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1936 break;
1937
1938#if 0
1939 /* Planar video formats */
1940 case SVGA3D_NV12:
1941 return (D3DFORMAT)MAKEFOURCC('N', 'V', '1', '2');
1942
1943 /* Video format with alpha */
1944 case SVGA3D_AYUV:
1945 return (D3DFORMAT)MAKEFOURCC('A', 'Y', 'U', 'V');
1946
1947 case SVGA3D_BC4_UNORM:
1948 case SVGA3D_BC5_UNORM:
1949 /* Unknown; only in DX10 & 11 */
1950 break;
1951#endif
1952 default:
1953 AssertMsgFailed(("Unsupported format %d\n", format));
1954 break;
1955 }
1956#undef AssertTestFmt
1957}
1958
1959
1960#if 0
1961/**
1962 * Convert SVGA multi sample count value to its D3D equivalent
1963 */
1964D3DMULTISAMPLE_TYPE vmsvga3dMultipeSampleCount2D3D(uint32_t multisampleCount)
1965{
1966 AssertCompile(D3DMULTISAMPLE_2_SAMPLES == 2);
1967 AssertCompile(D3DMULTISAMPLE_16_SAMPLES == 16);
1968
1969 if (multisampleCount > 16)
1970 return D3DMULTISAMPLE_NONE;
1971
1972 /** @todo exact same mapping as d3d? */
1973 return (D3DMULTISAMPLE_TYPE)multisampleCount;
1974}
1975#endif
1976
1977/**
1978 * Destroy backend specific surface bits (part of SVGA_3D_CMD_SURFACE_DESTROY).
1979 *
1980 * @param pState The VMSVGA3d state.
1981 * @param pSurface The surface being destroyed.
1982 */
1983void vmsvga3dBackSurfaceDestroy(PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface)
1984{
1985 PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
1986 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
1987
1988 switch (pSurface->enmOGLResType)
1989 {
1990 case VMSVGA3D_OGLRESTYPE_BUFFER:
1991 Assert(pSurface->oglId.buffer != OPENGL_INVALID_ID);
1992 pState->ext.glDeleteBuffers(1, &pSurface->oglId.buffer);
1993 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1994 break;
1995
1996 case VMSVGA3D_OGLRESTYPE_TEXTURE:
1997 Assert(pSurface->oglId.texture != OPENGL_INVALID_ID);
1998 glDeleteTextures(1, &pSurface->oglId.texture);
1999 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2000 if (pSurface->fEmulated)
2001 {
2002 if (pSurface->idEmulated)
2003 {
2004 glDeleteTextures(1, &pSurface->idEmulated);
2005 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2006 }
2007 }
2008 else
2009 {
2010 Assert(!pSurface->idEmulated);
2011 }
2012 break;
2013
2014 case VMSVGA3D_OGLRESTYPE_RENDERBUFFER:
2015 Assert(pSurface->oglId.renderbuffer != OPENGL_INVALID_ID);
2016 pState->ext.glDeleteRenderbuffers(1, &pSurface->oglId.renderbuffer);
2017 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2018 break;
2019
2020 default:
2021 AssertMsg(!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurface),
2022 ("hint=%#x, type=%d\n",
2023 (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK), pSurface->enmOGLResType));
2024 break;
2025 }
2026}
2027
2028
2029int vmsvga3dSurfaceCopy(PVGASTATE pThis, SVGA3dSurfaceImageId dest, SVGA3dSurfaceImageId src, uint32_t cCopyBoxes, SVGA3dCopyBox *pBox)
2030{
2031 for (uint32_t i = 0; i < cCopyBoxes; i++)
2032 {
2033 SVGA3dBox destBox, srcBox;
2034
2035 srcBox.x = pBox[i].srcx;
2036 srcBox.y = pBox[i].srcy;
2037 srcBox.z = pBox[i].srcz;
2038 srcBox.w = pBox[i].w;
2039 srcBox.h = pBox[i].h;
2040 srcBox.d = pBox[i].d;
2041
2042 destBox.x = pBox[i].x;
2043 destBox.y = pBox[i].y;
2044 destBox.z = pBox[i].z;
2045 destBox.w = pBox[i].w;
2046 destBox.h = pBox[i].h;
2047 destBox.d = pBox[i].d;
2048
2049 /* No stretching is required, therefore use SVGA3D_STRETCH_BLT_POINT which translated to GL_NEAREST. */
2050 int rc = vmsvga3dSurfaceStretchBlt(pThis, &dest, &destBox, &src, &srcBox, SVGA3D_STRETCH_BLT_POINT);
2051 AssertRCReturn(rc, rc);
2052 }
2053 return VINF_SUCCESS;
2054}
2055
2056
2057/**
2058 * Save texture unpacking parameters and loads those appropriate for the given
2059 * surface.
2060 *
2061 * @param pState The VMSVGA3D state structure.
2062 * @param pContext The active context.
2063 * @param pSurface The surface.
2064 * @param pSave Where to save stuff.
2065 */
2066void vmsvga3dOglSetUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2067 PVMSVGAPACKPARAMS pSave)
2068{
2069 RT_NOREF(pState);
2070
2071 /*
2072 * Save (ignore errors, setting the defaults we want and avoids restore).
2073 */
2074 pSave->iAlignment = 1;
2075 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
2076 pSave->cxRow = 0;
2077 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
2078
2079#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2080 pSave->cyImage = 0;
2081 glGetIntegerv(GL_UNPACK_IMAGE_HEIGHT, &pSave->cyImage);
2082 Assert(pSave->cyImage == 0);
2083
2084 pSave->fSwapBytes = GL_FALSE;
2085 glGetBooleanv(GL_UNPACK_SWAP_BYTES, &pSave->fSwapBytes);
2086 Assert(pSave->fSwapBytes == GL_FALSE);
2087
2088 pSave->fLsbFirst = GL_FALSE;
2089 glGetBooleanv(GL_UNPACK_LSB_FIRST, &pSave->fLsbFirst);
2090 Assert(pSave->fLsbFirst == GL_FALSE);
2091
2092 pSave->cSkipRows = 0;
2093 glGetIntegerv(GL_UNPACK_SKIP_ROWS, &pSave->cSkipRows);
2094 Assert(pSave->cSkipRows == 0);
2095
2096 pSave->cSkipPixels = 0;
2097 glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &pSave->cSkipPixels);
2098 Assert(pSave->cSkipPixels == 0);
2099
2100 pSave->cSkipImages = 0;
2101 glGetIntegerv(GL_UNPACK_SKIP_IMAGES, &pSave->cSkipImages);
2102 Assert(pSave->cSkipImages == 0);
2103
2104 VMSVGA3D_CLEAR_GL_ERRORS();
2105#endif
2106
2107 /*
2108 * Setup unpack.
2109 *
2110 * Note! We use 1 as alignment here because we currently don't do any
2111 * aligning of line pitches anywhere.
2112 */
2113 NOREF(pSurface);
2114 if (pSave->iAlignment != 1)
2115 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1), pState, pContext);
2116 if (pSave->cxRow != 0)
2117 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0), pState, pContext);
2118#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2119 if (pSave->cyImage != 0)
2120 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0), pState, pContext);
2121 if (pSave->fSwapBytes != 0)
2122 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE), pState, pContext);
2123 if (pSave->fLsbFirst != 0)
2124 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE), pState, pContext);
2125 if (pSave->cSkipRows != 0)
2126 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, 0), pState, pContext);
2127 if (pSave->cSkipPixels != 0)
2128 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0), pState, pContext);
2129 if (pSave->cSkipImages != 0)
2130 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0), pState, pContext);
2131#endif
2132}
2133
2134
2135/**
2136 * Restores texture unpacking parameters.
2137 *
2138 * @param pState The VMSVGA3D state structure.
2139 * @param pContext The active context.
2140 * @param pSurface The surface.
2141 * @param pSave Where stuff was saved.
2142 */
2143void vmsvga3dOglRestoreUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2144 PCVMSVGAPACKPARAMS pSave)
2145{
2146 RT_NOREF(pState, pSurface);
2147
2148 if (pSave->iAlignment != 1)
2149 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2150 if (pSave->cxRow != 0)
2151 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2152#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2153 if (pSave->cyImage != 0)
2154 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2155 if (pSave->fSwapBytes != 0)
2156 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2157 if (pSave->fLsbFirst != 0)
2158 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2159 if (pSave->cSkipRows != 0)
2160 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2161 if (pSave->cSkipPixels != 0)
2162 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2163 if (pSave->cSkipImages != 0)
2164 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2165#endif
2166}
2167
2168/**
2169 * Create D3D/OpenGL texture object for the specified surface.
2170 *
2171 * Surfaces are created when needed.
2172 *
2173 * @param pState The VMSVGA3d state.
2174 * @param pContext The context.
2175 * @param idAssociatedContext Probably the same as pContext->id.
2176 * @param pSurface The surface to create the texture for.
2177 */
2178int vmsvga3dBackCreateTexture(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext,
2179 PVMSVGA3DSURFACE pSurface)
2180{
2181 RT_NOREF(idAssociatedContext);
2182
2183 LogFunc(("sid=%x\n", pSurface->id));
2184
2185 uint32_t const numMipLevels = pSurface->faces[0].numMipLevels;
2186
2187 /* Fugure out what kind of texture we are creating. */
2188 GLenum binding;
2189 GLenum target;
2190 if (pSurface->surfaceFlags & SVGA3D_SURFACE_CUBEMAP)
2191 {
2192 Assert(pSurface->cFaces == 6);
2193
2194 binding = GL_TEXTURE_BINDING_CUBE_MAP;
2195 target = GL_TEXTURE_CUBE_MAP;
2196 }
2197 else
2198 {
2199 if (pSurface->pMipmapLevels[0].mipmapSize.depth > 1)
2200 {
2201 binding = GL_TEXTURE_BINDING_3D;
2202 target = GL_TEXTURE_3D;
2203 }
2204 else
2205 {
2206 Assert(pSurface->cFaces == 1);
2207
2208 binding = GL_TEXTURE_BINDING_2D;
2209 target = GL_TEXTURE_2D;
2210 }
2211 }
2212
2213 /* All textures are created in the SharedCtx. */
2214 uint32_t idPrevCtx = pState->idActiveContext;
2215 pContext = &pState->SharedCtx;
2216 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2217
2218 glGenTextures(1, &pSurface->oglId.texture);
2219 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2220 if (pSurface->fEmulated)
2221 {
2222 glGenTextures(1, &pSurface->idEmulated);
2223 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2224 }
2225 pSurface->enmOGLResType = VMSVGA3D_OGLRESTYPE_TEXTURE;
2226
2227 GLint activeTexture = 0;
2228 glGetIntegerv(binding, &activeTexture);
2229 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2230
2231 /* Must bind texture to the current context in order to change it. */
2232 glBindTexture(target, pSurface->oglId.texture);
2233 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2234
2235 /* Set the unpacking parameters. */
2236 VMSVGAPACKPARAMS SavedParams;
2237 vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams);
2238
2239 /** @todo Set the mip map generation filter settings. */
2240
2241 /* Set the mipmap base and max level parameters. */
2242 glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, 0);
2243 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2244 glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, pSurface->faces[0].numMipLevels - 1);
2245 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2246
2247 if (pSurface->fDirty)
2248 LogFunc(("sync dirty texture\n"));
2249
2250 /* Always allocate and initialize all mipmap levels; non-initialized mipmap levels used as render targets cause failures. */
2251 if (target == GL_TEXTURE_3D)
2252 {
2253 for (uint32_t i = 0; i < numMipLevels; ++i)
2254 {
2255 /* Allocate and initialize texture memory. Passing the zero filled pSurfaceData avoids
2256 * exposing random host memory to the guest and helps a with the fedora 21 surface
2257 * corruption issues (launchpad, background, search field, login).
2258 */
2259 PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->pMipmapLevels[i];
2260
2261 LogFunc(("sync dirty 3D texture mipmap level %d (pitch %x) (dirty %d)\n",
2262 i, pMipLevel->cbSurfacePitch, pMipLevel->fDirty));
2263
2264 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2265 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2266 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2267 {
2268 pState->ext.glCompressedTexImage3D(GL_TEXTURE_3D,
2269 i,
2270 pSurface->internalFormatGL,
2271 pMipLevel->mipmapSize.width,
2272 pMipLevel->mipmapSize.height,
2273 pMipLevel->mipmapSize.depth,
2274 0,
2275 pMipLevel->cbSurface,
2276 pMipLevel->pSurfaceData);
2277 }
2278 else
2279 {
2280 pState->ext.glTexImage3D(GL_TEXTURE_3D,
2281 i,
2282 pSurface->internalFormatGL,
2283 pMipLevel->mipmapSize.width,
2284 pMipLevel->mipmapSize.height,
2285 pMipLevel->mipmapSize.depth,
2286 0, /* border */
2287 pSurface->formatGL,
2288 pSurface->typeGL,
2289 pMipLevel->pSurfaceData);
2290 }
2291 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2292
2293 pMipLevel->fDirty = false;
2294 }
2295 }
2296 else if (target == GL_TEXTURE_CUBE_MAP)
2297 {
2298 for (uint32_t iFace = 0; iFace < 6; ++iFace)
2299 {
2300 GLenum const Face = vmsvga3dCubemapFaceFromIndex(iFace);
2301
2302 for (uint32_t i = 0; i < numMipLevels; ++i)
2303 {
2304 PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->pMipmapLevels[iFace * numMipLevels + i];
2305 Assert(pMipLevel->mipmapSize.width == pMipLevel->mipmapSize.height);
2306 Assert(pMipLevel->mipmapSize.depth == 1);
2307
2308 LogFunc(("sync cube texture face %d mipmap level %d (dirty %d)\n",
2309 iFace, i, pMipLevel->fDirty));
2310
2311 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2312 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2313 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2314 {
2315 pState->ext.glCompressedTexImage2D(Face,
2316 i,
2317 pSurface->internalFormatGL,
2318 pMipLevel->mipmapSize.width,
2319 pMipLevel->mipmapSize.height,
2320 0,
2321 pMipLevel->cbSurface,
2322 pMipLevel->pSurfaceData);
2323 }
2324 else
2325 {
2326 glTexImage2D(Face,
2327 i,
2328 pSurface->internalFormatGL,
2329 pMipLevel->mipmapSize.width,
2330 pMipLevel->mipmapSize.height,
2331 0,
2332 pSurface->formatGL,
2333 pSurface->typeGL,
2334 pMipLevel->pSurfaceData);
2335 }
2336 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2337
2338 pMipLevel->fDirty = false;
2339 }
2340 }
2341 }
2342 else if (target == GL_TEXTURE_2D)
2343 {
2344 for (uint32_t i = 0; i < numMipLevels; ++i)
2345 {
2346 /* Allocate and initialize texture memory. Passing the zero filled pSurfaceData avoids
2347 * exposing random host memory to the guest and helps a with the fedora 21 surface
2348 * corruption issues (launchpad, background, search field, login).
2349 */
2350 PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->pMipmapLevels[i];
2351 Assert(pMipLevel->mipmapSize.depth == 1);
2352
2353 LogFunc(("sync dirty texture mipmap level %d (pitch %x) (dirty %d)\n",
2354 i, pMipLevel->cbSurfacePitch, pMipLevel->fDirty));
2355
2356 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2357 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2358 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2359 {
2360 pState->ext.glCompressedTexImage2D(GL_TEXTURE_2D,
2361 i,
2362 pSurface->internalFormatGL,
2363 pMipLevel->mipmapSize.width,
2364 pMipLevel->mipmapSize.height,
2365 0,
2366 pMipLevel->cbSurface,
2367 pMipLevel->pSurfaceData);
2368 }
2369 else
2370 {
2371 glTexImage2D(GL_TEXTURE_2D,
2372 i,
2373 pSurface->internalFormatGL,
2374 pMipLevel->mipmapSize.width,
2375 pMipLevel->mipmapSize.height,
2376 0,
2377 pSurface->formatGL,
2378 pSurface->typeGL,
2379 NULL);
2380 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2381
2382 if (pSurface->fEmulated)
2383 {
2384 /* Bind the emulated texture and init it. */
2385 glBindTexture(GL_TEXTURE_2D, pSurface->idEmulated);
2386 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2387
2388 glTexImage2D(GL_TEXTURE_2D,
2389 i,
2390 pSurface->internalFormatGL,
2391 pMipLevel->mipmapSize.width,
2392 pMipLevel->mipmapSize.height,
2393 0,
2394 pSurface->formatGL,
2395 pSurface->typeGL,
2396 NULL);
2397 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2398 }
2399
2400 /* Fetch texture data: either to the actual or to the emulated texture.
2401 * The pSurfaceData buffer may be smaller than the entire texture
2402 * for emulated formats, in which case only part of the texture is synched.
2403 */
2404 uint32_t cBlocksX = pMipLevel->mipmapSize.width / pSurface->cxBlock;
2405 uint32_t cBlocksY = pMipLevel->mipmapSize.height / pSurface->cyBlock;
2406 glTexSubImage2D(GL_TEXTURE_2D,
2407 i,
2408 0,
2409 0,
2410 cBlocksX,
2411 cBlocksY,
2412 pSurface->formatGL,
2413 pSurface->typeGL,
2414 pMipLevel->pSurfaceData);
2415 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2416
2417 if (pSurface->fEmulated)
2418 {
2419 /* Update the actual texture using the format converter. */
2420 FormatConvUpdateTexture(pState, pContext, pSurface, i);
2421
2422 /* Rebind the actual texture. */
2423 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2424 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2425 }
2426 }
2427 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2428
2429 pMipLevel->fDirty = false;
2430 }
2431 }
2432
2433 pSurface->fDirty = false;
2434
2435 /* Restore unpacking parameters. */
2436 vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams);
2437
2438 /* Restore the old active texture. */
2439 glBindTexture(target, activeTexture);
2440 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2441
2442 pSurface->surfaceFlags |= SVGA3D_SURFACE_HINT_TEXTURE;
2443 pSurface->targetGL = target;
2444 pSurface->bindingGL = binding;
2445
2446 if (idPrevCtx < pState->cContexts && pState->papContexts[idPrevCtx]->id == idPrevCtx)
2447 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[idPrevCtx]);
2448 return VINF_SUCCESS;
2449}
2450
2451
2452/**
2453 * Backend worker for implementing SVGA_3D_CMD_SURFACE_STRETCHBLT.
2454 *
2455 * @returns VBox status code.
2456 * @param pThis The VGA device instance.
2457 * @param pState The VMSVGA3d state.
2458 * @param pDstSurface The destination host surface.
2459 * @param uDstFace The destination face (valid).
2460 * @param uDstMipmap The destination mipmap level (valid).
2461 * @param pDstBox The destination box.
2462 * @param pSrcSurface The source host surface.
2463 * @param uSrcFace The destination face (valid).
2464 * @param uSrcMipmap The source mimap level (valid).
2465 * @param pSrcBox The source box.
2466 * @param enmMode The strecht blt mode .
2467 * @param pContext The VMSVGA3d context (already current for OGL).
2468 */
2469int vmsvga3dBackSurfaceStretchBlt(PVGASTATE pThis, PVMSVGA3DSTATE pState,
2470 PVMSVGA3DSURFACE pDstSurface, uint32_t uDstFace, uint32_t uDstMipmap, SVGA3dBox const *pDstBox,
2471 PVMSVGA3DSURFACE pSrcSurface, uint32_t uSrcFace, uint32_t uSrcMipmap, SVGA3dBox const *pSrcBox,
2472 SVGA3dStretchBltMode enmMode, PVMSVGA3DCONTEXT pContext)
2473{
2474 RT_NOREF(pThis);
2475
2476 AssertReturn( RT_BOOL(pSrcSurface->surfaceFlags & SVGA3D_SURFACE_HINT_DEPTHSTENCIL)
2477 == RT_BOOL(pDstSurface->surfaceFlags & SVGA3D_SURFACE_HINT_DEPTHSTENCIL), VERR_NOT_IMPLEMENTED);
2478
2479 GLenum glAttachment = GL_COLOR_ATTACHMENT0;
2480 GLbitfield glMask = GL_COLOR_BUFFER_BIT;
2481 if (pDstSurface->surfaceFlags & SVGA3D_SURFACE_HINT_DEPTHSTENCIL)
2482 {
2483 /** @todo Need GL_DEPTH_STENCIL_ATTACHMENT for depth/stencil formats? */
2484 glAttachment = GL_DEPTH_ATTACHMENT;
2485 glMask = GL_DEPTH_BUFFER_BIT;
2486 }
2487
2488 /* Activate the read and draw framebuffer objects. */
2489 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
2490 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2491 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, pContext->idDrawFramebuffer);
2492 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2493
2494 /* Bind the source and destination objects to the right place. */
2495 GLenum textarget;
2496 if (pSrcSurface->targetGL == GL_TEXTURE_CUBE_MAP)
2497 textarget = vmsvga3dCubemapFaceFromIndex(uSrcFace);
2498 else
2499 {
2500 /// @todo later AssertMsg(pSrcSurface->targetGL == GL_TEXTURE_2D, ("%#x\n", pSrcSurface->targetGL));
2501 textarget = GL_TEXTURE_2D;
2502 }
2503 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, glAttachment, textarget,
2504 pSrcSurface->oglId.texture, uSrcMipmap);
2505 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2506
2507 if (pDstSurface->targetGL == GL_TEXTURE_CUBE_MAP)
2508 textarget = vmsvga3dCubemapFaceFromIndex(uDstFace);
2509 else
2510 {
2511 /// @todo later AssertMsg(pDstSurface->targetGL == GL_TEXTURE_2D, ("%#x\n", pDstSurface->targetGL));
2512 textarget = GL_TEXTURE_2D;
2513 }
2514 pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment, textarget,
2515 pDstSurface->oglId.texture, uDstMipmap);
2516 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2517
2518 Log(("src conv. (%d,%d)(%d,%d); dest conv (%d,%d)(%d,%d)\n",
2519 pSrcBox->x, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y + pSrcBox->h),
2520 pSrcBox->x + pSrcBox->w, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y),
2521 pDstBox->x, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y + pDstBox->h),
2522 pDstBox->x + pDstBox->w, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y)));
2523
2524 pState->ext.glBlitFramebuffer(pSrcBox->x,
2525 pSrcBox->y,
2526 pSrcBox->x + pSrcBox->w, /* exclusive. */
2527 pSrcBox->y + pSrcBox->h,
2528 pDstBox->x,
2529 pDstBox->y,
2530 pDstBox->x + pDstBox->w, /* exclusive. */
2531 pDstBox->y + pDstBox->h,
2532 glMask,
2533 (enmMode == SVGA3D_STRETCH_BLT_POINT) ? GL_NEAREST : GL_LINEAR);
2534 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2535
2536 /* Reset the frame buffer association */
2537 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
2538 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2539
2540 return VINF_SUCCESS;
2541}
2542
2543/**
2544 * Save texture packing parameters and loads those appropriate for the given
2545 * surface.
2546 *
2547 * @param pState The VMSVGA3D state structure.
2548 * @param pContext The active context.
2549 * @param pSurface The surface.
2550 * @param pSave Where to save stuff.
2551 */
2552void vmsvga3dOglSetPackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2553 PVMSVGAPACKPARAMS pSave)
2554{
2555 RT_NOREF(pState);
2556 /*
2557 * Save (ignore errors, setting the defaults we want and avoids restore).
2558 */
2559 pSave->iAlignment = 1;
2560 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_PACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
2561 pSave->cxRow = 0;
2562 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_PACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
2563
2564#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2565 pSave->cyImage = 0;
2566 glGetIntegerv(GL_PACK_IMAGE_HEIGHT, &pSave->cyImage);
2567 Assert(pSave->cyImage == 0);
2568
2569 pSave->fSwapBytes = GL_FALSE;
2570 glGetBooleanv(GL_PACK_SWAP_BYTES, &pSave->fSwapBytes);
2571 Assert(pSave->fSwapBytes == GL_FALSE);
2572
2573 pSave->fLsbFirst = GL_FALSE;
2574 glGetBooleanv(GL_PACK_LSB_FIRST, &pSave->fLsbFirst);
2575 Assert(pSave->fLsbFirst == GL_FALSE);
2576
2577 pSave->cSkipRows = 0;
2578 glGetIntegerv(GL_PACK_SKIP_ROWS, &pSave->cSkipRows);
2579 Assert(pSave->cSkipRows == 0);
2580
2581 pSave->cSkipPixels = 0;
2582 glGetIntegerv(GL_PACK_SKIP_PIXELS, &pSave->cSkipPixels);
2583 Assert(pSave->cSkipPixels == 0);
2584
2585 pSave->cSkipImages = 0;
2586 glGetIntegerv(GL_PACK_SKIP_IMAGES, &pSave->cSkipImages);
2587 Assert(pSave->cSkipImages == 0);
2588
2589 VMSVGA3D_CLEAR_GL_ERRORS();
2590#endif
2591
2592 /*
2593 * Setup unpack.
2594 *
2595 * Note! We use 1 as alignment here because we currently don't do any
2596 * aligning of line pitches anywhere.
2597 */
2598 NOREF(pSurface);
2599 if (pSave->iAlignment != 1)
2600 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 1), pState, pContext);
2601 if (pSave->cxRow != 0)
2602 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, 0), pState, pContext);
2603#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2604 if (pSave->cyImage != 0)
2605 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0), pState, pContext);
2606 if (pSave->fSwapBytes != 0)
2607 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE), pState, pContext);
2608 if (pSave->fLsbFirst != 0)
2609 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, GL_FALSE), pState, pContext);
2610 if (pSave->cSkipRows != 0)
2611 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, 0), pState, pContext);
2612 if (pSave->cSkipPixels != 0)
2613 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, 0), pState, pContext);
2614 if (pSave->cSkipImages != 0)
2615 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, 0), pState, pContext);
2616#endif
2617}
2618
2619
2620/**
2621 * Restores texture packing parameters.
2622 *
2623 * @param pState The VMSVGA3D state structure.
2624 * @param pContext The active context.
2625 * @param pSurface The surface.
2626 * @param pSave Where stuff was saved.
2627 */
2628void vmsvga3dOglRestorePackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2629 PCVMSVGAPACKPARAMS pSave)
2630{
2631 RT_NOREF(pState, pSurface);
2632 if (pSave->iAlignment != 1)
2633 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2634 if (pSave->cxRow != 0)
2635 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2636#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2637 if (pSave->cyImage != 0)
2638 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2639 if (pSave->fSwapBytes != 0)
2640 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2641 if (pSave->fLsbFirst != 0)
2642 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2643 if (pSave->cSkipRows != 0)
2644 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2645 if (pSave->cSkipPixels != 0)
2646 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2647 if (pSave->cSkipImages != 0)
2648 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2649#endif
2650}
2651
2652
2653/**
2654 * Backend worker for implementing SVGA_3D_CMD_SURFACE_DMA that copies one box.
2655 *
2656 * @returns Failure status code or @a rc.
2657 * @param pThis The VGA device instance data.
2658 * @param pState The VMSVGA3d state.
2659 * @param pSurface The host surface.
2660 * @param pMipLevel Mipmap level. The caller knows it already.
2661 * @param uHostFace The host face (valid).
2662 * @param uHostMipmap The host mipmap level (valid).
2663 * @param GuestPtr The guest pointer.
2664 * @param cbGuestPitch The guest pitch.
2665 * @param transfer The transfer direction.
2666 * @param pBox The box to copy (clipped, valid, except for guest's srcx, srcy, srcz).
2667 * @param pContext The context (for OpenGL).
2668 * @param rc The current rc for all boxes.
2669 * @param iBox The current box number (for Direct 3D).
2670 */
2671int vmsvga3dBackSurfaceDMACopyBox(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface,
2672 PVMSVGA3DMIPMAPLEVEL pMipLevel, uint32_t uHostFace, uint32_t uHostMipmap,
2673 SVGAGuestPtr GuestPtr, uint32_t cbGuestPitch, SVGA3dTransferType transfer,
2674 SVGA3dCopyBox const *pBox, PVMSVGA3DCONTEXT pContext, int rc, int iBox)
2675{
2676 RT_NOREF(iBox);
2677
2678 switch (pSurface->enmOGLResType)
2679 {
2680 case VMSVGA3D_OGLRESTYPE_TEXTURE:
2681 {
2682 uint32_t cbSurfacePitch;
2683 uint8_t *pDoubleBuffer;
2684 uint32_t offHst;
2685
2686 uint32_t const u32HostBlockX = pBox->x / pSurface->cxBlock;
2687 uint32_t const u32HostBlockY = pBox->y / pSurface->cyBlock;
2688 Assert(u32HostBlockX * pSurface->cxBlock == pBox->x);
2689 Assert(u32HostBlockY * pSurface->cyBlock == pBox->y);
2690
2691 uint32_t const u32GuestBlockX = pBox->srcx / pSurface->cxBlock;
2692 uint32_t const u32GuestBlockY = pBox->srcy / pSurface->cyBlock;
2693 Assert(u32GuestBlockX * pSurface->cxBlock == pBox->srcx);
2694 Assert(u32GuestBlockY * pSurface->cyBlock == pBox->srcy);
2695
2696 uint32_t const cBlocksX = (pBox->w + pSurface->cxBlock - 1) / pSurface->cxBlock;
2697 uint32_t const cBlocksY = (pBox->h + pSurface->cyBlock - 1) / pSurface->cyBlock;
2698 AssertMsgReturn(cBlocksX && cBlocksY, ("Empty box %dx%d\n", pBox->w, pBox->h), VERR_INTERNAL_ERROR);
2699
2700 GLenum texImageTarget;
2701 if (pSurface->targetGL == GL_TEXTURE_3D)
2702 {
2703 texImageTarget = GL_TEXTURE_3D;
2704 }
2705 else if (pSurface->targetGL == GL_TEXTURE_CUBE_MAP)
2706 {
2707 texImageTarget = vmsvga3dCubemapFaceFromIndex(uHostFace);
2708 }
2709 else
2710 {
2711 AssertMsg(pSurface->targetGL == GL_TEXTURE_2D, ("%#x\n", pSurface->targetGL));
2712 texImageTarget = GL_TEXTURE_2D;
2713 }
2714
2715 /* The buffer must be large enough to hold entire texture in the OpenGL format.
2716 * Multiply by the width and height "reduction" factors.
2717 * This can allocate more memory than required, but it is simpler for now.
2718 * Actually cbBuf = cbGLPixel * pMipmapLevel->mipmapSize.width * pMipmapLevel->mipmapSize.height
2719 */
2720 pDoubleBuffer = (uint8_t *)RTMemAlloc(pMipLevel->cbSurface * pSurface->cxBlock * pSurface->cyBlock);
2721 AssertReturn(pDoubleBuffer, VERR_NO_MEMORY);
2722
2723 if (transfer == SVGA3D_READ_HOST_VRAM)
2724 {
2725 GLint activeTexture;
2726
2727 /* Must bind texture to the current context in order to read it. */
2728 glGetIntegerv(pSurface->bindingGL, &activeTexture);
2729 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2730
2731 glBindTexture(pSurface->targetGL, GLTextureId(pSurface));
2732 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2733
2734 if (pSurface->fEmulated)
2735 {
2736 FormatConvReadTexture(pState, pContext, pSurface, uHostMipmap);
2737 }
2738
2739 /* Set row length and alignment of the input data. */
2740 VMSVGAPACKPARAMS SavedParams;
2741 vmsvga3dOglSetPackParams(pState, pContext, pSurface, &SavedParams);
2742
2743 glGetTexImage(texImageTarget,
2744 uHostMipmap,
2745 pSurface->formatGL,
2746 pSurface->typeGL,
2747 pDoubleBuffer);
2748 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2749
2750 vmsvga3dOglRestorePackParams(pState, pContext, pSurface, &SavedParams);
2751
2752 /* Restore the old active texture. */
2753 glBindTexture(pSurface->targetGL, activeTexture);
2754 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2755
2756 offHst = u32HostBlockX * pSurface->cbBlock + u32HostBlockY * pMipLevel->cbSurfacePitch;
2757 cbSurfacePitch = pMipLevel->cbSurfacePitch;
2758 }
2759 else
2760 {
2761 /* The buffer will contain only the copied rectangle. */
2762 offHst = 0;
2763 cbSurfacePitch = cBlocksX * pSurface->cbBlock;
2764 }
2765
2766 uint32_t const offGst = u32GuestBlockX * pSurface->cbBlock + u32GuestBlockY * cbGuestPitch;
2767
2768 rc = vmsvgaGMRTransfer(pThis,
2769 transfer,
2770 pDoubleBuffer,
2771 pMipLevel->cbSurface,
2772 offHst,
2773 cbSurfacePitch,
2774 GuestPtr,
2775 offGst,
2776 cbGuestPitch,
2777 cBlocksX * pSurface->cbBlock,
2778 cBlocksY);
2779 AssertRC(rc);
2780
2781 /* Update the opengl surface data. */
2782 if (transfer == SVGA3D_WRITE_HOST_VRAM)
2783 {
2784 GLint activeTexture = 0;
2785 glGetIntegerv(pSurface->bindingGL, &activeTexture);
2786 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2787
2788 /* Must bind texture to the current context in order to change it. */
2789 glBindTexture(pSurface->targetGL, GLTextureId(pSurface));
2790 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2791
2792 LogFunc(("copy texture mipmap level %d (pitch %x)\n", uHostMipmap, pMipLevel->cbSurfacePitch));
2793
2794 /* Set row length and alignment of the input data. */
2795 VMSVGAPACKPARAMS SavedParams;
2796 vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams); /** @todo do we need to set ROW_LENGTH to w here? */
2797
2798 if (texImageTarget == GL_TEXTURE_3D)
2799 {
2800 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2801 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2802 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2803 {
2804 pState->ext.glCompressedTexSubImage3D(texImageTarget,
2805 uHostMipmap,
2806 pBox->x,
2807 pBox->y,
2808 pBox->z,
2809 pBox->w,
2810 pBox->h,
2811 pBox->d,
2812 pSurface->formatGL,
2813 pSurface->typeGL,
2814 pDoubleBuffer);
2815 }
2816 else
2817 {
2818 pState->ext.glTexSubImage3D(texImageTarget,
2819 uHostMipmap,
2820 u32HostBlockX,
2821 u32HostBlockY,
2822 pBox->z,
2823 cBlocksX,
2824 cBlocksY,
2825 pBox->d,
2826 pSurface->formatGL,
2827 pSurface->typeGL,
2828 pDoubleBuffer);
2829 }
2830 }
2831 else
2832 {
2833 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2834 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2835 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2836 {
2837 pState->ext.glCompressedTexSubImage2D(texImageTarget,
2838 uHostMipmap,
2839 pBox->x,
2840 pBox->y,
2841 pBox->w,
2842 pBox->h,
2843 pSurface->internalFormatGL,
2844 cbSurfacePitch * cBlocksY,
2845 pDoubleBuffer);
2846 }
2847 else
2848 {
2849 glTexSubImage2D(texImageTarget,
2850 uHostMipmap,
2851 u32HostBlockX,
2852 u32HostBlockY,
2853 cBlocksX,
2854 cBlocksY,
2855 pSurface->formatGL,
2856 pSurface->typeGL,
2857 pDoubleBuffer);
2858 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2859
2860 if (pSurface->fEmulated)
2861 {
2862 /* Convert the texture to the actual texture if necessary */
2863 FormatConvUpdateTexture(pState, pContext, pSurface, uHostMipmap);
2864 }
2865 }
2866 }
2867 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2868
2869 /* Restore old values. */
2870 vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams);
2871
2872 /* Restore the old active texture. */
2873 glBindTexture(pSurface->targetGL, activeTexture);
2874 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2875 }
2876
2877 Log4(("first line:\n%.*Rhxd\n", cBlocksX * pSurface->cbBlock, pDoubleBuffer));
2878
2879 /* Free the double buffer. */
2880 RTMemFree(pDoubleBuffer);
2881 break;
2882 }
2883
2884 case VMSVGA3D_OGLRESTYPE_BUFFER:
2885 {
2886 /* Buffers are uncompressed. */
2887 AssertReturn(pSurface->cxBlock == 1 && pSurface->cyBlock == 1, VERR_INTERNAL_ERROR);
2888
2889 /* Caller already clipped pBox and buffers are 1-dimensional. */
2890 Assert(pBox->y == 0 && pBox->h == 1 && pBox->z == 0 && pBox->d == 1);
2891
2892 VMSVGA3D_CLEAR_GL_ERRORS();
2893 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pSurface->oglId.buffer);
2894 if (VMSVGA3D_GL_IS_SUCCESS(pContext))
2895 {
2896 GLenum enmGlTransfer = (transfer == SVGA3D_READ_HOST_VRAM) ? GL_READ_ONLY : GL_WRITE_ONLY;
2897 uint8_t *pbData = (uint8_t *)pState->ext.glMapBuffer(GL_ARRAY_BUFFER, enmGlTransfer);
2898 if (RT_LIKELY(pbData != NULL))
2899 {
2900#if defined(VBOX_STRICT) && defined(RT_OS_DARWIN)
2901 GLint cbStrictBufSize;
2902 glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &cbStrictBufSize);
2903 Assert(VMSVGA3D_GL_IS_SUCCESS(pContext));
2904 AssertMsg(cbStrictBufSize >= (int32_t)pMipLevel->cbSurface,
2905 ("cbStrictBufSize=%#x cbSurface=%#x pContext->id=%#x\n", (uint32_t)cbStrictBufSize, pMipLevel->cbSurface, pContext->id));
2906#endif
2907 Log(("Lock %s memory for rectangle (%d,%d)(%d,%d)\n",
2908 (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_VERTEXBUFFER ? "vertex" :
2909 (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_INDEXBUFFER ? "index" : "buffer",
2910 pBox->x, pBox->y, pBox->x + pBox->w, pBox->y + pBox->h));
2911
2912 uint32_t const offHst = pBox->x * pSurface->cbBlock;
2913 uint32_t const cbWidth = pBox->w * pSurface->cbBlock;
2914
2915 rc = vmsvgaGMRTransfer(pThis,
2916 transfer,
2917 pbData,
2918 pMipLevel->cbSurface,
2919 offHst,
2920 pMipLevel->cbSurfacePitch,
2921 GuestPtr,
2922 pBox->srcx * pSurface->cbBlock,
2923 cbGuestPitch,
2924 cbWidth,
2925 pBox->h);
2926 AssertRC(rc);
2927
2928 Log4(("Buffer updated at [0x%x;0x%x):\n%.*Rhxd\n", offHst, offHst + cbWidth, cbWidth, (uint8_t *)pbData + offHst));
2929
2930 pState->ext.glUnmapBuffer(GL_ARRAY_BUFFER);
2931 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2932 }
2933 else
2934 VMSVGA3D_GL_GET_AND_COMPLAIN(pState, pContext, ("glMapBuffer(GL_ARRAY_BUFFER, %#x) -> NULL\n", enmGlTransfer));
2935 }
2936 else
2937 VMSVGA3D_GL_COMPLAIN(pState, pContext, ("glBindBuffer(GL_ARRAY_BUFFER, %#x)\n", pSurface->oglId.buffer));
2938 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
2939 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2940 break;
2941 }
2942
2943 default:
2944 AssertFailed();
2945 break;
2946 }
2947
2948 return rc;
2949}
2950
2951int vmsvga3dGenerateMipmaps(PVGASTATE pThis, uint32_t sid, SVGA3dTextureFilter filter)
2952{
2953 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
2954 PVMSVGA3DSURFACE pSurface;
2955 int rc = VINF_SUCCESS;
2956 PVMSVGA3DCONTEXT pContext;
2957 uint32_t cid;
2958 GLint activeTexture = 0;
2959
2960 AssertReturn(pState, VERR_NO_MEMORY);
2961
2962 rc = vmsvga3dSurfaceFromSid(pState, sid, &pSurface);
2963 AssertRCReturn(rc, rc);
2964
2965 Assert(filter != SVGA3D_TEX_FILTER_FLATCUBIC);
2966 Assert(filter != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
2967 pSurface->autogenFilter = filter;
2968
2969 LogFunc(("sid=%x filter=%d\n", sid, filter));
2970
2971 cid = SVGA3D_INVALID_ID;
2972 pContext = &pState->SharedCtx;
2973 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2974
2975 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
2976 {
2977 /* Unknown surface type; turn it into a texture. */
2978 LogFunc(("unknown src surface id=%x type=%d format=%d -> create texture\n", sid, pSurface->surfaceFlags, pSurface->format));
2979 rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface);
2980 AssertRCReturn(rc, rc);
2981 }
2982 else
2983 {
2984 /** @todo new filter */
2985 AssertFailed();
2986 }
2987
2988 glGetIntegerv(pSurface->bindingGL, &activeTexture);
2989 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2990
2991 /* Must bind texture to the current context in order to change it. */
2992 glBindTexture(pSurface->targetGL, pSurface->oglId.texture);
2993 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2994
2995 /* Generate the mip maps. */
2996 pState->ext.glGenerateMipmap(pSurface->targetGL);
2997 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2998
2999 /* Restore the old texture. */
3000 glBindTexture(pSurface->targetGL, activeTexture);
3001 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3002
3003 return VINF_SUCCESS;
3004}
3005
3006
3007#ifdef RT_OS_LINUX
3008/**
3009 * X11 event handling thread.
3010 *
3011 * @returns VINF_SUCCESS (ignored)
3012 * @param hThreadSelf thread handle
3013 * @param pvUser pointer to pState structure
3014 */
3015DECLCALLBACK(int) vmsvga3dXEventThread(RTTHREAD hThreadSelf, void *pvUser)
3016{
3017 RT_NOREF(hThreadSelf);
3018 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pvUser;
3019 while (!pState->bTerminate)
3020 {
3021 while (XPending(pState->display) > 0)
3022 {
3023 XEvent event;
3024 XNextEvent(pState->display, &event);
3025
3026 switch (event.type)
3027 {
3028 default:
3029 break;
3030 }
3031 }
3032 /* sleep for 16ms to not burn too many cycles */
3033 RTThreadSleep(16);
3034 }
3035 return VINF_SUCCESS;
3036}
3037#endif // RT_OS_LINUX
3038
3039
3040/**
3041 * Create a new 3d context
3042 *
3043 * @returns VBox status code.
3044 * @param pThis VGA device instance data.
3045 * @param cid Context id
3046 * @param fFlags VMSVGA3D_DEF_CTX_F_XXX.
3047 */
3048int vmsvga3dContextDefineOgl(PVGASTATE pThis, uint32_t cid, uint32_t fFlags)
3049{
3050 int rc;
3051 PVMSVGA3DCONTEXT pContext;
3052 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3053
3054 AssertReturn(pState, VERR_NO_MEMORY);
3055 AssertReturn( cid < SVGA3D_MAX_CONTEXT_IDS
3056 || (cid == VMSVGA3D_SHARED_CTX_ID && (fFlags & VMSVGA3D_DEF_CTX_F_SHARED_CTX)), VERR_INVALID_PARAMETER);
3057#if !defined(VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE) || !(defined(RT_OS_DARWIN))
3058 AssertReturn(!(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE), VERR_INTERNAL_ERROR_3);
3059#endif
3060
3061 Log(("vmsvga3dContextDefine id %x\n", cid));
3062
3063 if (cid == VMSVGA3D_SHARED_CTX_ID)
3064 pContext = &pState->SharedCtx;
3065 else
3066 {
3067 if (cid >= pState->cContexts)
3068 {
3069 /* Grow the array. */
3070 uint32_t cNew = RT_ALIGN(cid + 15, 16);
3071 void *pvNew = RTMemRealloc(pState->papContexts, sizeof(pState->papContexts[0]) * cNew);
3072 AssertReturn(pvNew, VERR_NO_MEMORY);
3073 pState->papContexts = (PVMSVGA3DCONTEXT *)pvNew;
3074 while (pState->cContexts < cNew)
3075 {
3076 pContext = (PVMSVGA3DCONTEXT)RTMemAllocZ(sizeof(*pContext));
3077 AssertReturn(pContext, VERR_NO_MEMORY);
3078 pContext->id = SVGA3D_INVALID_ID;
3079 pState->papContexts[pState->cContexts++] = pContext;
3080 }
3081 }
3082 /* If one already exists with this id, then destroy it now. */
3083 if (pState->papContexts[cid]->id != SVGA3D_INVALID_ID)
3084 vmsvga3dContextDestroy(pThis, cid);
3085
3086 pContext = pState->papContexts[cid];
3087 }
3088
3089 /*
3090 * Find or create the shared context if needed (necessary for sharing e.g. textures between contexts).
3091 */
3092 PVMSVGA3DCONTEXT pSharedCtx = NULL;
3093 if (!(fFlags & (VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_SHARED_CTX)))
3094 {
3095 pSharedCtx = &pState->SharedCtx;
3096 if (pSharedCtx->id != VMSVGA3D_SHARED_CTX_ID)
3097 {
3098 rc = vmsvga3dContextDefineOgl(pThis, VMSVGA3D_SHARED_CTX_ID, VMSVGA3D_DEF_CTX_F_SHARED_CTX);
3099 AssertLogRelRCReturn(rc, rc);
3100
3101 /* Create resources which use the shared context. */
3102 vmsvga3dOnSharedContextDefine(pState);
3103 }
3104 }
3105
3106 /*
3107 * Initialize the context.
3108 */
3109 memset(pContext, 0, sizeof(*pContext));
3110 pContext->id = cid;
3111 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTextures); i++)
3112 pContext->aSidActiveTextures[i] = SVGA3D_INVALID_ID;
3113
3114 pContext->state.shidVertex = SVGA3D_INVALID_ID;
3115 pContext->state.shidPixel = SVGA3D_INVALID_ID;
3116 pContext->idFramebuffer = OPENGL_INVALID_ID;
3117 pContext->idReadFramebuffer = OPENGL_INVALID_ID;
3118 pContext->idDrawFramebuffer = OPENGL_INVALID_ID;
3119
3120 rc = ShaderContextCreate(&pContext->pShaderContext);
3121 AssertRCReturn(rc, rc);
3122
3123 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->state.aRenderTargets); i++)
3124 pContext->state.aRenderTargets[i] = SVGA3D_INVALID_ID;
3125
3126#ifdef RT_OS_WINDOWS
3127 /* Create a context window with minimal 4x4 size. We will never use the swapchain
3128 * to present the rendered image. Rendered images from the guest will be copied to
3129 * the VMSVGA SCREEN object, which can be either an offscreen render target or
3130 * system memory in the guest VRAM.
3131 */
3132 rc = vmsvga3dContextWindowCreate(pState->hInstance, pState->pWindowThread, pState->WndRequestSem, &pContext->hwnd);
3133 AssertRCReturn(rc, rc);
3134
3135 pContext->hdc = GetDC(pContext->hwnd);
3136 AssertMsgReturn(pContext->hdc, ("GetDC %x failed with %d\n", pContext->hwnd, GetLastError()), VERR_INTERNAL_ERROR);
3137
3138 PIXELFORMATDESCRIPTOR pfd = {
3139 sizeof(PIXELFORMATDESCRIPTOR), /* size of this pfd */
3140 1, /* version number */
3141 PFD_DRAW_TO_WINDOW | /* support window */
3142 PFD_SUPPORT_OPENGL, /* support OpenGL */
3143 PFD_TYPE_RGBA, /* RGBA type */
3144 24, /* 24-bit color depth */
3145 0, 0, 0, 0, 0, 0, /* color bits ignored */
3146 8, /* alpha buffer */
3147 0, /* shift bit ignored */
3148 0, /* no accumulation buffer */
3149 0, 0, 0, 0, /* accum bits ignored */
3150 16, /* set depth buffer */
3151 16, /* set stencil buffer */
3152 0, /* no auxiliary buffer */
3153 PFD_MAIN_PLANE, /* main layer */
3154 0, /* reserved */
3155 0, 0, 0 /* layer masks ignored */
3156 };
3157 int pixelFormat;
3158 BOOL ret;
3159
3160 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3161 /** @todo is this really necessary?? */
3162 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3163 AssertMsgReturn(pixelFormat != 0, ("ChoosePixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3164
3165 ret = SetPixelFormat(pContext->hdc, pixelFormat, &pfd);
3166 AssertMsgReturn(ret == TRUE, ("SetPixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3167
3168 pContext->hglrc = wglCreateContext(pContext->hdc);
3169 AssertMsgReturn(pContext->hglrc, ("wglCreateContext %x failed with %d\n", pContext->hdc, GetLastError()), VERR_INTERNAL_ERROR);
3170
3171 if (pSharedCtx)
3172 {
3173 ret = wglShareLists(pSharedCtx->hglrc, pContext->hglrc);
3174 AssertMsg(ret == TRUE, ("wglShareLists(%p, %p) failed with %d\n", pSharedCtx->hglrc, pContext->hglrc, GetLastError()));
3175 }
3176
3177#elif defined(RT_OS_DARWIN)
3178 pContext->fOtherProfile = RT_BOOL(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
3179
3180 NativeNSOpenGLContextRef pShareContext = pSharedCtx ? pSharedCtx->cocoaContext : NULL;
3181 vmsvga3dCocoaCreateViewAndContext(&pContext->cocoaView, &pContext->cocoaContext,
3182 NULL,
3183 4, 4,
3184 pShareContext, pContext->fOtherProfile);
3185
3186#else
3187 if (pState->display == NULL)
3188 {
3189 /* get an X display and make sure we have glX 1.3 */
3190 pState->display = XOpenDisplay(0);
3191 AssertLogRelMsgReturn(pState->display, ("XOpenDisplay failed"), VERR_INTERNAL_ERROR);
3192 int glxMajor, glxMinor;
3193 Bool ret = glXQueryVersion(pState->display, &glxMajor, &glxMinor);
3194 AssertLogRelMsgReturn(ret && glxMajor == 1 && glxMinor >= 3, ("glX >=1.3 not present"), VERR_INTERNAL_ERROR);
3195 /* start our X event handling thread */
3196 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dXEventThread, pState, 0, RTTHREADTYPE_GUI, RTTHREADFLAGS_WAITABLE, "VMSVGA3DXEVENT");
3197 AssertLogRelMsgReturn(RT_SUCCESS(rc), ("Async IO Thread creation for 3d window handling failed rc=%Rrc\n", rc), rc);
3198 }
3199
3200 Window defaultRootWindow = XDefaultRootWindow(pState->display);
3201 /* Create a small 4x4 window required for GL context. */
3202 int attrib[] =
3203 {
3204 GLX_RGBA,
3205 GLX_RED_SIZE, 1,
3206 GLX_GREEN_SIZE, 1,
3207 GLX_BLUE_SIZE, 1,
3208 //GLX_ALPHA_SIZE, 1, this flips the bbos screen
3209 GLX_DOUBLEBUFFER,
3210 None
3211 };
3212 XVisualInfo *vi = glXChooseVisual(pState->display, DefaultScreen(pState->display), attrib);
3213 AssertLogRelMsgReturn(vi, ("glXChooseVisual failed"), VERR_INTERNAL_ERROR);
3214 XSetWindowAttributes swa;
3215 swa.colormap = XCreateColormap(pState->display, defaultRootWindow, vi->visual, AllocNone);
3216 AssertLogRelMsgReturn(swa.colormap, ("XCreateColormap failed"), VERR_INTERNAL_ERROR);
3217 swa.border_pixel = 0;
3218 swa.background_pixel = 0;
3219 swa.event_mask = StructureNotifyMask;
3220 unsigned long flags = CWBorderPixel | CWBackPixel | CWColormap | CWEventMask;
3221 pContext->window = XCreateWindow(pState->display, defaultRootWindow,
3222 0, 0, 4, 4,
3223 0, vi->depth, InputOutput,
3224 vi->visual, flags, &swa);
3225 AssertLogRelMsgReturn(pContext->window, ("XCreateWindow failed"), VERR_INTERNAL_ERROR);
3226
3227 /* The window is hidden by default and never mapped, because we only render offscreen and never present to it. */
3228
3229 GLXContext shareContext = pSharedCtx ? pSharedCtx->glxContext : NULL;
3230 pContext->glxContext = glXCreateContext(pState->display, vi, shareContext, GL_TRUE);
3231 AssertLogRelMsgReturn(pContext->glxContext, ("glXCreateContext failed"), VERR_INTERNAL_ERROR);
3232#endif
3233
3234 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3235
3236 /* NULL during the first PowerOn call. */
3237 if (pState->ext.glGenFramebuffers)
3238 {
3239 /* Create a framebuffer object for this context. */
3240 pState->ext.glGenFramebuffers(1, &pContext->idFramebuffer);
3241 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3242
3243 /* Bind the object to the framebuffer target. */
3244 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
3245 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3246
3247 /* Create read and draw framebuffer objects for this context. */
3248 pState->ext.glGenFramebuffers(1, &pContext->idReadFramebuffer);
3249 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3250
3251 pState->ext.glGenFramebuffers(1, &pContext->idDrawFramebuffer);
3252 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3253
3254 }
3255#if 0
3256 /** @todo move to shader lib!!! */
3257 /* Clear the screen */
3258 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3259
3260 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
3261 glClearIndex(0);
3262 glClearDepth(1);
3263 glClearStencil(0xffff);
3264 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
3265 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
3266 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
3267 if (pState->ext.glProvokingVertex)
3268 pState->ext.glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
3269 /** @todo move to shader lib!!! */
3270#endif
3271 return VINF_SUCCESS;
3272}
3273
3274
3275/**
3276 * Create a new 3d context
3277 *
3278 * @returns VBox status code.
3279 * @param pThis VGA device instance data.
3280 * @param cid Context id
3281 */
3282int vmsvga3dContextDefine(PVGASTATE pThis, uint32_t cid)
3283{
3284 return vmsvga3dContextDefineOgl(pThis, cid, 0/*fFlags*/);
3285}
3286
3287/**
3288 * Destroys a 3d context.
3289 *
3290 * @returns VBox status code.
3291 * @param pThis VGA device instance data.
3292 * @param pContext The context to destroy.
3293 * @param cid Context id
3294 */
3295static int vmsvga3dContextDestroyOgl(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid)
3296{
3297 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3298 AssertReturn(pState, VERR_NO_MEMORY);
3299 AssertReturn(pContext, VERR_INVALID_PARAMETER);
3300 AssertReturn(pContext->id == cid, VERR_INVALID_PARAMETER);
3301 Log(("vmsvga3dContextDestroyOgl id %x\n", cid));
3302
3303 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3304
3305 if (pContext->id == VMSVGA3D_SHARED_CTX_ID)
3306 {
3307 /* Delete resources which use the shared context. */
3308 vmsvga3dOnSharedContextDestroy(pState);
3309 }
3310
3311 /* Destroy all leftover pixel shaders. */
3312 for (uint32_t i = 0; i < pContext->cPixelShaders; i++)
3313 {
3314 if (pContext->paPixelShader[i].id != SVGA3D_INVALID_ID)
3315 vmsvga3dShaderDestroy(pThis, pContext->paPixelShader[i].cid, pContext->paPixelShader[i].id, pContext->paPixelShader[i].type);
3316 }
3317 if (pContext->paPixelShader)
3318 RTMemFree(pContext->paPixelShader);
3319
3320 /* Destroy all leftover vertex shaders. */
3321 for (uint32_t i = 0; i < pContext->cVertexShaders; i++)
3322 {
3323 if (pContext->paVertexShader[i].id != SVGA3D_INVALID_ID)
3324 vmsvga3dShaderDestroy(pThis, pContext->paVertexShader[i].cid, pContext->paVertexShader[i].id, pContext->paVertexShader[i].type);
3325 }
3326 if (pContext->paVertexShader)
3327 RTMemFree(pContext->paVertexShader);
3328
3329 if (pContext->state.paVertexShaderConst)
3330 RTMemFree(pContext->state.paVertexShaderConst);
3331 if (pContext->state.paPixelShaderConst)
3332 RTMemFree(pContext->state.paPixelShaderConst);
3333
3334 if (pContext->pShaderContext)
3335 {
3336 int rc = ShaderContextDestroy(pContext->pShaderContext);
3337 AssertRC(rc);
3338 }
3339
3340 if (pContext->idFramebuffer != OPENGL_INVALID_ID)
3341 {
3342 /* Unbind the object from the framebuffer target. */
3343 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, 0 /* back buffer */);
3344 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3345 pState->ext.glDeleteFramebuffers(1, &pContext->idFramebuffer);
3346 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3347
3348 if (pContext->idReadFramebuffer != OPENGL_INVALID_ID)
3349 {
3350 pState->ext.glDeleteFramebuffers(1, &pContext->idReadFramebuffer);
3351 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3352 }
3353 if (pContext->idDrawFramebuffer != OPENGL_INVALID_ID)
3354 {
3355 pState->ext.glDeleteFramebuffers(1, &pContext->idDrawFramebuffer);
3356 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3357 }
3358 }
3359
3360 vmsvga3dOcclusionQueryDelete(pState, pContext);
3361
3362#ifdef RT_OS_WINDOWS
3363 wglMakeCurrent(pContext->hdc, NULL);
3364 wglDeleteContext(pContext->hglrc);
3365 ReleaseDC(pContext->hwnd, pContext->hdc);
3366
3367 /* Destroy the window we've created. */
3368 int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_DESTROYWINDOW, (WPARAM)pContext->hwnd, 0);
3369 AssertRC(rc);
3370#elif defined(RT_OS_DARWIN)
3371 vmsvga3dCocoaDestroyViewAndContext(pContext->cocoaView, pContext->cocoaContext);
3372#elif defined(RT_OS_LINUX)
3373 glXMakeCurrent(pState->display, None, NULL);
3374 glXDestroyContext(pState->display, pContext->glxContext);
3375 XDestroyWindow(pState->display, pContext->window);
3376#endif
3377
3378 memset(pContext, 0, sizeof(*pContext));
3379 pContext->id = SVGA3D_INVALID_ID;
3380
3381 VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
3382 return VINF_SUCCESS;
3383}
3384
3385/**
3386 * Destroy an existing 3d context
3387 *
3388 * @returns VBox status code.
3389 * @param pThis VGA device instance data.
3390 * @param cid Context id
3391 */
3392int vmsvga3dContextDestroy(PVGASTATE pThis, uint32_t cid)
3393{
3394 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3395 AssertReturn(pState, VERR_WRONG_ORDER);
3396
3397 /*
3398 * Resolve the context and hand it to the common worker function.
3399 */
3400 if ( cid < pState->cContexts
3401 && pState->papContexts[cid]->id == cid)
3402 return vmsvga3dContextDestroyOgl(pThis, pState->papContexts[cid], cid);
3403
3404 AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER);
3405 return VINF_SUCCESS;
3406}
3407
3408/**
3409 * Worker for vmsvga3dChangeMode that resizes a context.
3410 *
3411 * @param pThis The VGA device instance data.
3412 * @param pState The VMSVGA3d state.
3413 * @param pContext The context.
3414 */
3415static void vmsvga3dChangeModeOneContext(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
3416{
3417 RT_NOREF3(pThis, pState, pContext);
3418 /* Do nothing. The window is not used for presenting. */
3419}
3420
3421/* Handle resize */
3422int vmsvga3dChangeMode(PVGASTATE pThis)
3423{
3424 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3425 AssertReturn(pState, VERR_NO_MEMORY);
3426
3427 /* Resize the shared context too. */
3428 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
3429 vmsvga3dChangeModeOneContext(pThis, pState, &pState->SharedCtx);
3430
3431 /* Resize all active contexts. */
3432 for (uint32_t i = 0; i < pState->cContexts; i++)
3433 {
3434 PVMSVGA3DCONTEXT pContext = pState->papContexts[i];
3435 if (pContext->id != SVGA3D_INVALID_ID)
3436 vmsvga3dChangeModeOneContext(pThis, pState, pContext);
3437 }
3438
3439 return VINF_SUCCESS;
3440}
3441
3442
3443int vmsvga3dSetTransform(PVGASTATE pThis, uint32_t cid, SVGA3dTransformType type, float matrix[16])
3444{
3445 PVMSVGA3DCONTEXT pContext;
3446 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3447 AssertReturn(pState, VERR_NO_MEMORY);
3448 bool fModelViewChanged = false;
3449
3450 Log(("vmsvga3dSetTransform cid=%x %s\n", cid, vmsvgaTransformToString(type)));
3451
3452 if ( cid >= pState->cContexts
3453 || pState->papContexts[cid]->id != cid)
3454 {
3455 Log(("vmsvga3dSetTransform invalid context id!\n"));
3456 return VERR_INVALID_PARAMETER;
3457 }
3458
3459 ASSERT_GUEST_RETURN((unsigned)type < SVGA3D_TRANSFORM_MAX, VERR_INVALID_PARAMETER);
3460
3461 pContext = pState->papContexts[cid];
3462 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3463
3464 /* Save this matrix for vm state save/restore. */
3465 pContext->state.aTransformState[type].fValid = true;
3466 memcpy(pContext->state.aTransformState[type].matrix, matrix, sizeof(pContext->state.aTransformState[type].matrix));
3467 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_TRANSFORM;
3468
3469 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)));
3470 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)));
3471 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)));
3472 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)));
3473
3474 switch (type)
3475 {
3476 case SVGA3D_TRANSFORM_VIEW:
3477 /* View * World = Model View */
3478 glMatrixMode(GL_MODELVIEW);
3479 glLoadMatrixf(matrix);
3480 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].fValid)
3481 glMultMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].matrix);
3482 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3483 fModelViewChanged = true;
3484 break;
3485
3486 case SVGA3D_TRANSFORM_PROJECTION:
3487 {
3488 int rc = ShaderTransformProjection(pContext->state.RectViewPort.w, pContext->state.RectViewPort.h, matrix, false /* fPretransformed */);
3489 AssertRCReturn(rc, rc);
3490 break;
3491 }
3492
3493 case SVGA3D_TRANSFORM_TEXTURE0:
3494 glMatrixMode(GL_TEXTURE);
3495 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3496 glLoadMatrixf(matrix);
3497 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3498 break;
3499
3500 case SVGA3D_TRANSFORM_TEXTURE1:
3501 case SVGA3D_TRANSFORM_TEXTURE2:
3502 case SVGA3D_TRANSFORM_TEXTURE3:
3503 case SVGA3D_TRANSFORM_TEXTURE4:
3504 case SVGA3D_TRANSFORM_TEXTURE5:
3505 case SVGA3D_TRANSFORM_TEXTURE6:
3506 case SVGA3D_TRANSFORM_TEXTURE7:
3507 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_TEXTUREx transform!!\n"));
3508 return VERR_INVALID_PARAMETER;
3509
3510 case SVGA3D_TRANSFORM_WORLD:
3511 /* View * World = Model View */
3512 glMatrixMode(GL_MODELVIEW);
3513 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid)
3514 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
3515 else
3516 glLoadIdentity();
3517 glMultMatrixf(matrix);
3518 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3519 fModelViewChanged = true;
3520 break;
3521
3522 case SVGA3D_TRANSFORM_WORLD1:
3523 case SVGA3D_TRANSFORM_WORLD2:
3524 case SVGA3D_TRANSFORM_WORLD3:
3525 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_WORLDx transform!!\n"));
3526 return VERR_INVALID_PARAMETER;
3527
3528 default:
3529 Log(("vmsvga3dSetTransform: unknown type!!\n"));
3530 return VERR_INVALID_PARAMETER;
3531 }
3532
3533 /* Apparently we need to reset the light and clip data after modifying the modelview matrix. */
3534 if (fModelViewChanged)
3535 {
3536 /* Reprogram the clip planes. */
3537 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aClipPlane); j++)
3538 {
3539 if (pContext->state.aClipPlane[j].fValid == true)
3540 vmsvga3dSetClipPlane(pThis, cid, j, pContext->state.aClipPlane[j].plane);
3541 }
3542
3543 /* Reprogram the light data. */
3544 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aLightData); j++)
3545 {
3546 if (pContext->state.aLightData[j].fValidData == true)
3547 vmsvga3dSetLightData(pThis, cid, j, &pContext->state.aLightData[j].data);
3548 }
3549 }
3550
3551 return VINF_SUCCESS;
3552}
3553
3554int vmsvga3dSetZRange(PVGASTATE pThis, uint32_t cid, SVGA3dZRange zRange)
3555{
3556 PVMSVGA3DCONTEXT pContext;
3557 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3558 AssertReturn(pState, VERR_NO_MEMORY);
3559
3560 Log(("vmsvga3dSetZRange cid=%x min=%d max=%d\n", cid, (uint32_t)(zRange.min * 100.0), (uint32_t)(zRange.max * 100.0)));
3561
3562 if ( cid >= pState->cContexts
3563 || pState->papContexts[cid]->id != cid)
3564 {
3565 Log(("vmsvga3dSetZRange invalid context id!\n"));
3566 return VERR_INVALID_PARAMETER;
3567 }
3568 pContext = pState->papContexts[cid];
3569 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3570
3571 pContext->state.zRange = zRange;
3572 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_ZRANGE;
3573
3574 if (zRange.min < -1.0)
3575 zRange.min = -1.0;
3576 if (zRange.max > 1.0)
3577 zRange.max = 1.0;
3578
3579 glDepthRange((GLdouble)zRange.min, (GLdouble)zRange.max);
3580 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3581 return VINF_SUCCESS;
3582}
3583
3584/**
3585 * Convert SVGA blend op value to its OpenGL equivalent
3586 */
3587static GLenum vmsvga3dBlendOp2GL(uint32_t blendOp)
3588{
3589 switch (blendOp)
3590 {
3591 case SVGA3D_BLENDOP_ZERO:
3592 return GL_ZERO;
3593 case SVGA3D_BLENDOP_ONE:
3594 return GL_ONE;
3595 case SVGA3D_BLENDOP_SRCCOLOR:
3596 return GL_SRC_COLOR;
3597 case SVGA3D_BLENDOP_INVSRCCOLOR:
3598 return GL_ONE_MINUS_SRC_COLOR;
3599 case SVGA3D_BLENDOP_SRCALPHA:
3600 return GL_SRC_ALPHA;
3601 case SVGA3D_BLENDOP_INVSRCALPHA:
3602 return GL_ONE_MINUS_SRC_ALPHA;
3603 case SVGA3D_BLENDOP_DESTALPHA:
3604 return GL_DST_ALPHA;
3605 case SVGA3D_BLENDOP_INVDESTALPHA:
3606 return GL_ONE_MINUS_DST_ALPHA;
3607 case SVGA3D_BLENDOP_DESTCOLOR:
3608 return GL_DST_COLOR;
3609 case SVGA3D_BLENDOP_INVDESTCOLOR:
3610 return GL_ONE_MINUS_DST_COLOR;
3611 case SVGA3D_BLENDOP_SRCALPHASAT:
3612 return GL_SRC_ALPHA_SATURATE;
3613 case SVGA3D_BLENDOP_BLENDFACTOR:
3614 return GL_CONSTANT_COLOR;
3615 case SVGA3D_BLENDOP_INVBLENDFACTOR:
3616 return GL_ONE_MINUS_CONSTANT_COLOR;
3617 default:
3618 AssertFailed();
3619 return GL_ONE;
3620 }
3621}
3622
3623static GLenum vmsvga3dBlendEquation2GL(uint32_t blendEq)
3624{
3625 switch (blendEq)
3626 {
3627 case SVGA3D_BLENDEQ_ADD:
3628 return GL_FUNC_ADD;
3629 case SVGA3D_BLENDEQ_SUBTRACT:
3630 return GL_FUNC_SUBTRACT;
3631 case SVGA3D_BLENDEQ_REVSUBTRACT:
3632 return GL_FUNC_REVERSE_SUBTRACT;
3633 case SVGA3D_BLENDEQ_MINIMUM:
3634 return GL_MIN;
3635 case SVGA3D_BLENDEQ_MAXIMUM:
3636 return GL_MAX;
3637 default:
3638 /* SVGA3D_BLENDEQ_INVALID means that the render state has not been set, therefore use default. */
3639 AssertMsg(blendEq == SVGA3D_BLENDEQ_INVALID, ("blendEq=%d (%#x)\n", blendEq, blendEq));
3640 return GL_FUNC_ADD;
3641 }
3642}
3643
3644static GLenum vmsvgaCmpFunc2GL(uint32_t cmpFunc)
3645{
3646 switch (cmpFunc)
3647 {
3648 case SVGA3D_CMP_NEVER:
3649 return GL_NEVER;
3650 case SVGA3D_CMP_LESS:
3651 return GL_LESS;
3652 case SVGA3D_CMP_EQUAL:
3653 return GL_EQUAL;
3654 case SVGA3D_CMP_LESSEQUAL:
3655 return GL_LEQUAL;
3656 case SVGA3D_CMP_GREATER:
3657 return GL_GREATER;
3658 case SVGA3D_CMP_NOTEQUAL:
3659 return GL_NOTEQUAL;
3660 case SVGA3D_CMP_GREATEREQUAL:
3661 return GL_GEQUAL;
3662 case SVGA3D_CMP_ALWAYS:
3663 return GL_ALWAYS;
3664 default:
3665 Assert(cmpFunc == SVGA3D_CMP_INVALID);
3666 return GL_LESS;
3667 }
3668}
3669
3670static GLenum vmsvgaStencipOp2GL(uint32_t stencilOp)
3671{
3672 switch (stencilOp)
3673 {
3674 case SVGA3D_STENCILOP_KEEP:
3675 return GL_KEEP;
3676 case SVGA3D_STENCILOP_ZERO:
3677 return GL_ZERO;
3678 case SVGA3D_STENCILOP_REPLACE:
3679 return GL_REPLACE;
3680 case SVGA3D_STENCILOP_INCRSAT:
3681 return GL_INCR_WRAP;
3682 case SVGA3D_STENCILOP_DECRSAT:
3683 return GL_DECR_WRAP;
3684 case SVGA3D_STENCILOP_INVERT:
3685 return GL_INVERT;
3686 case SVGA3D_STENCILOP_INCR:
3687 return GL_INCR;
3688 case SVGA3D_STENCILOP_DECR:
3689 return GL_DECR;
3690 default:
3691 Assert(stencilOp == SVGA3D_STENCILOP_INVALID);
3692 return GL_KEEP;
3693 }
3694}
3695
3696int vmsvga3dSetRenderState(PVGASTATE pThis, uint32_t cid, uint32_t cRenderStates, SVGA3dRenderState *pRenderState)
3697{
3698 uint32_t val = UINT32_MAX; /* Shut up MSC. */
3699 PVMSVGA3DCONTEXT pContext;
3700 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3701 AssertReturn(pState, VERR_NO_MEMORY);
3702
3703 Log(("vmsvga3dSetRenderState cid=%x cRenderStates=%d\n", cid, cRenderStates));
3704
3705 if ( cid >= pState->cContexts
3706 || pState->papContexts[cid]->id != cid)
3707 {
3708 Log(("vmsvga3dSetRenderState invalid context id!\n"));
3709 return VERR_INVALID_PARAMETER;
3710 }
3711
3712 pContext = pState->papContexts[cid];
3713 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3714
3715 for (unsigned i = 0; i < cRenderStates; i++)
3716 {
3717 GLenum enableCap = ~(GLenum)0;
3718 Log(("vmsvga3dSetRenderState: cid=%x state=%s (%d) val=%x\n", cid, vmsvga3dGetRenderStateName(pRenderState[i].state), pRenderState[i].state, pRenderState[i].uintValue));
3719 /* Save the render state for vm state saving. */
3720 ASSERT_GUEST_RETURN((unsigned)pRenderState[i].state < SVGA3D_RS_MAX, VERR_INVALID_PARAMETER);
3721 pContext->state.aRenderState[pRenderState[i].state] = pRenderState[i];
3722
3723 switch (pRenderState[i].state)
3724 {
3725 case SVGA3D_RS_ZENABLE: /* SVGA3dBool */
3726 enableCap = GL_DEPTH_TEST;
3727 val = pRenderState[i].uintValue;
3728 break;
3729
3730 case SVGA3D_RS_ZWRITEENABLE: /* SVGA3dBool */
3731 glDepthMask(!!pRenderState[i].uintValue);
3732 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3733 break;
3734
3735 case SVGA3D_RS_ALPHATESTENABLE: /* SVGA3dBool */
3736 enableCap = GL_ALPHA_TEST;
3737 val = pRenderState[i].uintValue;
3738 break;
3739
3740 case SVGA3D_RS_DITHERENABLE: /* SVGA3dBool */
3741 enableCap = GL_DITHER;
3742 val = pRenderState[i].uintValue;
3743 break;
3744
3745 case SVGA3D_RS_FOGENABLE: /* SVGA3dBool */
3746 enableCap = GL_FOG;
3747 val = pRenderState[i].uintValue;
3748 break;
3749
3750 case SVGA3D_RS_SPECULARENABLE: /* SVGA3dBool */
3751 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3752 break;
3753
3754 case SVGA3D_RS_LIGHTINGENABLE: /* SVGA3dBool */
3755 enableCap = GL_LIGHTING;
3756 val = pRenderState[i].uintValue;
3757 break;
3758
3759 case SVGA3D_RS_NORMALIZENORMALS: /* SVGA3dBool */
3760 /* not applicable */
3761 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3762 break;
3763
3764 case SVGA3D_RS_POINTSPRITEENABLE: /* SVGA3dBool */
3765 enableCap = GL_POINT_SPRITE_ARB;
3766 val = pRenderState[i].uintValue;
3767 break;
3768
3769 case SVGA3D_RS_POINTSIZE: /* float */
3770 /** @todo we need to apply scaling for point sizes below the min or above the max; see Wine) */
3771 if (pRenderState[i].floatValue < pState->caps.flPointSize[0])
3772 pRenderState[i].floatValue = pState->caps.flPointSize[0];
3773 if (pRenderState[i].floatValue > pState->caps.flPointSize[1])
3774 pRenderState[i].floatValue = pState->caps.flPointSize[1];
3775
3776 glPointSize(pRenderState[i].floatValue);
3777 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3778 Log(("SVGA3D_RS_POINTSIZE: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3779 break;
3780
3781 case SVGA3D_RS_POINTSIZEMIN: /* float */
3782 pState->ext.glPointParameterf(GL_POINT_SIZE_MIN, pRenderState[i].floatValue);
3783 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3784 Log(("SVGA3D_RS_POINTSIZEMIN: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3785 break;
3786
3787 case SVGA3D_RS_POINTSIZEMAX: /* float */
3788 pState->ext.glPointParameterf(GL_POINT_SIZE_MAX, pRenderState[i].floatValue);
3789 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3790 Log(("SVGA3D_RS_POINTSIZEMAX: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3791 break;
3792
3793 case SVGA3D_RS_POINTSCALEENABLE: /* SVGA3dBool */
3794 case SVGA3D_RS_POINTSCALE_A: /* float */
3795 case SVGA3D_RS_POINTSCALE_B: /* float */
3796 case SVGA3D_RS_POINTSCALE_C: /* float */
3797 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3798 break;
3799
3800 case SVGA3D_RS_AMBIENT: /* SVGA3dColor */
3801 {
3802 GLfloat color[4]; /* red, green, blue, alpha */
3803
3804 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
3805
3806 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color);
3807 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3808 break;
3809 }
3810
3811 case SVGA3D_RS_CLIPPLANEENABLE: /* SVGA3dClipPlanes */
3812 {
3813 AssertCompile(SVGA3D_CLIPPLANE_MAX == (1 << 5));
3814 for (uint32_t j = 0; j <= 5; j++)
3815 {
3816 if (pRenderState[i].uintValue & RT_BIT(j))
3817 glEnable(GL_CLIP_PLANE0 + j);
3818 else
3819 glDisable(GL_CLIP_PLANE0 + j);
3820 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3821 }
3822 break;
3823 }
3824
3825 case SVGA3D_RS_FOGCOLOR: /* SVGA3dColor */
3826 {
3827 GLfloat color[4]; /* red, green, blue, alpha */
3828
3829 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
3830
3831 glFogfv(GL_FOG_COLOR, color);
3832 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3833 break;
3834 }
3835
3836 case SVGA3D_RS_FOGSTART: /* float */
3837 glFogf(GL_FOG_START, pRenderState[i].floatValue);
3838 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3839 break;
3840
3841 case SVGA3D_RS_FOGEND: /* float */
3842 glFogf(GL_FOG_END, pRenderState[i].floatValue);
3843 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3844 break;
3845
3846 case SVGA3D_RS_FOGDENSITY: /* float */
3847 glFogf(GL_FOG_DENSITY, pRenderState[i].floatValue);
3848 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3849 break;
3850
3851 case SVGA3D_RS_RANGEFOGENABLE: /* SVGA3dBool */
3852 glFogi(GL_FOG_COORD_SRC, (pRenderState[i].uintValue) ? GL_FOG_COORD : GL_FRAGMENT_DEPTH);
3853 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3854 break;
3855
3856 case SVGA3D_RS_FOGMODE: /* SVGA3dFogMode */
3857 {
3858 SVGA3dFogMode mode;
3859 mode.uintValue = pRenderState[i].uintValue;
3860
3861 enableCap = GL_FOG_MODE;
3862 switch (mode.s.function)
3863 {
3864 case SVGA3D_FOGFUNC_EXP:
3865 val = GL_EXP;
3866 break;
3867 case SVGA3D_FOGFUNC_EXP2:
3868 val = GL_EXP2;
3869 break;
3870 case SVGA3D_FOGFUNC_LINEAR:
3871 val = GL_LINEAR;
3872 break;
3873 default:
3874 AssertMsgFailedReturn(("Unexpected fog function %d\n", mode.s.function), VERR_INTERNAL_ERROR);
3875 break;
3876 }
3877
3878 /** @todo how to switch between vertex and pixel fog modes??? */
3879 Assert(mode.s.type == SVGA3D_FOGTYPE_PIXEL);
3880#if 0
3881 /* The fog type determines the render state. */
3882 switch (mode.s.type)
3883 {
3884 case SVGA3D_FOGTYPE_VERTEX:
3885 renderState = D3DRS_FOGVERTEXMODE;
3886 break;
3887 case SVGA3D_FOGTYPE_PIXEL:
3888 renderState = D3DRS_FOGTABLEMODE;
3889 break;
3890 default:
3891 AssertMsgFailedReturn(("Unexpected fog type %d\n", mode.s.type), VERR_INTERNAL_ERROR);
3892 break;
3893 }
3894#endif
3895
3896 /* Set the fog base to depth or range. */
3897 switch (mode.s.base)
3898 {
3899 case SVGA3D_FOGBASE_DEPTHBASED:
3900 glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
3901 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3902 break;
3903 case SVGA3D_FOGBASE_RANGEBASED:
3904 glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
3905 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3906 break;
3907 default:
3908 /* ignore */
3909 AssertMsgFailed(("Unexpected fog base %d\n", mode.s.base));
3910 break;
3911 }
3912 break;
3913 }
3914
3915 case SVGA3D_RS_FILLMODE: /* SVGA3dFillMode */
3916 {
3917 SVGA3dFillMode mode;
3918
3919 mode.uintValue = pRenderState[i].uintValue;
3920
3921 switch (mode.s.mode)
3922 {
3923 case SVGA3D_FILLMODE_POINT:
3924 val = GL_POINT;
3925 break;
3926 case SVGA3D_FILLMODE_LINE:
3927 val = GL_LINE;
3928 break;
3929 case SVGA3D_FILLMODE_FILL:
3930 val = GL_FILL;
3931 break;
3932 default:
3933 AssertMsgFailedReturn(("Unexpected fill mode %d\n", mode.s.mode), VERR_INTERNAL_ERROR);
3934 break;
3935 }
3936 /* @note only front and back faces */
3937 Assert(mode.s.face == SVGA3D_FACE_FRONT_BACK);
3938 glPolygonMode(GL_FRONT_AND_BACK, val);
3939 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3940 break;
3941 }
3942
3943 case SVGA3D_RS_SHADEMODE: /* SVGA3dShadeMode */
3944 switch (pRenderState[i].uintValue)
3945 {
3946 case SVGA3D_SHADEMODE_FLAT:
3947 val = GL_FLAT;
3948 break;
3949
3950 case SVGA3D_SHADEMODE_SMOOTH:
3951 val = GL_SMOOTH;
3952 break;
3953
3954 default:
3955 AssertMsgFailedReturn(("Unexpected shade mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
3956 break;
3957 }
3958
3959 glShadeModel(val);
3960 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3961 break;
3962
3963 case SVGA3D_RS_LINEPATTERN: /* SVGA3dLinePattern */
3964 /* No longer supported by d3d; mesagl comments suggest not all backends support it */
3965 /** @todo */
3966 Log(("WARNING: SVGA3D_RS_LINEPATTERN %x not supported!!\n", pRenderState[i].uintValue));
3967 /*
3968 renderState = D3DRS_LINEPATTERN;
3969 val = pRenderState[i].uintValue;
3970 */
3971 break;
3972
3973 case SVGA3D_RS_LINEAA: /* SVGA3dBool */
3974 enableCap = GL_LINE_SMOOTH;
3975 val = pRenderState[i].uintValue;
3976 break;
3977
3978 case SVGA3D_RS_LINEWIDTH: /* float */
3979 glLineWidth(pRenderState[i].floatValue);
3980 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3981 break;
3982
3983 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
3984 {
3985 /* Refresh the blending state based on the new enable setting.
3986 * This will take existing states and set them using either glBlend* or glBlend*Separate.
3987 */
3988 static SVGA3dRenderStateName const saRefreshState[] =
3989 {
3990 SVGA3D_RS_SRCBLEND,
3991 SVGA3D_RS_BLENDEQUATION
3992 };
3993 SVGA3dRenderState renderstate[RT_ELEMENTS(saRefreshState)];
3994 for (uint32_t j = 0; j < RT_ELEMENTS(saRefreshState); ++j)
3995 {
3996 renderstate[j].state = saRefreshState[j];
3997 renderstate[j].uintValue = pContext->state.aRenderState[saRefreshState[j]].uintValue;
3998 }
3999
4000 int rc = vmsvga3dSetRenderState(pThis, cid, 2, renderstate);
4001 AssertRCReturn(rc, rc);
4002
4003 if (pContext->state.aRenderState[SVGA3D_RS_BLENDENABLE].uintValue != 0)
4004 continue; /* Ignore if blend is enabled */
4005 /* Apply SVGA3D_RS_SEPARATEALPHABLENDENABLE as SVGA3D_RS_BLENDENABLE */
4006 } RT_FALL_THRU();
4007
4008 case SVGA3D_RS_BLENDENABLE: /* SVGA3dBool */
4009 enableCap = GL_BLEND;
4010 val = pRenderState[i].uintValue;
4011 break;
4012
4013 case SVGA3D_RS_SRCBLENDALPHA: /* SVGA3dBlendOp */
4014 case SVGA3D_RS_DSTBLENDALPHA: /* SVGA3dBlendOp */
4015 case SVGA3D_RS_SRCBLEND: /* SVGA3dBlendOp */
4016 case SVGA3D_RS_DSTBLEND: /* SVGA3dBlendOp */
4017 {
4018 GLint srcRGB, srcAlpha, dstRGB, dstAlpha;
4019 GLint blendop = vmsvga3dBlendOp2GL(pRenderState[i].uintValue);
4020
4021 glGetIntegerv(GL_BLEND_SRC_RGB, &srcRGB);
4022 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4023 glGetIntegerv(GL_BLEND_DST_RGB, &dstRGB);
4024 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4025 glGetIntegerv(GL_BLEND_DST_ALPHA, &dstAlpha);
4026 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4027 glGetIntegerv(GL_BLEND_SRC_ALPHA, &srcAlpha);
4028 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4029
4030 switch (pRenderState[i].state)
4031 {
4032 case SVGA3D_RS_SRCBLEND:
4033 srcRGB = blendop;
4034 break;
4035 case SVGA3D_RS_DSTBLEND:
4036 dstRGB = blendop;
4037 break;
4038 case SVGA3D_RS_SRCBLENDALPHA:
4039 srcAlpha = blendop;
4040 break;
4041 case SVGA3D_RS_DSTBLENDALPHA:
4042 dstAlpha = blendop;
4043 break;
4044 default:
4045 /* not possible; shut up gcc */
4046 AssertFailed();
4047 break;
4048 }
4049
4050 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4051 pState->ext.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
4052 else
4053 glBlendFunc(srcRGB, dstRGB);
4054 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4055 break;
4056 }
4057
4058 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4059 case SVGA3D_RS_BLENDEQUATION: /* SVGA3dBlendEquation */
4060 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4061 {
4062 GLenum const modeRGB = vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue);
4063 GLenum const modeAlpha = vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATIONALPHA].uintValue);
4064 pState->ext.glBlendEquationSeparate(modeRGB, modeAlpha);
4065 }
4066 else
4067 {
4068#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
4069 glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4070#else
4071 pState->ext.glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4072#endif
4073 }
4074 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4075 break;
4076
4077 case SVGA3D_RS_BLENDCOLOR: /* SVGA3dColor */
4078 {
4079 GLfloat red, green, blue, alpha;
4080
4081 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &red, &green, &blue, &alpha);
4082
4083#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
4084 glBlendColor(red, green, blue, alpha);
4085#else
4086 pState->ext.glBlendColor(red, green, blue, alpha);
4087#endif
4088 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4089 break;
4090 }
4091
4092 case SVGA3D_RS_CULLMODE: /* SVGA3dFace */
4093 {
4094 GLenum mode = GL_BACK; /* default for OpenGL */
4095
4096 switch (pRenderState[i].uintValue)
4097 {
4098 case SVGA3D_FACE_NONE:
4099 break;
4100 case SVGA3D_FACE_FRONT:
4101 mode = GL_FRONT;
4102 break;
4103 case SVGA3D_FACE_BACK:
4104 mode = GL_BACK;
4105 break;
4106 case SVGA3D_FACE_FRONT_BACK:
4107 mode = GL_FRONT_AND_BACK;
4108 break;
4109 default:
4110 AssertMsgFailedReturn(("Unexpected cull mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
4111 break;
4112 }
4113 enableCap = GL_CULL_FACE;
4114 if (pRenderState[i].uintValue != SVGA3D_FACE_NONE)
4115 {
4116 glCullFace(mode);
4117 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4118 val = 1;
4119 }
4120 else
4121 val = 0;
4122 break;
4123 }
4124
4125 case SVGA3D_RS_ZFUNC: /* SVGA3dCmpFunc */
4126 glDepthFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue));
4127 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4128 break;
4129
4130 case SVGA3D_RS_ALPHAFUNC: /* SVGA3dCmpFunc */
4131 {
4132 GLclampf ref;
4133
4134 glGetFloatv(GL_ALPHA_TEST_REF, &ref);
4135 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4136 glAlphaFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref);
4137 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4138 break;
4139 }
4140
4141 case SVGA3D_RS_ALPHAREF: /* float (0.0 .. 1.0) */
4142 {
4143 GLint func;
4144
4145 glGetIntegerv(GL_ALPHA_TEST_FUNC, &func);
4146 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4147 glAlphaFunc(func, pRenderState[i].floatValue);
4148 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4149 break;
4150 }
4151
4152 case SVGA3D_RS_STENCILENABLE2SIDED: /* SVGA3dBool */
4153 {
4154 /* Refresh the stencil state based on the new enable setting.
4155 * This will take existing states and set them using either glStencil or glStencil*Separate.
4156 */
4157 static SVGA3dRenderStateName const saRefreshState[] =
4158 {
4159 SVGA3D_RS_STENCILFUNC,
4160 SVGA3D_RS_STENCILFAIL,
4161 SVGA3D_RS_CCWSTENCILFUNC,
4162 SVGA3D_RS_CCWSTENCILFAIL
4163 };
4164 SVGA3dRenderState renderstate[RT_ELEMENTS(saRefreshState)];
4165 for (uint32_t j = 0; j < RT_ELEMENTS(saRefreshState); ++j)
4166 {
4167 renderstate[j].state = saRefreshState[j];
4168 renderstate[j].uintValue = pContext->state.aRenderState[saRefreshState[j]].uintValue;
4169 }
4170
4171 int rc = vmsvga3dSetRenderState(pThis, cid, RT_ELEMENTS(renderstate), renderstate);
4172 AssertRCReturn(rc, rc);
4173
4174 if (pContext->state.aRenderState[SVGA3D_RS_STENCILENABLE].uintValue != 0)
4175 continue; /* Ignore if stencil is enabled */
4176 /* Apply SVGA3D_RS_STENCILENABLE2SIDED as SVGA3D_RS_STENCILENABLE. */
4177 } RT_FALL_THRU();
4178
4179 case SVGA3D_RS_STENCILENABLE: /* SVGA3dBool */
4180 enableCap = GL_STENCIL_TEST;
4181 val = pRenderState[i].uintValue;
4182 break;
4183
4184 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4185 case SVGA3D_RS_STENCILREF: /* uint32_t */
4186 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4187 {
4188 GLint func, ref;
4189 GLuint mask;
4190
4191 /* Query current values to have all parameters for glStencilFunc[Separate]. */
4192 glGetIntegerv(GL_STENCIL_FUNC, &func);
4193 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4194 glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask);
4195 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4196 glGetIntegerv(GL_STENCIL_REF, &ref);
4197 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4198
4199 /* Update the changed value. */
4200 switch (pRenderState[i].state)
4201 {
4202 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4203 func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue);
4204 break;
4205
4206 case SVGA3D_RS_STENCILREF: /* uint32_t */
4207 ref = pRenderState[i].uintValue;
4208 break;
4209
4210 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4211 mask = pRenderState[i].uintValue;
4212 break;
4213
4214 default:
4215 /* not possible; shut up gcc */
4216 AssertFailed();
4217 break;
4218 }
4219
4220 if (pContext->state.aRenderState[SVGA3D_RS_STENCILENABLE2SIDED].uintValue != 0)
4221 {
4222 pState->ext.glStencilFuncSeparate(GL_FRONT, func, ref, mask);
4223 }
4224 else
4225 {
4226 glStencilFunc(func, ref, mask);
4227 }
4228 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4229 break;
4230 }
4231
4232 case SVGA3D_RS_STENCILWRITEMASK: /* uint32_t */
4233 glStencilMask(pRenderState[i].uintValue);
4234 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4235 break;
4236
4237 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4238 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4239 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4240 {
4241 GLint sfail, dpfail, dppass;
4242 GLenum const stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4243
4244 glGetIntegerv(GL_STENCIL_FAIL, &sfail);
4245 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4246 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &dpfail);
4247 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4248 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &dppass);
4249 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4250
4251 switch (pRenderState[i].state)
4252 {
4253 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4254 sfail = stencilop;
4255 break;
4256 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4257 dpfail = stencilop;
4258 break;
4259 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4260 dppass = stencilop;
4261 break;
4262 default:
4263 /* not possible; shut up gcc */
4264 AssertFailed();
4265 break;
4266 }
4267 if (pContext->state.aRenderState[SVGA3D_RS_STENCILENABLE2SIDED].uintValue != 0)
4268 {
4269 pState->ext.glStencilOpSeparate(GL_FRONT, sfail, dpfail, dppass);
4270 }
4271 else
4272 {
4273 glStencilOp(sfail, dpfail, dppass);
4274 }
4275 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4276 break;
4277 }
4278
4279 case SVGA3D_RS_CCWSTENCILFUNC: /* SVGA3dCmpFunc */
4280 {
4281 GLint ref;
4282 GLuint mask;
4283 GLint const func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue);
4284
4285 /* GL_STENCIL_VALUE_MASK and GL_STENCIL_REF are the same for both GL_FRONT and GL_BACK. */
4286 glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask);
4287 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4288 glGetIntegerv(GL_STENCIL_REF, &ref);
4289 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4290
4291 pState->ext.glStencilFuncSeparate(GL_BACK, func, ref, mask);
4292 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4293 break;
4294 }
4295
4296 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4297 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4298 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4299 {
4300 GLint sfail, dpfail, dppass;
4301 GLenum const stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4302
4303 glGetIntegerv(GL_STENCIL_BACK_FAIL, &sfail);
4304 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4305 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &dpfail);
4306 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4307 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &dppass);
4308 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4309
4310 switch (pRenderState[i].state)
4311 {
4312 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4313 sfail = stencilop;
4314 break;
4315 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4316 dpfail = stencilop;
4317 break;
4318 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4319 dppass = stencilop;
4320 break;
4321 default:
4322 /* not possible; shut up gcc */
4323 AssertFailed();
4324 break;
4325 }
4326 pState->ext.glStencilOpSeparate(GL_BACK, sfail, dpfail, dppass);
4327 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4328 break;
4329 }
4330
4331 case SVGA3D_RS_ZBIAS: /* float */
4332 /** @todo unknown meaning; depth bias is not identical
4333 renderState = D3DRS_DEPTHBIAS;
4334 val = pRenderState[i].uintValue;
4335 */
4336 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_ZBIAS\n"));
4337 break;
4338
4339 case SVGA3D_RS_DEPTHBIAS: /* float */
4340 {
4341 GLfloat factor;
4342
4343 /** @todo not sure if the d3d & ogl definitions are identical. */
4344
4345 /* Do not change the factor part. */
4346 glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &factor);
4347 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4348
4349 glPolygonOffset(factor, pRenderState[i].floatValue);
4350 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4351 break;
4352 }
4353
4354 case SVGA3D_RS_SLOPESCALEDEPTHBIAS: /* float */
4355 {
4356 GLfloat units;
4357
4358 /** @todo not sure if the d3d & ogl definitions are identical. */
4359
4360 /* Do not change the factor part. */
4361 glGetFloatv(GL_POLYGON_OFFSET_UNITS, &units);
4362 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4363
4364 glPolygonOffset(pRenderState[i].floatValue, units);
4365 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4366 break;
4367 }
4368
4369 case SVGA3D_RS_COLORWRITEENABLE: /* SVGA3dColorMask */
4370 {
4371 GLboolean red, green, blue, alpha;
4372 SVGA3dColorMask mask;
4373
4374 mask.uintValue = pRenderState[i].uintValue;
4375
4376 red = mask.s.red;
4377 green = mask.s.green;
4378 blue = mask.s.blue;
4379 alpha = mask.s.alpha;
4380
4381 glColorMask(red, green, blue, alpha);
4382 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4383 break;
4384 }
4385
4386 case SVGA3D_RS_COLORWRITEENABLE1: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4387 case SVGA3D_RS_COLORWRITEENABLE2: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4388 case SVGA3D_RS_COLORWRITEENABLE3: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4389 Log(("vmsvga3dSetRenderState: WARNING SVGA3D_RS_COLORWRITEENABLEx not supported!!\n"));
4390 break;
4391
4392 case SVGA3D_RS_SCISSORTESTENABLE: /* SVGA3dBool */
4393 enableCap = GL_SCISSOR_TEST;
4394 val = pRenderState[i].uintValue;
4395 break;
4396
4397#if 0
4398 case SVGA3D_RS_DIFFUSEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4399 AssertCompile(D3DMCS_COLOR2 == SVGA3D_VERTEXMATERIAL_SPECULAR);
4400 renderState = D3DRS_DIFFUSEMATERIALSOURCE;
4401 val = pRenderState[i].uintValue;
4402 break;
4403
4404 case SVGA3D_RS_SPECULARMATERIALSOURCE: /* SVGA3dVertexMaterial */
4405 renderState = D3DRS_SPECULARMATERIALSOURCE;
4406 val = pRenderState[i].uintValue;
4407 break;
4408
4409 case SVGA3D_RS_AMBIENTMATERIALSOURCE: /* SVGA3dVertexMaterial */
4410 renderState = D3DRS_AMBIENTMATERIALSOURCE;
4411 val = pRenderState[i].uintValue;
4412 break;
4413
4414 case SVGA3D_RS_EMISSIVEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4415 renderState = D3DRS_EMISSIVEMATERIALSOURCE;
4416 val = pRenderState[i].uintValue;
4417 break;
4418#endif
4419
4420 case SVGA3D_RS_WRAP3: /* SVGA3dWrapFlags */
4421 case SVGA3D_RS_WRAP4: /* SVGA3dWrapFlags */
4422 case SVGA3D_RS_WRAP5: /* SVGA3dWrapFlags */
4423 case SVGA3D_RS_WRAP6: /* SVGA3dWrapFlags */
4424 case SVGA3D_RS_WRAP7: /* SVGA3dWrapFlags */
4425 case SVGA3D_RS_WRAP8: /* SVGA3dWrapFlags */
4426 case SVGA3D_RS_WRAP9: /* SVGA3dWrapFlags */
4427 case SVGA3D_RS_WRAP10: /* SVGA3dWrapFlags */
4428 case SVGA3D_RS_WRAP11: /* SVGA3dWrapFlags */
4429 case SVGA3D_RS_WRAP12: /* SVGA3dWrapFlags */
4430 case SVGA3D_RS_WRAP13: /* SVGA3dWrapFlags */
4431 case SVGA3D_RS_WRAP14: /* SVGA3dWrapFlags */
4432 case SVGA3D_RS_WRAP15: /* SVGA3dWrapFlags */
4433 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_WRAPx (x >= 3)\n"));
4434 break;
4435
4436 case SVGA3D_RS_LASTPIXEL: /* SVGA3dBool */
4437 case SVGA3D_RS_TWEENFACTOR: /* float */
4438 case SVGA3D_RS_INDEXEDVERTEXBLENDENABLE: /* SVGA3dBool */
4439 case SVGA3D_RS_VERTEXBLEND: /* SVGA3dVertexBlendFlags */
4440 Log(("vmsvga3dSetRenderState: WARNING not applicable!!\n"));
4441 break;
4442
4443 case SVGA3D_RS_MULTISAMPLEANTIALIAS: /* SVGA3dBool */
4444 enableCap = GL_MULTISAMPLE;
4445 val = pRenderState[i].uintValue;
4446 break;
4447
4448 case SVGA3D_RS_MULTISAMPLEMASK: /* uint32_t */
4449 case SVGA3D_RS_ANTIALIASEDLINEENABLE: /* SVGA3dBool */
4450 Log(("vmsvga3dSetRenderState: WARNING not applicable??!!\n"));
4451 break;
4452
4453 case SVGA3D_RS_COORDINATETYPE: /* SVGA3dCoordinateType */
4454 Assert(pRenderState[i].uintValue == SVGA3D_COORDINATE_LEFTHANDED);
4455 /** @todo setup a view matrix to scale the world space by -1 in the z-direction for right handed coordinates. */
4456 /*
4457 renderState = D3DRS_COORDINATETYPE;
4458 val = pRenderState[i].uintValue;
4459 */
4460 break;
4461
4462 case SVGA3D_RS_FRONTWINDING: /* SVGA3dFrontWinding */
4463 Assert(pRenderState[i].uintValue == SVGA3D_FRONTWINDING_CW);
4464 /* Invert the selected mode because of y-inversion (?) */
4465 glFrontFace((pRenderState[i].uintValue != SVGA3D_FRONTWINDING_CW) ? GL_CW : GL_CCW);
4466 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4467 break;
4468
4469 case SVGA3D_RS_OUTPUTGAMMA: /* float */
4470 //AssertFailed();
4471 /*
4472 D3DRS_SRGBWRITEENABLE ??
4473 renderState = D3DRS_OUTPUTGAMMA;
4474 val = pRenderState[i].uintValue;
4475 */
4476 break;
4477
4478#if 0
4479
4480 case SVGA3D_RS_VERTEXMATERIALENABLE: /* SVGA3dBool */
4481 //AssertFailed();
4482 renderState = D3DRS_INDEXEDVERTEXBLENDENABLE; /* correct?? */
4483 val = pRenderState[i].uintValue;
4484 break;
4485
4486 case SVGA3D_RS_TEXTUREFACTOR: /* SVGA3dColor */
4487 renderState = D3DRS_TEXTUREFACTOR;
4488 val = pRenderState[i].uintValue;
4489 break;
4490
4491 case SVGA3D_RS_LOCALVIEWER: /* SVGA3dBool */
4492 renderState = D3DRS_LOCALVIEWER;
4493 val = pRenderState[i].uintValue;
4494 break;
4495
4496 case SVGA3D_RS_ZVISIBLE: /* SVGA3dBool */
4497 AssertFailed();
4498 /*
4499 renderState = D3DRS_ZVISIBLE;
4500 val = pRenderState[i].uintValue;
4501 */
4502 break;
4503
4504 case SVGA3D_RS_CLIPPING: /* SVGA3dBool */
4505 renderState = D3DRS_CLIPPING;
4506 val = pRenderState[i].uintValue;
4507 break;
4508
4509 case SVGA3D_RS_WRAP0: /* SVGA3dWrapFlags */
4510 glTexParameter GL_TEXTURE_WRAP_S
4511 Assert(SVGA3D_WRAPCOORD_3 == D3DWRAPCOORD_3);
4512 renderState = D3DRS_WRAP0;
4513 val = pRenderState[i].uintValue;
4514 break;
4515
4516 case SVGA3D_RS_WRAP1: /* SVGA3dWrapFlags */
4517 glTexParameter GL_TEXTURE_WRAP_T
4518 renderState = D3DRS_WRAP1;
4519 val = pRenderState[i].uintValue;
4520 break;
4521
4522 case SVGA3D_RS_WRAP2: /* SVGA3dWrapFlags */
4523 glTexParameter GL_TEXTURE_WRAP_R
4524 renderState = D3DRS_WRAP2;
4525 val = pRenderState[i].uintValue;
4526 break;
4527
4528
4529 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
4530 renderState = D3DRS_SEPARATEALPHABLENDENABLE;
4531 val = pRenderState[i].uintValue;
4532 break;
4533
4534
4535 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4536 renderState = D3DRS_BLENDOPALPHA;
4537 val = pRenderState[i].uintValue;
4538 break;
4539
4540 case SVGA3D_RS_TRANSPARENCYANTIALIAS: /* SVGA3dTransparencyAntialiasType */
4541 AssertFailed();
4542 /*
4543 renderState = D3DRS_TRANSPARENCYANTIALIAS;
4544 val = pRenderState[i].uintValue;
4545 */
4546 break;
4547
4548#endif
4549 default:
4550 AssertFailed();
4551 break;
4552 }
4553
4554 if (enableCap != ~(GLenum)0)
4555 {
4556 if (val)
4557 glEnable(enableCap);
4558 else
4559 glDisable(enableCap);
4560 }
4561 }
4562
4563 return VINF_SUCCESS;
4564}
4565
4566int vmsvga3dSetRenderTarget(PVGASTATE pThis, uint32_t cid, SVGA3dRenderTargetType type, SVGA3dSurfaceImageId target)
4567{
4568 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
4569
4570 AssertReturn(pState, VERR_NO_MEMORY);
4571 AssertReturn((unsigned)type < SVGA3D_RT_MAX, VERR_INVALID_PARAMETER);
4572
4573 LogFunc(("cid=%x type=%x sid=%x\n", cid, type, target.sid));
4574
4575 PVMSVGA3DCONTEXT pContext;
4576 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
4577 AssertRCReturn(rc, rc);
4578
4579 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4580
4581 /* Save for vm state save/restore. */
4582 pContext->state.aRenderTargets[type] = target.sid;
4583
4584 if (target.sid == SVGA3D_INVALID_ID)
4585 {
4586 /* Disable render target. */
4587 switch (type)
4588 {
4589 case SVGA3D_RT_DEPTH:
4590 case SVGA3D_RT_STENCIL:
4591 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
4592 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4593 break;
4594
4595 case SVGA3D_RT_COLOR0:
4596 case SVGA3D_RT_COLOR1:
4597 case SVGA3D_RT_COLOR2:
4598 case SVGA3D_RT_COLOR3:
4599 case SVGA3D_RT_COLOR4:
4600 case SVGA3D_RT_COLOR5:
4601 case SVGA3D_RT_COLOR6:
4602 case SVGA3D_RT_COLOR7:
4603 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, 0, 0, 0);
4604 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4605 break;
4606
4607 default:
4608 AssertFailedReturn(VERR_INVALID_PARAMETER);
4609 }
4610 return VINF_SUCCESS;
4611 }
4612
4613 PVMSVGA3DSURFACE pRenderTarget;
4614 rc = vmsvga3dSurfaceFromSid(pState, target.sid, &pRenderTarget);
4615 AssertRCReturn(rc, rc);
4616
4617 switch (type)
4618 {
4619 case SVGA3D_RT_DEPTH:
4620 case SVGA3D_RT_STENCIL:
4621#if 1
4622 /* A texture surface can be used as a render target to fill it and later on used as a texture. */
4623 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4624 {
4625 LogFunc(("create depth texture to be used as render target; surface id=%x type=%d format=%d -> create texture\n",
4626 target.sid, pRenderTarget->surfaceFlags, pRenderTarget->format));
4627 rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pRenderTarget);
4628 AssertRCReturn(rc, rc);
4629 }
4630
4631 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4632 Assert(!pRenderTarget->fDirty);
4633
4634 pRenderTarget->surfaceFlags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
4635
4636 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER,
4637 (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT,
4638 GL_TEXTURE_2D, pRenderTarget->oglId.texture, target.mipmap);
4639 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4640#else
4641 AssertReturn(target.mipmap == 0, VERR_INVALID_PARAMETER);
4642 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4643 {
4644 Log(("vmsvga3dSetRenderTarget: create renderbuffer to be used as render target; surface id=%x type=%d format=%d\n", target.sid, pRenderTarget->surfaceFlags, pRenderTarget->internalFormatGL));
4645 pContext = &pState->SharedCtx;
4646 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4647
4648 pState->ext.glGenRenderbuffers(1, &pRenderTarget->oglId.renderbuffer);
4649 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4650 pSurface->enmOGLResType = VMSVGA3D_OGLRESTYPE_RENDERBUFFER;
4651
4652 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4653 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4654
4655 pState->ext.glRenderbufferStorage(GL_RENDERBUFFER,
4656 pRenderTarget->internalFormatGL,
4657 pRenderTarget->pMipmapLevels[0].mipmapSize.width,
4658 pRenderTarget->pMipmapLevels[0].mipmapSize.height);
4659 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4660
4661 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, OPENGL_INVALID_ID);
4662 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4663
4664 pContext = pState->papContexts[cid];
4665 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4666 pRenderTarget->idWeakContextAssociation = cid;
4667 }
4668
4669 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4670 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4671 Assert(!pRenderTarget->fDirty);
4672 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4673
4674 pRenderTarget->surfaceFlags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
4675
4676 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4677 (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT,
4678 GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4679 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4680#endif
4681 break;
4682
4683 case SVGA3D_RT_COLOR0:
4684 case SVGA3D_RT_COLOR1:
4685 case SVGA3D_RT_COLOR2:
4686 case SVGA3D_RT_COLOR3:
4687 case SVGA3D_RT_COLOR4:
4688 case SVGA3D_RT_COLOR5:
4689 case SVGA3D_RT_COLOR6:
4690 case SVGA3D_RT_COLOR7:
4691 {
4692 /* A texture surface can be used as a render target to fill it and later on used as a texture. */
4693 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4694 {
4695 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));
4696 rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pRenderTarget);
4697 AssertRCReturn(rc, rc);
4698 }
4699
4700 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4701 Assert(!pRenderTarget->fDirty);
4702
4703 pRenderTarget->surfaceFlags |= SVGA3D_SURFACE_HINT_RENDERTARGET;
4704
4705 GLenum textarget;
4706 if (pRenderTarget->surfaceFlags & SVGA3D_SURFACE_CUBEMAP)
4707 textarget = vmsvga3dCubemapFaceFromIndex(target.face);
4708 else
4709 textarget = GL_TEXTURE_2D;
4710 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0,
4711 textarget, pRenderTarget->oglId.texture, target.mipmap);
4712 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4713
4714#ifdef DEBUG
4715 GLenum status = pState->ext.glCheckFramebufferStatus(GL_FRAMEBUFFER);
4716 if (status != GL_FRAMEBUFFER_COMPLETE)
4717 Log(("vmsvga3dSetRenderTarget: WARNING: glCheckFramebufferStatus returned %x\n", status));
4718#endif
4719 /** @todo use glDrawBuffers too? */
4720 break;
4721 }
4722
4723 default:
4724 AssertFailedReturn(VERR_INVALID_PARAMETER);
4725 }
4726
4727 return VINF_SUCCESS;
4728}
4729
4730#if 0
4731/**
4732 * Convert SVGA texture combiner value to its D3D equivalent
4733 */
4734static DWORD vmsvga3dTextureCombiner2D3D(uint32_t value)
4735{
4736 switch (value)
4737 {
4738 case SVGA3D_TC_DISABLE:
4739 return D3DTOP_DISABLE;
4740 case SVGA3D_TC_SELECTARG1:
4741 return D3DTOP_SELECTARG1;
4742 case SVGA3D_TC_SELECTARG2:
4743 return D3DTOP_SELECTARG2;
4744 case SVGA3D_TC_MODULATE:
4745 return D3DTOP_MODULATE;
4746 case SVGA3D_TC_ADD:
4747 return D3DTOP_ADD;
4748 case SVGA3D_TC_ADDSIGNED:
4749 return D3DTOP_ADDSIGNED;
4750 case SVGA3D_TC_SUBTRACT:
4751 return D3DTOP_SUBTRACT;
4752 case SVGA3D_TC_BLENDTEXTUREALPHA:
4753 return D3DTOP_BLENDTEXTUREALPHA;
4754 case SVGA3D_TC_BLENDDIFFUSEALPHA:
4755 return D3DTOP_BLENDDIFFUSEALPHA;
4756 case SVGA3D_TC_BLENDCURRENTALPHA:
4757 return D3DTOP_BLENDCURRENTALPHA;
4758 case SVGA3D_TC_BLENDFACTORALPHA:
4759 return D3DTOP_BLENDFACTORALPHA;
4760 case SVGA3D_TC_MODULATE2X:
4761 return D3DTOP_MODULATE2X;
4762 case SVGA3D_TC_MODULATE4X:
4763 return D3DTOP_MODULATE4X;
4764 case SVGA3D_TC_DSDT:
4765 AssertFailed(); /** @todo ??? */
4766 return D3DTOP_DISABLE;
4767 case SVGA3D_TC_DOTPRODUCT3:
4768 return D3DTOP_DOTPRODUCT3;
4769 case SVGA3D_TC_BLENDTEXTUREALPHAPM:
4770 return D3DTOP_BLENDTEXTUREALPHAPM;
4771 case SVGA3D_TC_ADDSIGNED2X:
4772 return D3DTOP_ADDSIGNED2X;
4773 case SVGA3D_TC_ADDSMOOTH:
4774 return D3DTOP_ADDSMOOTH;
4775 case SVGA3D_TC_PREMODULATE:
4776 return D3DTOP_PREMODULATE;
4777 case SVGA3D_TC_MODULATEALPHA_ADDCOLOR:
4778 return D3DTOP_MODULATEALPHA_ADDCOLOR;
4779 case SVGA3D_TC_MODULATECOLOR_ADDALPHA:
4780 return D3DTOP_MODULATECOLOR_ADDALPHA;
4781 case SVGA3D_TC_MODULATEINVALPHA_ADDCOLOR:
4782 return D3DTOP_MODULATEINVALPHA_ADDCOLOR;
4783 case SVGA3D_TC_MODULATEINVCOLOR_ADDALPHA:
4784 return D3DTOP_MODULATEINVCOLOR_ADDALPHA;
4785 case SVGA3D_TC_BUMPENVMAPLUMINANCE:
4786 return D3DTOP_BUMPENVMAPLUMINANCE;
4787 case SVGA3D_TC_MULTIPLYADD:
4788 return D3DTOP_MULTIPLYADD;
4789 case SVGA3D_TC_LERP:
4790 return D3DTOP_LERP;
4791 default:
4792 AssertFailed();
4793 return D3DTOP_DISABLE;
4794 }
4795}
4796
4797/**
4798 * Convert SVGA texture arg data value to its D3D equivalent
4799 */
4800static DWORD vmsvga3dTextureArgData2D3D(uint32_t value)
4801{
4802 switch (value)
4803 {
4804 case SVGA3D_TA_CONSTANT:
4805 return D3DTA_CONSTANT;
4806 case SVGA3D_TA_PREVIOUS:
4807 return D3DTA_CURRENT; /* current = previous */
4808 case SVGA3D_TA_DIFFUSE:
4809 return D3DTA_DIFFUSE;
4810 case SVGA3D_TA_TEXTURE:
4811 return D3DTA_TEXTURE;
4812 case SVGA3D_TA_SPECULAR:
4813 return D3DTA_SPECULAR;
4814 default:
4815 AssertFailed();
4816 return 0;
4817 }
4818}
4819
4820/**
4821 * Convert SVGA texture transform flag value to its D3D equivalent
4822 */
4823static DWORD vmsvga3dTextTransformFlags2D3D(uint32_t value)
4824{
4825 switch (value)
4826 {
4827 case SVGA3D_TEX_TRANSFORM_OFF:
4828 return D3DTTFF_DISABLE;
4829 case SVGA3D_TEX_TRANSFORM_S:
4830 return D3DTTFF_COUNT1; /** @todo correct? */
4831 case SVGA3D_TEX_TRANSFORM_T:
4832 return D3DTTFF_COUNT2; /** @todo correct? */
4833 case SVGA3D_TEX_TRANSFORM_R:
4834 return D3DTTFF_COUNT3; /** @todo correct? */
4835 case SVGA3D_TEX_TRANSFORM_Q:
4836 return D3DTTFF_COUNT4; /** @todo correct? */
4837 case SVGA3D_TEX_PROJECTED:
4838 return D3DTTFF_PROJECTED;
4839 default:
4840 AssertFailed();
4841 return 0;
4842 }
4843}
4844#endif
4845
4846static GLenum vmsvga3dTextureAddress2OGL(SVGA3dTextureAddress value)
4847{
4848 switch (value)
4849 {
4850 case SVGA3D_TEX_ADDRESS_WRAP:
4851 return GL_REPEAT;
4852 case SVGA3D_TEX_ADDRESS_MIRROR:
4853 return GL_MIRRORED_REPEAT;
4854 case SVGA3D_TEX_ADDRESS_CLAMP:
4855 return GL_CLAMP_TO_EDGE;
4856 case SVGA3D_TEX_ADDRESS_BORDER:
4857 return GL_CLAMP_TO_BORDER;
4858 case SVGA3D_TEX_ADDRESS_MIRRORONCE:
4859 AssertFailed();
4860 return GL_CLAMP_TO_EDGE_SGIS; /** @todo correct? */
4861
4862 case SVGA3D_TEX_ADDRESS_EDGE:
4863 case SVGA3D_TEX_ADDRESS_INVALID:
4864 default:
4865 AssertFailed();
4866 return GL_REPEAT; /* default */
4867 }
4868}
4869
4870static GLenum vmsvga3dTextureFilter2OGL(SVGA3dTextureFilter value)
4871{
4872 switch (value)
4873 {
4874 case SVGA3D_TEX_FILTER_NONE:
4875 case SVGA3D_TEX_FILTER_LINEAR:
4876 case SVGA3D_TEX_FILTER_ANISOTROPIC: /* Anisotropic filtering is controlled by SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL */
4877 return GL_LINEAR;
4878 case SVGA3D_TEX_FILTER_NEAREST:
4879 return GL_NEAREST;
4880 case SVGA3D_TEX_FILTER_FLATCUBIC: // Deprecated, not implemented
4881 case SVGA3D_TEX_FILTER_GAUSSIANCUBIC: // Deprecated, not implemented
4882 case SVGA3D_TEX_FILTER_PYRAMIDALQUAD: // Not currently implemented
4883 case SVGA3D_TEX_FILTER_GAUSSIANQUAD: // Not currently implemented
4884 default:
4885 AssertFailed();
4886 return GL_LINEAR; /* default */
4887 }
4888}
4889
4890uint32_t vmsvga3dSVGA3dColor2RGBA(SVGA3dColor value)
4891{
4892 /* flip the red and blue bytes */
4893 uint8_t blue = value & 0xff;
4894 uint8_t red = (value >> 16) & 0xff;
4895 return (value & 0xff00ff00) | red | (blue << 16);
4896}
4897
4898int vmsvga3dSetTextureState(PVGASTATE pThis, uint32_t cid, uint32_t cTextureStates, SVGA3dTextureState *pTextureState)
4899{
4900 GLenum val = ~(GLenum)0; /* Shut up MSC. */
4901 GLenum currentStage = ~(GLenum)0;
4902 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
4903 AssertReturn(pState, VERR_NO_MEMORY);
4904
4905 Log(("vmsvga3dSetTextureState %x cTextureState=%d\n", cid, cTextureStates));
4906
4907 PVMSVGA3DCONTEXT pContext;
4908 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
4909 AssertRCReturn(rc, rc);
4910
4911 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4912
4913 /* Which texture is active for the current stage. Needed to use right OpenGL target when setting parameters. */
4914 PVMSVGA3DSURFACE pCurrentTextureSurface = NULL;
4915
4916 for (uint32_t i = 0; i < cTextureStates; ++i)
4917 {
4918 GLenum textureType = ~(GLenum)0;
4919#if 0
4920 GLenum samplerType = ~(GLenum)0;
4921#endif
4922
4923 LogFunc(("cid=%x stage=%d type=%s (%x) val=%x\n",
4924 cid, pTextureState[i].stage, vmsvga3dTextureStateToString(pTextureState[i].name), pTextureState[i].name, pTextureState[i].value));
4925
4926 /* Record the texture state for vm state saving. */
4927 if ( pTextureState[i].stage < RT_ELEMENTS(pContext->state.aTextureStates)
4928 && (unsigned)pTextureState[i].name < RT_ELEMENTS(pContext->state.aTextureStates[0]))
4929 {
4930 pContext->state.aTextureStates[pTextureState[i].stage][pTextureState[i].name] = pTextureState[i];
4931 }
4932
4933 /* Activate the right texture unit for subsequent texture state changes. */
4934 if (pTextureState[i].stage != currentStage || i == 0)
4935 {
4936 /** @todo Is this the appropriate limit for all kinds of textures? It is the
4937 * size of aSidActiveTextures and for binding/unbinding we cannot exceed it. */
4938 if (pTextureState[i].stage < RT_ELEMENTS(pContext->state.aTextureStates))
4939 {
4940 pState->ext.glActiveTexture(GL_TEXTURE0 + pTextureState[i].stage);
4941 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4942 currentStage = pTextureState[i].stage;
4943 }
4944 else
4945 {
4946 AssertMsgFailed(("pTextureState[%d].stage=%#x name=%#x\n", i, pTextureState[i].stage, pTextureState[i].name));
4947 continue;
4948 }
4949
4950 if (pContext->aSidActiveTextures[currentStage] != SVGA3D_INVALID_ID)
4951 {
4952 rc = vmsvga3dSurfaceFromSid(pState, pContext->aSidActiveTextures[currentStage], &pCurrentTextureSurface);
4953 AssertRCReturn(rc, rc);
4954 }
4955 else
4956 pCurrentTextureSurface = NULL; /* Make sure that no stale pointer is used. */
4957 }
4958
4959 switch (pTextureState[i].name)
4960 {
4961 case SVGA3D_TS_BUMPENVMAT00: /* float */
4962 case SVGA3D_TS_BUMPENVMAT01: /* float */
4963 case SVGA3D_TS_BUMPENVMAT10: /* float */
4964 case SVGA3D_TS_BUMPENVMAT11: /* float */
4965 case SVGA3D_TS_BUMPENVLSCALE: /* float */
4966 case SVGA3D_TS_BUMPENVLOFFSET: /* float */
4967 Log(("vmsvga3dSetTextureState: bump mapping texture options not supported!!\n"));
4968 break;
4969
4970 case SVGA3D_TS_COLOROP: /* SVGA3dTextureCombiner */
4971 case SVGA3D_TS_COLORARG0: /* SVGA3dTextureArgData */
4972 case SVGA3D_TS_COLORARG1: /* SVGA3dTextureArgData */
4973 case SVGA3D_TS_COLORARG2: /* SVGA3dTextureArgData */
4974 case SVGA3D_TS_ALPHAOP: /* SVGA3dTextureCombiner */
4975 case SVGA3D_TS_ALPHAARG0: /* SVGA3dTextureArgData */
4976 case SVGA3D_TS_ALPHAARG1: /* SVGA3dTextureArgData */
4977 case SVGA3D_TS_ALPHAARG2: /* SVGA3dTextureArgData */
4978 /** @todo not used by MesaGL */
4979 Log(("vmsvga3dSetTextureState: colorop/alphaop not yet supported!!\n"));
4980 break;
4981#if 0
4982
4983 case SVGA3D_TS_TEXCOORDINDEX: /* uint32_t */
4984 textureType = D3DTSS_TEXCOORDINDEX;
4985 val = pTextureState[i].value;
4986 break;
4987
4988 case SVGA3D_TS_TEXTURETRANSFORMFLAGS: /* SVGA3dTexTransformFlags */
4989 textureType = D3DTSS_TEXTURETRANSFORMFLAGS;
4990 val = vmsvga3dTextTransformFlags2D3D(pTextureState[i].value);
4991 break;
4992#endif
4993
4994 case SVGA3D_TS_BIND_TEXTURE: /* SVGA3dSurfaceId */
4995 {
4996 uint32_t const sid = pTextureState[i].value;
4997
4998 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture sid=%x replacing sid=%x\n",
4999 currentStage, sid, pContext->aSidActiveTextures[currentStage]));
5000
5001 /* Only if texture actually changed. */ /// @todo needs testing.
5002 if (pContext->aSidActiveTextures[currentStage] != sid)
5003 {
5004 if (pCurrentTextureSurface)
5005 {
5006 /* Unselect the currently associated texture. */
5007 glBindTexture(pCurrentTextureSurface->targetGL, 0);
5008 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5009
5010 if (currentStage < 8)
5011 {
5012 /* Necessary for the fixed pipeline. */
5013 glDisable(pCurrentTextureSurface->targetGL);
5014 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5015 }
5016
5017 pCurrentTextureSurface = NULL;
5018 }
5019
5020 if (sid == SVGA3D_INVALID_ID)
5021 {
5022 Assert(pCurrentTextureSurface == NULL);
5023 }
5024 else
5025 {
5026 PVMSVGA3DSURFACE pSurface;
5027 rc = vmsvga3dSurfaceFromSid(pState, sid, &pSurface);
5028 AssertRCReturn(rc, rc);
5029
5030 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture sid=%x (%d,%d) replacing sid=%x\n",
5031 currentStage, sid, pSurface->pMipmapLevels[0].mipmapSize.width,
5032 pSurface->pMipmapLevels[0].mipmapSize.height, pContext->aSidActiveTextures[currentStage]));
5033
5034 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
5035 {
5036 Log(("CreateTexture (%d,%d) levels=%d\n",
5037 pSurface->pMipmapLevels[0].mipmapSize.width, pSurface->pMipmapLevels[0].mipmapSize.height, pSurface->faces[0].numMipLevels));
5038 rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface);
5039 AssertRCReturn(rc, rc);
5040 }
5041
5042 glBindTexture(pSurface->targetGL, pSurface->oglId.texture);
5043 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5044
5045 if (currentStage < 8)
5046 {
5047 /* Necessary for the fixed pipeline. */
5048 glEnable(pSurface->targetGL);
5049 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5050 }
5051
5052 /* Remember the currently active texture. */
5053 pCurrentTextureSurface = pSurface;
5054
5055 /* Recreate the texture state as glBindTexture resets them all (sigh). */
5056 for (uint32_t iStage = 0; iStage < RT_ELEMENTS(pContext->state.aTextureStates); iStage++)
5057 {
5058 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aTextureStates[0]); j++)
5059 {
5060 SVGA3dTextureState *pTextureStateIter = &pContext->state.aTextureStates[iStage][j];
5061
5062 if ( pTextureStateIter->name != SVGA3D_TS_INVALID
5063 && pTextureStateIter->name != SVGA3D_TS_BIND_TEXTURE)
5064 vmsvga3dSetTextureState(pThis, pContext->id, 1, pTextureStateIter);
5065 }
5066 }
5067 }
5068
5069 pContext->aSidActiveTextures[currentStage] = sid;
5070 }
5071
5072 /* Finished; continue with the next one. */
5073 continue;
5074 }
5075
5076 case SVGA3D_TS_ADDRESSW: /* SVGA3dTextureAddress */
5077 textureType = GL_TEXTURE_WRAP_R; /* R = W */
5078 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5079 break;
5080
5081 case SVGA3D_TS_ADDRESSU: /* SVGA3dTextureAddress */
5082 textureType = GL_TEXTURE_WRAP_S; /* S = U */
5083 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5084 break;
5085
5086 case SVGA3D_TS_ADDRESSV: /* SVGA3dTextureAddress */
5087 textureType = GL_TEXTURE_WRAP_T; /* T = V */
5088 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5089 break;
5090
5091 case SVGA3D_TS_MIPFILTER: /* SVGA3dTextureFilter */
5092 case SVGA3D_TS_MINFILTER: /* SVGA3dTextureFilter */
5093 {
5094 uint32_t mipFilter = pContext->state.aTextureStates[currentStage][SVGA3D_TS_MIPFILTER].value;
5095 uint32_t minFilter = pContext->state.aTextureStates[currentStage][SVGA3D_TS_MINFILTER].value;
5096
5097 /* If SVGA3D_TS_MIPFILTER is set to NONE, then use SVGA3D_TS_MIPFILTER, otherwise SVGA3D_TS_MIPFILTER enables mipmap minification. */
5098 textureType = GL_TEXTURE_MIN_FILTER;
5099 if (mipFilter != SVGA3D_TEX_FILTER_NONE)
5100 {
5101 if (minFilter == SVGA3D_TEX_FILTER_NEAREST)
5102 {
5103 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
5104 val = GL_NEAREST_MIPMAP_LINEAR;
5105 else
5106 val = GL_NEAREST_MIPMAP_NEAREST;
5107 }
5108 else
5109 {
5110 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
5111 val = GL_LINEAR_MIPMAP_LINEAR;
5112 else
5113 val = GL_LINEAR_MIPMAP_NEAREST;
5114 }
5115 }
5116 else
5117 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)minFilter);
5118 break;
5119 }
5120
5121 case SVGA3D_TS_MAGFILTER: /* SVGA3dTextureFilter */
5122 textureType = GL_TEXTURE_MAG_FILTER;
5123 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)pTextureState[i].value);
5124 Assert(val == GL_NEAREST || val == GL_LINEAR);
5125 break;
5126
5127 case SVGA3D_TS_BORDERCOLOR: /* SVGA3dColor */
5128 {
5129 GLfloat color[4]; /* red, green, blue, alpha */
5130 vmsvgaColor2GLFloatArray(pTextureState[i].value, &color[0], &color[1], &color[2], &color[3]);
5131
5132 GLenum targetGL;
5133 if (pCurrentTextureSurface)
5134 targetGL = pCurrentTextureSurface->targetGL;
5135 else
5136 {
5137 /* No texture bound, assume 2D. */
5138 targetGL = GL_TEXTURE_2D;
5139 }
5140
5141 glTexParameterfv(targetGL, GL_TEXTURE_BORDER_COLOR, color); /* Identical; default 0.0 identical too */
5142 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5143 break;
5144 }
5145
5146 case SVGA3D_TS_TEXTURE_LOD_BIAS: /* float */
5147 {
5148 GLenum targetGL;
5149 if (pCurrentTextureSurface)
5150 targetGL = pCurrentTextureSurface->targetGL;
5151 else
5152 {
5153 /* No texture bound, assume 2D. */
5154 targetGL = GL_TEXTURE_2D;
5155 }
5156
5157 glTexParameterf(targetGL, GL_TEXTURE_LOD_BIAS, pTextureState[i].floatValue); /* Identical; default 0.0 identical too */
5158 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5159 break;
5160 }
5161
5162 case SVGA3D_TS_TEXTURE_MIPMAP_LEVEL: /* uint32_t */
5163 textureType = GL_TEXTURE_BASE_LEVEL;
5164 val = pTextureState[i].value;
5165 break;
5166
5167 case SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL: /* uint32_t */
5168 if (pState->caps.fTextureFilterAnisotropicSupported)
5169 {
5170 textureType = GL_TEXTURE_MAX_ANISOTROPY_EXT;
5171 val = RT_MIN((GLint)pTextureState[i].value, pState->caps.maxTextureAnisotropy);
5172 } /* otherwise ignore. */
5173 break;
5174
5175#if 0
5176 case SVGA3D_TS_GAMMA: /* float */
5177 samplerType = D3DSAMP_SRGBTEXTURE;
5178 /* Boolean in D3D */
5179 if (pTextureState[i].floatValue == 1.0f)
5180 val = FALSE;
5181 else
5182 val = TRUE;
5183 break;
5184#endif
5185 /* Internal commands, that don't map directly to the SetTextureStageState API. */
5186 case SVGA3D_TS_TEXCOORDGEN: /* SVGA3dTextureCoordGen */
5187 AssertFailed();
5188 break;
5189
5190 default:
5191 //AssertFailed();
5192 break;
5193 }
5194
5195 if (textureType != ~(GLenum)0)
5196 {
5197 GLenum targetGL;
5198 if (pCurrentTextureSurface)
5199 targetGL = pCurrentTextureSurface->targetGL;
5200 else
5201 {
5202 /* No texture bound, assume 2D. */
5203 targetGL = GL_TEXTURE_2D;
5204 }
5205
5206 switch (pTextureState[i].name)
5207 {
5208 case SVGA3D_TS_MINFILTER:
5209 case SVGA3D_TS_MAGFILTER:
5210 {
5211 if (pState->caps.fTextureFilterAnisotropicSupported)
5212 {
5213 uint32_t const anisotropyLevel = (SVGA3dTextureFilter)pTextureState[i].value == SVGA3D_TEX_FILTER_ANISOTROPIC
5214 ? RT_MAX(1, pContext->state.aTextureStates[currentStage][SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL].value)
5215 : 1;
5216 glTexParameteri(targetGL, GL_TEXTURE_MAX_ANISOTROPY_EXT, RT_MIN((GLint)anisotropyLevel, pState->caps.maxTextureAnisotropy));
5217 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5218 }
5219 } break;
5220
5221 default: break;
5222 }
5223
5224 glTexParameteri(targetGL, textureType, val);
5225 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5226 }
5227 }
5228
5229 return VINF_SUCCESS;
5230}
5231
5232int vmsvga3dSetMaterial(PVGASTATE pThis, uint32_t cid, SVGA3dFace face, SVGA3dMaterial *pMaterial)
5233{
5234 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5235 AssertReturn(pState, VERR_NO_MEMORY);
5236
5237 LogFunc(("cid=%x face %d\n", cid, face));
5238
5239 PVMSVGA3DCONTEXT pContext;
5240 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
5241 AssertRCReturn(rc, rc);
5242
5243 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5244
5245 GLenum oglFace;
5246 switch (face)
5247 {
5248 case SVGA3D_FACE_NONE:
5249 case SVGA3D_FACE_FRONT:
5250 oglFace = GL_FRONT;
5251 break;
5252
5253 case SVGA3D_FACE_BACK:
5254 oglFace = GL_BACK;
5255 break;
5256
5257 case SVGA3D_FACE_FRONT_BACK:
5258 oglFace = GL_FRONT_AND_BACK;
5259 break;
5260
5261 default:
5262 AssertFailedReturn(VERR_INVALID_PARAMETER);
5263 }
5264
5265 /* Save for vm state save/restore. */
5266 pContext->state.aMaterial[face].fValid = true;
5267 pContext->state.aMaterial[face].material = *pMaterial;
5268 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_MATERIAL;
5269
5270 glMaterialfv(oglFace, GL_DIFFUSE, pMaterial->diffuse);
5271 glMaterialfv(oglFace, GL_AMBIENT, pMaterial->ambient);
5272 glMaterialfv(oglFace, GL_SPECULAR, pMaterial->specular);
5273 glMaterialfv(oglFace, GL_EMISSION, pMaterial->emissive);
5274 glMaterialfv(oglFace, GL_SHININESS, &pMaterial->shininess);
5275 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5276
5277 return VINF_SUCCESS;
5278}
5279
5280/** @todo Move into separate library as we are using logic from Wine here. */
5281int vmsvga3dSetLightData(PVGASTATE pThis, uint32_t cid, uint32_t index, SVGA3dLightData *pData)
5282{
5283 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5284 AssertReturn(pState, VERR_NO_MEMORY);
5285
5286 LogFunc(("vmsvga3dSetLightData cid=%x index=%d type=%d\n", cid, index, pData->type));
5287
5288 PVMSVGA3DCONTEXT pContext;
5289 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
5290 AssertRCReturn(rc, rc);
5291
5292 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5293
5294 /* Store for vm state save/restore */
5295 if (index < SVGA3D_MAX_LIGHTS)
5296 {
5297 pContext->state.aLightData[index].fValidData = true;
5298 pContext->state.aLightData[index].data = *pData;
5299 }
5300 else
5301 AssertFailed();
5302
5303 if ( pData->attenuation0 < 0.0f
5304 || pData->attenuation1 < 0.0f
5305 || pData->attenuation2 < 0.0f)
5306 {
5307 Log(("vmsvga3dSetLightData: invalid negative attenuation values!!\n"));
5308 return VINF_SUCCESS; /* ignore; could crash the GL driver */
5309 }
5310
5311 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d */
5312 glMatrixMode(GL_MODELVIEW);
5313 glPushMatrix();
5314 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5315
5316 glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, pData->diffuse);
5317 glLightfv(GL_LIGHT0 + index, GL_SPECULAR, pData->specular);
5318 glLightfv(GL_LIGHT0 + index, GL_AMBIENT, pData->ambient);
5319
5320 float QuadAttenuation;
5321 if (pData->range * pData->range >= FLT_MIN)
5322 QuadAttenuation = 1.4f / (pData->range * pData->range);
5323 else
5324 QuadAttenuation = 0.0f;
5325
5326 switch (pData->type)
5327 {
5328 case SVGA3D_LIGHTTYPE_POINT:
5329 {
5330 GLfloat position[4];
5331
5332 position[0] = pData->position[0];
5333 position[1] = pData->position[1];
5334 position[2] = pData->position[2];
5335 position[3] = 1.0f;
5336
5337 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5338 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5339
5340 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5341 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5342
5343 /* Attenuation - Are these right? guessing... */
5344 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5345 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5346
5347 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5348 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5349
5350 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5351 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5352
5353 /** @todo range */
5354 break;
5355 }
5356
5357 case SVGA3D_LIGHTTYPE_SPOT1:
5358 {
5359 GLfloat exponent;
5360 GLfloat position[4];
5361 const GLfloat pi = 4.0f * atanf(1.0f);
5362
5363 position[0] = pData->position[0];
5364 position[1] = pData->position[1];
5365 position[2] = pData->position[2];
5366 position[3] = 1.0f;
5367
5368 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5369 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5370
5371 position[0] = pData->direction[0];
5372 position[1] = pData->direction[1];
5373 position[2] = pData->direction[2];
5374 position[3] = 1.0f;
5375
5376 glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, position);
5377 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5378
5379 /*
5380 * opengl-ish and d3d-ish spot lights use too different models for the
5381 * light "intensity" as a function of the angle towards the main light direction,
5382 * so we only can approximate very roughly.
5383 * however spot lights are rather rarely used in games (if ever used at all).
5384 * furthermore if still used, probably nobody pays attention to such details.
5385 */
5386 if (pData->falloff == 0)
5387 {
5388 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
5389 * falloff resp. exponent parameter as an exponent, so the spot light lighting
5390 * will always be 1.0 for both of them, and we don't have to care for the
5391 * rest of the rather complex calculation
5392 */
5393 exponent = 0.0f;
5394 }
5395 else
5396 {
5397 float rho = pData->theta + (pData->phi - pData->theta) / (2 * pData->falloff);
5398 if (rho < 0.0001f)
5399 rho = 0.0001f;
5400 exponent = -0.3f/log(cos(rho/2));
5401 }
5402 if (exponent > 128.0f)
5403 exponent = 128.0f;
5404
5405 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, exponent);
5406 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5407
5408 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, pData->phi * 90.0 / pi);
5409 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5410
5411 /* Attenuation - Are these right? guessing... */
5412 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5413 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5414
5415 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5416 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5417
5418 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5419 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5420
5421 /** @todo range */
5422 break;
5423 }
5424
5425 case SVGA3D_LIGHTTYPE_DIRECTIONAL:
5426 {
5427 GLfloat position[4];
5428
5429 position[0] = -pData->direction[0];
5430 position[1] = -pData->direction[1];
5431 position[2] = -pData->direction[2];
5432 position[3] = 0.0f;
5433
5434 glLightfv(GL_LIGHT0 + index, GL_POSITION, position); /* Note gl uses w position of 0 for direction! */
5435 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5436
5437 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5438 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5439
5440 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, 0.0f);
5441 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5442 break;
5443 }
5444
5445 case SVGA3D_LIGHTTYPE_SPOT2:
5446 default:
5447 Log(("Unsupported light type!!\n"));
5448 rc = VERR_INVALID_PARAMETER;
5449 break;
5450 }
5451
5452 /* Restore the modelview matrix */
5453 glPopMatrix();
5454
5455 return rc;
5456}
5457
5458int vmsvga3dSetLightEnabled(PVGASTATE pThis, uint32_t cid, uint32_t index, uint32_t enabled)
5459{
5460 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5461 AssertReturn(pState, VERR_NO_MEMORY);
5462
5463 LogFunc(("cid=%x %d -> %d\n", cid, index, enabled));
5464
5465 PVMSVGA3DCONTEXT pContext;
5466 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
5467 AssertRCReturn(rc, rc);
5468
5469 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5470
5471 /* Store for vm state save/restore */
5472 if (index < SVGA3D_MAX_LIGHTS)
5473 pContext->state.aLightData[index].fEnabled = !!enabled;
5474 else
5475 AssertFailed();
5476
5477 if (enabled)
5478 {
5479 if (index < SVGA3D_MAX_LIGHTS)
5480 {
5481 /* Load the default settings if none have been set yet. */
5482 if (!pContext->state.aLightData[index].fValidData)
5483 vmsvga3dSetLightData(pThis, cid, index, (SVGA3dLightData *)&vmsvga3d_default_light);
5484 }
5485 glEnable(GL_LIGHT0 + index);
5486 }
5487 else
5488 glDisable(GL_LIGHT0 + index);
5489
5490 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5491 return VINF_SUCCESS;
5492}
5493
5494int vmsvga3dSetViewPort(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5495{
5496 PVMSVGA3DCONTEXT pContext;
5497 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5498 AssertReturn(pState, VERR_NO_MEMORY);
5499
5500 Log(("vmsvga3dSetViewPort cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5501
5502 if ( cid >= pState->cContexts
5503 || pState->papContexts[cid]->id != cid)
5504 {
5505 Log(("vmsvga3dSetViewPort invalid context id!\n"));
5506 return VERR_INVALID_PARAMETER;
5507 }
5508 pContext = pState->papContexts[cid];
5509 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5510
5511 /* Save for vm state save/restore. */
5512 pContext->state.RectViewPort = *pRect;
5513 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VIEWPORT;
5514
5515 /** @todo y-inversion for partial viewport coordinates? */
5516 glViewport(pRect->x, pRect->y, pRect->w, pRect->h);
5517 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5518
5519 /* Reset the projection matrix as that relies on the viewport setting. */
5520 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5521 {
5522 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5523 }
5524 else
5525 {
5526 float matrix[16];
5527
5528 /* identity matrix if no matrix set. */
5529 memset(matrix, 0, sizeof(matrix));
5530 matrix[0] = 1.0;
5531 matrix[5] = 1.0;
5532 matrix[10] = 1.0;
5533 matrix[15] = 1.0;
5534 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, matrix);
5535 }
5536
5537 return VINF_SUCCESS;
5538}
5539
5540int vmsvga3dSetClipPlane(PVGASTATE pThis, uint32_t cid, uint32_t index, float plane[4])
5541{
5542 PVMSVGA3DCONTEXT pContext;
5543 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5544 AssertReturn(pState, VERR_NO_MEMORY);
5545 double oglPlane[4];
5546
5547 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)));
5548 AssertReturn(index < SVGA3D_CLIPPLANE_MAX, VERR_INVALID_PARAMETER);
5549
5550 if ( cid >= pState->cContexts
5551 || pState->papContexts[cid]->id != cid)
5552 {
5553 Log(("vmsvga3dSetClipPlane invalid context id!\n"));
5554 return VERR_INVALID_PARAMETER;
5555 }
5556 pContext = pState->papContexts[cid];
5557 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5558
5559 /* Store for vm state save/restore. */
5560 pContext->state.aClipPlane[index].fValid = true;
5561 memcpy(pContext->state.aClipPlane[index].plane, plane, sizeof(pContext->state.aClipPlane[index].plane));
5562
5563 /** @todo clip plane affected by model view in OpenGL & view in D3D + vertex shader -> not transformed (see Wine; state.c clipplane) */
5564 oglPlane[0] = (double)plane[0];
5565 oglPlane[1] = (double)plane[1];
5566 oglPlane[2] = (double)plane[2];
5567 oglPlane[3] = (double)plane[3];
5568
5569 glClipPlane(GL_CLIP_PLANE0 + index, oglPlane);
5570 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5571
5572 return VINF_SUCCESS;
5573}
5574
5575int vmsvga3dSetScissorRect(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5576{
5577 PVMSVGA3DCONTEXT pContext;
5578 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5579 AssertReturn(pState, VERR_NO_MEMORY);
5580
5581 Log(("vmsvga3dSetScissorRect cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5582
5583 if ( cid >= pState->cContexts
5584 || pState->papContexts[cid]->id != cid)
5585 {
5586 Log(("vmsvga3dSetScissorRect invalid context id!\n"));
5587 return VERR_INVALID_PARAMETER;
5588 }
5589 pContext = pState->papContexts[cid];
5590 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5591
5592 /* Store for vm state save/restore. */
5593 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_SCISSORRECT;
5594 pContext->state.RectScissor = *pRect;
5595
5596 glScissor(pRect->x, pRect->y, pRect->w, pRect->h);
5597 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5598
5599 return VINF_SUCCESS;
5600}
5601
5602static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha)
5603{
5604 /* Convert byte color components to float (0-1.0) */
5605 *pAlpha = (GLfloat)(color >> 24) / 255.0;
5606 *pRed = (GLfloat)((color >> 16) & 0xff) / 255.0;
5607 *pGreen = (GLfloat)((color >> 8) & 0xff) / 255.0;
5608 *pBlue = (GLfloat)(color & 0xff) / 255.0;
5609}
5610
5611int vmsvga3dCommandClear(PVGASTATE pThis, uint32_t cid, SVGA3dClearFlag clearFlag, uint32_t color, float depth, uint32_t stencil,
5612 uint32_t cRects, SVGA3dRect *pRect)
5613{
5614 GLbitfield mask = 0;
5615 PVMSVGA3DCONTEXT pContext;
5616 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5617 AssertReturn(pState, VERR_NO_MEMORY);
5618 GLboolean fDepthWriteEnabled = GL_FALSE;
5619
5620 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));
5621
5622 if ( cid >= pState->cContexts
5623 || pState->papContexts[cid]->id != cid)
5624 {
5625 Log(("vmsvga3dCommandClear invalid context id!\n"));
5626 return VERR_INVALID_PARAMETER;
5627 }
5628 pContext = pState->papContexts[cid];
5629 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5630
5631 if (clearFlag & SVGA3D_CLEAR_COLOR)
5632 {
5633 GLfloat red, green, blue, alpha;
5634
5635 vmsvgaColor2GLFloatArray(color, &red, &green, &blue, &alpha);
5636
5637 /* Set the color clear value. */
5638 glClearColor(red, green, blue, alpha);
5639
5640 mask |= GL_COLOR_BUFFER_BIT;
5641 }
5642 if (clearFlag & SVGA3D_CLEAR_STENCIL)
5643 {
5644 /** @todo possibly the same problem as with glDepthMask */
5645 glClearStencil(stencil);
5646 mask |= GL_STENCIL_BUFFER_BIT;
5647 }
5648 if (clearFlag & SVGA3D_CLEAR_DEPTH)
5649 {
5650 glClearDepth((GLdouble)depth);
5651 mask |= GL_DEPTH_BUFFER_BIT;
5652
5653 /* glClear will not clear the depth buffer if writing is disabled. */
5654 glGetBooleanv(GL_DEPTH_WRITEMASK, &fDepthWriteEnabled);
5655 if (fDepthWriteEnabled == GL_FALSE)
5656 glDepthMask(GL_TRUE);
5657 }
5658
5659 if (cRects)
5660 {
5661 /* Save the current scissor test bit and scissor box. */
5662 glPushAttrib(GL_SCISSOR_BIT);
5663 glEnable(GL_SCISSOR_TEST);
5664 for (unsigned i=0; i < cRects; i++)
5665 {
5666 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));
5667 glScissor(pRect[i].x, pRect[i].y, pRect[i].w, pRect[i].h);
5668 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5669 glClear(mask);
5670 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5671 }
5672 /* Restore the old scissor test bit and box */
5673 glPopAttrib();
5674 }
5675 else
5676 {
5677 glClear(mask);
5678 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5679 }
5680
5681 /* Restore depth write state. */
5682 if ( (clearFlag & SVGA3D_CLEAR_DEPTH)
5683 && fDepthWriteEnabled == GL_FALSE)
5684 glDepthMask(GL_FALSE);
5685
5686 return VINF_SUCCESS;
5687}
5688
5689/* Convert VMWare vertex declaration to its OpenGL equivalent. */
5690int vmsvga3dVertexDecl2OGL(SVGA3dVertexArrayIdentity &identity, GLint &size, GLenum &type, GLboolean &normalized)
5691{
5692 normalized = GL_FALSE;
5693 switch (identity.type)
5694 {
5695 case SVGA3D_DECLTYPE_FLOAT1:
5696 size = 1;
5697 type = GL_FLOAT;
5698 break;
5699 case SVGA3D_DECLTYPE_FLOAT2:
5700 size = 2;
5701 type = GL_FLOAT;
5702 break;
5703 case SVGA3D_DECLTYPE_FLOAT3:
5704 size = 3;
5705 type = GL_FLOAT;
5706 break;
5707 case SVGA3D_DECLTYPE_FLOAT4:
5708 size = 4;
5709 type = GL_FLOAT;
5710 break;
5711
5712 case SVGA3D_DECLTYPE_D3DCOLOR:
5713 size = GL_BGRA; /* @note requires GL_ARB_vertex_array_bgra */
5714 type = GL_UNSIGNED_BYTE;
5715 normalized = GL_TRUE; /* glVertexAttribPointer fails otherwise */
5716 break;
5717
5718 case SVGA3D_DECLTYPE_UBYTE4N:
5719 normalized = GL_TRUE;
5720 RT_FALL_THRU();
5721 case SVGA3D_DECLTYPE_UBYTE4:
5722 size = 4;
5723 type = GL_UNSIGNED_BYTE;
5724 break;
5725
5726 case SVGA3D_DECLTYPE_SHORT2N:
5727 normalized = GL_TRUE;
5728 RT_FALL_THRU();
5729 case SVGA3D_DECLTYPE_SHORT2:
5730 size = 2;
5731 type = GL_SHORT;
5732 break;
5733
5734 case SVGA3D_DECLTYPE_SHORT4N:
5735 normalized = GL_TRUE;
5736 RT_FALL_THRU();
5737 case SVGA3D_DECLTYPE_SHORT4:
5738 size = 4;
5739 type = GL_SHORT;
5740 break;
5741
5742 case SVGA3D_DECLTYPE_USHORT4N:
5743 normalized = GL_TRUE;
5744 size = 4;
5745 type = GL_UNSIGNED_SHORT;
5746 break;
5747
5748 case SVGA3D_DECLTYPE_USHORT2N:
5749 normalized = GL_TRUE;
5750 size = 2;
5751 type = GL_UNSIGNED_SHORT;
5752 break;
5753
5754 case SVGA3D_DECLTYPE_UDEC3:
5755 size = 3;
5756 type = GL_UNSIGNED_INT_2_10_10_10_REV; /** @todo correct? */
5757 break;
5758
5759 case SVGA3D_DECLTYPE_DEC3N:
5760 normalized = true;
5761 size = 3;
5762 type = GL_INT_2_10_10_10_REV; /** @todo correct? */
5763 break;
5764
5765 case SVGA3D_DECLTYPE_FLOAT16_2:
5766 size = 2;
5767 type = GL_HALF_FLOAT;
5768 break;
5769 case SVGA3D_DECLTYPE_FLOAT16_4:
5770 size = 4;
5771 type = GL_HALF_FLOAT;
5772 break;
5773 default:
5774 AssertFailedReturn(VERR_INVALID_PARAMETER);
5775 }
5776
5777 //pVertexElement->Method = identity.method;
5778 //pVertexElement->Usage = identity.usage;
5779
5780 return VINF_SUCCESS;
5781}
5782
5783/* Convert VMWare primitive type to its OpenGL equivalent. */
5784/* Calculate the vertex count based on the primitive type and nr of primitives. */
5785int vmsvga3dPrimitiveType2OGL(SVGA3dPrimitiveType PrimitiveType, GLenum *pMode, uint32_t cPrimitiveCount, uint32_t *pcVertices)
5786{
5787 switch (PrimitiveType)
5788 {
5789 case SVGA3D_PRIMITIVE_TRIANGLELIST:
5790 *pMode = GL_TRIANGLES;
5791 *pcVertices = cPrimitiveCount * 3;
5792 break;
5793 case SVGA3D_PRIMITIVE_POINTLIST:
5794 *pMode = GL_POINTS;
5795 *pcVertices = cPrimitiveCount;
5796 break;
5797 case SVGA3D_PRIMITIVE_LINELIST:
5798 *pMode = GL_LINES;
5799 *pcVertices = cPrimitiveCount * 2;
5800 break;
5801 case SVGA3D_PRIMITIVE_LINESTRIP:
5802 *pMode = GL_LINE_STRIP;
5803 *pcVertices = cPrimitiveCount + 1;
5804 break;
5805 case SVGA3D_PRIMITIVE_TRIANGLESTRIP:
5806 *pMode = GL_TRIANGLE_STRIP;
5807 *pcVertices = cPrimitiveCount + 2;
5808 break;
5809 case SVGA3D_PRIMITIVE_TRIANGLEFAN:
5810 *pMode = GL_TRIANGLE_FAN;
5811 *pcVertices = cPrimitiveCount + 2;
5812 break;
5813 default:
5814 return VERR_INVALID_PARAMETER;
5815 }
5816 return VINF_SUCCESS;
5817}
5818
5819int vmsvga3dResetTransformMatrices(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext)
5820{
5821 int rc;
5822
5823 /* Reset the view matrix (also takes the world matrix into account). */
5824 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid == true)
5825 {
5826 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5827 }
5828 else
5829 {
5830 float matrix[16];
5831
5832 /* identity matrix if no matrix set. */
5833 memset(matrix, 0, sizeof(matrix));
5834 matrix[0] = 1.0;
5835 matrix[5] = 1.0;
5836 matrix[10] = 1.0;
5837 matrix[15] = 1.0;
5838 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, matrix);
5839 }
5840
5841 /* Reset the projection matrix. */
5842 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5843 {
5844 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5845 }
5846 else
5847 {
5848 float matrix[16];
5849
5850 /* identity matrix if no matrix set. */
5851 memset(matrix, 0, sizeof(matrix));
5852 matrix[0] = 1.0;
5853 matrix[5] = 1.0;
5854 matrix[10] = 1.0;
5855 matrix[15] = 1.0;
5856 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, matrix);
5857 }
5858 AssertRC(rc);
5859 return rc;
5860}
5861
5862int vmsvga3dDrawPrimitivesProcessVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext,
5863 uint32_t iVertexDeclBase, uint32_t numVertexDecls,
5864 SVGA3dVertexDecl *pVertexDecl,
5865 SVGA3dVertexDivisor const *paVertexDivisors, uint32_t cInstances)
5866{
5867 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5868 unsigned sidVertex = pVertexDecl[0].array.surfaceId;
5869 PVMSVGA3DSURFACE pVertexSurface;
5870
5871 AssertReturn(sidVertex < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
5872 AssertReturn(sidVertex < pState->cSurfaces && pState->papSurfaces[sidVertex]->id == sidVertex, VERR_INVALID_PARAMETER);
5873
5874 pVertexSurface = pState->papSurfaces[sidVertex];
5875 Log(("vmsvga3dDrawPrimitives: vertex surface %x\n", sidVertex));
5876
5877 /* Create and/or bind the vertex buffer. */
5878 if (pVertexSurface->oglId.buffer == OPENGL_INVALID_ID)
5879 {
5880 Log(("vmsvga3dDrawPrimitives: create vertex buffer fDirty=%d size=%x bytes\n", pVertexSurface->fDirty, pVertexSurface->pMipmapLevels[0].cbSurface));
5881 PVMSVGA3DCONTEXT pSavedCtx = pContext;
5882 pContext = &pState->SharedCtx;
5883 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5884
5885 pState->ext.glGenBuffers(1, &pVertexSurface->oglId.buffer);
5886 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5887 pVertexSurface->enmOGLResType = VMSVGA3D_OGLRESTYPE_BUFFER;
5888
5889 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
5890 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5891
5892 Assert(pVertexSurface->fDirty);
5893 /** @todo rethink usage dynamic/static */
5894 pState->ext.glBufferData(GL_ARRAY_BUFFER, pVertexSurface->pMipmapLevels[0].cbSurface, pVertexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
5895 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5896
5897 pVertexSurface->pMipmapLevels[0].fDirty = false;
5898 pVertexSurface->fDirty = false;
5899
5900 pVertexSurface->surfaceFlags |= SVGA3D_SURFACE_HINT_VERTEXBUFFER;
5901
5902 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, OPENGL_INVALID_ID);
5903 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5904
5905 pContext = pSavedCtx;
5906 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5907 }
5908
5909 Assert(pVertexSurface->fDirty == false);
5910 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
5911 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5912
5913 /* Setup the vertex declarations. */
5914 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
5915 {
5916 GLint size;
5917 GLenum type;
5918 GLboolean normalized;
5919 GLuint index = iVertexDeclBase + iVertex;
5920
5921 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));
5922
5923 int rc = vmsvga3dVertexDecl2OGL(pVertexDecl[iVertex].identity, size, type, normalized);
5924 AssertRCReturn(rc, rc);
5925
5926 if (pContext->state.shidVertex != SVGA_ID_INVALID)
5927 {
5928 /* Use numbered vertex arrays when shaders are active. */
5929 pState->ext.glEnableVertexAttribArray(index);
5930 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5931 pState->ext.glVertexAttribPointer(index, size, type, normalized, pVertexDecl[iVertex].array.stride,
5932 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
5933 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5934
5935 GLuint divisor = paVertexDivisors && paVertexDivisors[index].s.instanceData ? 1 : 0;
5936 if (pVertexDecl[iVertex].array.stride == 0)
5937 {
5938 /* Zero stride means that the attribute pointer must not be increased.
5939 * See comment about stride in vmsvga3dDrawPrimitives.
5940 */
5941 if (!divisor)
5942 {
5943 LogRelMax(8, ("VMSVGA: zero stride array (instancing %s %d)\n", paVertexDivisors ? "on" : "off", cInstances));
5944 AssertFailed();
5945 }
5946
5947 divisor = cInstances; /* This attrib must never advance. */
5948 }
5949 pState->ext.glVertexAttribDivisor(index, divisor);
5950 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5951
5952 /** @todo case SVGA3D_DECLUSAGE_COLOR: color component order not identical!! test GL_BGRA!! */
5953 }
5954 else
5955 {
5956 if (pVertexDecl[iVertex].array.stride == 0)
5957 {
5958 /* Zero stride means that the attribute pointer must not be increased.
5959 * See comment about stride in vmsvga3dDrawPrimitives.
5960 */
5961 LogRelMax(8, ("VMSVGA: Warning: zero stride array in fixed function pipeline\n"));
5962 AssertFailed();
5963 }
5964
5965 /* Use the predefined selection of vertex streams for the fixed pipeline. */
5966 switch (pVertexDecl[iVertex].identity.usage)
5967 {
5968 case SVGA3D_DECLUSAGE_POSITIONT:
5969 case SVGA3D_DECLUSAGE_POSITION:
5970 {
5971 glEnableClientState(GL_VERTEX_ARRAY);
5972 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5973 glVertexPointer(size, type, pVertexDecl[iVertex].array.stride,
5974 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
5975 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5976 break;
5977 }
5978 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
5979 AssertFailed();
5980 break;
5981 case SVGA3D_DECLUSAGE_BLENDINDICES:
5982 AssertFailed();
5983 break;
5984 case SVGA3D_DECLUSAGE_NORMAL:
5985 glEnableClientState(GL_NORMAL_ARRAY);
5986 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5987 glNormalPointer(type, pVertexDecl[iVertex].array.stride,
5988 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
5989 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5990 break;
5991 case SVGA3D_DECLUSAGE_PSIZE:
5992 AssertFailed();
5993 break;
5994 case SVGA3D_DECLUSAGE_TEXCOORD:
5995 /* Specify the affected texture unit. */
5996#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
5997 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
5998#else
5999 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6000#endif
6001 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
6002 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6003 glTexCoordPointer(size, type, pVertexDecl[iVertex].array.stride,
6004 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6005 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6006 break;
6007 case SVGA3D_DECLUSAGE_TANGENT:
6008 AssertFailed();
6009 break;
6010 case SVGA3D_DECLUSAGE_BINORMAL:
6011 AssertFailed();
6012 break;
6013 case SVGA3D_DECLUSAGE_TESSFACTOR:
6014 AssertFailed();
6015 break;
6016 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! test GL_BGRA!! */
6017 glEnableClientState(GL_COLOR_ARRAY);
6018 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6019 glColorPointer(size, type, pVertexDecl[iVertex].array.stride,
6020 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6021 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6022 break;
6023 case SVGA3D_DECLUSAGE_FOG:
6024 glEnableClientState(GL_FOG_COORD_ARRAY);
6025 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6026 pState->ext.glFogCoordPointer(type, pVertexDecl[iVertex].array.stride,
6027 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6028 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6029 break;
6030 case SVGA3D_DECLUSAGE_DEPTH:
6031 AssertFailed();
6032 break;
6033 case SVGA3D_DECLUSAGE_SAMPLE:
6034 AssertFailed();
6035 break;
6036 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6037 }
6038 }
6039
6040#ifdef LOG_ENABLED
6041 if (pVertexDecl[iVertex].array.stride == 0)
6042 Log(("vmsvga3dDrawPrimitives: stride == 0! Can be valid\n"));
6043#endif
6044 }
6045
6046 return VINF_SUCCESS;
6047}
6048
6049int vmsvga3dDrawPrimitivesCleanupVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
6050{
6051 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6052
6053 /* Clean up the vertex declarations. */
6054 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6055 {
6056 if (pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT)
6057 {
6058 /* Reset the transformation matrices in case of a switch back from pretransformed mode. */
6059 Log(("vmsvga3dDrawPrimitivesCleanupVertexDecls: reset world and projection matrices after transformation reset (pre-transformed -> transformed)\n"));
6060 vmsvga3dResetTransformMatrices(pThis, pContext);
6061 }
6062
6063 if (pContext->state.shidVertex != SVGA_ID_INVALID)
6064 {
6065 /* Use numbered vertex arrays when shaders are active. */
6066 pState->ext.glVertexAttribDivisor(iVertexDeclBase + iVertex, 0);
6067 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6068 pState->ext.glDisableVertexAttribArray(iVertexDeclBase + iVertex);
6069 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6070 }
6071 else
6072 {
6073 /* Use the predefined selection of vertex streams for the fixed pipeline. */
6074 switch (pVertexDecl[iVertex].identity.usage)
6075 {
6076 case SVGA3D_DECLUSAGE_POSITION:
6077 case SVGA3D_DECLUSAGE_POSITIONT:
6078 glDisableClientState(GL_VERTEX_ARRAY);
6079 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6080 break;
6081 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
6082 break;
6083 case SVGA3D_DECLUSAGE_BLENDINDICES:
6084 break;
6085 case SVGA3D_DECLUSAGE_NORMAL:
6086 glDisableClientState(GL_NORMAL_ARRAY);
6087 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6088 break;
6089 case SVGA3D_DECLUSAGE_PSIZE:
6090 break;
6091 case SVGA3D_DECLUSAGE_TEXCOORD:
6092 /* Specify the affected texture unit. */
6093#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
6094 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6095#else
6096 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6097#endif
6098 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
6099 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6100 break;
6101 case SVGA3D_DECLUSAGE_TANGENT:
6102 break;
6103 case SVGA3D_DECLUSAGE_BINORMAL:
6104 break;
6105 case SVGA3D_DECLUSAGE_TESSFACTOR:
6106 break;
6107 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! */
6108 glDisableClientState(GL_COLOR_ARRAY);
6109 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6110 break;
6111 case SVGA3D_DECLUSAGE_FOG:
6112 glDisableClientState(GL_FOG_COORD_ARRAY);
6113 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6114 break;
6115 case SVGA3D_DECLUSAGE_DEPTH:
6116 break;
6117 case SVGA3D_DECLUSAGE_SAMPLE:
6118 break;
6119 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6120 }
6121 }
6122 }
6123 /* Unbind the vertex buffer after usage. */
6124 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
6125 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6126 return VINF_SUCCESS;
6127}
6128
6129int vmsvga3dDrawPrimitives(PVGASTATE pThis, uint32_t cid, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl,
6130 uint32_t numRanges, SVGA3dPrimitiveRange *pRange, uint32_t cVertexDivisor,
6131 SVGA3dVertexDivisor *pVertexDivisor)
6132{
6133 RT_NOREF(pVertexDivisor);
6134 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6135 AssertReturn(pState, VERR_INTERNAL_ERROR);
6136 PVMSVGA3DCONTEXT pContext;
6137 int rc = VERR_NOT_IMPLEMENTED;
6138 uint32_t iCurrentVertex;
6139
6140 Log(("vmsvga3dDrawPrimitives cid=%x numVertexDecls=%d numRanges=%d, cVertexDivisor=%d\n", cid, numVertexDecls, numRanges, cVertexDivisor));
6141
6142 /* Caller already check these, but it cannot hurt to check again... */
6143 AssertReturn(numVertexDecls && numVertexDecls <= SVGA3D_MAX_VERTEX_ARRAYS, VERR_INVALID_PARAMETER);
6144 AssertReturn(numRanges && numRanges <= SVGA3D_MAX_DRAW_PRIMITIVE_RANGES, VERR_INVALID_PARAMETER);
6145 AssertReturn(!cVertexDivisor || cVertexDivisor == numVertexDecls, VERR_INVALID_PARAMETER);
6146
6147 if (!cVertexDivisor)
6148 pVertexDivisor = NULL; /* Be sure. */
6149
6150 if ( cid >= pState->cContexts
6151 || pState->papContexts[cid]->id != cid)
6152 {
6153 Log(("vmsvga3dDrawPrimitives invalid context id!\n"));
6154 return VERR_INVALID_PARAMETER;
6155 }
6156 pContext = pState->papContexts[cid];
6157 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6158
6159 /* Check for pretransformed vertex declarations. */
6160 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6161 {
6162 switch (pVertexDecl[iVertex].identity.usage)
6163 {
6164 case SVGA3D_DECLUSAGE_POSITIONT:
6165 Log(("ShaderSetPositionTransformed: (%d,%d)\n", pContext->state.RectViewPort.w, pContext->state.RectViewPort.h));
6166 RT_FALL_THRU();
6167 case SVGA3D_DECLUSAGE_POSITION:
6168 ShaderSetPositionTransformed(pContext->pShaderContext, pContext->state.RectViewPort.w,
6169 pContext->state.RectViewPort.h,
6170 pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT);
6171 break;
6172 default: /* Shut up MSC. */ break;
6173 }
6174 }
6175
6176 /*
6177 * D3D and OpenGL have a different meaning of value zero for the vertex array stride:
6178 * - D3D and VMSVGA: "use a zero stride to tell the runtime not to increment the vertex buffer offset."
6179 * - OpenGL: "If stride is 0, the generic vertex attributes are understood to be tightly packed in the array."
6180 * VMSVGA uses the D3D semantics.
6181 *
6182 * In order to tell OpenGL to reuse the zero stride attributes for each vertex
6183 * such attributes could be declared as instance data, then OpenGL applies them once
6184 * for all vertices of the one drawn instance.
6185 *
6186 * If instancing is already used (cVertexDivisor > 0), then the code does nothing and assumes that
6187 * all instance data is already correctly marked as such.
6188 *
6189 * If instancing is not requisted (cVertexDivisor == 0), then the code creates a description for
6190 * one instance where all arrays with zero stride are marked as instance data, and all arrays
6191 * with non-zero stride as indexed data.
6192 */
6193 bool fZeroStrideArray = false;
6194 if (cVertexDivisor == 0)
6195 {
6196 unsigned i;
6197 for (i = 0; i < numVertexDecls; ++i)
6198 {
6199 if (pVertexDecl[i].array.stride == 0)
6200 {
6201 fZeroStrideArray = true;
6202 break;
6203 }
6204 }
6205
6206 if (fZeroStrideArray)
6207 {
6208 cVertexDivisor = numVertexDecls;
6209 pVertexDivisor = (SVGA3dVertexDivisor *)RTMemTmpAlloc(sizeof(SVGA3dVertexDivisor) * cVertexDivisor);
6210 AssertPtrReturn(pVertexDivisor, VERR_NO_MEMORY);
6211
6212 for (i = 0; i < numVertexDecls; ++i)
6213 {
6214 pVertexDivisor[i].s.count = 1;
6215 if (pVertexDecl[i].array.stride == 0)
6216 {
6217 pVertexDivisor[i].s.instanceData = 1;
6218 }
6219 else
6220 {
6221 pVertexDivisor[i].s.indexedData = 1;
6222 }
6223 }
6224 }
6225 }
6226
6227 /* Try to figure out if instancing is used.
6228 * Support simple instancing case with one set of indexed data and one set per-instance data.
6229 */
6230 uint32_t cInstances = 0;
6231 for (uint32_t iVertexDivisor = 0; iVertexDivisor < cVertexDivisor; ++iVertexDivisor)
6232 {
6233 if (pVertexDivisor[iVertexDivisor].s.indexedData)
6234 {
6235 if (cInstances == 0)
6236 cInstances = pVertexDivisor[iVertexDivisor].s.count;
6237 else
6238 Assert(cInstances == pVertexDivisor[iVertexDivisor].s.count);
6239 }
6240 else if (pVertexDivisor[iVertexDivisor].s.instanceData)
6241 {
6242 Assert(pVertexDivisor[iVertexDivisor].s.count == 1);
6243 }
6244 }
6245
6246 /* Flush any shader changes; after (!) checking the vertex declarations to deal with pre-transformed vertices. */
6247 if (pContext->pShaderContext)
6248 {
6249 uint32_t rtHeight = 0;
6250
6251 if (pContext->state.aRenderTargets[SVGA3D_RT_COLOR0] != SVGA_ID_INVALID)
6252 {
6253 PVMSVGA3DSURFACE pRenderTarget = pState->papSurfaces[pContext->state.aRenderTargets[SVGA3D_RT_COLOR0]];
6254 rtHeight = pRenderTarget->pMipmapLevels[0].mipmapSize.height;
6255 }
6256
6257 ShaderUpdateState(pContext->pShaderContext, rtHeight);
6258 }
6259
6260 /* Process all vertex declarations. Each vertex buffer is represented by one stream. */
6261 iCurrentVertex = 0;
6262 while (iCurrentVertex < numVertexDecls)
6263 {
6264 uint32_t sidVertex = SVGA_ID_INVALID;
6265 uint32_t iVertex;
6266
6267 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6268 {
6269 if ( sidVertex != SVGA_ID_INVALID
6270 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6271 )
6272 break;
6273 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6274 }
6275
6276 rc = vmsvga3dDrawPrimitivesProcessVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex,
6277 &pVertexDecl[iCurrentVertex], pVertexDivisor, cInstances);
6278 AssertRCReturn(rc, rc);
6279
6280 iCurrentVertex = iVertex;
6281 }
6282
6283 /* Now draw the primitives. */
6284 for (unsigned iPrimitive = 0; iPrimitive < numRanges; iPrimitive++)
6285 {
6286 GLenum modeDraw;
6287 unsigned sidIndex = pRange[iPrimitive].indexArray.surfaceId;
6288 PVMSVGA3DSURFACE pIndexSurface = NULL;
6289 unsigned cVertices;
6290
6291 Log(("Primitive %d: type %s\n", iPrimitive, vmsvga3dPrimitiveType2String(pRange[iPrimitive].primType)));
6292 rc = vmsvga3dPrimitiveType2OGL(pRange[iPrimitive].primType, &modeDraw, pRange[iPrimitive].primitiveCount, &cVertices);
6293 if (RT_FAILURE(rc))
6294 {
6295 AssertRC(rc);
6296 goto internal_error;
6297 }
6298
6299 if (sidIndex != SVGA3D_INVALID_ID)
6300 {
6301 AssertMsg(pRange[iPrimitive].indexWidth == sizeof(uint32_t) || pRange[iPrimitive].indexWidth == sizeof(uint16_t), ("Unsupported primitive width %d\n", pRange[iPrimitive].indexWidth));
6302
6303 if ( sidIndex >= SVGA3D_MAX_SURFACE_IDS
6304 || sidIndex >= pState->cSurfaces
6305 || pState->papSurfaces[sidIndex]->id != sidIndex)
6306 {
6307 Assert(sidIndex < SVGA3D_MAX_SURFACE_IDS);
6308 Assert(sidIndex < pState->cSurfaces && pState->papSurfaces[sidIndex]->id == sidIndex);
6309 rc = VERR_INVALID_PARAMETER;
6310 goto internal_error;
6311 }
6312 pIndexSurface = pState->papSurfaces[sidIndex];
6313 Log(("vmsvga3dDrawPrimitives: index surface %x\n", sidIndex));
6314
6315 if (pIndexSurface->oglId.buffer == OPENGL_INVALID_ID)
6316 {
6317 Log(("vmsvga3dDrawPrimitives: create index buffer fDirty=%d size=%x bytes\n", pIndexSurface->fDirty, pIndexSurface->pMipmapLevels[0].cbSurface));
6318 pContext = &pState->SharedCtx;
6319 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6320
6321 pState->ext.glGenBuffers(1, &pIndexSurface->oglId.buffer);
6322 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6323 pIndexSurface->enmOGLResType = VMSVGA3D_OGLRESTYPE_BUFFER;
6324
6325 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6326 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6327
6328 Assert(pIndexSurface->fDirty);
6329
6330 /** @todo rethink usage dynamic/static */
6331 pState->ext.glBufferData(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->pMipmapLevels[0].cbSurface, pIndexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
6332 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6333
6334 pIndexSurface->pMipmapLevels[0].fDirty = false;
6335 pIndexSurface->fDirty = false;
6336
6337 pIndexSurface->surfaceFlags |= SVGA3D_SURFACE_HINT_INDEXBUFFER;
6338
6339 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, OPENGL_INVALID_ID);
6340 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6341
6342 pContext = pState->papContexts[cid];
6343 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6344 }
6345 Assert(pIndexSurface->fDirty == false);
6346
6347 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6348 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6349 }
6350
6351 if (!pIndexSurface)
6352 {
6353 /* Render without an index buffer */
6354 Log(("DrawPrimitive %d cPrimitives=%d cVertices=%d index index bias=%d cInstances=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pRange[iPrimitive].indexBias, cInstances));
6355 if (cInstances == 0)
6356 {
6357 glDrawArrays(modeDraw, pRange[iPrimitive].indexBias, cVertices);
6358 }
6359 else
6360 {
6361 pState->ext.glDrawArraysInstanced(modeDraw, pRange[iPrimitive].indexBias, cVertices, cInstances);
6362 }
6363 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6364 }
6365 else
6366 {
6367 Assert(pRange[iPrimitive].indexWidth == pRange[iPrimitive].indexArray.stride);
6368
6369 GLenum indexType;
6370 switch (pRange[iPrimitive].indexWidth)
6371 {
6372 case 1: indexType = GL_UNSIGNED_BYTE; break;
6373 case 2: indexType = GL_UNSIGNED_SHORT; break;
6374 default: AssertMsgFailed(("indexWidth %d\n", pRange[iPrimitive].indexWidth));
6375 RT_FALL_THROUGH();
6376 case 4: indexType = GL_UNSIGNED_INT; break;
6377 }
6378
6379 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));
6380 if (cInstances == 0)
6381 {
6382 /* Render with an index buffer */
6383 if (pRange[iPrimitive].indexBias == 0)
6384 glDrawElements(modeDraw,
6385 cVertices,
6386 indexType,
6387 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset); /* byte offset in indices buffer */
6388 else
6389 pState->ext.glDrawElementsBaseVertex(modeDraw,
6390 cVertices,
6391 indexType,
6392 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
6393 pRange[iPrimitive].indexBias); /* basevertex */
6394 }
6395 else
6396 {
6397 /* Render with an index buffer */
6398 if (pRange[iPrimitive].indexBias == 0)
6399 pState->ext.glDrawElementsInstanced(modeDraw,
6400 cVertices,
6401 indexType,
6402 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
6403 cInstances);
6404 else
6405 pState->ext.glDrawElementsInstancedBaseVertex(modeDraw,
6406 cVertices,
6407 indexType,
6408 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
6409 cInstances,
6410 pRange[iPrimitive].indexBias); /* basevertex */
6411 }
6412 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6413
6414 /* Unbind the index buffer after usage. */
6415 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
6416 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6417 }
6418 }
6419
6420internal_error:
6421
6422 /* Deactivate the vertex declarations. */
6423 iCurrentVertex = 0;
6424 while (iCurrentVertex < numVertexDecls)
6425 {
6426 uint32_t sidVertex = SVGA_ID_INVALID;
6427 uint32_t iVertex;
6428
6429 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6430 {
6431 if ( sidVertex != SVGA_ID_INVALID
6432 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6433 )
6434 break;
6435 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6436 }
6437
6438 rc = vmsvga3dDrawPrimitivesCleanupVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
6439 AssertRCReturn(rc, rc);
6440
6441 iCurrentVertex = iVertex;
6442 }
6443
6444 if (fZeroStrideArray)
6445 {
6446 RTMemTmpFree(pVertexDivisor);
6447 pVertexDivisor = NULL;
6448 }
6449
6450#ifdef DEBUG
6451 /* Check whether 'activeTexture' on texture unit 'i' matches what we expect. */
6452 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTextures); ++i)
6453 {
6454 if (pContext->aSidActiveTextures[i] != SVGA3D_INVALID_ID)
6455 {
6456 PVMSVGA3DSURFACE pTexture;
6457 int rc2 = vmsvga3dSurfaceFromSid(pState, pContext->aSidActiveTextures[i], &pTexture);
6458 AssertContinue(RT_SUCCESS(rc2));
6459
6460 GLint activeTextureUnit = 0;
6461 glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureUnit);
6462 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6463
6464 pState->ext.glActiveTexture(GL_TEXTURE0 + i);
6465 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6466
6467 GLint activeTexture = 0;
6468 glGetIntegerv(pTexture->bindingGL, &activeTexture);
6469 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6470
6471 pState->ext.glActiveTexture(activeTextureUnit);
6472 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6473
6474 AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture,
6475 ("%x vs %x unit %d (active unit %d) sid=%x\n", pTexture->oglId.texture, activeTexture, i,
6476 activeTextureUnit - GL_TEXTURE0, pContext->aSidActiveTextures[i]));
6477 }
6478 }
6479#endif
6480
6481#if 0
6482 /* Dump render target to a bitmap. */
6483 if (pContext->state.aRenderTargets[SVGA3D_RT_COLOR0] != SVGA3D_INVALID_ID)
6484 {
6485 vmsvga3dUpdateHeapBuffersForSurfaces(pThis, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0]);
6486 PVMSVGA3DSURFACE pSurface;
6487 int rc2 = vmsvga3dSurfaceFromSid(pState, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0], &pSurface);
6488 if (RT_SUCCESS(rc2))
6489 vmsvga3dInfoSurfaceToBitmap(NULL, pSurface, "bmpgl", "rt", "-post");
6490# if 0
6491 /* Stage 0 texture. */
6492 if (pContext->aSidActiveTextures[0] != SVGA3D_INVALID_ID)
6493 {
6494 vmsvga3dUpdateHeapBuffersForSurfaces(pThis, pContext->aSidActiveTextures[0]);
6495 rc2 = vmsvga3dSurfaceFromSid(pState, pContext->aSidActiveTextures[0], &pSurface);
6496 if (RT_SUCCESS(rc2))
6497 vmsvga3dInfoSurfaceToBitmap(NULL, pSurface, "bmpgl", "rt", "-post-tx");
6498 }
6499# endif
6500 }
6501#endif
6502
6503 return rc;
6504}
6505
6506
6507int vmsvga3dShaderDefine(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type, uint32_t cbData, uint32_t *pShaderData)
6508{
6509 PVMSVGA3DCONTEXT pContext;
6510 PVMSVGA3DSHADER pShader;
6511 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6512 AssertReturn(pState, VERR_NO_MEMORY);
6513 int rc;
6514
6515 Log(("vmsvga3dShaderDefine cid=%x shid=%d type=%s cbData=0x%x\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cbData));
6516 Log3(("shader code:\n%.*Rhxd\n", cbData, pShaderData));
6517
6518 if ( cid >= pState->cContexts
6519 || pState->papContexts[cid]->id != cid)
6520 {
6521 Log(("vmsvga3dShaderDefine invalid context id!\n"));
6522 return VERR_INVALID_PARAMETER;
6523 }
6524 pContext = pState->papContexts[cid];
6525 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6526
6527 AssertReturn(shid < SVGA3D_MAX_SHADER_IDS, VERR_INVALID_PARAMETER);
6528 if (type == SVGA3D_SHADERTYPE_VS)
6529 {
6530 if (shid >= pContext->cVertexShaders)
6531 {
6532 void *pvNew = RTMemRealloc(pContext->paVertexShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6533 AssertReturn(pvNew, VERR_NO_MEMORY);
6534 pContext->paVertexShader = (PVMSVGA3DSHADER)pvNew;
6535 memset(&pContext->paVertexShader[pContext->cVertexShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cVertexShaders));
6536 for (uint32_t i = pContext->cVertexShaders; i < shid + 1; i++)
6537 pContext->paVertexShader[i].id = SVGA3D_INVALID_ID;
6538 pContext->cVertexShaders = shid + 1;
6539 }
6540 /* If one already exists with this id, then destroy it now. */
6541 if (pContext->paVertexShader[shid].id != SVGA3D_INVALID_ID)
6542 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paVertexShader[shid].type);
6543
6544 pShader = &pContext->paVertexShader[shid];
6545 }
6546 else
6547 {
6548 Assert(type == SVGA3D_SHADERTYPE_PS);
6549 if (shid >= pContext->cPixelShaders)
6550 {
6551 void *pvNew = RTMemRealloc(pContext->paPixelShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6552 AssertReturn(pvNew, VERR_NO_MEMORY);
6553 pContext->paPixelShader = (PVMSVGA3DSHADER)pvNew;
6554 memset(&pContext->paPixelShader[pContext->cPixelShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cPixelShaders));
6555 for (uint32_t i = pContext->cPixelShaders; i < shid + 1; i++)
6556 pContext->paPixelShader[i].id = SVGA3D_INVALID_ID;
6557 pContext->cPixelShaders = shid + 1;
6558 }
6559 /* If one already exists with this id, then destroy it now. */
6560 if (pContext->paPixelShader[shid].id != SVGA3D_INVALID_ID)
6561 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paPixelShader[shid].type);
6562
6563 pShader = &pContext->paPixelShader[shid];
6564 }
6565
6566 memset(pShader, 0, sizeof(*pShader));
6567 pShader->id = shid;
6568 pShader->cid = cid;
6569 pShader->type = type;
6570 pShader->cbData = cbData;
6571 pShader->pShaderProgram = RTMemAllocZ(cbData);
6572 AssertReturn(pShader->pShaderProgram, VERR_NO_MEMORY);
6573 memcpy(pShader->pShaderProgram, pShaderData, cbData);
6574
6575#ifdef DUMP_SHADER_DISASSEMBLY
6576 LPD3DXBUFFER pDisassembly;
6577 HRESULT hr = D3DXDisassembleShader((const DWORD *)pShaderData, FALSE, NULL, &pDisassembly);
6578 if (hr == D3D_OK)
6579 {
6580 Log(("Shader disassembly:\n%s\n", pDisassembly->GetBufferPointer()));
6581 pDisassembly->Release();
6582 }
6583#endif
6584
6585 switch (type)
6586 {
6587 case SVGA3D_SHADERTYPE_VS:
6588 rc = ShaderCreateVertexShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pVertexShader);
6589 AssertRC(rc);
6590 break;
6591
6592 case SVGA3D_SHADERTYPE_PS:
6593 rc = ShaderCreatePixelShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pPixelShader);
6594 AssertRC(rc);
6595 break;
6596
6597 default:
6598 AssertFailedReturn(VERR_INVALID_PARAMETER);
6599 }
6600 if (rc != VINF_SUCCESS)
6601 {
6602 RTMemFree(pShader->pShaderProgram);
6603 memset(pShader, 0, sizeof(*pShader));
6604 pShader->id = SVGA3D_INVALID_ID;
6605 }
6606
6607 return rc;
6608}
6609
6610int vmsvga3dShaderDestroy(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type)
6611{
6612 PVMSVGA3DCONTEXT pContext;
6613 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6614 AssertReturn(pState, VERR_NO_MEMORY);
6615 PVMSVGA3DSHADER pShader = NULL;
6616 int rc;
6617
6618 Log(("vmsvga3dShaderDestroy cid=%x shid=%d type=%s\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL"));
6619
6620 if ( cid >= pState->cContexts
6621 || pState->papContexts[cid]->id != cid)
6622 {
6623 Log(("vmsvga3dShaderDestroy invalid context id!\n"));
6624 return VERR_INVALID_PARAMETER;
6625 }
6626 pContext = pState->papContexts[cid];
6627 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6628
6629 if (type == SVGA3D_SHADERTYPE_VS)
6630 {
6631 if ( shid < pContext->cVertexShaders
6632 && pContext->paVertexShader[shid].id == shid)
6633 {
6634 pShader = &pContext->paVertexShader[shid];
6635 rc = ShaderDestroyVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6636 AssertRC(rc);
6637 }
6638 }
6639 else
6640 {
6641 Assert(type == SVGA3D_SHADERTYPE_PS);
6642 if ( shid < pContext->cPixelShaders
6643 && pContext->paPixelShader[shid].id == shid)
6644 {
6645 pShader = &pContext->paPixelShader[shid];
6646 rc = ShaderDestroyPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6647 AssertRC(rc);
6648 }
6649 }
6650
6651 if (pShader)
6652 {
6653 if (pShader->pShaderProgram)
6654 RTMemFree(pShader->pShaderProgram);
6655 memset(pShader, 0, sizeof(*pShader));
6656 pShader->id = SVGA3D_INVALID_ID;
6657 }
6658 else
6659 AssertFailedReturn(VERR_INVALID_PARAMETER);
6660
6661 return VINF_SUCCESS;
6662}
6663
6664int vmsvga3dShaderSet(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid, SVGA3dShaderType type, uint32_t shid)
6665{
6666 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6667 AssertReturn(pState, VERR_NO_MEMORY);
6668 int rc;
6669
6670 Log(("vmsvga3dShaderSet cid=%x type=%s shid=%d\n", cid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", shid));
6671
6672 if ( !pContext
6673 && cid < pState->cContexts
6674 && pState->papContexts[cid]->id == cid)
6675 pContext = pState->papContexts[cid];
6676 else if (!pContext)
6677 {
6678 AssertMsgFailed(("cid=%#x cContexts=%#x\n", cid, pState->cContexts));
6679 Log(("vmsvga3dShaderSet invalid context id!\n"));
6680 return VERR_INVALID_PARAMETER;
6681 }
6682 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6683
6684 if (type == SVGA3D_SHADERTYPE_VS)
6685 {
6686 /* Save for vm state save/restore. */
6687 pContext->state.shidVertex = shid;
6688 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VERTEXSHADER;
6689
6690 if ( shid < pContext->cVertexShaders
6691 && pContext->paVertexShader[shid].id == shid)
6692 {
6693 PVMSVGA3DSHADER pShader = &pContext->paVertexShader[shid];
6694 Assert(type == pShader->type);
6695
6696 rc = ShaderSetVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6697 AssertRCReturn(rc, rc);
6698 }
6699 else
6700 if (shid == SVGA_ID_INVALID)
6701 {
6702 /* Unselect shader. */
6703 rc = ShaderSetVertexShader(pContext->pShaderContext, NULL);
6704 AssertRCReturn(rc, rc);
6705 }
6706 else
6707 AssertFailedReturn(VERR_INVALID_PARAMETER);
6708 }
6709 else
6710 {
6711 /* Save for vm state save/restore. */
6712 pContext->state.shidPixel = shid;
6713 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_PIXELSHADER;
6714
6715 Assert(type == SVGA3D_SHADERTYPE_PS);
6716 if ( shid < pContext->cPixelShaders
6717 && pContext->paPixelShader[shid].id == shid)
6718 {
6719 PVMSVGA3DSHADER pShader = &pContext->paPixelShader[shid];
6720 Assert(type == pShader->type);
6721
6722 rc = ShaderSetPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6723 AssertRCReturn(rc, rc);
6724 }
6725 else
6726 if (shid == SVGA_ID_INVALID)
6727 {
6728 /* Unselect shader. */
6729 rc = ShaderSetPixelShader(pContext->pShaderContext, NULL);
6730 AssertRCReturn(rc, rc);
6731 }
6732 else
6733 AssertFailedReturn(VERR_INVALID_PARAMETER);
6734 }
6735
6736 return VINF_SUCCESS;
6737}
6738
6739int vmsvga3dShaderSetConst(PVGASTATE pThis, uint32_t cid, uint32_t reg, SVGA3dShaderType type, SVGA3dShaderConstType ctype, uint32_t cRegisters, uint32_t *pValues)
6740{
6741 PVMSVGA3DCONTEXT pContext;
6742 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6743 AssertReturn(pState, VERR_NO_MEMORY);
6744 int rc;
6745
6746 Log(("vmsvga3dShaderSetConst cid=%x reg=%x type=%s cregs=%d ctype=%x\n", cid, reg, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cRegisters, ctype));
6747
6748 if ( cid >= pState->cContexts
6749 || pState->papContexts[cid]->id != cid)
6750 {
6751 Log(("vmsvga3dShaderSetConst invalid context id!\n"));
6752 return VERR_INVALID_PARAMETER;
6753 }
6754 pContext = pState->papContexts[cid];
6755 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6756
6757 for (uint32_t i = 0; i < cRegisters; i++)
6758 {
6759#ifdef LOG_ENABLED
6760 switch (ctype)
6761 {
6762 case SVGA3D_CONST_TYPE_FLOAT:
6763 {
6764 float *pValuesF = (float *)pValues;
6765 Log(("ConstantF %d: value=" FLOAT_FMT_STR ", " FLOAT_FMT_STR ", " FLOAT_FMT_STR ", " FLOAT_FMT_STR "\n",
6766 reg + i, FLOAT_FMT_ARGS(pValuesF[i*4 + 0]), FLOAT_FMT_ARGS(pValuesF[i*4 + 1]), FLOAT_FMT_ARGS(pValuesF[i*4 + 2]), FLOAT_FMT_ARGS(pValuesF[i*4 + 3])));
6767 break;
6768 }
6769
6770 case SVGA3D_CONST_TYPE_INT:
6771 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]));
6772 break;
6773
6774 case SVGA3D_CONST_TYPE_BOOL:
6775 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]));
6776 break;
6777 }
6778#endif
6779 vmsvga3dSaveShaderConst(pContext, reg + i, type, ctype, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]);
6780 }
6781
6782 switch (type)
6783 {
6784 case SVGA3D_SHADERTYPE_VS:
6785 switch (ctype)
6786 {
6787 case SVGA3D_CONST_TYPE_FLOAT:
6788 rc = ShaderSetVertexShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6789 break;
6790
6791 case SVGA3D_CONST_TYPE_INT:
6792 rc = ShaderSetVertexShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6793 break;
6794
6795 case SVGA3D_CONST_TYPE_BOOL:
6796 rc = ShaderSetVertexShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6797 break;
6798
6799 default:
6800 AssertFailedReturn(VERR_INVALID_PARAMETER);
6801 }
6802 AssertRCReturn(rc, rc);
6803 break;
6804
6805 case SVGA3D_SHADERTYPE_PS:
6806 switch (ctype)
6807 {
6808 case SVGA3D_CONST_TYPE_FLOAT:
6809 rc = ShaderSetPixelShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6810 break;
6811
6812 case SVGA3D_CONST_TYPE_INT:
6813 rc = ShaderSetPixelShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6814 break;
6815
6816 case SVGA3D_CONST_TYPE_BOOL:
6817 rc = ShaderSetPixelShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6818 break;
6819
6820 default:
6821 AssertFailedReturn(VERR_INVALID_PARAMETER);
6822 }
6823 AssertRCReturn(rc, rc);
6824 break;
6825
6826 default:
6827 AssertFailedReturn(VERR_INVALID_PARAMETER);
6828 }
6829
6830 return VINF_SUCCESS;
6831}
6832
6833int vmsvga3dOcclusionQueryCreate(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6834{
6835 AssertReturn(pState->ext.glGenQueries, VERR_NOT_SUPPORTED);
6836 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6837
6838 GLuint idQuery = 0;
6839 pState->ext.glGenQueries(1, &idQuery);
6840 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6841 AssertReturn(idQuery, VERR_INTERNAL_ERROR);
6842 pContext->occlusion.idQuery = idQuery;
6843 return VINF_SUCCESS;
6844}
6845
6846int vmsvga3dOcclusionQueryDelete(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6847{
6848 AssertReturn(pState->ext.glDeleteQueries, VERR_NOT_SUPPORTED);
6849 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6850
6851 if (pContext->occlusion.idQuery)
6852 {
6853 pState->ext.glDeleteQueries(1, &pContext->occlusion.idQuery);
6854 }
6855 return VINF_SUCCESS;
6856}
6857
6858int vmsvga3dOcclusionQueryBegin(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6859{
6860 AssertReturn(pState->ext.glBeginQuery, VERR_NOT_SUPPORTED);
6861 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6862
6863 pState->ext.glBeginQuery(GL_ANY_SAMPLES_PASSED, pContext->occlusion.idQuery);
6864 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6865 return VINF_SUCCESS;
6866}
6867
6868int vmsvga3dOcclusionQueryEnd(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6869{
6870 AssertReturn(pState->ext.glEndQuery, VERR_NOT_SUPPORTED);
6871 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6872
6873 pState->ext.glEndQuery(GL_ANY_SAMPLES_PASSED);
6874 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6875 return VINF_SUCCESS;
6876}
6877
6878int vmsvga3dOcclusionQueryGetData(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t *pu32Pixels)
6879{
6880 AssertReturn(pState->ext.glGetQueryObjectuiv, VERR_NOT_SUPPORTED);
6881 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6882
6883 GLuint pixels = 0;
6884 pState->ext.glGetQueryObjectuiv(pContext->occlusion.idQuery, GL_QUERY_RESULT, &pixels);
6885 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6886
6887 *pu32Pixels = (uint32_t)pixels;
6888 return VINF_SUCCESS;
6889}
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