VirtualBox

source: vbox/trunk/src/VBox/Devices/Graphics/DevVGA-SVGA3d-ogl.cpp@ 73194

Last change on this file since 73194 was 73194, checked in by vboxsync, 7 years ago

DevVGA-SVGA: added new parameters for vmsvgaGMRTransfer in order to reduce code duplication, adjusted callers accordingly

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File size: 262.7 KB
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1/* $Id: DevVGA-SVGA3d-ogl.cpp 73194 2018-07-18 07:14:24Z vboxsync $ */
2/** @file
3 * DevVMWare - VMWare SVGA device
4 */
5
6/*
7 * Copyright (C) 2013-2017 Oracle Corporation
8 *
9 * This file is part of VirtualBox Open Source Edition (OSE), as
10 * available from http://www.215389.xyz. This file is free software;
11 * you can redistribute it and/or modify it under the terms of the GNU
12 * General Public License (GPL) as published by the Free Software
13 * Foundation, in version 2 as it comes in the "COPYING" file of the
14 * VirtualBox OSE distribution. VirtualBox OSE is distributed in the
15 * hope that it will be useful, but WITHOUT ANY WARRANTY of any kind.
16 */
17
18
19/*********************************************************************************************************************************
20* Header Files *
21*********************************************************************************************************************************/
22/* Enable to disassemble defined shaders. (Windows host only) */
23#if defined(RT_OS_WINDOWS) && defined(DEBUG) && 0 /* Disabled as we don't have the DirectX SDK avaible atm. */
24# define DUMP_SHADER_DISASSEMBLY
25#endif
26#ifdef DEBUG_bird
27//# define RTMEM_WRAP_TO_EF_APIS
28#endif
29#define LOG_GROUP LOG_GROUP_DEV_VMSVGA
30#include <VBox/vmm/pdmdev.h>
31#include <VBox/version.h>
32#include <VBox/err.h>
33#include <VBox/log.h>
34#include <VBox/vmm/pgm.h>
35
36#include <iprt/assert.h>
37#include <iprt/semaphore.h>
38#include <iprt/uuid.h>
39#include <iprt/mem.h>
40
41#include <VBoxVideo.h> /* required by DevVGA.h */
42
43/* should go BEFORE any other DevVGA include to make all DevVGA.h config defines be visible */
44#include "DevVGA.h"
45
46#include "DevVGA-SVGA.h"
47#include "DevVGA-SVGA3d.h"
48#include "DevVGA-SVGA3d-internal.h"
49
50#ifdef DUMP_SHADER_DISASSEMBLY
51# include <d3dx9shader.h>
52#endif
53
54#include <stdlib.h>
55#include <math.h>
56#include <float.h> /* FLT_MIN */
57
58
59/*********************************************************************************************************************************
60* Defined Constants And Macros *
61*********************************************************************************************************************************/
62#ifndef VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE
63# define VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE 1.0
64#endif
65
66#ifdef RT_OS_WINDOWS
67# define OGLGETPROCADDRESS wglGetProcAddress
68
69#elif defined(RT_OS_DARWIN)
70# include <dlfcn.h>
71# define OGLGETPROCADDRESS MyNSGLGetProcAddress
72/** Resolves an OpenGL symbol. */
73static void *MyNSGLGetProcAddress(const char *pszSymbol)
74{
75 /* Another copy in shaderapi.c. */
76 static void *s_pvImage = NULL;
77 if (s_pvImage == NULL)
78 s_pvImage = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY);
79 return s_pvImage ? dlsym(s_pvImage, pszSymbol) : NULL;
80}
81
82#else
83# define OGLGETPROCADDRESS(x) glXGetProcAddress((const GLubyte *)x)
84#endif
85
86/* Invert y-coordinate for OpenGL's bottom left origin. */
87#define D3D_TO_OGL_Y_COORD(ptrSurface, y_coordinate) (ptrSurface->pMipmapLevels[0].mipmapSize.height - (y_coordinate))
88#define D3D_TO_OGL_Y_COORD_MIPLEVEL(ptrMipLevel, y_coordinate) (ptrMipLevel->size.height - (y_coordinate))
89
90//#define MANUAL_FLIP_SURFACE_DATA
91/* Enable to render the result of DrawPrimitive in a seperate window. */
92//#define DEBUG_GFX_WINDOW
93
94
95/**
96 * Macro for doing something and then checking for errors during initialization.
97 * Uses AssertLogRelMsg.
98 */
99#define VMSVGA3D_INIT_CHECKED(a_Expr) \
100 do \
101 { \
102 a_Expr; \
103 GLenum iGlError = glGetError(); \
104 AssertLogRelMsg(iGlError == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x\n", #a_Expr, iGlError)); \
105 } while (0)
106
107/**
108 * Macro for doing something and then checking for errors during initialization,
109 * doing the same in the other context when enabled.
110 *
111 * This will try both profiles in dual profile builds. Caller must be in the
112 * default context.
113 *
114 * Uses AssertLogRelMsg to indicate trouble.
115 */
116#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
117# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) \
118 do \
119 { \
120 for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
121 a_Expr; \
122 GLenum iGlError = glGetError(); \
123 if (iGlError != GL_NO_ERROR) \
124 { \
125 VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pOtherCtx); \
126 for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
127 a_Expr; \
128 GLenum iGlError2 = glGetError(); \
129 AssertLogRelMsg(iGlError2 == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x / %#x\n", #a_Expr, iGlError, iGlError2)); \
130 VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pContext); \
131 } \
132 } while (0)
133#else
134# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) VMSVGA3D_INIT_CHECKED(a_Expr)
135#endif
136
137
138/*********************************************************************************************************************************
139* Global Variables *
140*********************************************************************************************************************************/
141/* Define the default light parameters as specified by MSDN. */
142/** @todo move out; fetched from Wine */
143const SVGA3dLightData vmsvga3d_default_light =
144{
145 SVGA3D_LIGHTTYPE_DIRECTIONAL, /* type */
146 false, /* inWorldSpace */
147 { 1.0f, 1.0f, 1.0f, 0.0f }, /* diffuse r,g,b,a */
148 { 0.0f, 0.0f, 0.0f, 0.0f }, /* specular r,g,b,a */
149 { 0.0f, 0.0f, 0.0f, 0.0f }, /* ambient r,g,b,a, */
150 { 0.0f, 0.0f, 0.0f }, /* position x,y,z */
151 { 0.0f, 0.0f, 1.0f }, /* direction x,y,z */
152 0.0f, /* range */
153 0.0f, /* falloff */
154 0.0f, 0.0f, 0.0f, /* attenuation 0,1,2 */
155 0.0f, /* theta */
156 0.0f /* phi */
157};
158
159
160/*********************************************************************************************************************************
161* Internal Functions *
162*********************************************************************************************************************************/
163static int vmsvga3dContextDestroyOgl(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid);
164static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha);
165
166/* Generated by VBoxDef2LazyLoad from the VBoxSVGA3D.def and VBoxSVGA3DObjC.def files. */
167extern "C" int ExplicitlyLoadVBoxSVGA3D(bool fResolveAllImports, PRTERRINFO pErrInfo);
168
169
170/**
171 * Checks if the given OpenGL extension is supported.
172 *
173 * @returns true if supported, false if not.
174 * @param pState The VMSVGA3d state.
175 * @param rsMinGLVersion The OpenGL version that introduced this feature
176 * into the core.
177 * @param pszWantedExtension The name of the OpenGL extension we want padded
178 * with one space at each end.
179 * @remarks Init time only.
180 */
181static bool vmsvga3dCheckGLExtension(PVMSVGA3DSTATE pState, float rsMinGLVersion, const char *pszWantedExtension)
182{
183 RT_NOREF(rsMinGLVersion);
184 /* check padding. */
185 Assert(pszWantedExtension[0] == ' ');
186 Assert(pszWantedExtension[1] != ' ');
187 Assert(strchr(&pszWantedExtension[1], ' ') + 1 == strchr(pszWantedExtension, '\0'));
188
189 /* Look it up. */
190 bool fRet = false;
191 if (strstr(pState->pszExtensions, pszWantedExtension))
192 fRet = true;
193
194 /* Temporarily. Later start if (rsMinGLVersion != 0.0 && fActualGLVersion >= rsMinGLVersion) return true; */
195#ifdef RT_OS_DARWIN
196 AssertMsg( rsMinGLVersion == 0.0
197 || fRet == (pState->rsGLVersion >= rsMinGLVersion)
198 || VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE == 2.1,
199 ("%s actual:%d min:%d fRet=%d\n",
200 pszWantedExtension, (int)(pState->rsGLVersion * 10), (int)(rsMinGLVersion * 10), fRet));
201#else
202 AssertMsg(rsMinGLVersion == 0.0 || fRet == (pState->rsGLVersion >= rsMinGLVersion),
203 ("%s actual:%d min:%d fRet=%d\n",
204 pszWantedExtension, (int)(pState->rsGLVersion * 10), (int)(rsMinGLVersion * 10), fRet));
205#endif
206 return fRet;
207}
208
209
210/**
211 * Outputs GL_EXTENSIONS list to the release log.
212 */
213static void vmsvga3dLogRelExtensions(const char *pszPrefix, const char *pszExtensions)
214{
215 /* OpenGL 3.0 interface (glGetString(GL_EXTENSIONS) return NULL). */
216 bool fBuffered = RTLogRelSetBuffering(true);
217
218 /*
219 * Determin the column widths first.
220 */
221 size_t acchWidths[4] = { 1, 1, 1, 1 };
222 uint32_t i;
223 const char *psz = pszExtensions;
224 for (i = 0; ; i++)
225 {
226 while (*psz == ' ')
227 psz++;
228 if (!*psz)
229 break;
230
231 const char *pszEnd = strchr(psz, ' ');
232 AssertBreak(pszEnd);
233 size_t cch = pszEnd - psz;
234
235 uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
236 if (acchWidths[iColumn] < cch)
237 acchWidths[iColumn] = cch;
238
239 psz = pszEnd;
240 }
241
242 /*
243 * Output it.
244 */
245 LogRel(("VMSVGA3d: %sOpenGL extensions (%d):", pszPrefix, i));
246 psz = pszExtensions;
247 for (i = 0; ; i++)
248 {
249 while (*psz == ' ')
250 psz++;
251 if (!*psz)
252 break;
253
254 const char *pszEnd = strchr(psz, ' ');
255 AssertBreak(pszEnd);
256 size_t cch = pszEnd - psz;
257
258 uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
259 if (iColumn == 0)
260 LogRel(("\nVMSVGA3d: %-*.*s", acchWidths[iColumn], cch, psz));
261 else if (iColumn != RT_ELEMENTS(acchWidths) - 1)
262 LogRel((" %-*.*s", acchWidths[iColumn], cch, psz));
263 else
264 LogRel((" %.*s", cch, psz));
265
266 psz = pszEnd;
267 }
268
269 RTLogRelSetBuffering(fBuffered);
270 LogRel(("\n"));
271}
272
273/**
274 * Gathers the GL_EXTENSIONS list, storing it as a space padded list at
275 * @a ppszExtensions.
276 *
277 * @returns VINF_SUCCESS or VERR_NO_STR_MEMORY
278 * @param ppszExtensions Pointer to the string pointer. Free with RTStrFree.
279 * @param fGLProfileVersion The OpenGL profile version.
280 */
281static int vmsvga3dGatherExtensions(char **ppszExtensions, float fGLProfileVersion)
282{
283 int rc;
284 *ppszExtensions = NULL;
285
286 /*
287 * Try the old glGetString interface first.
288 */
289 const char *pszExtensions = (const char *)glGetString(GL_EXTENSIONS);
290 if (pszExtensions)
291 {
292 rc = RTStrAAppendExN(ppszExtensions, 3, " ", (size_t)1, pszExtensions, RTSTR_MAX, " ", (size_t)1);
293 AssertLogRelRCReturn(rc, rc);
294 }
295 else
296 {
297 /*
298 * The new interface where each extension string is retrieved separately.
299 * Note! Cannot use VMSVGA3D_INIT_CHECKED_GL_GET_INTEGER_VALUE here because
300 * the above GL_EXTENSIONS error lingers on darwin. sucks.
301 */
302#ifndef GL_NUM_EXTENSIONS
303# define GL_NUM_EXTENSIONS 0x821D
304#endif
305 GLint cExtensions = 1024;
306 glGetIntegerv(GL_NUM_EXTENSIONS, &cExtensions);
307 Assert(cExtensions != 1024);
308
309 PFNGLGETSTRINGIPROC pfnGlGetStringi = (PFNGLGETSTRINGIPROC)OGLGETPROCADDRESS("glGetStringi");
310 AssertLogRelReturn(pfnGlGetStringi, VERR_NOT_SUPPORTED);
311
312 rc = RTStrAAppend(ppszExtensions, " ");
313 for (GLint i = 0; RT_SUCCESS(rc) && i < cExtensions; i++)
314 {
315 const char *pszExt = (const char *)pfnGlGetStringi(GL_EXTENSIONS, i);
316 if (pszExt)
317 rc = RTStrAAppendExN(ppszExtensions, 2, pfnGlGetStringi(GL_EXTENSIONS, i), RTSTR_MAX, " ", (size_t)1);
318 }
319 AssertRCReturn(rc, rc);
320 }
321
322#if 1
323 /*
324 * Add extensions promoted into the core OpenGL profile.
325 */
326 static const struct
327 {
328 float fGLVersion;
329 const char *pszzExtensions;
330 } s_aPromotedExtensions[] =
331 {
332 {
333 1.1f,
334 " GL_EXT_vertex_array \0"
335 " GL_EXT_polygon_offset \0"
336 " GL_EXT_blend_logic_op \0"
337 " GL_EXT_texture \0"
338 " GL_EXT_copy_texture \0"
339 " GL_EXT_subtexture \0"
340 " GL_EXT_texture_object \0"
341 " GL_ARB_framebuffer_object \0"
342 " GL_ARB_map_buffer_range \0"
343 " GL_ARB_vertex_array_object \0"
344 "\0"
345 },
346 {
347 1.2f,
348 " EXT_texture3D \0"
349 " EXT_bgra \0"
350 " EXT_packed_pixels \0"
351 " EXT_rescale_normal \0"
352 " EXT_separate_specular_color \0"
353 " SGIS_texture_edge_clamp \0"
354 " SGIS_texture_lod \0"
355 " EXT_draw_range_elements \0"
356 "\0"
357 },
358 {
359 1.3f,
360 " GL_ARB_texture_compression \0"
361 " GL_ARB_texture_cube_map \0"
362 " GL_ARB_multisample \0"
363 " GL_ARB_multitexture \0"
364 " GL_ARB_texture_env_add \0"
365 " GL_ARB_texture_env_combine \0"
366 " GL_ARB_texture_env_dot3 \0"
367 " GL_ARB_texture_border_clamp \0"
368 " GL_ARB_transpose_matrix \0"
369 "\0"
370 },
371 {
372 1.5f,
373 " GL_SGIS_generate_mipmap \0"
374 /*" GL_NV_blend_equare \0"*/
375 " GL_ARB_depth_texture \0"
376 " GL_ARB_shadow \0"
377 " GL_EXT_fog_coord \0"
378 " GL_EXT_multi_draw_arrays \0"
379 " GL_ARB_point_parameters \0"
380 " GL_EXT_secondary_color \0"
381 " GL_EXT_blend_func_separate \0"
382 " GL_EXT_stencil_wrap \0"
383 " GL_ARB_texture_env_crossbar \0"
384 " GL_EXT_texture_lod_bias \0"
385 " GL_ARB_texture_mirrored_repeat \0"
386 " GL_ARB_window_pos \0"
387 "\0"
388 },
389 {
390 1.6f,
391 " GL_ARB_vertex_buffer_object \0"
392 " GL_ARB_occlusion_query \0"
393 " GL_EXT_shadow_funcs \0"
394 },
395 {
396 2.0f,
397 " GL_ARB_shader_objects \0" /*??*/
398 " GL_ARB_vertex_shader \0" /*??*/
399 " GL_ARB_fragment_shader \0" /*??*/
400 " GL_ARB_shading_language_100 \0" /*??*/
401 " GL_ARB_draw_buffers \0"
402 " GL_ARB_texture_non_power_of_two \0"
403 " GL_ARB_point_sprite \0"
404 " GL_ATI_separate_stencil \0"
405 " GL_EXT_stencil_two_side \0"
406 "\0"
407 },
408 {
409 2.1f,
410 " GL_ARB_pixel_buffer_object \0"
411 " GL_EXT_texture_sRGB \0"
412 "\0"
413 },
414 {
415 3.0f,
416 " GL_ARB_framebuffer_object \0"
417 " GL_ARB_map_buffer_range \0"
418 " GL_ARB_vertex_array_object \0"
419 "\0"
420 },
421 {
422 3.1f,
423 " GL_ARB_copy_buffer \0"
424 " GL_ARB_uniform_buffer_object \0"
425 "\0"
426 },
427 {
428 3.2f,
429 " GL_ARB_vertex_array_bgra \0"
430 " GL_ARB_draw_elements_base_vertex \0"
431 " GL_ARB_fragment_coord_conventions \0"
432 " GL_ARB_provoking_vertex \0"
433 " GL_ARB_seamless_cube_map \0"
434 " GL_ARB_texture_multisample \0"
435 " GL_ARB_depth_clamp \0"
436 " GL_ARB_sync \0"
437 " GL_ARB_geometry_shader4 \0" /*??*/
438 "\0"
439 },
440 {
441 3.3f,
442 " GL_ARB_blend_func_extended \0"
443 " GL_ARB_sampler_objects \0"
444 " GL_ARB_explicit_attrib_location \0"
445 " GL_ARB_occlusion_query2 \0"
446 " GL_ARB_shader_bit_encoding \0"
447 " GL_ARB_texture_rgb10_a2ui \0"
448 " GL_ARB_texture_swizzle \0"
449 " GL_ARB_timer_query \0"
450 " GL_ARB_vertex_type_2_10_10_10_rev \0"
451 "\0"
452 },
453 {
454 4.0f,
455 " GL_ARB_texture_query_lod \0"
456 " GL_ARB_draw_indirect \0"
457 " GL_ARB_gpu_shader5 \0"
458 " GL_ARB_gpu_shader_fp64 \0"
459 " GL_ARB_shader_subroutine \0"
460 " GL_ARB_tessellation_shader \0"
461 " GL_ARB_texture_buffer_object_rgb32 \0"
462 " GL_ARB_texture_cube_map_array \0"
463 " GL_ARB_texture_gather \0"
464 " GL_ARB_transform_feedback2 \0"
465 " GL_ARB_transform_feedback3 \0"
466 "\0"
467 },
468 {
469 4.1f,
470 " GL_ARB_ES2_compatibility \0"
471 " GL_ARB_get_program_binary \0"
472 " GL_ARB_separate_shader_objects \0"
473 " GL_ARB_shader_precision \0"
474 " GL_ARB_vertex_attrib_64bit \0"
475 " GL_ARB_viewport_array \0"
476 "\0"
477 }
478 };
479
480 uint32_t cPromoted = 0;
481 for (uint32_t i = 0; i < RT_ELEMENTS(s_aPromotedExtensions) && s_aPromotedExtensions[i].fGLVersion <= fGLProfileVersion; i++)
482 {
483 const char *pszExt = s_aPromotedExtensions[i].pszzExtensions;
484 while (*pszExt)
485 {
486# ifdef VBOX_STRICT
487 size_t cchExt = strlen(pszExt);
488 Assert(cchExt > 3);
489 Assert(pszExt[0] == ' ');
490 Assert(pszExt[1] != ' ');
491 Assert(pszExt[cchExt - 2] != ' ');
492 Assert(pszExt[cchExt - 1] == ' ');
493# endif
494
495 if (strstr(*ppszExtensions, pszExt) == NULL)
496 {
497 if (cPromoted++ == 0)
498 {
499 rc = RTStrAAppend(ppszExtensions, " <promoted-extensions:> <promoted-extensions:> <promoted-extensions:> ");
500 AssertRCReturn(rc, rc);
501 }
502
503 rc = RTStrAAppend(ppszExtensions, pszExt);
504 AssertRCReturn(rc, rc);
505 }
506
507 pszExt = strchr(pszExt, '\0') + 1;
508 }
509 }
510#endif
511
512 return VINF_SUCCESS;
513}
514
515/**
516 * @interface_method_impl{VBOXVMSVGASHADERIF,pfnSwitchInitProfile}
517 */
518static DECLCALLBACK(void) vmsvga3dShaderIfSwitchInitProfile(PVBOXVMSVGASHADERIF pThis, bool fOtherProfile)
519{
520#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
521 PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
522 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[fOtherProfile ? 2 : 1]);
523#else
524 NOREF(pThis);
525 NOREF(fOtherProfile);
526#endif
527}
528
529
530/**
531 * @interface_method_impl{VBOXVMSVGASHADERIF,pfnGetNextExtension}
532 */
533static DECLCALLBACK(bool) vmsvga3dShaderIfGetNextExtension(PVBOXVMSVGASHADERIF pThis, void **ppvEnumCtx,
534 char *pszBuf, size_t cbBuf, bool fOtherProfile)
535{
536 PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
537 const char *pszCur = *ppvEnumCtx ? (const char *)*ppvEnumCtx
538 : fOtherProfile ? pState->pszOtherExtensions : pState->pszExtensions;
539 while (*pszCur == ' ')
540 pszCur++;
541 if (!*pszCur)
542 return false;
543
544 const char *pszEnd = strchr(pszCur, ' ');
545 AssertReturn(pszEnd, false);
546 size_t cch = pszEnd - pszCur;
547 if (cch < cbBuf)
548 {
549 memcpy(pszBuf, pszCur, cch);
550 pszBuf[cch] = '\0';
551 }
552 else if (cbBuf > 0)
553 {
554 memcpy(pszBuf, "<overflow>", RT_MIN(sizeof("<overflow>"), cbBuf));
555 pszBuf[cbBuf - 1] = '\0';
556 }
557
558 *ppvEnumCtx = (void *)pszEnd;
559 return true;
560}
561
562
563/**
564 * Initializes the VMSVGA3D state during VGA device construction.
565 *
566 * Failure are generally not fatal, 3D support will just be disabled.
567 *
568 * @returns VBox status code.
569 * @param pThis The VGA device state where svga.p3dState will be modified.
570 */
571int vmsvga3dInit(PVGASTATE pThis)
572{
573 AssertCompile(GL_TRUE == 1);
574 AssertCompile(GL_FALSE == 0);
575
576 /*
577 * Load and resolve imports from the external shared libraries.
578 */
579 RTERRINFOSTATIC ErrInfo;
580 int rc = ExplicitlyLoadVBoxSVGA3D(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
581 if (RT_FAILURE(rc))
582 {
583 LogRel(("VMSVGA3d: Error loading VBoxSVGA3D and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
584 return rc;
585 }
586#ifdef RT_OS_DARWIN
587 rc = ExplicitlyLoadVBoxSVGA3DObjC(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
588 if (RT_FAILURE(rc))
589 {
590 LogRel(("VMSVGA3d: Error loading VBoxSVGA3DObjC and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
591 return rc;
592 }
593#endif
594
595 /*
596 * Allocate the state.
597 */
598 pThis->svga.p3dState = (PVMSVGA3DSTATE)RTMemAllocZ(sizeof(VMSVGA3DSTATE));
599 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
600
601#ifdef RT_OS_WINDOWS
602 /* Create event semaphore and async IO thread. */
603 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
604 rc = RTSemEventCreate(&pState->WndRequestSem);
605 if (RT_SUCCESS(rc))
606 {
607 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dWindowThread, pState->WndRequestSem, 0, RTTHREADTYPE_GUI, 0,
608 "VMSVGA3DWND");
609 if (RT_SUCCESS(rc))
610 return VINF_SUCCESS;
611
612 /* bail out. */
613 LogRel(("VMSVGA3d: RTThreadCreate failed: %Rrc\n", rc));
614 RTSemEventDestroy(pState->WndRequestSem);
615 }
616 else
617 LogRel(("VMSVGA3d: RTSemEventCreate failed: %Rrc\n", rc));
618 RTMemFree(pThis->svga.p3dState);
619 pThis->svga.p3dState = NULL;
620 return rc;
621#else
622 return VINF_SUCCESS;
623#endif
624}
625
626/* We must delay window creation until the PowerOn phase. Init is too early and will cause failures. */
627int vmsvga3dPowerOn(PVGASTATE pThis)
628{
629 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
630 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
631 PVMSVGA3DCONTEXT pContext;
632#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
633 PVMSVGA3DCONTEXT pOtherCtx;
634#endif
635 int rc;
636
637 if (pState->rsGLVersion != 0.0)
638 return VINF_SUCCESS; /* already initialized (load state) */
639
640 /*
641 * OpenGL function calls aren't possible without a valid current context, so create a fake one here.
642 */
643 rc = vmsvga3dContextDefineOgl(pThis, 1, VMSVGA3D_DEF_CTX_F_INIT);
644 AssertRCReturn(rc, rc);
645
646 pContext = pState->papContexts[1];
647 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
648
649 LogRel(("VMSVGA3d: OpenGL version: %s\n"
650 "VMSVGA3d: OpenGL Vendor: %s\n"
651 "VMSVGA3d: OpenGL Renderer: %s\n"
652 "VMSVGA3d: OpenGL shader language version: %s\n",
653 glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
654 glGetString(GL_SHADING_LANGUAGE_VERSION)));
655
656 rc = vmsvga3dGatherExtensions(&pState->pszExtensions, VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE);
657 AssertRCReturn(rc, rc);
658 vmsvga3dLogRelExtensions("", pState->pszExtensions);
659
660 pState->rsGLVersion = atof((const char *)glGetString(GL_VERSION));
661
662
663#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
664 /*
665 * Get the extension list for the alternative profile so we can better
666 * figure out the shader model and stuff.
667 */
668 rc = vmsvga3dContextDefineOgl(pThis, 2, VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
669 AssertLogRelRCReturn(rc, rc);
670 pContext = pState->papContexts[1]; /* Array may have been reallocated. */
671
672 pOtherCtx = pState->papContexts[2];
673 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
674
675 LogRel(("VMSVGA3d: Alternative OpenGL version: %s\n"
676 "VMSVGA3d: Alternative OpenGL Vendor: %s\n"
677 "VMSVGA3d: Alternative OpenGL Renderer: %s\n"
678 "VMSVGA3d: Alternative OpenGL shader language version: %s\n",
679 glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
680 glGetString(GL_SHADING_LANGUAGE_VERSION)));
681
682 rc = vmsvga3dGatherExtensions(&pState->pszOtherExtensions, VBOX_VMSVGA3D_OTHER_OGL_PROFILE);
683 AssertRCReturn(rc, rc);
684 vmsvga3dLogRelExtensions("Alternative ", pState->pszOtherExtensions);
685
686 pState->rsOtherGLVersion = atof((const char *)glGetString(GL_VERSION));
687
688 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
689#else
690 pState->pszOtherExtensions = (char *)"";
691 pState->rsOtherGLVersion = pState->rsGLVersion;
692#endif
693
694
695 if (vmsvga3dCheckGLExtension(pState, 3.0f, " GL_ARB_framebuffer_object "))
696 {
697 pState->ext.glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)OGLGETPROCADDRESS("glIsRenderbuffer");
698 pState->ext.glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)OGLGETPROCADDRESS("glBindRenderbuffer");
699 pState->ext.glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)OGLGETPROCADDRESS("glDeleteRenderbuffers");
700 pState->ext.glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)OGLGETPROCADDRESS("glGenRenderbuffers");
701 pState->ext.glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)OGLGETPROCADDRESS("glRenderbufferStorage");
702 pState->ext.glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)OGLGETPROCADDRESS("glGetRenderbufferParameteriv");
703 pState->ext.glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)OGLGETPROCADDRESS("glIsFramebuffer");
704 pState->ext.glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)OGLGETPROCADDRESS("glBindFramebuffer");
705 pState->ext.glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)OGLGETPROCADDRESS("glDeleteFramebuffers");
706 pState->ext.glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)OGLGETPROCADDRESS("glGenFramebuffers");
707 pState->ext.glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)OGLGETPROCADDRESS("glCheckFramebufferStatus");
708 pState->ext.glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)OGLGETPROCADDRESS("glFramebufferTexture1D");
709 pState->ext.glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)OGLGETPROCADDRESS("glFramebufferTexture2D");
710 pState->ext.glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)OGLGETPROCADDRESS("glFramebufferTexture3D");
711 pState->ext.glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)OGLGETPROCADDRESS("glFramebufferRenderbuffer");
712 pState->ext.glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)OGLGETPROCADDRESS("glGetFramebufferAttachmentParameteriv");
713 pState->ext.glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)OGLGETPROCADDRESS("glGenerateMipmap");
714 pState->ext.glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)OGLGETPROCADDRESS("glBlitFramebuffer");
715 pState->ext.glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)OGLGETPROCADDRESS("glRenderbufferStorageMultisample");
716 pState->ext.glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)OGLGETPROCADDRESS("glFramebufferTextureLayer");
717 }
718 pState->ext.glPointParameterf = (PFNGLPOINTPARAMETERFPROC)OGLGETPROCADDRESS("glPointParameterf");
719 AssertMsgReturn(pState->ext.glPointParameterf, ("glPointParameterf missing"), VERR_NOT_IMPLEMENTED);
720#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x102
721 pState->ext.glBlendColor = (PFNGLBLENDCOLORPROC)OGLGETPROCADDRESS("glBlendColor");
722 AssertMsgReturn(pState->ext.glBlendColor, ("glBlendColor missing"), VERR_NOT_IMPLEMENTED);
723 pState->ext.glBlendEquation = (PFNGLBLENDEQUATIONPROC)OGLGETPROCADDRESS("glBlendEquation");
724 AssertMsgReturn(pState->ext.glBlendEquation, ("glBlendEquation missing"), VERR_NOT_IMPLEMENTED);
725#endif
726 pState->ext.glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)OGLGETPROCADDRESS("glBlendEquationSeparate");
727 AssertMsgReturn(pState->ext.glBlendEquationSeparate, ("glBlendEquationSeparate missing"), VERR_NOT_IMPLEMENTED);
728 pState->ext.glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)OGLGETPROCADDRESS("glBlendFuncSeparate");
729 AssertMsgReturn(pState->ext.glBlendFuncSeparate, ("glBlendFuncSeparate missing"), VERR_NOT_IMPLEMENTED);
730 pState->ext.glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)OGLGETPROCADDRESS("glStencilOpSeparate");
731 AssertMsgReturn(pState->ext.glStencilOpSeparate, ("glStencilOpSeparate missing"), VERR_NOT_IMPLEMENTED);
732 pState->ext.glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)OGLGETPROCADDRESS("glStencilFuncSeparate");
733 AssertMsgReturn(pState->ext.glStencilFuncSeparate, ("glStencilFuncSeparate missing"), VERR_NOT_IMPLEMENTED);
734 pState->ext.glBindBuffer = (PFNGLBINDBUFFERPROC)OGLGETPROCADDRESS("glBindBuffer");
735 AssertMsgReturn(pState->ext.glBindBuffer, ("glBindBuffer missing"), VERR_NOT_IMPLEMENTED);
736 pState->ext.glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)OGLGETPROCADDRESS("glDeleteBuffers");
737 AssertMsgReturn(pState->ext.glDeleteBuffers, ("glDeleteBuffers missing"), VERR_NOT_IMPLEMENTED);
738 pState->ext.glGenBuffers = (PFNGLGENBUFFERSPROC)OGLGETPROCADDRESS("glGenBuffers");
739 AssertMsgReturn(pState->ext.glGenBuffers, ("glGenBuffers missing"), VERR_NOT_IMPLEMENTED);
740 pState->ext.glBufferData = (PFNGLBUFFERDATAPROC)OGLGETPROCADDRESS("glBufferData");
741 AssertMsgReturn(pState->ext.glBufferData, ("glBufferData missing"), VERR_NOT_IMPLEMENTED);
742 pState->ext.glMapBuffer = (PFNGLMAPBUFFERPROC)OGLGETPROCADDRESS("glMapBuffer");
743 AssertMsgReturn(pState->ext.glMapBuffer, ("glMapBuffer missing"), VERR_NOT_IMPLEMENTED);
744 pState->ext.glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)OGLGETPROCADDRESS("glUnmapBuffer");
745 AssertMsgReturn(pState->ext.glUnmapBuffer, ("glUnmapBuffer missing"), VERR_NOT_IMPLEMENTED);
746 pState->ext.glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)OGLGETPROCADDRESS("glEnableVertexAttribArray");
747 AssertMsgReturn(pState->ext.glEnableVertexAttribArray, ("glEnableVertexAttribArray missing"), VERR_NOT_IMPLEMENTED);
748 pState->ext.glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)OGLGETPROCADDRESS("glDisableVertexAttribArray");
749 AssertMsgReturn(pState->ext.glDisableVertexAttribArray, ("glDisableVertexAttribArray missing"), VERR_NOT_IMPLEMENTED);
750 pState->ext.glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)OGLGETPROCADDRESS("glVertexAttribPointer");
751 AssertMsgReturn(pState->ext.glVertexAttribPointer, ("glVertexAttribPointer missing"), VERR_NOT_IMPLEMENTED);
752 pState->ext.glFogCoordPointer = (PFNGLFOGCOORDPOINTERPROC)OGLGETPROCADDRESS("glFogCoordPointer");
753 AssertMsgReturn(pState->ext.glFogCoordPointer, ("glFogCoordPointer missing"), VERR_NOT_IMPLEMENTED);
754 pState->ext.glActiveTexture = (PFNGLACTIVETEXTUREPROC)OGLGETPROCADDRESS("glActiveTexture");
755 AssertMsgReturn(pState->ext.glActiveTexture, ("glActiveTexture missing"), VERR_NOT_IMPLEMENTED);
756#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x103
757 pState->ext.glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)OGLGETPROCADDRESS("glClientActiveTexture");
758 AssertMsgReturn(pState->ext.glClientActiveTexture, ("glClientActiveTexture missing"), VERR_NOT_IMPLEMENTED);
759#endif
760 pState->ext.glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)OGLGETPROCADDRESS("glGetProgramivARB");
761 AssertMsgReturn(pState->ext.glGetProgramivARB, ("glGetProgramivARB missing"), VERR_NOT_IMPLEMENTED);
762
763 /* OpenGL 3.2 core */
764 if (vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_draw_elements_base_vertex "))
765 {
766 pState->ext.glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)OGLGETPROCADDRESS("glDrawElementsBaseVertex");
767 pState->ext.glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)OGLGETPROCADDRESS("glDrawElementsInstancedBaseVertex");
768 }
769 else
770 LogRel(("VMSVGA3d: missing extension GL_ARB_draw_elements_base_vertex\n"));
771
772 /* OpenGL 3.2 core */
773 if (vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_provoking_vertex "))
774 {
775 pState->ext.glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)OGLGETPROCADDRESS("glProvokingVertex");
776 }
777 else
778 LogRel(("VMSVGA3d: missing extension GL_ARB_provoking_vertex\n"));
779
780 /* Extension support */
781#if defined(RT_OS_DARWIN)
782 /** @todo OpenGL version history suggest this, verify... */
783 pState->ext.fEXT_stencil_two_side = vmsvga3dCheckGLExtension(pState, 2.0f, " GL_EXT_stencil_two_side ");
784#else
785 pState->ext.fEXT_stencil_two_side = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_stencil_two_side ");
786#endif
787
788#define GLGETPROC(ProcType, ProcName) do { \
789 pState->ext.ProcName = (ProcType)OGLGETPROCADDRESS(#ProcName); \
790 AssertMsgReturn(pState->ext.ProcName, (#ProcName " missing"), VERR_NOT_IMPLEMENTED); \
791} while(0)
792#define GLGETPROCOPT(ProcType, ProcName) do { \
793 pState->ext.ProcName = (ProcType)OGLGETPROCADDRESS(#ProcName); \
794 AssertMsg(pState->ext.ProcName, (#ProcName " missing (optional)")); \
795} while(0)
796
797 GLGETPROCOPT(PFNGLGENQUERIESPROC , glGenQueries);
798 GLGETPROCOPT(PFNGLDELETEQUERIESPROC , glDeleteQueries);
799 GLGETPROCOPT(PFNGLBEGINQUERYPROC , glBeginQuery);
800 GLGETPROCOPT(PFNGLENDQUERYPROC , glEndQuery);
801 GLGETPROCOPT(PFNGLGETQUERYOBJECTUIVPROC , glGetQueryObjectuiv);
802
803#undef GLGETPROCOPT
804#undef GLGETPROC
805 /*
806 * Initialize the capabilities with sensible defaults.
807 */
808 pState->caps.maxActiveLights = 1;
809 pState->caps.maxTextureBufferSize = 65536;
810 pState->caps.maxTextures = 1;
811 pState->caps.maxClipDistances = 4;
812 pState->caps.maxColorAttachments = 1;
813 pState->caps.maxRectangleTextureSize = 2048;
814 pState->caps.maxTextureAnisotropy = 2;
815 pState->caps.maxVertexShaderInstructions = 1024;
816 pState->caps.maxFragmentShaderInstructions = 1024;
817 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_NONE;
818 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_NONE;
819 pState->caps.flPointSize[0] = 1;
820 pState->caps.flPointSize[1] = 1;
821
822 /*
823 * Query capabilities
824 */
825 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_LIGHTS, &pState->caps.maxActiveLights));
826 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &pState->caps.maxTextureBufferSize));
827 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &pState->caps.maxTextures));
828#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE /* The alternative profile has a higher number here (ati/darwin). */
829 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
830 VMSVGA3D_INIT_CHECKED_BOTH(pState, pOtherCtx, pContext, glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
831 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
832#else
833 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
834#endif
835 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &pState->caps.maxColorAttachments));
836 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE, &pState->caps.maxRectangleTextureSize));
837 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &pState->caps.maxTextureAnisotropy));
838 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pState->caps.flPointSize));
839
840 if (pState->ext.glGetProgramivARB)
841 {
842 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
843 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
844 &pState->caps.maxFragmentShaderTemps));
845 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
846 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
847 &pState->caps.maxFragmentShaderInstructions));
848 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
849 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
850 &pState->caps.maxVertexShaderTemps));
851 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
852 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
853 &pState->caps.maxVertexShaderInstructions));
854 }
855 pState->caps.fS3TCSupported = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_texture_compression_s3tc ");
856
857 /* http://http://www.opengl.org/wiki/Detecting_the_Shader_Model
858 * ARB Assembly Language
859 * These are done through testing the presence of extensions. You should test them in this order:
860 * GL_NV_gpu_program4: SM 4.0 or better.
861 * GL_NV_vertex_program3: SM 3.0 or better.
862 * GL_ARB_fragment_program: SM 2.0 or better.
863 * ATI does not support higher than SM 2.0 functionality in assembly shaders.
864 *
865 */
866 /** @todo distinguish between vertex and pixel shaders??? */
867 const char *pszShadingLanguageVersion = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
868 float v = pszShadingLanguageVersion ? atof(pszShadingLanguageVersion) : 0.0f;
869 if (v >= 3.30f)
870 {
871 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40;
872 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40;
873 }
874 else
875 if (v >= 1.20f)
876 {
877 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20;
878 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20;
879 }
880 else
881 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_gpu_program4 ")
882 || strstr(pState->pszOtherExtensions, " GL_NV_gpu_program4 "))
883 {
884 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40;
885 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40;
886 }
887 else
888 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_vertex_program3 ")
889 || strstr(pState->pszOtherExtensions, " GL_NV_vertex_program3 ")
890 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_shader_texture_lod ") /* Wine claims this suggests SM 3.0 support */
891 || strstr(pState->pszOtherExtensions, " GL_ARB_shader_texture_lod ")
892 )
893 {
894 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_30;
895 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_30;
896 }
897 else
898 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_fragment_program ")
899 || strstr(pState->pszOtherExtensions, " GL_ARB_fragment_program "))
900 {
901 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20;
902 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20;
903 }
904 else
905 {
906 LogRel(("VMSVGA3D: WARNING: unknown support for assembly shaders!!\n"));
907 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_11;
908 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_11;
909 }
910
911 if (!vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_vertex_array_bgra "))
912 {
913 /** @todo Intel drivers don't support this extension! */
914 LogRel(("VMSVGA3D: WARNING: Missing required extension GL_ARB_vertex_array_bgra (d3dcolor)!!!\n"));
915 }
916#if 0
917 SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND = 11,
918 SVGA3D_DEVCAP_QUERY_TYPES = 15,
919 SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING = 16,
920 SVGA3D_DEVCAP_MAX_POINT_SIZE = 17,
921 SVGA3D_DEVCAP_MAX_SHADER_TEXTURES = 18,
922 SVGA3D_DEVCAP_MAX_VOLUME_EXTENT = 21,
923 SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT = 22,
924 SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO = 23,
925 SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY = 24,
926 SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT = 25,
927 SVGA3D_DEVCAP_MAX_VERTEX_INDEX = 26,
928 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS = 28,
929 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS = 29,
930 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS = 30,
931 SVGA3D_DEVCAP_TEXTURE_OPS = 31,
932 SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8 = 32,
933 SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8 = 33,
934 SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10 = 34,
935 SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5 = 35,
936 SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5 = 36,
937 SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4 = 37,
938 SVGA3D_DEVCAP_SURFACEFMT_R5G6B5 = 38,
939 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16 = 39,
940 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8 = 40,
941 SVGA3D_DEVCAP_SURFACEFMT_ALPHA8 = 41,
942 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8 = 42,
943 SVGA3D_DEVCAP_SURFACEFMT_Z_D16 = 43,
944 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8 = 44,
945 SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8 = 45,
946 SVGA3D_DEVCAP_SURFACEFMT_DXT1 = 46,
947 SVGA3D_DEVCAP_SURFACEFMT_DXT2 = 47,
948 SVGA3D_DEVCAP_SURFACEFMT_DXT3 = 48,
949 SVGA3D_DEVCAP_SURFACEFMT_DXT4 = 49,
950 SVGA3D_DEVCAP_SURFACEFMT_DXT5 = 50,
951 SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8 = 51,
952 SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10 = 52,
953 SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8 = 53,
954 SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8 = 54,
955 SVGA3D_DEVCAP_SURFACEFMT_CxV8U8 = 55,
956 SVGA3D_DEVCAP_SURFACEFMT_R_S10E5 = 56,
957 SVGA3D_DEVCAP_SURFACEFMT_R_S23E8 = 57,
958 SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5 = 58,
959 SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8 = 59,
960 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5 = 60,
961 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8 = 61,
962 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES = 63,
963 SVGA3D_DEVCAP_SURFACEFMT_V16U16 = 65,
964 SVGA3D_DEVCAP_SURFACEFMT_G16R16 = 66,
965 SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16 = 67,
966 SVGA3D_DEVCAP_SURFACEFMT_UYVY = 68,
967 SVGA3D_DEVCAP_SURFACEFMT_YUY2 = 69,
968 SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES = 70,
969 SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES = 71,
970 SVGA3D_DEVCAP_ALPHATOCOVERAGE = 72,
971 SVGA3D_DEVCAP_SUPERSAMPLE = 73,
972 SVGA3D_DEVCAP_AUTOGENMIPMAPS = 74,
973 SVGA3D_DEVCAP_SURFACEFMT_NV12 = 75,
974 SVGA3D_DEVCAP_SURFACEFMT_AYUV = 76,
975 SVGA3D_DEVCAP_SURFACEFMT_Z_DF16 = 79,
976 SVGA3D_DEVCAP_SURFACEFMT_Z_DF24 = 80,
977 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT = 81,
978 SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM = 82,
979 SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM = 83,
980#endif
981
982 LogRel(("VMSVGA3d: Capabilities:\n"));
983 LogRel(("VMSVGA3d: maxActiveLights=%-2d maxTextures=%-2d maxTextureBufferSize=%d\n",
984 pState->caps.maxActiveLights, pState->caps.maxTextures, pState->caps.maxTextureBufferSize));
985 LogRel(("VMSVGA3d: maxClipDistances=%-2d maxColorAttachments=%-2d maxClipDistances=%d\n",
986 pState->caps.maxClipDistances, pState->caps.maxColorAttachments, pState->caps.maxClipDistances));
987 LogRel(("VMSVGA3d: maxColorAttachments=%-2d maxTextureAnisotropy=%-2d maxRectangleTextureSize=%d\n",
988 pState->caps.maxColorAttachments, pState->caps.maxTextureAnisotropy, pState->caps.maxRectangleTextureSize));
989 LogRel(("VMSVGA3d: maxVertexShaderTemps=%-2d maxVertexShaderInstructions=%d maxFragmentShaderInstructions=%d\n",
990 pState->caps.maxVertexShaderTemps, pState->caps.maxVertexShaderInstructions, pState->caps.maxFragmentShaderInstructions));
991 LogRel(("VMSVGA3d: maxFragmentShaderTemps=%d flPointSize={%d.%02u, %d.%02u}\n",
992 pState->caps.maxFragmentShaderTemps,
993 (int)pState->caps.flPointSize[0], (int)(pState->caps.flPointSize[0] * 100) % 100,
994 (int)pState->caps.flPointSize[1], (int)(pState->caps.flPointSize[1] * 100) % 100));
995 LogRel(("VMSVGA3d: fragmentShaderVersion=%-2d vertexShaderVersion=%-2d fS3TCSupported=%d\n",
996 pState->caps.fragmentShaderVersion, pState->caps.vertexShaderVersion, pState->caps.fS3TCSupported));
997
998
999 /* Initialize the shader library. */
1000 pState->ShaderIf.pfnSwitchInitProfile = vmsvga3dShaderIfSwitchInitProfile;
1001 pState->ShaderIf.pfnGetNextExtension = vmsvga3dShaderIfGetNextExtension;
1002 rc = ShaderInitLib(&pState->ShaderIf);
1003 AssertRC(rc);
1004
1005 /* Cleanup */
1006 rc = vmsvga3dContextDestroy(pThis, 1);
1007 AssertRC(rc);
1008#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1009 rc = vmsvga3dContextDestroy(pThis, 2);
1010 AssertRC(rc);
1011#endif
1012
1013 if ( pState->rsGLVersion < 3.0
1014 && pState->rsOtherGLVersion < 3.0 /* darwin: legacy profile hack */)
1015 {
1016 LogRel(("VMSVGA3d: unsupported OpenGL version; minimum is 3.0\n"));
1017 return VERR_NOT_IMPLEMENTED;
1018 }
1019 if ( !pState->ext.glIsRenderbuffer
1020 || !pState->ext.glBindRenderbuffer
1021 || !pState->ext.glDeleteRenderbuffers
1022 || !pState->ext.glGenRenderbuffers
1023 || !pState->ext.glRenderbufferStorage
1024 || !pState->ext.glGetRenderbufferParameteriv
1025 || !pState->ext.glIsFramebuffer
1026 || !pState->ext.glBindFramebuffer
1027 || !pState->ext.glDeleteFramebuffers
1028 || !pState->ext.glGenFramebuffers
1029 || !pState->ext.glCheckFramebufferStatus
1030 || !pState->ext.glFramebufferTexture1D
1031 || !pState->ext.glFramebufferTexture2D
1032 || !pState->ext.glFramebufferTexture3D
1033 || !pState->ext.glFramebufferRenderbuffer
1034 || !pState->ext.glGetFramebufferAttachmentParameteriv
1035 || !pState->ext.glGenerateMipmap
1036 || !pState->ext.glBlitFramebuffer
1037 || !pState->ext.glRenderbufferStorageMultisample
1038 || !pState->ext.glFramebufferTextureLayer)
1039 {
1040 LogRel(("VMSVGA3d: missing required OpenGL extension; aborting\n"));
1041 return VERR_NOT_IMPLEMENTED;
1042 }
1043
1044#ifdef DEBUG_DEBUG_GFX_WINDOW_TEST_CONTEXT
1045 pState->idTestContext = SVGA_ID_INVALID;
1046#endif
1047 return VINF_SUCCESS;
1048}
1049
1050int vmsvga3dReset(PVGASTATE pThis)
1051{
1052 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1053 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
1054
1055 /* Destroy all leftover surfaces. */
1056 for (uint32_t i = 0; i < pState->cSurfaces; i++)
1057 {
1058 if (pState->papSurfaces[i]->id != SVGA3D_INVALID_ID)
1059 vmsvga3dSurfaceDestroy(pThis, pState->papSurfaces[i]->id);
1060 }
1061
1062 /* Destroy all leftover contexts. */
1063 for (uint32_t i = 0; i < pState->cContexts; i++)
1064 {
1065 if (pState->papContexts[i]->id != SVGA3D_INVALID_ID)
1066 vmsvga3dContextDestroy(pThis, pState->papContexts[i]->id);
1067 }
1068
1069 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1070 vmsvga3dContextDestroyOgl(pThis, &pState->SharedCtx, VMSVGA3D_SHARED_CTX_ID);
1071
1072 return VINF_SUCCESS;
1073}
1074
1075int vmsvga3dTerminate(PVGASTATE pThis)
1076{
1077 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1078 AssertReturn(pState, VERR_WRONG_ORDER);
1079 int rc;
1080
1081 rc = vmsvga3dReset(pThis);
1082 AssertRCReturn(rc, rc);
1083
1084 /* Terminate the shader library. */
1085 rc = ShaderDestroyLib();
1086 AssertRC(rc);
1087
1088#ifdef RT_OS_WINDOWS
1089 /* Terminate the window creation thread. */
1090 rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_EXIT, 0, 0);
1091 AssertRCReturn(rc, rc);
1092
1093 RTSemEventDestroy(pState->WndRequestSem);
1094#elif defined(RT_OS_DARWIN)
1095
1096#elif defined(RT_OS_LINUX)
1097 /* signal to the thread that it is supposed to exit */
1098 pState->bTerminate = true;
1099 /* wait for it to terminate */
1100 rc = RTThreadWait(pState->pWindowThread, 10000, NULL);
1101 AssertRC(rc);
1102 XCloseDisplay(pState->display);
1103#endif
1104
1105 RTStrFree(pState->pszExtensions);
1106 pState->pszExtensions = NULL;
1107#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1108 RTStrFree(pState->pszOtherExtensions);
1109#endif
1110 pState->pszOtherExtensions = NULL;
1111
1112 return VINF_SUCCESS;
1113}
1114
1115
1116void vmsvga3dUpdateHostScreenViewport(PVGASTATE pThis, uint32_t idScreen, VMSVGAVIEWPORT const *pOldViewport)
1117{
1118 /** @todo Move the visible framebuffer content here, don't wait for the guest to
1119 * redraw it. */
1120
1121#ifdef RT_OS_DARWIN
1122 RT_NOREF(pOldViewport);
1123 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1124 if ( pState
1125 && idScreen == 0
1126 && pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1127 {
1128 vmsvga3dCocoaViewUpdateViewport(pState->SharedCtx.cocoaView);
1129 }
1130#else
1131 RT_NOREF(pThis, idScreen, pOldViewport);
1132#endif
1133}
1134
1135
1136/**
1137 * Worker for vmsvga3dQueryCaps that figures out supported operations for a
1138 * given surface format capability.
1139 *
1140 * @returns Supported/indented operations (SVGA3DFORMAT_OP_XXX).
1141 * @param idx3dCaps The SVGA3D_CAPS_XXX value of the surface format.
1142 *
1143 * @remarks See fromat_cap_table in svga_format.c (mesa/gallium) for a reference
1144 * of implicit guest expectations:
1145 * http://cgit.freedesktop.org/mesa/mesa/tree/src/gallium/drivers/svga/svga_format.c
1146 */
1147static uint32_t vmsvga3dGetSurfaceFormatSupport(uint32_t idx3dCaps)
1148{
1149 uint32_t result = 0;
1150
1151 /** @todo missing:
1152 *
1153 * SVGA3DFORMAT_OP_PIXELSIZE
1154 */
1155
1156 switch (idx3dCaps)
1157 {
1158 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1159 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1160 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1161 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1162 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1163 | SVGA3DFORMAT_OP_DISPLAYMODE /* Should not be set for alpha formats. */
1164 | SVGA3DFORMAT_OP_3DACCELERATION; /* implies OP_DISPLAYMODE */
1165 break;
1166
1167 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1168 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1169 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1170 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1171 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1172 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1173 | SVGA3DFORMAT_OP_SAME_FORMAT_UP_TO_ALPHA_RENDERTARGET;
1174 break;
1175 }
1176
1177 /** @todo check hardware caps! */
1178 switch (idx3dCaps)
1179 {
1180 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1181 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1182 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1183 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1184 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1185 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1186 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1187 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1188 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1189 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1190 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1191 result |= SVGA3DFORMAT_OP_TEXTURE
1192 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET
1193 | SVGA3DFORMAT_OP_OFFSCREENPLAIN
1194 | SVGA3DFORMAT_OP_SAME_FORMAT_RENDERTARGET
1195 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1196 | SVGA3DFORMAT_OP_CUBETEXTURE
1197 | SVGA3DFORMAT_OP_SRGBREAD
1198 | SVGA3DFORMAT_OP_SRGBWRITE;
1199 break;
1200
1201 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1202 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1203 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1204 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1205 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1206 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1207 result |= SVGA3DFORMAT_OP_ZSTENCIL
1208 | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH
1209 | SVGA3DFORMAT_OP_TEXTURE /* Necessary for Ubuntu Unity */;
1210 break;
1211
1212 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1213 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1214 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1215 result |= SVGA3DFORMAT_OP_TEXTURE
1216 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1217 | SVGA3DFORMAT_OP_CUBETEXTURE
1218 | SVGA3DFORMAT_OP_SRGBREAD;
1219 break;
1220
1221 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1222 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1223 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1224 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1225 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1226 break;
1227
1228 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1229 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1230 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1231 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1232 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1233 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1234 break;
1235
1236 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1237 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1238 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1239
1240 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1241 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1242 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1243 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1244 break;
1245 }
1246 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1247
1248 return result;
1249}
1250
1251#if 0 /* unused */
1252static uint32_t vmsvga3dGetDepthFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps)
1253{
1254 RT_NOREF(pState3D, idx3dCaps);
1255
1256 /** @todo test this somehow */
1257 uint32_t result = SVGA3DFORMAT_OP_ZSTENCIL | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH;
1258
1259 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1260 return result;
1261}
1262#endif
1263
1264
1265int vmsvga3dQueryCaps(PVGASTATE pThis, uint32_t idx3dCaps, uint32_t *pu32Val)
1266{
1267 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1268 AssertReturn(pState, VERR_NO_MEMORY);
1269 int rc = VINF_SUCCESS;
1270
1271 *pu32Val = 0;
1272
1273 /*
1274 * The capabilities access by current (2015-03-01) linux sources (gallium,
1275 * vmwgfx, xorg-video-vmware) are annotated, caps without xref annotations
1276 * aren't access.
1277 */
1278
1279 switch (idx3dCaps)
1280 {
1281 /* Linux: vmwgfx_fifo.c in kmod; only used with SVGA_CAP_GBOBJECTS. */
1282 case SVGA3D_DEVCAP_3D:
1283 *pu32Val = 1; /* boolean? */
1284 break;
1285
1286 case SVGA3D_DEVCAP_MAX_LIGHTS:
1287 *pu32Val = pState->caps.maxActiveLights;
1288 break;
1289
1290 case SVGA3D_DEVCAP_MAX_TEXTURES:
1291 *pu32Val = pState->caps.maxTextures;
1292 break;
1293
1294 case SVGA3D_DEVCAP_MAX_CLIP_PLANES:
1295 *pu32Val = pState->caps.maxClipDistances;
1296 break;
1297
1298 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1299 case SVGA3D_DEVCAP_VERTEX_SHADER_VERSION:
1300 *pu32Val = pState->caps.vertexShaderVersion;
1301 break;
1302
1303 case SVGA3D_DEVCAP_VERTEX_SHADER:
1304 /* boolean? */
1305 *pu32Val = (pState->caps.vertexShaderVersion != SVGA3DVSVERSION_NONE);
1306 break;
1307
1308 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1309 case SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION:
1310 *pu32Val = pState->caps.fragmentShaderVersion;
1311 break;
1312
1313 case SVGA3D_DEVCAP_FRAGMENT_SHADER:
1314 /* boolean? */
1315 *pu32Val = (pState->caps.fragmentShaderVersion != SVGA3DPSVERSION_NONE);
1316 break;
1317
1318 case SVGA3D_DEVCAP_S23E8_TEXTURES:
1319 case SVGA3D_DEVCAP_S10E5_TEXTURES:
1320 /* Must be obsolete by now; surface format caps specify the same thing. */
1321 rc = VERR_INVALID_PARAMETER;
1322 break;
1323
1324 case SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND:
1325 break;
1326
1327 /*
1328 * 2. The BUFFER_FORMAT capabilities are deprecated, and they always
1329 * return TRUE. Even on physical hardware that does not support
1330 * these formats natively, the SVGA3D device will provide an emulation
1331 * which should be invisible to the guest OS.
1332 */
1333 case SVGA3D_DEVCAP_D16_BUFFER_FORMAT:
1334 case SVGA3D_DEVCAP_D24S8_BUFFER_FORMAT:
1335 case SVGA3D_DEVCAP_D24X8_BUFFER_FORMAT:
1336 *pu32Val = 1;
1337 break;
1338
1339 case SVGA3D_DEVCAP_QUERY_TYPES:
1340 break;
1341
1342 case SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING:
1343 break;
1344
1345 /* Linux: svga_screen.c in gallium; capped at 80.0, default 1.0. */
1346 case SVGA3D_DEVCAP_MAX_POINT_SIZE:
1347 AssertCompile(sizeof(uint32_t) == sizeof(float));
1348 *(float *)pu32Val = pState->caps.flPointSize[1];
1349 break;
1350
1351 case SVGA3D_DEVCAP_MAX_SHADER_TEXTURES:
1352 /** @todo ?? */
1353 rc = VERR_INVALID_PARAMETER;
1354 break;
1355
1356 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_2D_LEVELS); have default if missing. */
1357 case SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH:
1358 case SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT:
1359 *pu32Val = pState->caps.maxRectangleTextureSize;
1360 break;
1361
1362 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_3D_LEVELS); have default if missing. */
1363 case SVGA3D_DEVCAP_MAX_VOLUME_EXTENT:
1364 //*pu32Val = pCaps->MaxVolumeExtent;
1365 *pu32Val = 256;
1366 break;
1367
1368 case SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT:
1369 *pu32Val = 32768; /* hardcoded in Wine */
1370 break;
1371
1372 case SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO:
1373 //*pu32Val = pCaps->MaxTextureAspectRatio;
1374 break;
1375
1376 /* Linux: svga_screen.c in gallium (for PIPE_CAPF_MAX_TEXTURE_ANISOTROPY); defaults to 4.0. */
1377 case SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY:
1378 *pu32Val = pState->caps.maxTextureAnisotropy;
1379 break;
1380
1381 case SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT:
1382 case SVGA3D_DEVCAP_MAX_VERTEX_INDEX:
1383 *pu32Val = 0xFFFFF; /* hardcoded in Wine */
1384 break;
1385
1386 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_INSTRUCTIONS); defaults to 512. */
1387 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS:
1388 *pu32Val = pState->caps.maxVertexShaderInstructions;
1389 break;
1390
1391 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS:
1392 *pu32Val = pState->caps.maxFragmentShaderInstructions;
1393 break;
1394
1395 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1396 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS:
1397 *pu32Val = pState->caps.maxVertexShaderTemps;
1398 break;
1399
1400 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_FRAGMENT/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1401 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS:
1402 *pu32Val = pState->caps.maxFragmentShaderTemps;
1403 break;
1404
1405 case SVGA3D_DEVCAP_TEXTURE_OPS:
1406 break;
1407
1408 case SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES:
1409 break;
1410
1411 case SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES:
1412 break;
1413
1414 case SVGA3D_DEVCAP_ALPHATOCOVERAGE:
1415 break;
1416
1417 case SVGA3D_DEVCAP_SUPERSAMPLE:
1418 break;
1419
1420 case SVGA3D_DEVCAP_AUTOGENMIPMAPS:
1421 //*pu32Val = !!(pCaps->Caps2 & D3DCAPS2_CANAUTOGENMIPMAP);
1422 break;
1423
1424 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES:
1425 break;
1426
1427 case SVGA3D_DEVCAP_MAX_RENDER_TARGETS: /** @todo same thing? */
1428 case SVGA3D_DEVCAP_MAX_SIMULTANEOUS_RENDER_TARGETS:
1429 *pu32Val = pState->caps.maxColorAttachments;
1430 break;
1431
1432 /*
1433 * This is the maximum number of SVGA context IDs that the guest
1434 * can define using SVGA_3D_CMD_CONTEXT_DEFINE.
1435 */
1436 case SVGA3D_DEVCAP_MAX_CONTEXT_IDS:
1437 *pu32Val = SVGA3D_MAX_CONTEXT_IDS;
1438 break;
1439
1440 /*
1441 * This is the maximum number of SVGA surface IDs that the guest
1442 * can define using SVGA_3D_CMD_SURFACE_DEFINE*.
1443 */
1444 case SVGA3D_DEVCAP_MAX_SURFACE_IDS:
1445 *pu32Val = SVGA3D_MAX_SURFACE_IDS;
1446 break;
1447
1448#if 0 /* Appeared more recently, not yet implemented. */
1449 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1450 case SVGA3D_DEVCAP_LINE_AA:
1451 break;
1452 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1453 case SVGA3D_DEVCAP_LINE_STIPPLE:
1454 break;
1455 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1456 case SVGA3D_DEVCAP_MAX_LINE_WIDTH:
1457 break;
1458 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1459 case SVGA3D_DEVCAP_MAX_AA_LINE_WIDTH:
1460 break;
1461#endif
1462
1463 /*
1464 * Supported surface formats.
1465 * Linux: svga_format.c in gallium, format_cap_table defines implicit expectations.
1466 */
1467 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1468 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1469 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1470 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1471 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1472 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1473 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1474 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1475 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1476 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1477 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1478 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1479 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1480 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1481 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1482 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1483 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1484 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1485 *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
1486 break;
1487
1488 case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
1489 case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
1490 *pu32Val = 0; /* apparently not supported in OpenGL */
1491 break;
1492
1493 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1494 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1495 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1496 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1497 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1498 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1499 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1500 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1501 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1502 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1503 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1504 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1505 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1506 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1507 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1508 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1509 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1510 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1511 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1512 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1513 *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
1514 break;
1515
1516 /* Linux: Not referenced in current sources. */
1517 case SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM:
1518 case SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM:
1519 Log(("CAPS: Unknown CAP %s\n", vmsvga3dGetCapString(idx3dCaps)));
1520 rc = VERR_INVALID_PARAMETER;
1521 *pu32Val = 0;
1522 break;
1523
1524 default:
1525 Log(("CAPS: Unexpected CAP %d\n", idx3dCaps));
1526 rc = VERR_INVALID_PARAMETER;
1527 break;
1528 }
1529
1530 Log(("CAPS: %s - %x\n", vmsvga3dGetCapString(idx3dCaps), *pu32Val));
1531 return rc;
1532}
1533
1534/**
1535 * Convert SVGA format value to its OpenGL equivalent
1536 *
1537 * @remarks Clues to be had in format_texture_info table (wined3d/utils.c) with
1538 * help from wined3dformat_from_d3dformat().
1539 */
1540void vmsvga3dSurfaceFormat2OGL(PVMSVGA3DSURFACE pSurface, SVGA3dSurfaceFormat format)
1541{
1542 switch (format)
1543 {
1544 case SVGA3D_X8R8G8B8: /* D3DFMT_X8R8G8B8 - WINED3DFMT_B8G8R8X8_UNORM */
1545 pSurface->internalFormatGL = GL_RGB8;
1546 pSurface->formatGL = GL_BGRA;
1547 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1548 break;
1549 case SVGA3D_A8R8G8B8: /* D3DFMT_A8R8G8B8 - WINED3DFMT_B8G8R8A8_UNORM */
1550 pSurface->internalFormatGL = GL_RGBA8;
1551 pSurface->formatGL = GL_BGRA;
1552 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1553 break;
1554 case SVGA3D_R5G6B5: /* D3DFMT_R5G6B5 - WINED3DFMT_B5G6R5_UNORM */
1555 pSurface->internalFormatGL = GL_RGB5;
1556 pSurface->formatGL = GL_RGB;
1557 pSurface->typeGL = GL_UNSIGNED_SHORT_5_6_5;
1558 AssertMsgFailed(("Test me - SVGA3D_R5G6B5\n"));
1559 break;
1560 case SVGA3D_X1R5G5B5: /* D3DFMT_X1R5G5B5 - WINED3DFMT_B5G5R5X1_UNORM */
1561 pSurface->internalFormatGL = GL_RGB5;
1562 pSurface->formatGL = GL_BGRA;
1563 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1564 AssertMsgFailed(("Test me - SVGA3D_X1R5G5B5\n"));
1565 break;
1566 case SVGA3D_A1R5G5B5: /* D3DFMT_A1R5G5B5 - WINED3DFMT_B5G5R5A1_UNORM */
1567 pSurface->internalFormatGL = GL_RGB5_A1;
1568 pSurface->formatGL = GL_BGRA;
1569 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1570 AssertMsgFailed(("Test me - SVGA3D_A1R5G5B5\n"));
1571 break;
1572 case SVGA3D_A4R4G4B4: /* D3DFMT_A4R4G4B4 - WINED3DFMT_B4G4R4A4_UNORM */
1573 pSurface->internalFormatGL = GL_RGBA4;
1574 pSurface->formatGL = GL_BGRA;
1575 pSurface->typeGL = GL_UNSIGNED_SHORT_4_4_4_4_REV;
1576 AssertMsgFailed(("Test me - SVGA3D_A4R4G4B4\n"));
1577 break;
1578
1579 case SVGA3D_Z_D32: /* D3DFMT_D32 - WINED3DFMT_D32_UNORM */
1580 pSurface->internalFormatGL = GL_DEPTH_COMPONENT32;
1581 pSurface->formatGL = GL_DEPTH_COMPONENT;
1582 pSurface->typeGL = GL_UNSIGNED_INT;
1583 break;
1584 case SVGA3D_Z_D16: /* D3DFMT_D16 - WINED3DFMT_D16_UNORM */
1585 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo Wine suggests GL_DEPTH_COMPONENT24. */
1586 pSurface->formatGL = GL_DEPTH_COMPONENT;
1587 pSurface->typeGL = GL_UNSIGNED_SHORT;
1588 //AssertMsgFailed(("Test me - SVGA3D_Z_D16\n"));
1589 break;
1590 case SVGA3D_Z_D24S8: /* D3DFMT_D24S8 - WINED3DFMT_D24_UNORM_S8_UINT */
1591 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1592 pSurface->formatGL = GL_DEPTH_STENCIL;
1593 pSurface->typeGL = GL_UNSIGNED_INT;
1594 break;
1595 case SVGA3D_Z_D15S1: /* D3DFMT_D15S1 - WINED3DFMT_S1_UINT_D15_UNORM */
1596 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo ??? */
1597 pSurface->formatGL = GL_DEPTH_STENCIL;
1598 pSurface->typeGL = GL_UNSIGNED_SHORT;
1599 /** @todo Wine sources hints at no hw support for this, so test this one! */
1600 AssertMsgFailed(("Test me - SVGA3D_Z_D15S1\n"));
1601 break;
1602 case SVGA3D_Z_D24X8: /* D3DFMT_D24X8 - WINED3DFMT_X8D24_UNORM */
1603 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1604 pSurface->formatGL = GL_DEPTH_COMPONENT;
1605 pSurface->typeGL = GL_UNSIGNED_INT;
1606 break;
1607
1608 /* Advanced D3D9 depth formats. */
1609 case SVGA3D_Z_DF16: /* D3DFMT_DF16? - not supported */
1610 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16;
1611 pSurface->formatGL = GL_DEPTH_COMPONENT;
1612 pSurface->typeGL = GL_FLOAT;
1613 break;
1614
1615 case SVGA3D_Z_DF24: /* D3DFMT_DF24? - not supported */
1616 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1617 pSurface->formatGL = GL_DEPTH_COMPONENT;
1618 pSurface->typeGL = GL_FLOAT; /* ??? */
1619 break;
1620
1621 case SVGA3D_Z_D24S8_INT: /* D3DFMT_??? - not supported */
1622 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1623 pSurface->formatGL = GL_DEPTH_STENCIL;
1624 pSurface->typeGL = GL_INT; /* ??? */
1625 break;
1626
1627 case SVGA3D_DXT1: /* D3DFMT_DXT1 - WINED3DFMT_DXT1 */
1628 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1629#if 0
1630 pSurface->formatGL = GL_RGBA_S3TC; /* ??? */
1631 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1632#else /* wine suggests: */
1633 pSurface->formatGL = GL_RGBA;
1634 pSurface->typeGL = GL_UNSIGNED_BYTE;
1635 AssertMsgFailed(("Test me - SVGA3D_DXT1\n"));
1636#endif
1637 break;
1638
1639 case SVGA3D_DXT3: /* D3DFMT_DXT3 - WINED3DFMT_DXT3 */
1640 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
1641#if 0 /** @todo this needs testing... */
1642 pSurface->formatGL = GL_RGBA_S3TC; /* ??? */
1643 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1644#else /* wine suggests: */
1645 pSurface->formatGL = GL_RGBA;
1646 pSurface->typeGL = GL_UNSIGNED_BYTE;
1647 AssertMsgFailed(("Test me - SVGA3D_DXT3\n"));
1648#endif
1649 break;
1650
1651 case SVGA3D_DXT5: /* D3DFMT_DXT5 - WINED3DFMT_DXT5 */
1652 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
1653#if 0 /** @todo this needs testing... */
1654 pSurface->formatGL = GL_RGBA_S3TC;
1655 pSurface->typeGL = GL_UNSIGNED_INT;
1656#else /* wine suggests: */
1657 pSurface->formatGL = GL_RGBA;
1658 pSurface->typeGL = GL_UNSIGNED_BYTE;
1659 AssertMsgFailed(("Test me - SVGA3D_DXT5\n"));
1660#endif
1661 break;
1662
1663 case SVGA3D_LUMINANCE8: /* D3DFMT_? - ? */
1664 pSurface->internalFormatGL = GL_LUMINANCE8_EXT;
1665 pSurface->formatGL = GL_LUMINANCE;
1666 pSurface->typeGL = GL_UNSIGNED_BYTE;
1667 break;
1668
1669 case SVGA3D_LUMINANCE16: /* D3DFMT_? - ? */
1670 pSurface->internalFormatGL = GL_LUMINANCE16_EXT;
1671 pSurface->formatGL = GL_LUMINANCE;
1672 pSurface->typeGL = GL_UNSIGNED_SHORT;
1673 break;
1674
1675 case SVGA3D_LUMINANCE4_ALPHA4: /* D3DFMT_? - ? */
1676 pSurface->internalFormatGL = GL_LUMINANCE4_ALPHA4_EXT;
1677 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1678 pSurface->typeGL = GL_UNSIGNED_BYTE;
1679 break;
1680
1681 case SVGA3D_LUMINANCE8_ALPHA8: /* D3DFMT_? - ? */
1682 pSurface->internalFormatGL = GL_LUMINANCE8_ALPHA8_EXT;
1683 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1684 pSurface->typeGL = GL_UNSIGNED_BYTE; /* unsigned_short causes issues even though this type should be 16-bit */
1685 break;
1686
1687 case SVGA3D_ALPHA8: /* D3DFMT_A8? - WINED3DFMT_A8_UNORM? */
1688 pSurface->internalFormatGL = GL_ALPHA8_EXT;
1689 pSurface->formatGL = GL_ALPHA;
1690 pSurface->typeGL = GL_UNSIGNED_BYTE;
1691 break;
1692
1693#if 0
1694
1695 /* Bump-map formats */
1696 case SVGA3D_BUMPU8V8:
1697 return D3DFMT_V8U8;
1698 case SVGA3D_BUMPL6V5U5:
1699 return D3DFMT_L6V5U5;
1700 case SVGA3D_BUMPX8L8V8U8:
1701 return D3DFMT_X8L8V8U8;
1702 case SVGA3D_BUMPL8V8U8:
1703 /* No corresponding D3D9 equivalent. */
1704 AssertFailedReturn(D3DFMT_UNKNOWN);
1705 /* signed bump-map formats */
1706 case SVGA3D_V8U8:
1707 return D3DFMT_V8U8;
1708 case SVGA3D_Q8W8V8U8:
1709 return D3DFMT_Q8W8V8U8;
1710 case SVGA3D_CxV8U8:
1711 return D3DFMT_CxV8U8;
1712 /* mixed bump-map formats */
1713 case SVGA3D_X8L8V8U8:
1714 return D3DFMT_X8L8V8U8;
1715 case SVGA3D_A2W10V10U10:
1716 return D3DFMT_A2W10V10U10;
1717#endif
1718
1719 case SVGA3D_ARGB_S10E5: /* 16-bit floating-point ARGB */ /* D3DFMT_A16B16G16R16F - WINED3DFMT_R16G16B16A16_FLOAT */
1720 pSurface->internalFormatGL = GL_RGBA16F;
1721 pSurface->formatGL = GL_RGBA;
1722#if 0 /* bird: wine uses half float, sounds correct to me... */
1723 pSurface->typeGL = GL_FLOAT;
1724#else
1725 pSurface->typeGL = GL_HALF_FLOAT;
1726 AssertMsgFailed(("Test me - SVGA3D_ARGB_S10E5\n"));
1727#endif
1728 break;
1729
1730 case SVGA3D_ARGB_S23E8: /* 32-bit floating-point ARGB */ /* D3DFMT_A32B32G32R32F - WINED3DFMT_R32G32B32A32_FLOAT */
1731 pSurface->internalFormatGL = GL_RGBA32F;
1732 pSurface->formatGL = GL_RGBA;
1733 pSurface->typeGL = GL_FLOAT; /* ?? - same as wine, so probably correct */
1734 break;
1735
1736 case SVGA3D_A2R10G10B10: /* D3DFMT_A2R10G10B10 - WINED3DFMT_B10G10R10A2_UNORM */
1737 pSurface->internalFormatGL = GL_RGB10_A2; /* ?? - same as wine, so probably correct */
1738#if 0 /* bird: Wine uses GL_BGRA instead of GL_RGBA. */
1739 pSurface->formatGL = GL_RGBA;
1740#else
1741 pSurface->formatGL = GL_BGRA;
1742#endif
1743 pSurface->typeGL = GL_UNSIGNED_INT;
1744 AssertMsgFailed(("Test me - SVGA3D_A2R10G10B10\n"));
1745 break;
1746
1747
1748 /* Single- and dual-component floating point formats */
1749 case SVGA3D_R_S10E5: /* D3DFMT_R16F - WINED3DFMT_R16_FLOAT */
1750 pSurface->internalFormatGL = GL_R16F;
1751 pSurface->formatGL = GL_RED;
1752#if 0 /* bird: wine uses half float, sounds correct to me... */
1753 pSurface->typeGL = GL_FLOAT;
1754#else
1755 pSurface->typeGL = GL_HALF_FLOAT;
1756 AssertMsgFailed(("Test me - SVGA3D_R_S10E5\n"));
1757#endif
1758 break;
1759 case SVGA3D_R_S23E8: /* D3DFMT_R32F - WINED3DFMT_R32_FLOAT */
1760 pSurface->internalFormatGL = GL_R32F;
1761 pSurface->formatGL = GL_RG;
1762 pSurface->typeGL = GL_FLOAT;
1763 break;
1764 case SVGA3D_RG_S10E5: /* D3DFMT_G16R16F - WINED3DFMT_R16G16_FLOAT */
1765 pSurface->internalFormatGL = GL_RG16F;
1766 pSurface->formatGL = GL_RG;
1767#if 0 /* bird: wine uses half float, sounds correct to me... */
1768 pSurface->typeGL = GL_FLOAT;
1769#else
1770 pSurface->typeGL = GL_HALF_FLOAT;
1771 AssertMsgFailed(("Test me - SVGA3D_RG_S10E5\n"));
1772#endif
1773 break;
1774 case SVGA3D_RG_S23E8: /* D3DFMT_G32R32F - WINED3DFMT_R32G32_FLOAT */
1775 pSurface->internalFormatGL = GL_RG32F;
1776 pSurface->formatGL = GL_RG;
1777 pSurface->typeGL = GL_FLOAT;
1778 break;
1779
1780 /*
1781 * Any surface can be used as a buffer object, but SVGA3D_BUFFER is
1782 * the most efficient format to use when creating new surfaces
1783 * expressly for index or vertex data.
1784 */
1785 case SVGA3D_BUFFER:
1786 pSurface->internalFormatGL = -1;
1787 pSurface->formatGL = -1;
1788 pSurface->typeGL = -1;
1789 break;
1790
1791#if 0
1792 return D3DFMT_UNKNOWN;
1793
1794 case SVGA3D_V16U16:
1795 return D3DFMT_V16U16;
1796#endif
1797
1798 case SVGA3D_G16R16: /* D3DFMT_G16R16 - WINED3DFMT_R16G16_UNORM */
1799 pSurface->internalFormatGL = GL_RG16;
1800 pSurface->formatGL = GL_RG;
1801#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1802 pSurface->typeGL = GL_UNSIGNED_INT;
1803#else
1804 pSurface->typeGL = GL_UNSIGNED_SHORT;
1805 AssertMsgFailed(("test me - SVGA3D_G16R16\n"));
1806#endif
1807 break;
1808
1809 case SVGA3D_A16B16G16R16: /* D3DFMT_A16B16G16R16 - WINED3DFMT_R16G16B16A16_UNORM */
1810 pSurface->internalFormatGL = GL_RGBA16;
1811 pSurface->formatGL = GL_RGBA;
1812#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1813 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1814#else
1815 pSurface->typeGL = GL_UNSIGNED_SHORT;
1816 AssertMsgFailed(("Test me - SVGA3D_A16B16G16R16\n"));
1817#endif
1818 break;
1819
1820#if 0
1821 /* Packed Video formats */
1822 case SVGA3D_UYVY:
1823 return D3DFMT_UYVY;
1824 case SVGA3D_YUY2:
1825 return D3DFMT_YUY2;
1826
1827 /* Planar video formats */
1828 case SVGA3D_NV12:
1829 return (D3DFORMAT)MAKEFOURCC('N', 'V', '1', '2');
1830
1831 /* Video format with alpha */
1832 case SVGA3D_AYUV:
1833 return (D3DFORMAT)MAKEFOURCC('A', 'Y', 'U', 'V');
1834
1835 case SVGA3D_BC4_UNORM:
1836 case SVGA3D_BC5_UNORM:
1837 /* Unknown; only in DX10 & 11 */
1838 break;
1839#endif
1840 default:
1841 AssertMsgFailed(("Unsupported format %d\n", format));
1842 break;
1843 }
1844}
1845
1846
1847#if 0
1848/**
1849 * Convert SVGA multi sample count value to its D3D equivalent
1850 */
1851D3DMULTISAMPLE_TYPE vmsvga3dMultipeSampleCount2D3D(uint32_t multisampleCount)
1852{
1853 AssertCompile(D3DMULTISAMPLE_2_SAMPLES == 2);
1854 AssertCompile(D3DMULTISAMPLE_16_SAMPLES == 16);
1855
1856 if (multisampleCount > 16)
1857 return D3DMULTISAMPLE_NONE;
1858
1859 /** @todo exact same mapping as d3d? */
1860 return (D3DMULTISAMPLE_TYPE)multisampleCount;
1861}
1862#endif
1863
1864/**
1865 * Destroy backend specific surface bits (part of SVGA_3D_CMD_SURFACE_DESTROY).
1866 *
1867 * @param pState The VMSVGA3d state.
1868 * @param pSurface The surface being destroyed.
1869 */
1870void vmsvga3dBackSurfaceDestroy(PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface)
1871{
1872 PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
1873 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
1874
1875 switch (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)
1876 {
1877 case SVGA3D_SURFACE_CUBEMAP:
1878 AssertFailed(); /** @todo destroy SVGA3D_SURFACE_CUBEMAP */
1879 break;
1880
1881 case SVGA3D_SURFACE_HINT_INDEXBUFFER | SVGA3D_SURFACE_HINT_VERTEXBUFFER:
1882 case SVGA3D_SURFACE_HINT_INDEXBUFFER:
1883 case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
1884 if (pSurface->oglId.buffer != OPENGL_INVALID_ID)
1885 {
1886 pState->ext.glDeleteBuffers(1, &pSurface->oglId.buffer);
1887 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1888 }
1889 break;
1890
1891 case SVGA3D_SURFACE_HINT_TEXTURE:
1892 case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
1893 if (pSurface->oglId.texture != OPENGL_INVALID_ID)
1894 {
1895 glDeleteTextures(1, &pSurface->oglId.texture);
1896 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1897 }
1898 break;
1899
1900 case SVGA3D_SURFACE_HINT_RENDERTARGET:
1901 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
1902 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_HINT_TEXTURE: /** @todo actual texture surface not supported */
1903 if (pSurface->oglId.renderbuffer != OPENGL_INVALID_ID)
1904 {
1905 pState->ext.glDeleteRenderbuffers(1, &pSurface->oglId.renderbuffer);
1906 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1907 }
1908 break;
1909
1910 default:
1911 AssertMsg(!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurface), ("type=%x\n", (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)));
1912 break;
1913 }
1914}
1915
1916
1917int vmsvga3dSurfaceCopy(PVGASTATE pThis, SVGA3dSurfaceImageId dest, SVGA3dSurfaceImageId src, uint32_t cCopyBoxes, SVGA3dCopyBox *pBox)
1918{
1919 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1920 uint32_t sidSrc = src.sid;
1921 uint32_t sidDest = dest.sid;
1922 int rc = VINF_SUCCESS;
1923
1924 AssertReturn(pState, VERR_NO_MEMORY);
1925 Assert(sidSrc < SVGA3D_MAX_SURFACE_IDS);
1926 AssertReturn(sidSrc < pState->cSurfaces && pState->papSurfaces[sidSrc]->id == sidSrc, VERR_INVALID_PARAMETER);
1927 Assert(sidDest < SVGA3D_MAX_SURFACE_IDS);
1928 AssertReturn(sidDest < pState->cSurfaces && pState->papSurfaces[sidDest]->id == sidDest, VERR_INVALID_PARAMETER);
1929
1930 for (uint32_t i = 0; i < cCopyBoxes; i++)
1931 {
1932 SVGA3dBox destBox, srcBox;
1933
1934 srcBox.x = pBox[i].srcx;
1935 srcBox.y = pBox[i].srcy;
1936 srcBox.z = pBox[i].srcz;
1937 srcBox.w = pBox[i].w;
1938 srcBox.h = pBox[i].h;
1939 srcBox.d = pBox[i].d;
1940
1941 destBox.x = pBox[i].x;
1942 destBox.y = pBox[i].y;
1943 destBox.z = pBox[i].z;
1944 destBox.w = pBox[i].w;
1945 destBox.h = pBox[i].h;
1946 destBox.d = pBox[i].d;
1947
1948 rc = vmsvga3dSurfaceStretchBlt(pThis, &dest, &destBox, &src, &srcBox, SVGA3D_STRETCH_BLT_LINEAR);
1949 AssertRCReturn(rc, rc);
1950 }
1951 return VINF_SUCCESS;
1952}
1953
1954
1955/**
1956 * Save texture unpacking parameters and loads those appropriate for the given
1957 * surface.
1958 *
1959 * @param pState The VMSVGA3D state structure.
1960 * @param pContext The active context.
1961 * @param pSurface The surface.
1962 * @param pSave Where to save stuff.
1963 */
1964void vmsvga3dOglSetUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
1965 PVMSVGAPACKPARAMS pSave)
1966{
1967 RT_NOREF(pState);
1968
1969 /*
1970 * Save (ignore errors, setting the defaults we want and avoids restore).
1971 */
1972 pSave->iAlignment = 1;
1973 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
1974 pSave->cxRow = 0;
1975 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
1976
1977#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
1978 pSave->cyImage = 0;
1979 glGetIntegerv(GL_UNPACK_IMAGE_HEIGHT, &pSave->cyImage);
1980 Assert(pSave->cyImage == 0);
1981
1982 pSave->fSwapBytes = GL_FALSE;
1983 glGetBooleanv(GL_UNPACK_SWAP_BYTES, &pSave->fSwapBytes);
1984 Assert(pSave->fSwapBytes == GL_FALSE);
1985
1986 pSave->fLsbFirst = GL_FALSE;
1987 glGetBooleanv(GL_UNPACK_LSB_FIRST, &pSave->fLsbFirst);
1988 Assert(pSave->fLsbFirst == GL_FALSE);
1989
1990 pSave->cSkipRows = 0;
1991 glGetIntegerv(GL_UNPACK_SKIP_ROWS, &pSave->cSkipRows);
1992 Assert(pSave->cSkipRows == 0);
1993
1994 pSave->cSkipPixels = 0;
1995 glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &pSave->cSkipPixels);
1996 Assert(pSave->cSkipPixels == 0);
1997
1998 pSave->cSkipImages = 0;
1999 glGetIntegerv(GL_UNPACK_SKIP_IMAGES, &pSave->cSkipImages);
2000 Assert(pSave->cSkipImages == 0);
2001
2002 VMSVGA3D_CLEAR_GL_ERRORS();
2003#endif
2004
2005 /*
2006 * Setup unpack.
2007 *
2008 * Note! We use 1 as alignment here because we currently don't do any
2009 * aligning of line pitches anywhere.
2010 */
2011 NOREF(pSurface);
2012 if (pSave->iAlignment != 1)
2013 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1), pState, pContext);
2014 if (pSave->cxRow != 0)
2015 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0), pState, pContext);
2016#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2017 if (pSave->cyImage != 0)
2018 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0), pState, pContext);
2019 if (pSave->fSwapBytes != 0)
2020 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE), pState, pContext);
2021 if (pSave->fLsbFirst != 0)
2022 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE), pState, pContext);
2023 if (pSave->cSkipRows != 0)
2024 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, 0), pState, pContext);
2025 if (pSave->cSkipPixels != 0)
2026 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0), pState, pContext);
2027 if (pSave->cSkipImages != 0)
2028 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0), pState, pContext);
2029#endif
2030}
2031
2032
2033/**
2034 * Restores texture unpacking parameters.
2035 *
2036 * @param pState The VMSVGA3D state structure.
2037 * @param pContext The active context.
2038 * @param pSurface The surface.
2039 * @param pSave Where stuff was saved.
2040 */
2041void vmsvga3dOglRestoreUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2042 PCVMSVGAPACKPARAMS pSave)
2043{
2044 RT_NOREF(pState, pSurface);
2045
2046 if (pSave->iAlignment != 1)
2047 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2048 if (pSave->cxRow != 0)
2049 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2050#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2051 if (pSave->cyImage != 0)
2052 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2053 if (pSave->fSwapBytes != 0)
2054 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2055 if (pSave->fLsbFirst != 0)
2056 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2057 if (pSave->cSkipRows != 0)
2058 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2059 if (pSave->cSkipPixels != 0)
2060 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2061 if (pSave->cSkipImages != 0)
2062 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2063#endif
2064}
2065
2066
2067/**
2068 * Create D3D/OpenGL texture object for the specified surface.
2069 *
2070 * Surfaces are created when needed.
2071 *
2072 * @param pState The VMSVGA3d state.
2073 * @param pContext The context.
2074 * @param idAssociatedContext Probably the same as pContext->id.
2075 * @param pSurface The surface to create the texture for.
2076 */
2077int vmsvga3dBackCreateTexture(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext,
2078 PVMSVGA3DSURFACE pSurface)
2079{
2080 RT_NOREF(idAssociatedContext);
2081 GLint activeTexture = 0;
2082 uint32_t idPrevCtx = pState->idActiveContext;
2083 pContext = &pState->SharedCtx;
2084 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2085
2086 glGenTextures(1, &pSurface->oglId.texture);
2087 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2088 /** @todo Set the mip map generation filter settings. */
2089
2090 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2091 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2092
2093 /* Must bind texture to the current context in order to change it. */
2094 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2095 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2096
2097 /* Set the unpacking parameters. */
2098 VMSVGAPACKPARAMS SavedParams;
2099 vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams);
2100
2101 /* Set the mipmap base and max level paramters. */
2102 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2103 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2104 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, pSurface->faces[0].numMipLevels);
2105 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2106
2107 if (pSurface->fDirty)
2108 Log(("vmsvga3dBackCreateTexture: sync dirty texture\n"));
2109
2110 /* Always allocate and initialize all mipmap levels; non-initialized mipmap levels used as render targets cause failures. */
2111 for (uint32_t i = 0; i < pSurface->faces[0].numMipLevels; i++)
2112 {
2113 /* Allocate and initialize texture memory. Passing the zero filled pSurfaceData avoids
2114 exposing random host memory to the guest and helps a with the fedora 21 surface
2115 corruption issues (launchpad, background, search field, login). */
2116 if (pSurface->pMipmapLevels[i].fDirty)
2117 Log(("vmsvga3dBackCreateTexture: sync dirty texture mipmap level %d (pitch %x)\n", i, pSurface->pMipmapLevels[i].cbSurfacePitch));
2118
2119 glTexImage2D(GL_TEXTURE_2D,
2120 i,
2121 pSurface->internalFormatGL,
2122 pSurface->pMipmapLevels[i].mipmapSize.width,
2123 pSurface->pMipmapLevels[i].mipmapSize.height,
2124 0,
2125 pSurface->formatGL,
2126 pSurface->typeGL,
2127 pSurface->pMipmapLevels[i].pSurfaceData);
2128
2129 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2130
2131 pSurface->pMipmapLevels[i].fDirty = false;
2132 }
2133 pSurface->fDirty = false;
2134
2135 /* Restore unpacking parameters. */
2136 vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams);
2137
2138 /* Restore the old active texture. */
2139 glBindTexture(GL_TEXTURE_2D, activeTexture);
2140 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2141
2142 pSurface->surfaceFlags |= SVGA3D_SURFACE_HINT_TEXTURE;
2143
2144 if (idPrevCtx < pState->cContexts && pState->papContexts[idPrevCtx]->id == idPrevCtx)
2145 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[idPrevCtx]);
2146 return VINF_SUCCESS;
2147}
2148
2149
2150/**
2151 * Backend worker for implementing SVGA_3D_CMD_SURFACE_STRETCHBLT.
2152 *
2153 * @returns VBox status code.
2154 * @param pThis The VGA device instance.
2155 * @param pState The VMSVGA3d state.
2156 * @param pDstSurface The destination host surface.
2157 * @param uDstFace The destination face (valid).
2158 * @param uDstMipmap The destination mipmap level (valid).
2159 * @param pDstBox The destination box.
2160 * @param pSrcSurface The source host surface.
2161 * @param uSrcFace The destination face (valid).
2162 * @param uSrcMipmap The source mimap level (valid).
2163 * @param pSrcBox The source box.
2164 * @param enmMode The strecht blt mode .
2165 * @param pContext The VMSVGA3d context (already current for OGL).
2166 */
2167int vmsvga3dBackSurfaceStretchBlt(PVGASTATE pThis, PVMSVGA3DSTATE pState,
2168 PVMSVGA3DSURFACE pDstSurface, uint32_t uDstFace, uint32_t uDstMipmap, SVGA3dBox const *pDstBox,
2169 PVMSVGA3DSURFACE pSrcSurface, uint32_t uSrcFace, uint32_t uSrcMipmap, SVGA3dBox const *pSrcBox,
2170 SVGA3dStretchBltMode enmMode, PVMSVGA3DCONTEXT pContext)
2171{
2172 RT_NOREF(pThis);
2173 RT_NOREF2(uDstFace, uSrcFace); /// @todo
2174
2175 /* Activate the read and draw framebuffer objects. */
2176 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
2177 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2178 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, pContext->idDrawFramebuffer);
2179 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2180
2181 /* Bind the source and destination objects to the right place. */
2182 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
2183 pSrcSurface->oglId.texture, uSrcMipmap);
2184 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2185 pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
2186 pDstSurface->oglId.texture, uDstMipmap);
2187 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2188
2189 Log(("src conv. (%d,%d)(%d,%d); dest conv (%d,%d)(%d,%d)\n", pSrcBox->x, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y + pSrcBox->h),
2190 pSrcBox->x + pSrcBox->w, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y), pDstBox->x, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y + pDstBox->h),
2191 pDstBox->x + pDstBox->w, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y)));
2192
2193 pState->ext.glBlitFramebuffer(pSrcBox->x,
2194#ifdef MANUAL_FLIP_SURFACE_DATA
2195 D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y + pSrcBox->h), /* inclusive */
2196#else
2197 pSrcBox->y,
2198#endif
2199 pSrcBox->x + pSrcBox->w, /* exclusive. */
2200#ifdef MANUAL_FLIP_SURFACE_DATA
2201 D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y), /* exclusive */
2202#else
2203 pSrcBox->y + pSrcBox->h,
2204#endif
2205 pDstBox->x,
2206#ifdef MANUAL_FLIP_SURFACE_DATA
2207 D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y + pDstBox->h), /* inclusive. */
2208#else
2209 pDstBox->y,
2210#endif
2211 pDstBox->x + pDstBox->w, /* exclusive. */
2212#ifdef MANUAL_FLIP_SURFACE_DATA
2213 D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y), /* exclusive */
2214#else
2215 pDstBox->y + pDstBox->h,
2216#endif
2217 GL_COLOR_BUFFER_BIT,
2218 (enmMode == SVGA3D_STRETCH_BLT_POINT) ? GL_NEAREST : GL_LINEAR);
2219 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2220
2221 /* Reset the frame buffer association */
2222 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
2223 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2224
2225 return VINF_SUCCESS;
2226}
2227
2228/**
2229 * Save texture packing parameters and loads those appropriate for the given
2230 * surface.
2231 *
2232 * @param pState The VMSVGA3D state structure.
2233 * @param pContext The active context.
2234 * @param pSurface The surface.
2235 * @param pSave Where to save stuff.
2236 */
2237void vmsvga3dOglSetPackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2238 PVMSVGAPACKPARAMS pSave)
2239{
2240 RT_NOREF(pState);
2241 /*
2242 * Save (ignore errors, setting the defaults we want and avoids restore).
2243 */
2244 pSave->iAlignment = 1;
2245 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
2246 pSave->cxRow = 0;
2247 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
2248
2249#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2250 pSave->cyImage = 0;
2251 glGetIntegerv(GL_PACK_IMAGE_HEIGHT, &pSave->cyImage);
2252 Assert(pSave->cyImage == 0);
2253
2254 pSave->fSwapBytes = GL_FALSE;
2255 glGetBooleanv(GL_PACK_SWAP_BYTES, &pSave->fSwapBytes);
2256 Assert(pSave->fSwapBytes == GL_FALSE);
2257
2258 pSave->fLsbFirst = GL_FALSE;
2259 glGetBooleanv(GL_PACK_LSB_FIRST, &pSave->fLsbFirst);
2260 Assert(pSave->fLsbFirst == GL_FALSE);
2261
2262 pSave->cSkipRows = 0;
2263 glGetIntegerv(GL_PACK_SKIP_ROWS, &pSave->cSkipRows);
2264 Assert(pSave->cSkipRows == 0);
2265
2266 pSave->cSkipPixels = 0;
2267 glGetIntegerv(GL_PACK_SKIP_PIXELS, &pSave->cSkipPixels);
2268 Assert(pSave->cSkipPixels == 0);
2269
2270 pSave->cSkipImages = 0;
2271 glGetIntegerv(GL_PACK_SKIP_IMAGES, &pSave->cSkipImages);
2272 Assert(pSave->cSkipImages == 0);
2273
2274 VMSVGA3D_CLEAR_GL_ERRORS();
2275#endif
2276
2277 /*
2278 * Setup unpack.
2279 *
2280 * Note! We use 1 as alignment here because we currently don't do any
2281 * aligning of line pitches anywhere.
2282 */
2283 NOREF(pSurface);
2284 if (pSave->iAlignment != 1)
2285 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 1), pState, pContext);
2286 if (pSave->cxRow != 0)
2287 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, 0), pState, pContext);
2288#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2289 if (pSave->cyImage != 0)
2290 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0), pState, pContext);
2291 if (pSave->fSwapBytes != 0)
2292 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE), pState, pContext);
2293 if (pSave->fLsbFirst != 0)
2294 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, GL_FALSE), pState, pContext);
2295 if (pSave->cSkipRows != 0)
2296 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, 0), pState, pContext);
2297 if (pSave->cSkipPixels != 0)
2298 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, 0), pState, pContext);
2299 if (pSave->cSkipImages != 0)
2300 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, 0), pState, pContext);
2301#endif
2302}
2303
2304
2305/**
2306 * Restores texture packing parameters.
2307 *
2308 * @param pState The VMSVGA3D state structure.
2309 * @param pContext The active context.
2310 * @param pSurface The surface.
2311 * @param pSave Where stuff was saved.
2312 */
2313void vmsvga3dOglRestorePackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2314 PCVMSVGAPACKPARAMS pSave)
2315{
2316 RT_NOREF(pState, pSurface);
2317 if (pSave->iAlignment != 1)
2318 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2319 if (pSave->cxRow != 0)
2320 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2321#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2322 if (pSave->cyImage != 0)
2323 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2324 if (pSave->fSwapBytes != 0)
2325 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2326 if (pSave->fLsbFirst != 0)
2327 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2328 if (pSave->cSkipRows != 0)
2329 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2330 if (pSave->cSkipPixels != 0)
2331 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2332 if (pSave->cSkipImages != 0)
2333 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2334#endif
2335}
2336
2337
2338/**
2339 * Backend worker for implementing SVGA_3D_CMD_SURFACE_DMA that copies one box.
2340 *
2341 * @returns Failure status code or @a rc.
2342 * @param pThis The VGA device instance data.
2343 * @param pState The VMSVGA3d state.
2344 * @param pSurface The host surface.
2345 * @param pMipLevel Mipmap level. The caller knows it already.
2346 * @param uHostFace The host face (valid).
2347 * @param uHostMipmap The host mipmap level (valid).
2348 * @param GuestPtr The guest pointer.
2349 * @param cbGuestPitch The guest pitch.
2350 * @param transfer The transfer direction.
2351 * @param pBox The box to copy (clipped, valid, except for guest's srcx, srcy, srcz).
2352 * @param pContext The context (for OpenGL).
2353 * @param rc The current rc for all boxes.
2354 * @param iBox The current box number (for Direct 3D).
2355 */
2356int vmsvga3dBackSurfaceDMACopyBox(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface,
2357 PVMSVGA3DMIPMAPLEVEL pMipLevel, uint32_t uHostFace, uint32_t uHostMipmap,
2358 SVGAGuestPtr GuestPtr, uint32_t cbGuestPitch, SVGA3dTransferType transfer,
2359 SVGA3dCopyBox const *pBox, PVMSVGA3DCONTEXT pContext, int rc, int iBox)
2360{
2361 RT_NOREF(iBox);
2362 RT_NOREF(uHostFace); /// @todo
2363
2364 switch (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)
2365 {
2366 case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
2367 case SVGA3D_SURFACE_HINT_TEXTURE:
2368 case SVGA3D_SURFACE_HINT_RENDERTARGET:
2369 {
2370 uint32_t cbSurfacePitch;
2371 uint8_t *pDoubleBuffer;
2372 uint32_t offHst;
2373
2374 pDoubleBuffer = (uint8_t *)RTMemAlloc(pMipLevel->cbSurface);
2375 AssertReturn(pDoubleBuffer, VERR_NO_MEMORY);
2376
2377 if (transfer == SVGA3D_READ_HOST_VRAM)
2378 {
2379 GLint activeTexture;
2380
2381 /* Must bind texture to the current context in order to read it. */
2382 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2383 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2384
2385 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2386 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2387
2388 /* Set row length and alignment of the input data. */
2389 VMSVGAPACKPARAMS SavedParams;
2390 vmsvga3dOglSetPackParams(pState, pContext, pSurface, &SavedParams);
2391
2392 glGetTexImage(GL_TEXTURE_2D,
2393 uHostMipmap,
2394 pSurface->formatGL,
2395 pSurface->typeGL,
2396 pDoubleBuffer);
2397 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2398
2399 vmsvga3dOglRestorePackParams(pState, pContext, pSurface, &SavedParams);
2400
2401 /* Restore the old active texture. */
2402 glBindTexture(GL_TEXTURE_2D, activeTexture);
2403 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2404
2405 offHst = pBox->x * pSurface->cbBlock + pBox->y * pMipLevel->cbSurfacePitch;
2406 cbSurfacePitch = pMipLevel->cbSurfacePitch;
2407
2408#ifdef MANUAL_FLIP_SURFACE_DATA
2409 pBufferStart = pDoubleBuffer
2410 + pBox->x * pSurface->cbBlock
2411 + pMipLevel->cbSurface - pBox->y * cbSurfacePitch
2412 - cbSurfacePitch; /* flip image during copy */
2413#else
2414#endif
2415 }
2416 else
2417 {
2418 /* The buffer will contain only the copied rectangle. */
2419 offHst = 0;
2420 cbSurfacePitch = pBox->w * pSurface->cbBlock;
2421#ifdef MANUAL_FLIP_SURFACE_DATA
2422 pBufferStart = pDoubleBuffer + cbSurfacePitch * pBox->h - cbSurfacePitch; /* flip image during copy */
2423#else
2424#endif
2425 }
2426
2427 uint32_t const offGst = pBox->srcx * pSurface->cbBlock + pBox->srcy * cbGuestPitch; /// @todo compressed fmts
2428
2429 rc = vmsvgaGMRTransfer(pThis,
2430 transfer,
2431 pDoubleBuffer,
2432 pMipLevel->cbSurface,
2433 offHst,
2434#ifdef MANUAL_FLIP_SURFACE_DATA
2435 -(int32_t)cbSurfacePitch,
2436#else
2437 cbSurfacePitch,
2438#endif
2439 GuestPtr,
2440 offGst,
2441 cbGuestPitch,
2442 pBox->w * pSurface->cbBlock,
2443 pBox->h);
2444 AssertRC(rc);
2445
2446 /* Update the opengl surface data. */
2447 if (transfer == SVGA3D_WRITE_HOST_VRAM)
2448 {
2449 GLint activeTexture = 0;
2450
2451 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2452 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2453
2454 /* Must bind texture to the current context in order to change it. */
2455 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2456 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2457
2458 Log(("vmsvga3dSurfaceDMA: copy texture mipmap level %d (pitch %x)\n", uHostMipmap, pMipLevel->cbSurfacePitch));
2459
2460 /* Set row length and alignment of the input data. */
2461 VMSVGAPACKPARAMS SavedParams;
2462 vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams); /** @todo do we need to set ROW_LENGTH to w here? */
2463
2464 glTexSubImage2D(GL_TEXTURE_2D,
2465 uHostMipmap,
2466 pBox->x,
2467 pBox->y,
2468 pBox->w,
2469 pBox->h,
2470 pSurface->formatGL,
2471 pSurface->typeGL,
2472 pDoubleBuffer);
2473
2474 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2475
2476 /* Restore old values. */
2477 vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams);
2478
2479 /* Restore the old active texture. */
2480 glBindTexture(GL_TEXTURE_2D, activeTexture);
2481 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2482 }
2483
2484 Log4(("first line:\n%.*Rhxd\n", pBox->w * pSurface->cbBlock, pDoubleBuffer));
2485
2486 /* Free the double buffer. */
2487 RTMemFree(pDoubleBuffer);
2488 break;
2489 }
2490
2491 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
2492 AssertFailed(); /** @todo DMA SVGA3D_SURFACE_HINT_DEPTHSTENCIL */
2493 break;
2494
2495 case SVGA3D_SURFACE_HINT_VERTEXBUFFER | SVGA3D_SURFACE_HINT_INDEXBUFFER:
2496 case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
2497 case SVGA3D_SURFACE_HINT_INDEXBUFFER:
2498 {
2499 /* Caller already clipped pBox and buffers are 1-dimensional. */
2500 Assert(pBox->y == 0 && pBox->h == 1 && pBox->z == 0 && pBox->d == 1);
2501
2502 VMSVGA3D_CLEAR_GL_ERRORS();
2503 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pSurface->oglId.buffer);
2504 if (VMSVGA3D_GL_IS_SUCCESS(pContext))
2505 {
2506 GLenum enmGlTransfer = (transfer == SVGA3D_READ_HOST_VRAM) ? GL_READ_ONLY : GL_WRITE_ONLY;
2507 uint8_t *pbData = (uint8_t *)pState->ext.glMapBuffer(GL_ARRAY_BUFFER, enmGlTransfer);
2508 if (RT_LIKELY(pbData != NULL))
2509 {
2510#if defined(VBOX_STRICT) && defined(RT_OS_DARWIN)
2511 GLint cbStrictBufSize;
2512 glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &cbStrictBufSize);
2513 Assert(VMSVGA3D_GL_IS_SUCCESS(pContext));
2514 AssertMsg(cbStrictBufSize >= (int32_t)pMipLevel->cbSurface,
2515 ("cbStrictBufSize=%#x cbSurface=%#x pContext->id=%#x\n", (uint32_t)cbStrictBufSize, pMipLevel->cbSurface, pContext->id));
2516#endif
2517 Log(("Lock %s memory for rectangle (%d,%d)(%d,%d)\n",
2518 (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_VERTEXBUFFER ? "vertex" :
2519 (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_INDEXBUFFER ? "index" : "buffer",
2520 pBox->x, pBox->y, pBox->x + pBox->w, pBox->y + pBox->h));
2521
2522 uint32_t const offHst = pBox->x * pSurface->cbBlock;
2523
2524 rc = vmsvgaGMRTransfer(pThis,
2525 transfer,
2526 pbData,
2527 pMipLevel->cbSurface,
2528 offHst,
2529 pMipLevel->cbSurfacePitch,
2530 GuestPtr,
2531 pBox->srcx * pSurface->cbBlock,
2532 cbGuestPitch,
2533 pBox->w * pSurface->cbBlock,
2534 pBox->h);
2535 AssertRC(rc);
2536
2537 Log4(("first line:\n%.*Rhxd\n", cbGuestPitch, pbData + offHst));
2538
2539 pState->ext.glUnmapBuffer(GL_ARRAY_BUFFER);
2540 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2541 }
2542 else
2543 VMSVGA3D_GL_GET_AND_COMPLAIN(pState, pContext, ("glMapBuffer(GL_ARRAY_BUFFER, %#x) -> NULL\n", enmGlTransfer));
2544 }
2545 else
2546 VMSVGA3D_GL_COMPLAIN(pState, pContext, ("glBindBuffer(GL_ARRAY_BUFFER, %#x)\n", pSurface->oglId.buffer));
2547 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
2548 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2549 break;
2550 }
2551
2552 default:
2553 AssertFailed();
2554 break;
2555 }
2556
2557 return rc;
2558}
2559
2560
2561int vmsvga3dSurfaceBlitToScreen(PVGASTATE pThis, uint32_t dest, SVGASignedRect destRect, SVGA3dSurfaceImageId src, SVGASignedRect srcRect, uint32_t cRects, SVGASignedRect *pRect)
2562{
2563 /* Requires SVGA_FIFO_CAP_SCREEN_OBJECT support */
2564 Log(("vmsvga3dSurfaceBlitToScreen: dest=%d (%d,%d)(%d,%d) surface=%x (face=%d, mipmap=%d) (%d,%d)(%d,%d) cRects=%d\n", dest, destRect.left, destRect.top, destRect.right, destRect.bottom, src.sid, src.face, src.mipmap, srcRect.left, srcRect.top, srcRect.right, srcRect.bottom, cRects));
2565 for (uint32_t i = 0; i < cRects; i++)
2566 {
2567 Log(("vmsvga3dSurfaceBlitToScreen: clipping rect %d (%d,%d)(%d,%d)\n", i, pRect[i].left, pRect[i].top, pRect[i].right, pRect[i].bottom));
2568 }
2569
2570 /** @todo Only screen 0 for now. */
2571 AssertReturn(dest == 0, VERR_INTERNAL_ERROR);
2572 AssertReturn(src.mipmap == 0 && src.face == 0, VERR_INVALID_PARAMETER);
2573 /** @todo scaling */
2574 AssertReturn(destRect.right - destRect.left == srcRect.right - srcRect.left && destRect.bottom - destRect.top == srcRect.bottom - srcRect.top, VERR_INVALID_PARAMETER);
2575
2576 if (cRects == 0)
2577 {
2578 /* easy case; no clipping */
2579 SVGA3dCopyBox box;
2580 SVGA3dGuestImage dst;
2581
2582 box.x = destRect.left;
2583 box.y = destRect.top;
2584 box.z = 0;
2585 box.w = destRect.right - destRect.left;
2586 box.h = destRect.bottom - destRect.top;
2587 box.d = 1;
2588 box.srcx = srcRect.left;
2589 box.srcy = srcRect.top;
2590 box.srcz = 0;
2591
2592 dst.ptr.gmrId = SVGA_GMR_FRAMEBUFFER;
2593 dst.ptr.offset = pThis->svga.uScreenOffset;
2594 dst.pitch = pThis->svga.cbScanline;
2595
2596 int rc = vmsvga3dSurfaceDMA(pThis, dst, src, SVGA3D_READ_HOST_VRAM, 1, &box);
2597 AssertRCReturn(rc, rc);
2598
2599 vgaR3UpdateDisplay(pThis, box.x, box.y, box.w, box.h);
2600 return VINF_SUCCESS;
2601 }
2602 else
2603 {
2604 SVGA3dGuestImage dst;
2605 SVGA3dCopyBox box;
2606
2607 box.srcz = 0;
2608 box.z = 0;
2609 box.d = 1;
2610
2611 dst.ptr.gmrId = SVGA_GMR_FRAMEBUFFER;
2612 dst.ptr.offset = pThis->svga.uScreenOffset;
2613 dst.pitch = pThis->svga.cbScanline;
2614
2615 /** @todo merge into one SurfaceDMA call */
2616 for (uint32_t i = 0; i < cRects; i++)
2617 {
2618 /* The clipping rectangle is relative to the top-left corner of srcRect & destRect. Adjust here. */
2619 box.srcx = srcRect.left + pRect[i].left;
2620 box.srcy = srcRect.top + pRect[i].top;
2621
2622 box.x = pRect[i].left + destRect.left;
2623 box.y = pRect[i].top + destRect.top;
2624 box.z = 0;
2625 box.w = pRect[i].right - pRect[i].left;
2626 box.h = pRect[i].bottom - pRect[i].top;
2627
2628 int rc = vmsvga3dSurfaceDMA(pThis, dst, src, SVGA3D_READ_HOST_VRAM, 1, &box);
2629 AssertRCReturn(rc, rc);
2630
2631 vgaR3UpdateDisplay(pThis, box.x, box.y, box.w, box.h);
2632 }
2633
2634 return VINF_SUCCESS;
2635 }
2636}
2637
2638int vmsvga3dGenerateMipmaps(PVGASTATE pThis, uint32_t sid, SVGA3dTextureFilter filter)
2639{
2640 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
2641 PVMSVGA3DSURFACE pSurface;
2642 int rc = VINF_SUCCESS;
2643 PVMSVGA3DCONTEXT pContext;
2644 uint32_t cid;
2645 GLint activeTexture = 0;
2646
2647 AssertReturn(pState, VERR_NO_MEMORY);
2648 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
2649 AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER);
2650
2651 pSurface = pState->papSurfaces[sid];
2652
2653 Assert(filter != SVGA3D_TEX_FILTER_FLATCUBIC);
2654 Assert(filter != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
2655 pSurface->autogenFilter = filter;
2656
2657 Log(("vmsvga3dGenerateMipmaps: sid=%x filter=%d\n", sid, filter));
2658
2659 cid = SVGA3D_INVALID_ID;
2660 pContext = &pState->SharedCtx;
2661 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2662
2663 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
2664 {
2665 /* Unknown surface type; turn it into a texture. */
2666 Log(("vmsvga3dGenerateMipmaps: unknown src surface id=%x type=%d format=%d -> create texture\n", sid, pSurface->surfaceFlags, pSurface->format));
2667 rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface);
2668 AssertRCReturn(rc, rc);
2669 }
2670 else
2671 {
2672 /** @todo new filter */
2673 AssertFailed();
2674 }
2675
2676 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2677 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2678
2679 /* Must bind texture to the current context in order to change it. */
2680 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2681 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2682
2683 /* Generate the mip maps. */
2684 pState->ext.glGenerateMipmap(GL_TEXTURE_2D);
2685 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2686
2687 /* Restore the old texture. */
2688 glBindTexture(GL_TEXTURE_2D, activeTexture);
2689 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2690
2691 return VINF_SUCCESS;
2692}
2693
2694int vmsvga3dCommandPresent(PVGASTATE pThis, uint32_t sid, uint32_t cRects, SVGA3dCopyRect *pRect)
2695{
2696 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
2697 PVMSVGA3DSURFACE pSurface;
2698 PVMSVGA3DCONTEXT pContext;
2699 uint32_t cid;
2700
2701 AssertReturn(pState, VERR_NO_MEMORY);
2702 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
2703 AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER);
2704
2705 pSurface = pState->papSurfaces[sid];
2706
2707 Log(("vmsvga3dCommandPresent: sid=%x cRects=%d\n", sid, cRects));
2708 for (uint32_t i=0; i < cRects; i++)
2709 Log(("vmsvga3dCommandPresent: rectangle %d src=(%d,%d) (%d,%d)(%d,%d)\n", i, pRect[i].srcx, pRect[i].srcy, pRect[i].x, pRect[i].y, pRect[i].x + pRect[i].w, pRect[i].y + pRect[i].h));
2710
2711 pContext = &pState->SharedCtx;
2712 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2713 cid = pContext->id;
2714 VMSVGA3D_CLEAR_GL_ERRORS();
2715
2716#if 0 /* Can't make sense of this. SVGA3dCopyRect doesn't allow scaling. non-blit-cube path change to not use it. */
2717 /*
2718 * Source surface different size?
2719 */
2720 RTRECT2 srcViewPort;
2721 if ( pSurface->pMipmapLevels[0].size.width != pThis->svga.uWidth
2722 || pSurface->pMipmapLevels[0].size.height != pThis->svga.uHeight)
2723 {
2724 float xMultiplier = (float)pSurface->pMipmapLevels[0].size.width / (float)pThis->svga.uWidth;
2725 float yMultiplier = (float)pSurface->pMipmapLevels[0].size.height / (float)pThis->svga.uHeight;
2726
2727 LogFlow(("size (%d vs %d, %d vs %d) multiplier (" FLOAT_FMT_STR ", " FLOAT_FMT_STR ")\n",
2728 pSurface->pMipmapLevels[0].size.width, pThis->svga.uWidth,
2729 pSurface->pMipmapLevels[0].size.height, pThis->svga.uHeight,
2730 FLOAT_FMT_ARGS(xMultiplier), FLOAT_FMT_ARGS(yMultiplier) ));
2731
2732 srcViewPort.x = (uint32_t)((float)pThis->svga.viewport.x * xMultiplier);
2733 srcViewPort.y = (uint32_t)((float)pThis->svga.viewport.y * yMultiplier);
2734 srcViewPort.cx = (uint32_t)((float)pThis->svga.viewport.cx * xMultiplier);
2735 srcViewPort.cy = (uint32_t)((float)pThis->svga.viewport.cy * yMultiplier);
2736 }
2737 else
2738 {
2739 srcViewPort.x = pThis->svga.viewport.x;
2740 srcViewPort.y = pThis->svga.viewport.y;
2741 srcViewPort.cx = pThis->svga.viewport.cx;
2742 srcViewPort.cy = pThis->svga.viewport.cy;
2743 }
2744 RTRECT SrcViewPortRect;
2745 SrcViewPortRect.xLeft = srcViewPort.x;
2746 SrcViewPortRect.xRight = srcViewPort.x + srcViewPort.cx;
2747 SrcViewPortRect.yBottom = srcViewPort.y;
2748 SrcViewPortRect.yTop = srcViewPort.y + srcViewPort.cy;
2749#endif
2750
2751
2752#if 0//ndef RT_OS_DARWIN /* blit-cube fails in this path... */
2753 /*
2754 * Note! this path is slightly faster than the glBlitFrameBuffer path below.
2755 */
2756 SVGA3dCopyRect rect;
2757 uint32_t oldVShader, oldPShader;
2758 GLint oldTextureId;
2759
2760 if (cRects == 0)
2761 {
2762 rect.x = rect.y = rect.srcx = rect.srcy = 0;
2763 rect.w = pSurface->pMipmapLevels[0].size.width;
2764 rect.h = pSurface->pMipmapLevels[0].size.height;
2765 pRect = &rect;
2766 cRects = 1;
2767 }
2768
2769 //glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
2770
2771#if 0
2772 glDisable(GL_CULL_FACE);
2773 glDisable(GL_BLEND);
2774 glDisable(GL_ALPHA_TEST);
2775 glDisable(GL_SCISSOR_TEST);
2776 glDisable(GL_STENCIL_TEST);
2777 glEnable(GL_DEPTH_TEST);
2778 glDepthFunc(GL_ALWAYS);
2779 glDepthMask(GL_TRUE);
2780 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2781 glViewport(0, 0, pSurface->pMipmapLevels[0].size.width, pSurface->pMipmapLevels[0].size.height);
2782#endif
2783
2784 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTextureId), pState, pContext);
2785
2786 oldVShader = pContext->state.shidVertex;
2787 oldPShader = pContext->state.shidPixel;
2788 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_VS, SVGA_ID_INVALID);
2789 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_PS, SVGA_ID_INVALID);
2790
2791 /* Flush shader changes. */
2792 if (pContext->pShaderContext)
2793 ShaderUpdateState(pContext->pShaderContext, 0);
2794
2795 /* Activate the read and draw framebuffer objects. */
2796 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer), pState, pContext);
2797 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 /* back buffer */), pState, pContext);
2798
2799 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glActiveTexture(GL_TEXTURE0), pState, pContext);
2800 VMSVGA3D_ASSERT_GL_CALL(glEnable(GL_TEXTURE_2D), pState, pContext);;
2801 VMSVGA3D_ASSERT_GL_CALL(glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture), pState, pContext);
2802
2803 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR), pState, pContext);
2804 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR), pState, pContext);;
2805
2806#if 0
2807 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP), pState, pContext);;
2808 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP), pState, pContext);;
2809#endif
2810
2811 /* Reset the transformation matrices. */
2812 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_MODELVIEW), pState, pContext);
2813 VMSVGA3D_ASSERT_GL_CALL(glPushMatrix(), pState, pContext);
2814 VMSVGA3D_ASSERT_GL_CALL(glLoadIdentity(), pState, pContext);
2815 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_PROJECTION), pState, pContext);
2816 VMSVGA3D_ASSERT_GL_CALL(glPushMatrix(), pState, pContext);
2817 VMSVGA3D_ASSERT_GL_CALL(glLoadIdentity(), pState, pContext);
2818 VMSVGA3D_ASSERT_GL_CALL(glScalef(1.0f, -1.0f, 1.0f), pState, pContext);
2819 VMSVGA3D_ASSERT_GL_CALL(glOrtho(0, pThis->svga.uWidth, pThis->svga.uHeight, 0, 0.0, -1.0), pState, pContext);
2820
2821 for (uint32_t i = 0; i < cRects; i++)
2822 {
2823 float left, right, top, bottom; /* Texture coordinates */
2824 int vertexLeft, vertexRight, vertexTop, vertexBottom;
2825
2826 pRect[i].srcx = RT_MAX(pRect[i].srcx, (uint32_t)RT_MAX(srcViewPort.x, 0));
2827 pRect[i].srcy = RT_MAX(pRect[i].srcy, (uint32_t)RT_MAX(srcViewPort.y, 0));
2828 pRect[i].x = RT_MAX(pRect[i].x, pThis->svga.viewport.x) - pThis->svga.viewport.x;
2829 pRect[i].y = RT_MAX(pRect[i].y, pThis->svga.viewport.y) - pThis->svga.viewport.y;
2830 pRect[i].w = pThis->svga.viewport.cx;
2831 pRect[i].h = pThis->svga.viewport.cy;
2832
2833 if ( pRect[i].x + pRect[i].w <= pThis->svga.viewport.x
2834 || pThis->svga.viewport.x + pThis->svga.viewport.cx <= pRect[i].x
2835 || pRect[i].y + pRect[i].h <= pThis->svga.viewport.y
2836 || pThis->svga.viewport.y + pThis->svga.viewport.cy <= pRect[i].y)
2837 {
2838 /* Intersection is empty; skip */
2839 continue;
2840 }
2841
2842 left = pRect[i].srcx;
2843 right = pRect[i].srcx + pRect[i].w;
2844 top = pRect[i].srcy + pRect[i].h;
2845 bottom = pRect[i].srcy;
2846
2847 left /= pSurface->pMipmapLevels[0].size.width;
2848 right /= pSurface->pMipmapLevels[0].size.width;
2849 top /= pSurface->pMipmapLevels[0].size.height;
2850 bottom /= pSurface->pMipmapLevels[0].size.height;
2851
2852 vertexLeft = pRect[i].x;
2853 vertexRight = pRect[i].x + pRect[i].w;
2854 vertexTop = ((uint32_t)pThis->svga.uHeight >= pRect[i].y + pRect[i].h) ? pThis->svga.uHeight - pRect[i].y - pRect[i].h : 0;
2855 vertexBottom = pThis->svga.uHeight - pRect[i].y;
2856
2857 Log(("view port (%d,%d)(%d,%d)\n", srcViewPort.x, srcViewPort.y, srcViewPort.cx, srcViewPort.cy));
2858 Log(("vertex (%d,%d) (%d,%d) (%d,%d) (%d,%d)\n", vertexLeft, vertexBottom, vertexLeft, vertexTop, vertexRight, vertexTop, vertexRight, vertexBottom));
2859 Log(("texture (%d,%d) (%d,%d) (%d,%d) (%d,%d)\n", pRect[i].srcx, pSurface->pMipmapLevels[0].size.height - (pRect[i].srcy + pRect[i].h), pRect[i].srcx, pSurface->pMipmapLevels[0].size.height - pRect[i].srcy, pRect[i].srcx + pRect[i].w, pSurface->pMipmapLevels[0].size.height - pRect[i].srcy, pRect[i].srcx + pRect[i].w, pSurface->pMipmapLevels[0].size.height - (pRect[i].srcy + pRect[i].h)));
2860
2861 glBegin(GL_QUADS);
2862
2863 /* bottom left */
2864 glTexCoord2f(left, bottom);
2865 glVertex2i(vertexLeft, vertexBottom);
2866
2867 /* top left */
2868 glTexCoord2f(left, top);
2869 glVertex2i(vertexLeft, vertexTop);
2870
2871 /* top right */
2872 glTexCoord2f(right, top);
2873 glVertex2i(vertexRight, vertexTop);
2874
2875 /* bottom right */
2876 glTexCoord2f(right, bottom);
2877 glVertex2i(vertexRight, vertexBottom);
2878
2879 VMSVGA3D_ASSERT_GL_CALL(glEnd(), pState, pContext);
2880 }
2881
2882 /* Restore old settings. */
2883 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_PROJECTION), pState, pContext);
2884 VMSVGA3D_ASSERT_GL_CALL(glPopMatrix(), pState, pContext);
2885 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_MODELVIEW), pState, pContext);
2886 VMSVGA3D_ASSERT_GL_CALL(glPopMatrix(), pState, pContext);
2887
2888 //VMSVGA3D_ASSERT_GL_CALL(glPopAttrib(), pState, pContext);
2889
2890 VMSVGA3D_ASSERT_GL_CALL(glBindTexture(GL_TEXTURE_2D, oldTextureId), pState, pContext);
2891 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_VS, oldVShader);
2892 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_PS, oldPShader);
2893
2894#else
2895 /*
2896 * glBlitFramebuffer variant.
2897 */
2898 /* Activate the read and draw framebuffer objects. */
2899 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
2900 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2901 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 /* back buffer */);
2902 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2903
2904 /* Bind the source objects to the right place. */
2905 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pSurface->oglId.texture, 0 /* level 0 */);
2906 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2907
2908
2909 /* Read the destination viewport specs in one go to try avoid some unnecessary update races. */
2910 VMSVGAVIEWPORT const DstViewport = pThis->svga.viewport;
2911 ASMCompilerBarrier(); /* paranoia */
2912 Assert(DstViewport.yHighWC >= DstViewport.yLowWC);
2913
2914 /* If there are no recangles specified, just grab a screenful. */
2915 SVGA3dCopyRect DummyRect;
2916 if (cRects != 0)
2917 { /* likely */ }
2918 else
2919 {
2920 /** @todo Find the usecase for this or check what the original device does.
2921 * The original code was doing some scaling based on the surface
2922 * size... */
2923# ifdef DEBUG_bird
2924 AssertMsgFailed(("No rects to present. Who is doing that and what do they actually expect?\n"));
2925# endif
2926 DummyRect.x = DummyRect.srcx = 0;
2927 DummyRect.y = DummyRect.srcy = 0;
2928 DummyRect.w = pThis->svga.uWidth;
2929 DummyRect.h = pThis->svga.uHeight;
2930 cRects = 1;
2931 pRect = &DummyRect;
2932 }
2933
2934 /*
2935 * Blit the surface rectangle(s) to the back buffer.
2936 */
2937 uint32_t const cxSurface = pSurface->pMipmapLevels[0].mipmapSize.width;
2938 uint32_t const cySurface = pSurface->pMipmapLevels[0].mipmapSize.height;
2939 for (uint32_t i = 0; i < cRects; i++)
2940 {
2941 SVGA3dCopyRect ClippedRect = pRect[i];
2942
2943 /*
2944 * Do some sanity checking and limit width and height, all so we
2945 * don't need to think about wrap-arounds below.
2946 */
2947 if (RT_LIKELY( ClippedRect.w
2948 && ClippedRect.x < VMSVGA_MAX_X
2949 && ClippedRect.srcx < VMSVGA_MAX_X
2950 && ClippedRect.h
2951 && ClippedRect.y < VMSVGA_MAX_Y
2952 && ClippedRect.srcy < VMSVGA_MAX_Y
2953 ))
2954 { /* likely */ }
2955 else
2956 continue;
2957
2958 if (RT_LIKELY(ClippedRect.w < VMSVGA_MAX_X))
2959 { /* likely */ }
2960 else
2961 ClippedRect.w = VMSVGA_MAX_X;
2962 if (RT_LIKELY(ClippedRect.h < VMSVGA_MAX_Y))
2963 { /* likely */ }
2964 else
2965 ClippedRect.h = VMSVGA_MAX_Y;
2966
2967
2968 /*
2969 * Source surface clipping (paranoia). Straight forward.
2970 */
2971 if (RT_LIKELY(ClippedRect.srcx < cxSurface))
2972 { /* likely */ }
2973 else
2974 continue;
2975 if (RT_LIKELY(ClippedRect.srcx + ClippedRect.w <= cxSurface))
2976 { /* likely */ }
2977 else
2978 {
2979 AssertFailed(); /* remove if annoying. */
2980 ClippedRect.w = cxSurface - ClippedRect.srcx;
2981 }
2982
2983 if (RT_LIKELY(ClippedRect.srcy < cySurface))
2984 { /* likely */ }
2985 else
2986 continue;
2987 if (RT_LIKELY(ClippedRect.srcy + ClippedRect.h <= cySurface))
2988 { /* likely */ }
2989 else
2990 {
2991 AssertFailed(); /* remove if annoying. */
2992 ClippedRect.h = cySurface - ClippedRect.srcy;
2993 }
2994
2995 /*
2996 * Destination viewport clipping - real PITA.
2997 *
2998 * We have to take the following into account here:
2999 * - The source image is Y inverted.
3000 * - The destination framebuffer is in world and not window coordinates,
3001 * just like the source surface. This means working in the first quadrant.
3002 * - The viewport is in window coordinate, that is fourth quadrant and
3003 * negated Y values.
3004 * - The destination framebuffer is not scrolled, so we have to blit
3005 * what's visible into the top of the framebuffer.
3006 *
3007 *
3008 * To illustrate:
3009 *
3010 * source destination 0123456789
3011 * 8 ^---------- 8 ^---------- 0 ----------->
3012 * 7 | | 7 | | 1 | |
3013 * 6 | | 6 | ******* | 2 | ******* |
3014 * 5 | *** | 5 | * | 3 | * |
3015 * 4 | * | => 4 | * | => 4 | * |
3016 * 3 | * | 3 | *** | 5 | *** |
3017 * 2 | ******* | 2 | | 6 | |
3018 * 1 | | 1 | | 7 | |
3019 * 0 -----------> 0 -----------> 8 v----------
3020 * 0123456789 0123456789 Destination window
3021 *
3022 * From the above, it follows that a destination viewport given in
3023 * window coordinates matches the source exactly when srcy = srcx = 0.
3024 *
3025 * Example (Y only):
3026 * ySrc = 0
3027 * yDst = 0
3028 * cyCopy = 9
3029 * cyScreen = cyCopy
3030 * cySurface >= cyCopy
3031 * yViewport = 5
3032 * cyViewport = 2 (i.e. '| *** |'
3033 * '| |' )
3034 * yWCViewportHi = cxScreen - yViewport = 9 - 5 = 4
3035 * yWCViewportLow = cxScreen - yViewport - cyViewport = 4 - 2 = 2
3036 *
3037 * We can see from the illustration that the final result should be:
3038 * SrcRect = (0,7) (11, 5) (cy=2 from y=5)
3039 * DstRect = (0,2) (11, 4)
3040 *
3041 * Let's postpone the switching of SrcRect.yBottom/yTop to make it
3042 * easier to follow:
3043 * SrcRect = (0,5) (11, 7)
3044 *
3045 * From the top, Y values only:
3046 * 0. Copy = { .yDst = 0, .ySrc = 0, .cy = 9 }
3047 *
3048 * 1. CopyRect.yDst (=0) is lower than yWCViewportLow:
3049 * cyAdjust = yWCViewportLow - CopyRect.yDst = 2;
3050 * Copy.yDst += cyAdjust = 2;
3051 * Copy.ySrc = unchanged;
3052 * Copy.cx -= cyAdjust = 7;
3053 * => Copy = { .yDst = 2, .ySrc = 0, .cy = 7 }
3054 *
3055 * 2. CopyRect.yDst + CopyRect.cx (=9) is higher than yWCViewportHi:
3056 * cyAdjust = CopyRect.yDst + CopyRect.cx - yWCViewportHi = 9 - 4 = 5
3057 * Copy.yDst = unchanged;
3058 * Copy.ySrc += cyAdjust = 5;
3059 * Copy.cx -= cyAdjust = 2;
3060 * => Copy = { .yDst = 2, .ySrc = 5, .cy = 2 }
3061 *
3062 * Update: On darwin, it turns out that when we call [NSOpenGLContext updates]
3063 * when the view is resized, moved and otherwise messed with,
3064 * the visible part of the framebuffer is actually the bottom
3065 * one. It's easy to adjust for this, just have to adjust the
3066 * destination rectangle such that yBottom is zero.
3067 */
3068 /* X - no inversion, so kind of simple. */
3069 if (ClippedRect.x >= DstViewport.x)
3070 {
3071 if (ClippedRect.x + ClippedRect.w <= DstViewport.xRight)
3072 { /* typical */ }
3073 else if (ClippedRect.x < DstViewport.xRight)
3074 ClippedRect.w = DstViewport.xRight - ClippedRect.x;
3075 else
3076 continue;
3077 }
3078 else
3079 {
3080 uint32_t cxAdjust = DstViewport.x - ClippedRect.x;
3081 if (cxAdjust < ClippedRect.w)
3082 {
3083 ClippedRect.w -= cxAdjust;
3084 ClippedRect.x += cxAdjust;
3085 ClippedRect.srcx += cxAdjust;
3086 }
3087 else
3088 continue;
3089
3090 if (ClippedRect.x + ClippedRect.w <= DstViewport.xRight)
3091 { /* typical */ }
3092 else
3093 ClippedRect.w = DstViewport.xRight - ClippedRect.x;
3094 }
3095
3096 /* Y - complicated, see above. */
3097 if (ClippedRect.y >= DstViewport.yLowWC)
3098 {
3099 if (ClippedRect.y + ClippedRect.h <= DstViewport.yHighWC)
3100 { /* typical */ }
3101 else if (ClippedRect.y < DstViewport.yHighWC)
3102 {
3103 /* adjustment #2 */
3104 uint32_t cyAdjust = ClippedRect.y + ClippedRect.h - DstViewport.yHighWC;
3105 ClippedRect.srcy += cyAdjust;
3106 ClippedRect.h -= cyAdjust;
3107 }
3108 else
3109 continue;
3110 }
3111 else
3112 {
3113 /* adjustment #1 */
3114 uint32_t cyAdjust = DstViewport.yLowWC - ClippedRect.y;
3115 if (cyAdjust < ClippedRect.h)
3116 {
3117 ClippedRect.y += cyAdjust;
3118 ClippedRect.h -= cyAdjust;
3119 }
3120 else
3121 continue;
3122
3123 if (ClippedRect.y + ClippedRect.h <= DstViewport.yHighWC)
3124 { /* typical */ }
3125 else
3126 {
3127 /* adjustment #2 */
3128 cyAdjust = ClippedRect.y + ClippedRect.h - DstViewport.yHighWC;
3129 ClippedRect.srcy += cyAdjust;
3130 ClippedRect.h -= cyAdjust;
3131 }
3132 }
3133
3134 /* Calc source rectangle with y flipping wrt destination. */
3135 RTRECT SrcRect;
3136 SrcRect.xLeft = ClippedRect.srcx;
3137 SrcRect.xRight = ClippedRect.srcx + ClippedRect.w;
3138 SrcRect.yBottom = ClippedRect.srcy + ClippedRect.h;
3139 SrcRect.yTop = ClippedRect.srcy;
3140
3141 /* Calc destination rectangle. */
3142 RTRECT DstRect;
3143 DstRect.xLeft = ClippedRect.x;
3144 DstRect.xRight = ClippedRect.x + ClippedRect.w;
3145 DstRect.yBottom = ClippedRect.y;
3146 DstRect.yTop = ClippedRect.y + ClippedRect.h;
3147
3148 /* Adjust for viewport. */
3149 DstRect.xLeft -= DstViewport.x;
3150 DstRect.xRight -= DstViewport.x;
3151# ifdef RT_OS_DARWIN /* We actually seeing the bottom of the FB, not the top as on windows and X11. */
3152 DstRect.yTop -= DstRect.yBottom;
3153 DstRect.yBottom = 0;
3154# else
3155 DstRect.yBottom += DstViewport.y;
3156 DstRect.yTop += DstViewport.y;
3157# endif
3158
3159 Log(("SrcRect: (%d,%d)(%d,%d) DstRect: (%d,%d)(%d,%d)\n",
3160 SrcRect.xLeft, SrcRect.yBottom, SrcRect.xRight, SrcRect.yTop,
3161 DstRect.xLeft, DstRect.yBottom, DstRect.xRight, DstRect.yTop));
3162 pState->ext.glBlitFramebuffer(SrcRect.xLeft, SrcRect.yBottom, SrcRect.xRight, SrcRect.yTop,
3163 DstRect.xLeft, DstRect.yBottom, DstRect.xRight, DstRect.yTop,
3164 GL_COLOR_BUFFER_BIT, GL_LINEAR);
3165 }
3166
3167#endif
3168
3169 /*
3170 * Flip the front and back buffers.
3171 */
3172#ifdef RT_OS_WINDOWS
3173 BOOL fRef = SwapBuffers(pContext->hdc);
3174 AssertMsg(fRef, ("SwapBuffers failed with %d\n", GetLastError())); NOREF(fRef);
3175#elif defined(RT_OS_DARWIN)
3176 vmsvga3dCocoaSwapBuffers(pContext->cocoaView, pContext->cocoaContext);
3177#else
3178 /* show the window if not already done */
3179 if (!pContext->fMapped)
3180 {
3181 XMapWindow(pState->display, pContext->window);
3182 pContext->fMapped = true;
3183 }
3184 /* now swap the buffers, i.e. display the rendering result */
3185 glXSwapBuffers(pState->display, pContext->window);
3186#endif
3187
3188 /*
3189 * Now we can reset the frame buffer association. Doing it earlier means no
3190 * output on darwin.
3191 */
3192 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer), pState, pContext);
3193 return VINF_SUCCESS;
3194}
3195
3196#ifdef RT_OS_LINUX
3197/**
3198 * X11 event handling thread.
3199 *
3200 * @returns VINF_SUCCESS (ignored)
3201 * @param hThreadSelf thread handle
3202 * @param pvUser pointer to pState structure
3203 */
3204DECLCALLBACK(int) vmsvga3dXEventThread(RTTHREAD hThreadSelf, void *pvUser)
3205{
3206 RT_NOREF(hThreadSelf);
3207 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pvUser;
3208 while (!pState->bTerminate)
3209 {
3210 while (XPending(pState->display) > 0)
3211 {
3212 XEvent event;
3213 XNextEvent(pState->display, &event);
3214
3215 switch (event.type)
3216 {
3217 default:
3218 break;
3219 }
3220 }
3221 /* sleep for 16ms to not burn too many cycles */
3222 RTThreadSleep(16);
3223 }
3224 return VINF_SUCCESS;
3225}
3226#endif // RT_OS_LINUX
3227
3228
3229/**
3230 * Create a new 3d context
3231 *
3232 * @returns VBox status code.
3233 * @param pThis VGA device instance data.
3234 * @param cid Context id
3235 * @param fFlags VMSVGA3D_DEF_CTX_F_XXX.
3236 */
3237int vmsvga3dContextDefineOgl(PVGASTATE pThis, uint32_t cid, uint32_t fFlags)
3238{
3239 int rc;
3240 PVMSVGA3DCONTEXT pContext;
3241 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3242
3243 AssertReturn(pState, VERR_NO_MEMORY);
3244 AssertReturn( cid < SVGA3D_MAX_CONTEXT_IDS
3245 || (cid == VMSVGA3D_SHARED_CTX_ID && (fFlags & VMSVGA3D_DEF_CTX_F_SHARED_CTX)), VERR_INVALID_PARAMETER);
3246#if !defined(VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE) || !(defined(RT_OS_DARWIN))
3247 AssertReturn(!(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE), VERR_INTERNAL_ERROR_3);
3248#endif
3249
3250 Log(("vmsvga3dContextDefine id %x\n", cid));
3251#ifdef DEBUG_DEBUG_GFX_WINDOW_TEST_CONTEXT
3252 if (pState->idTestContext == SVGA_ID_INVALID)
3253 {
3254 pState->idTestContext = 207;
3255 rc = vmsvga3dContextDefine(pThis, pState->idTestContext);
3256 AssertRCReturn(rc, rc);
3257 }
3258#endif
3259
3260 if (cid == VMSVGA3D_SHARED_CTX_ID)
3261 pContext = &pState->SharedCtx;
3262 else
3263 {
3264 if (cid >= pState->cContexts)
3265 {
3266 /* Grow the array. */
3267 uint32_t cNew = RT_ALIGN(cid + 15, 16);
3268 void *pvNew = RTMemRealloc(pState->papContexts, sizeof(pState->papContexts[0]) * cNew);
3269 AssertReturn(pvNew, VERR_NO_MEMORY);
3270 pState->papContexts = (PVMSVGA3DCONTEXT *)pvNew;
3271 while (pState->cContexts < cNew)
3272 {
3273 pContext = (PVMSVGA3DCONTEXT)RTMemAllocZ(sizeof(*pContext));
3274 AssertReturn(pContext, VERR_NO_MEMORY);
3275 pContext->id = SVGA3D_INVALID_ID;
3276 pState->papContexts[pState->cContexts++] = pContext;
3277 }
3278 }
3279 /* If one already exists with this id, then destroy it now. */
3280 if (pState->papContexts[cid]->id != SVGA3D_INVALID_ID)
3281 vmsvga3dContextDestroy(pThis, cid);
3282
3283 pContext = pState->papContexts[cid];
3284 }
3285
3286 /*
3287 * Find or create the shared context if needed (necessary for sharing e.g. textures between contexts).
3288 */
3289 PVMSVGA3DCONTEXT pSharedCtx = NULL;
3290 if (!(fFlags & (VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_SHARED_CTX)))
3291 {
3292 pSharedCtx = &pState->SharedCtx;
3293 if (pSharedCtx->id != VMSVGA3D_SHARED_CTX_ID)
3294 {
3295 rc = vmsvga3dContextDefineOgl(pThis, VMSVGA3D_SHARED_CTX_ID, VMSVGA3D_DEF_CTX_F_SHARED_CTX);
3296 AssertLogRelRCReturn(rc, rc);
3297 }
3298 }
3299
3300 /*
3301 * Initialize the context.
3302 */
3303 memset(pContext, 0, sizeof(*pContext));
3304 pContext->id = cid;
3305 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTextures); i++)
3306 pContext->aSidActiveTextures[i] = SVGA3D_INVALID_ID;
3307
3308 pContext->state.shidVertex = SVGA3D_INVALID_ID;
3309 pContext->state.shidPixel = SVGA3D_INVALID_ID;
3310 pContext->idFramebuffer = OPENGL_INVALID_ID;
3311 pContext->idReadFramebuffer = OPENGL_INVALID_ID;
3312 pContext->idDrawFramebuffer = OPENGL_INVALID_ID;
3313
3314 rc = ShaderContextCreate(&pContext->pShaderContext);
3315 AssertRCReturn(rc, rc);
3316
3317 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->state.aRenderTargets); i++)
3318 pContext->state.aRenderTargets[i] = SVGA3D_INVALID_ID;
3319
3320 AssertReturn(pThis->svga.u64HostWindowId, VERR_INTERNAL_ERROR);
3321
3322#ifdef RT_OS_WINDOWS
3323 /* Create a context window. */
3324 CREATESTRUCT cs;
3325 cs.lpCreateParams = NULL;
3326 cs.dwExStyle = WS_EX_NOACTIVATE | WS_EX_NOPARENTNOTIFY | WS_EX_TRANSPARENT;
3327# ifdef DEBUG_GFX_WINDOW
3328 cs.lpszName = (char *)RTMemAllocZ(256);
3329 RTStrPrintf((char *)cs.lpszName, 256, "Context %d OpenGL Window", cid);
3330# else
3331 cs.lpszName = NULL;
3332# endif
3333 cs.lpszClass = 0;
3334# ifdef DEBUG_GFX_WINDOW
3335 cs.style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE | WS_CAPTION;
3336# else
3337 cs.style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_DISABLED | WS_CHILD | WS_VISIBLE;
3338# endif
3339 cs.x = 0;
3340 cs.y = 0;
3341 cs.cx = pThis->svga.uWidth;
3342 cs.cy = pThis->svga.uHeight;
3343 cs.hwndParent = (HWND)pThis->svga.u64HostWindowId;
3344 cs.hMenu = NULL;
3345 cs.hInstance = pState->hInstance;
3346
3347 rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_CREATEWINDOW, (WPARAM)&pContext->hwnd, (LPARAM)&cs);
3348 AssertRCReturn(rc, rc);
3349
3350 pContext->hdc = GetDC(pContext->hwnd);
3351 AssertMsgReturn(pContext->hdc, ("GetDC %x failed with %d\n", pContext->hwnd, GetLastError()), VERR_INTERNAL_ERROR);
3352
3353 PIXELFORMATDESCRIPTOR pfd = {
3354 sizeof(PIXELFORMATDESCRIPTOR), /* size of this pfd */
3355 1, /* version number */
3356 PFD_DRAW_TO_WINDOW | /* support window */
3357 PFD_DOUBLEBUFFER | /* support double buffering */
3358 PFD_SUPPORT_OPENGL, /* support OpenGL */
3359 PFD_TYPE_RGBA, /* RGBA type */
3360 24, /* 24-bit color depth */
3361 0, 0, 0, 0, 0, 0, /* color bits ignored */
3362 8, /* alpha buffer */
3363 0, /* shift bit ignored */
3364 0, /* no accumulation buffer */
3365 0, 0, 0, 0, /* accum bits ignored */
3366 16, /* set depth buffer */
3367 16, /* set stencil buffer */
3368 0, /* no auxiliary buffer */
3369 PFD_MAIN_PLANE, /* main layer */
3370 0, /* reserved */
3371 0, 0, 0 /* layer masks ignored */
3372 };
3373 int pixelFormat;
3374 BOOL ret;
3375
3376 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3377 /** @todo is this really necessary?? */
3378 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3379 AssertMsgReturn(pixelFormat != 0, ("ChoosePixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3380
3381 ret = SetPixelFormat(pContext->hdc, pixelFormat, &pfd);
3382 AssertMsgReturn(ret == TRUE, ("SetPixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3383
3384 pContext->hglrc = wglCreateContext(pContext->hdc);
3385 AssertMsgReturn(pContext->hglrc, ("wglCreateContext %x failed with %d\n", pContext->hdc, GetLastError()), VERR_INTERNAL_ERROR);
3386
3387 if (pSharedCtx)
3388 {
3389 ret = wglShareLists(pSharedCtx->hglrc, pContext->hglrc);
3390 AssertMsg(ret == TRUE, ("wglShareLists(%p, %p) failed with %d\n", pSharedCtx->hglrc, pContext->hglrc, GetLastError()));
3391 }
3392
3393#elif defined(RT_OS_DARWIN)
3394 pContext->fOtherProfile = RT_BOOL(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
3395
3396 NativeNSOpenGLContextRef pShareContext = pSharedCtx ? pSharedCtx->cocoaContext : NULL;
3397 NativeNSViewRef pHostView = (NativeNSViewRef)pThis->svga.u64HostWindowId;
3398 vmsvga3dCocoaCreateViewAndContext(&pContext->cocoaView, &pContext->cocoaContext,
3399 pSharedCtx ? NULL : pHostView, /* Only attach one subview, the one we'll present in. */ /** @todo screen objects and stuff. */
3400 pThis->svga.uWidth, pThis->svga.uHeight,
3401 pShareContext, pContext->fOtherProfile);
3402
3403#else
3404 Window hostWindow = (Window)pThis->svga.u64HostWindowId;
3405
3406 if (pState->display == NULL)
3407 {
3408 /* get an X display and make sure we have glX 1.3 */
3409 pState->display = XOpenDisplay(0);
3410 Assert(pState->display);
3411 int glxMajor, glxMinor;
3412 Bool ret = glXQueryVersion(pState->display, &glxMajor, &glxMinor);
3413 AssertMsgReturn(ret && glxMajor == 1 && glxMinor >= 3, ("glX >=1.3 not present"), VERR_INTERNAL_ERROR);
3414 /* start our X event handling thread */
3415 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dXEventThread, pState, 0, RTTHREADTYPE_GUI, RTTHREADFLAGS_WAITABLE, "VMSVGA3DXEVENT");
3416 if (RT_FAILURE(rc))
3417 {
3418 AssertMsgFailed(("%s: Async IO Thread creation for 3d window handling failed rc=%d\n", __FUNCTION__, rc));
3419 return rc;
3420 }
3421 }
3422 int attrib[] =
3423 {
3424 GLX_RGBA,
3425 GLX_RED_SIZE, 1,
3426 GLX_GREEN_SIZE, 1,
3427 GLX_BLUE_SIZE, 1,
3428 //GLX_ALPHA_SIZE, 1, this flips the bbos screen
3429 GLX_DOUBLEBUFFER,
3430 None
3431 };
3432 XVisualInfo *vi = glXChooseVisual(pState->display, DefaultScreen(pState->display), attrib);
3433 XSetWindowAttributes swa;
3434 swa.colormap = XCreateColormap(pState->display, XDefaultRootWindow(pState->display), vi->visual, AllocNone);
3435 swa.border_pixel = 0;
3436 swa.background_pixel = 0;
3437 swa.event_mask = StructureNotifyMask | ExposureMask;
3438 unsigned long flags = CWBorderPixel | CWBackPixel | CWColormap | CWEventMask;
3439 pContext->window = XCreateWindow(pState->display, hostWindow,//XDefaultRootWindow(pState->display),//hostWindow,
3440 0, 0, pThis->svga.uWidth, pThis->svga.uHeight,
3441 0, vi->depth, InputOutput,
3442 vi->visual, flags, &swa);
3443 AssertMsgReturn(pContext->window, ("XCreateWindow failed"), VERR_INTERNAL_ERROR);
3444 //uint32_t cardinal_alpha = (uint32_t) (0.5 * (uint32_t)-1); - unused
3445
3446 /* the window is hidden by default and only mapped when CommandPresent is executed on it */
3447
3448 GLXContext shareContext = pSharedCtx ? pSharedCtx->glxContext : NULL;
3449 pContext->glxContext = glXCreateContext(pState->display, vi, shareContext, GL_TRUE);
3450 AssertMsgReturn(pContext->glxContext, ("glXCreateContext failed"), VERR_INTERNAL_ERROR);
3451#endif
3452
3453 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3454
3455 /* NULL during the first PowerOn call. */
3456 if (pState->ext.glGenFramebuffers)
3457 {
3458 /* Create a framebuffer object for this context. */
3459 pState->ext.glGenFramebuffers(1, &pContext->idFramebuffer);
3460 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3461
3462 /* Bind the object to the framebuffer target. */
3463 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
3464 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3465
3466 /* Create read and draw framebuffer objects for this context. */
3467 pState->ext.glGenFramebuffers(1, &pContext->idReadFramebuffer);
3468 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3469
3470 pState->ext.glGenFramebuffers(1, &pContext->idDrawFramebuffer);
3471 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3472
3473 }
3474#if 0
3475 /** @todo move to shader lib!!! */
3476 /* Clear the screen */
3477 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3478
3479 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
3480 glClearIndex(0);
3481 glClearDepth(1);
3482 glClearStencil(0xffff);
3483 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
3484 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
3485 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
3486 if (pState->ext.glProvokingVertex)
3487 pState->ext.glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
3488 /** @todo move to shader lib!!! */
3489#endif
3490 return VINF_SUCCESS;
3491}
3492
3493
3494/**
3495 * Create a new 3d context
3496 *
3497 * @returns VBox status code.
3498 * @param pThis VGA device instance data.
3499 * @param cid Context id
3500 */
3501int vmsvga3dContextDefine(PVGASTATE pThis, uint32_t cid)
3502{
3503 return vmsvga3dContextDefineOgl(pThis, cid, 0/*fFlags*/);
3504}
3505
3506/**
3507 * Destroys a 3d context.
3508 *
3509 * @returns VBox status code.
3510 * @param pThis VGA device instance data.
3511 * @param pContext The context to destroy.
3512 * @param cid Context id
3513 */
3514static int vmsvga3dContextDestroyOgl(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid)
3515{
3516 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3517 AssertReturn(pState, VERR_NO_MEMORY);
3518 AssertReturn(pContext, VERR_INVALID_PARAMETER);
3519 AssertReturn(pContext->id == cid, VERR_INVALID_PARAMETER);
3520 Log(("vmsvga3dContextDestroyOgl id %x\n", cid));
3521
3522 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3523
3524 /* Destroy all leftover pixel shaders. */
3525 for (uint32_t i = 0; i < pContext->cPixelShaders; i++)
3526 {
3527 if (pContext->paPixelShader[i].id != SVGA3D_INVALID_ID)
3528 vmsvga3dShaderDestroy(pThis, pContext->paPixelShader[i].cid, pContext->paPixelShader[i].id, pContext->paPixelShader[i].type);
3529 }
3530 if (pContext->paPixelShader)
3531 RTMemFree(pContext->paPixelShader);
3532
3533 /* Destroy all leftover vertex shaders. */
3534 for (uint32_t i = 0; i < pContext->cVertexShaders; i++)
3535 {
3536 if (pContext->paVertexShader[i].id != SVGA3D_INVALID_ID)
3537 vmsvga3dShaderDestroy(pThis, pContext->paVertexShader[i].cid, pContext->paVertexShader[i].id, pContext->paVertexShader[i].type);
3538 }
3539 if (pContext->paVertexShader)
3540 RTMemFree(pContext->paVertexShader);
3541
3542 if (pContext->state.paVertexShaderConst)
3543 RTMemFree(pContext->state.paVertexShaderConst);
3544 if (pContext->state.paPixelShaderConst)
3545 RTMemFree(pContext->state.paPixelShaderConst);
3546
3547 if (pContext->pShaderContext)
3548 {
3549 int rc = ShaderContextDestroy(pContext->pShaderContext);
3550 AssertRC(rc);
3551 }
3552
3553 if (pContext->idFramebuffer != OPENGL_INVALID_ID)
3554 {
3555 /* Unbind the object from the framebuffer target. */
3556 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, 0 /* back buffer */);
3557 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3558 pState->ext.glDeleteFramebuffers(1, &pContext->idFramebuffer);
3559 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3560
3561 if (pContext->idReadFramebuffer != OPENGL_INVALID_ID)
3562 {
3563 pState->ext.glDeleteFramebuffers(1, &pContext->idReadFramebuffer);
3564 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3565 }
3566 if (pContext->idDrawFramebuffer != OPENGL_INVALID_ID)
3567 {
3568 pState->ext.glDeleteFramebuffers(1, &pContext->idDrawFramebuffer);
3569 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3570 }
3571 }
3572
3573 vmsvga3dOcclusionQueryDelete(pState, pContext);
3574
3575#ifdef RT_OS_WINDOWS
3576 wglMakeCurrent(pContext->hdc, NULL);
3577 wglDeleteContext(pContext->hglrc);
3578 ReleaseDC(pContext->hwnd, pContext->hdc);
3579
3580 /* Destroy the window we've created. */
3581 int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_DESTROYWINDOW, (WPARAM)pContext->hwnd, 0);
3582 AssertRC(rc);
3583#elif defined(RT_OS_DARWIN)
3584 vmsvga3dCocoaDestroyViewAndContext(pContext->cocoaView, pContext->cocoaContext);
3585#elif defined(RT_OS_LINUX)
3586 glXMakeCurrent(pState->display, None, NULL);
3587 glXDestroyContext(pState->display, pContext->glxContext);
3588 XDestroyWindow(pState->display, pContext->window);
3589#endif
3590
3591 memset(pContext, 0, sizeof(*pContext));
3592 pContext->id = SVGA3D_INVALID_ID;
3593
3594 VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
3595 return VINF_SUCCESS;
3596}
3597
3598/**
3599 * Destroy an existing 3d context
3600 *
3601 * @returns VBox status code.
3602 * @param pThis VGA device instance data.
3603 * @param cid Context id
3604 */
3605int vmsvga3dContextDestroy(PVGASTATE pThis, uint32_t cid)
3606{
3607 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3608 AssertReturn(pState, VERR_WRONG_ORDER);
3609
3610 /*
3611 * Resolve the context and hand it to the common worker function.
3612 */
3613 if ( cid < pState->cContexts
3614 && pState->papContexts[cid]->id == cid)
3615 return vmsvga3dContextDestroyOgl(pThis, pState->papContexts[cid], cid);
3616
3617 AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER);
3618 return VINF_SUCCESS;
3619}
3620
3621/**
3622 * Worker for vmsvga3dChangeMode that resizes a context.
3623 *
3624 * @param pThis The VGA device instance data.
3625 * @param pState The VMSVGA3d state.
3626 * @param pContext The context.
3627 */
3628static void vmsvga3dChangeModeOneContext(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
3629{
3630#ifdef RT_OS_WINDOWS
3631 /* Resize the window. */
3632 CREATESTRUCT cs;
3633 RT_ZERO(cs);
3634 cs.cx = pThis->svga.uWidth;
3635 cs.cy = pThis->svga.uHeight;
3636 int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_RESIZEWINDOW, (WPARAM)pContext->hwnd, (LPARAM)&cs);
3637 AssertRC(rc);
3638
3639#elif defined(RT_OS_DARWIN)
3640 RT_NOREF(pState);
3641 vmsvga3dCocoaViewSetSize(pContext->cocoaView, pThis->svga.uWidth, pThis->svga.uHeight);
3642
3643#elif defined(RT_OS_LINUX)
3644 XWindowChanges wc;
3645 wc.width = pThis->svga.uWidth;
3646 wc.height = pThis->svga.uHeight;
3647 XConfigureWindow(pState->display, pContext->window, CWWidth | CWHeight, &wc);
3648#endif
3649}
3650
3651/* Handle resize */
3652int vmsvga3dChangeMode(PVGASTATE pThis)
3653{
3654 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3655 AssertReturn(pState, VERR_NO_MEMORY);
3656
3657 /* Resize the shared context too. */
3658 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
3659 vmsvga3dChangeModeOneContext(pThis, pState, &pState->SharedCtx);
3660
3661 /* Resize all active contexts. */
3662 for (uint32_t i = 0; i < pState->cContexts; i++)
3663 {
3664 PVMSVGA3DCONTEXT pContext = pState->papContexts[i];
3665 if (pContext->id != SVGA3D_INVALID_ID)
3666 vmsvga3dChangeModeOneContext(pThis, pState, pContext);
3667 }
3668
3669 return VINF_SUCCESS;
3670}
3671
3672
3673int vmsvga3dSetTransform(PVGASTATE pThis, uint32_t cid, SVGA3dTransformType type, float matrix[16])
3674{
3675 PVMSVGA3DCONTEXT pContext;
3676 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3677 AssertReturn(pState, VERR_NO_MEMORY);
3678 bool fModelViewChanged = false;
3679
3680 Log(("vmsvga3dSetTransform cid=%x %s\n", cid, vmsvgaTransformToString(type)));
3681
3682 if ( cid >= pState->cContexts
3683 || pState->papContexts[cid]->id != cid)
3684 {
3685 Log(("vmsvga3dSetTransform invalid context id!\n"));
3686 return VERR_INVALID_PARAMETER;
3687 }
3688 pContext = pState->papContexts[cid];
3689 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3690
3691 /* Save this matrix for vm state save/restore. */
3692 pContext->state.aTransformState[type].fValid = true;
3693 memcpy(pContext->state.aTransformState[type].matrix, matrix, sizeof(pContext->state.aTransformState[type].matrix));
3694 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_TRANSFORM;
3695
3696 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)));
3697 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)));
3698 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)));
3699 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)));
3700
3701 switch (type)
3702 {
3703 case SVGA3D_TRANSFORM_VIEW:
3704 /* View * World = Model View */
3705 glMatrixMode(GL_MODELVIEW);
3706 glLoadMatrixf(matrix);
3707 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].fValid)
3708 glMultMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].matrix);
3709 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3710 fModelViewChanged = true;
3711 break;
3712
3713 case SVGA3D_TRANSFORM_PROJECTION:
3714 {
3715 int rc = ShaderTransformProjection(pContext->state.RectViewPort.w, pContext->state.RectViewPort.h, matrix, false /* fPretransformed */);
3716 AssertRCReturn(rc, rc);
3717 break;
3718 }
3719
3720 case SVGA3D_TRANSFORM_TEXTURE0:
3721 glMatrixMode(GL_TEXTURE);
3722 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3723 glLoadMatrixf(matrix);
3724 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3725 break;
3726
3727 case SVGA3D_TRANSFORM_TEXTURE1:
3728 case SVGA3D_TRANSFORM_TEXTURE2:
3729 case SVGA3D_TRANSFORM_TEXTURE3:
3730 case SVGA3D_TRANSFORM_TEXTURE4:
3731 case SVGA3D_TRANSFORM_TEXTURE5:
3732 case SVGA3D_TRANSFORM_TEXTURE6:
3733 case SVGA3D_TRANSFORM_TEXTURE7:
3734 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_TEXTUREx transform!!\n"));
3735 return VERR_INVALID_PARAMETER;
3736
3737 case SVGA3D_TRANSFORM_WORLD:
3738 /* View * World = Model View */
3739 glMatrixMode(GL_MODELVIEW);
3740 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid)
3741 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
3742 else
3743 glLoadIdentity();
3744 glMultMatrixf(matrix);
3745 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3746 fModelViewChanged = true;
3747 break;
3748
3749 case SVGA3D_TRANSFORM_WORLD1:
3750 case SVGA3D_TRANSFORM_WORLD2:
3751 case SVGA3D_TRANSFORM_WORLD3:
3752 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_WORLDx transform!!\n"));
3753 return VERR_INVALID_PARAMETER;
3754
3755 default:
3756 Log(("vmsvga3dSetTransform: unknown type!!\n"));
3757 return VERR_INVALID_PARAMETER;
3758 }
3759
3760 /* Apparently we need to reset the light and clip data after modifying the modelview matrix. */
3761 if (fModelViewChanged)
3762 {
3763 /* Reprogram the clip planes. */
3764 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aClipPlane); j++)
3765 {
3766 if (pContext->state.aClipPlane[j].fValid == true)
3767 vmsvga3dSetClipPlane(pThis, cid, j, pContext->state.aClipPlane[j].plane);
3768 }
3769
3770 /* Reprogram the light data. */
3771 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aLightData); j++)
3772 {
3773 if (pContext->state.aLightData[j].fValidData == true)
3774 vmsvga3dSetLightData(pThis, cid, j, &pContext->state.aLightData[j].data);
3775 }
3776 }
3777
3778 return VINF_SUCCESS;
3779}
3780
3781int vmsvga3dSetZRange(PVGASTATE pThis, uint32_t cid, SVGA3dZRange zRange)
3782{
3783 PVMSVGA3DCONTEXT pContext;
3784 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3785 AssertReturn(pState, VERR_NO_MEMORY);
3786
3787 Log(("vmsvga3dSetZRange cid=%x min=%d max=%d\n", cid, (uint32_t)(zRange.min * 100.0), (uint32_t)(zRange.max * 100.0)));
3788
3789 if ( cid >= pState->cContexts
3790 || pState->papContexts[cid]->id != cid)
3791 {
3792 Log(("vmsvga3dSetZRange invalid context id!\n"));
3793 return VERR_INVALID_PARAMETER;
3794 }
3795 pContext = pState->papContexts[cid];
3796 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3797
3798 pContext->state.zRange = zRange;
3799 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_ZRANGE;
3800
3801 if (zRange.min < -1.0)
3802 zRange.min = -1.0;
3803 if (zRange.max > 1.0)
3804 zRange.max = 1.0;
3805
3806 glDepthRange((GLdouble)zRange.min, (GLdouble)zRange.max);
3807 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3808 return VINF_SUCCESS;
3809}
3810
3811/**
3812 * Convert SVGA blend op value to its OpenGL equivalent
3813 */
3814static GLenum vmsvga3dBlendOp2GL(uint32_t blendOp)
3815{
3816 switch (blendOp)
3817 {
3818 case SVGA3D_BLENDOP_ZERO:
3819 return GL_ZERO;
3820 case SVGA3D_BLENDOP_ONE:
3821 return GL_ONE;
3822 case SVGA3D_BLENDOP_SRCCOLOR:
3823 return GL_SRC_COLOR;
3824 case SVGA3D_BLENDOP_INVSRCCOLOR:
3825 return GL_ONE_MINUS_SRC_COLOR;
3826 case SVGA3D_BLENDOP_SRCALPHA:
3827 return GL_SRC_ALPHA;
3828 case SVGA3D_BLENDOP_INVSRCALPHA:
3829 return GL_ONE_MINUS_SRC_ALPHA;
3830 case SVGA3D_BLENDOP_DESTALPHA:
3831 return GL_DST_ALPHA;
3832 case SVGA3D_BLENDOP_INVDESTALPHA:
3833 return GL_ONE_MINUS_DST_ALPHA;
3834 case SVGA3D_BLENDOP_DESTCOLOR:
3835 return GL_DST_COLOR;
3836 case SVGA3D_BLENDOP_INVDESTCOLOR:
3837 return GL_ONE_MINUS_DST_COLOR;
3838 case SVGA3D_BLENDOP_SRCALPHASAT:
3839 return GL_SRC_ALPHA_SATURATE;
3840 case SVGA3D_BLENDOP_BLENDFACTOR:
3841 return GL_CONSTANT_ALPHA; /** @todo correct?? */
3842 case SVGA3D_BLENDOP_INVBLENDFACTOR:
3843 return GL_ONE_MINUS_CONSTANT_ALPHA; /** @todo correct?? */
3844 default:
3845 AssertFailed();
3846 return GL_ONE;
3847 }
3848}
3849
3850static GLenum vmsvga3dBlendEquation2GL(uint32_t blendEq)
3851{
3852 switch (blendEq)
3853 {
3854 case SVGA3D_BLENDEQ_ADD:
3855 return GL_FUNC_ADD;
3856 case SVGA3D_BLENDEQ_SUBTRACT:
3857 return GL_FUNC_SUBTRACT;
3858 case SVGA3D_BLENDEQ_REVSUBTRACT:
3859 return GL_FUNC_REVERSE_SUBTRACT;
3860 case SVGA3D_BLENDEQ_MINIMUM:
3861 return GL_MIN;
3862 case SVGA3D_BLENDEQ_MAXIMUM:
3863 return GL_MAX;
3864 default:
3865 AssertMsgFailed(("blendEq=%d (%#x)\n", blendEq, blendEq));
3866 return GL_FUNC_ADD;
3867 }
3868}
3869
3870static GLenum vmsvgaCmpFunc2GL(uint32_t cmpFunc)
3871{
3872 switch (cmpFunc)
3873 {
3874 case SVGA3D_CMP_NEVER:
3875 return GL_NEVER;
3876 case SVGA3D_CMP_LESS:
3877 return GL_LESS;
3878 case SVGA3D_CMP_EQUAL:
3879 return GL_EQUAL;
3880 case SVGA3D_CMP_LESSEQUAL:
3881 return GL_LEQUAL;
3882 case SVGA3D_CMP_GREATER:
3883 return GL_GREATER;
3884 case SVGA3D_CMP_NOTEQUAL:
3885 return GL_NOTEQUAL;
3886 case SVGA3D_CMP_GREATEREQUAL:
3887 return GL_GEQUAL;
3888 case SVGA3D_CMP_ALWAYS:
3889 return GL_ALWAYS;
3890 default:
3891 AssertFailed();
3892 return GL_LESS;
3893 }
3894}
3895
3896static GLenum vmsvgaStencipOp2GL(uint32_t stencilOp)
3897{
3898 switch (stencilOp)
3899 {
3900 case SVGA3D_STENCILOP_KEEP:
3901 return GL_KEEP;
3902 case SVGA3D_STENCILOP_ZERO:
3903 return GL_ZERO;
3904 case SVGA3D_STENCILOP_REPLACE:
3905 return GL_REPLACE;
3906 case SVGA3D_STENCILOP_INCRSAT:
3907 return GL_INCR_WRAP;
3908 case SVGA3D_STENCILOP_DECRSAT:
3909 return GL_DECR_WRAP;
3910 case SVGA3D_STENCILOP_INVERT:
3911 return GL_INVERT;
3912 case SVGA3D_STENCILOP_INCR:
3913 return GL_INCR;
3914 case SVGA3D_STENCILOP_DECR:
3915 return GL_DECR;
3916 default:
3917 AssertFailed();
3918 return GL_KEEP;
3919 }
3920}
3921
3922int vmsvga3dSetRenderState(PVGASTATE pThis, uint32_t cid, uint32_t cRenderStates, SVGA3dRenderState *pRenderState)
3923{
3924 uint32_t val = UINT32_MAX; /* Shut up MSC. */
3925 PVMSVGA3DCONTEXT pContext;
3926 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3927 AssertReturn(pState, VERR_NO_MEMORY);
3928
3929 Log(("vmsvga3dSetRenderState cid=%x cRenderStates=%d\n", cid, cRenderStates));
3930
3931 if ( cid >= pState->cContexts
3932 || pState->papContexts[cid]->id != cid)
3933 {
3934 Log(("vmsvga3dSetRenderState invalid context id!\n"));
3935 return VERR_INVALID_PARAMETER;
3936 }
3937 pContext = pState->papContexts[cid];
3938 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3939
3940 for (unsigned i = 0; i < cRenderStates; i++)
3941 {
3942 GLenum enableCap = ~(GLenum)0;
3943 Log(("vmsvga3dSetRenderState: cid=%x state=%s (%d) val=%x\n", cid, vmsvga3dGetRenderStateName(pRenderState[i].state), pRenderState[i].state, pRenderState[i].uintValue));
3944 /* Save the render state for vm state saving. */
3945 if (pRenderState[i].state < SVGA3D_RS_MAX)
3946 pContext->state.aRenderState[pRenderState[i].state] = pRenderState[i];
3947
3948 switch (pRenderState[i].state)
3949 {
3950 case SVGA3D_RS_ZENABLE: /* SVGA3dBool */
3951 enableCap = GL_DEPTH_TEST;
3952 val = pRenderState[i].uintValue;
3953 break;
3954
3955 case SVGA3D_RS_ZWRITEENABLE: /* SVGA3dBool */
3956 glDepthMask(!!pRenderState[i].uintValue);
3957 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3958 break;
3959
3960 case SVGA3D_RS_ALPHATESTENABLE: /* SVGA3dBool */
3961 enableCap = GL_ALPHA_TEST;
3962 val = pRenderState[i].uintValue;
3963 break;
3964
3965 case SVGA3D_RS_DITHERENABLE: /* SVGA3dBool */
3966 enableCap = GL_DITHER;
3967 val = pRenderState[i].uintValue;
3968 break;
3969
3970 case SVGA3D_RS_FOGENABLE: /* SVGA3dBool */
3971 enableCap = GL_FOG;
3972 val = pRenderState[i].uintValue;
3973 break;
3974
3975 case SVGA3D_RS_SPECULARENABLE: /* SVGA3dBool */
3976 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3977 break;
3978
3979 case SVGA3D_RS_LIGHTINGENABLE: /* SVGA3dBool */
3980 enableCap = GL_LIGHTING;
3981 val = pRenderState[i].uintValue;
3982 break;
3983
3984 case SVGA3D_RS_NORMALIZENORMALS: /* SVGA3dBool */
3985 /* not applicable */
3986 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3987 break;
3988
3989 case SVGA3D_RS_POINTSPRITEENABLE: /* SVGA3dBool */
3990 enableCap = GL_POINT_SPRITE_ARB;
3991 val = pRenderState[i].uintValue;
3992 break;
3993
3994 case SVGA3D_RS_POINTSIZE: /* float */
3995 /** @todo we need to apply scaling for point sizes below the min or above the max; see Wine) */
3996 if (pRenderState[i].floatValue < pState->caps.flPointSize[0])
3997 pRenderState[i].floatValue = pState->caps.flPointSize[0];
3998 if (pRenderState[i].floatValue > pState->caps.flPointSize[1])
3999 pRenderState[i].floatValue = pState->caps.flPointSize[1];
4000
4001 glPointSize(pRenderState[i].floatValue);
4002 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4003 Log(("SVGA3D_RS_POINTSIZE: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
4004 break;
4005
4006 case SVGA3D_RS_POINTSIZEMIN: /* float */
4007 pState->ext.glPointParameterf(GL_POINT_SIZE_MIN, pRenderState[i].floatValue);
4008 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4009 Log(("SVGA3D_RS_POINTSIZEMIN: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
4010 break;
4011
4012 case SVGA3D_RS_POINTSIZEMAX: /* float */
4013 pState->ext.glPointParameterf(GL_POINT_SIZE_MAX, pRenderState[i].floatValue);
4014 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4015 Log(("SVGA3D_RS_POINTSIZEMAX: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
4016 break;
4017
4018 case SVGA3D_RS_POINTSCALEENABLE: /* SVGA3dBool */
4019 case SVGA3D_RS_POINTSCALE_A: /* float */
4020 case SVGA3D_RS_POINTSCALE_B: /* float */
4021 case SVGA3D_RS_POINTSCALE_C: /* float */
4022 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
4023 break;
4024
4025 case SVGA3D_RS_AMBIENT: /* SVGA3dColor */
4026 {
4027 GLfloat color[4]; /* red, green, blue, alpha */
4028
4029 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
4030
4031 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color);
4032 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4033 break;
4034 }
4035
4036 case SVGA3D_RS_CLIPPLANEENABLE: /* SVGA3dClipPlanes */
4037 {
4038 AssertCompile(SVGA3D_CLIPPLANE_MAX == (1 << 5));
4039 for (uint32_t j = 0; j <= 5; j++)
4040 {
4041 if (pRenderState[i].uintValue & RT_BIT(j))
4042 glEnable(GL_CLIP_PLANE0 + j);
4043 else
4044 glDisable(GL_CLIP_PLANE0 + j);
4045 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4046 }
4047 break;
4048 }
4049
4050 case SVGA3D_RS_FOGCOLOR: /* SVGA3dColor */
4051 {
4052 GLfloat color[4]; /* red, green, blue, alpha */
4053
4054 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
4055
4056 glFogfv(GL_FOG_COLOR, color);
4057 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4058 break;
4059 }
4060
4061 case SVGA3D_RS_FOGSTART: /* float */
4062 glFogf(GL_FOG_START, pRenderState[i].floatValue);
4063 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4064 break;
4065
4066 case SVGA3D_RS_FOGEND: /* float */
4067 glFogf(GL_FOG_END, pRenderState[i].floatValue);
4068 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4069 break;
4070
4071 case SVGA3D_RS_FOGDENSITY: /* float */
4072 glFogf(GL_FOG_DENSITY, pRenderState[i].floatValue);
4073 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4074 break;
4075
4076 case SVGA3D_RS_RANGEFOGENABLE: /* SVGA3dBool */
4077 glFogi(GL_FOG_COORD_SRC, (pRenderState[i].uintValue) ? GL_FOG_COORD : GL_FRAGMENT_DEPTH);
4078 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4079 break;
4080
4081 case SVGA3D_RS_FOGMODE: /* SVGA3dFogMode */
4082 {
4083 SVGA3dFogMode mode;
4084 mode.uintValue = pRenderState[i].uintValue;
4085
4086 enableCap = GL_FOG_MODE;
4087 switch (mode.s.function)
4088 {
4089 case SVGA3D_FOGFUNC_EXP:
4090 val = GL_EXP;
4091 break;
4092 case SVGA3D_FOGFUNC_EXP2:
4093 val = GL_EXP2;
4094 break;
4095 case SVGA3D_FOGFUNC_LINEAR:
4096 val = GL_LINEAR;
4097 break;
4098 default:
4099 AssertMsgFailedReturn(("Unexpected fog function %d\n", mode.s.function), VERR_INTERNAL_ERROR);
4100 break;
4101 }
4102
4103 /** @todo how to switch between vertex and pixel fog modes??? */
4104 Assert(mode.s.type == SVGA3D_FOGTYPE_PIXEL);
4105#if 0
4106 /* The fog type determines the render state. */
4107 switch (mode.s.type)
4108 {
4109 case SVGA3D_FOGTYPE_VERTEX:
4110 renderState = D3DRS_FOGVERTEXMODE;
4111 break;
4112 case SVGA3D_FOGTYPE_PIXEL:
4113 renderState = D3DRS_FOGTABLEMODE;
4114 break;
4115 default:
4116 AssertMsgFailedReturn(("Unexpected fog type %d\n", mode.s.type), VERR_INTERNAL_ERROR);
4117 break;
4118 }
4119#endif
4120
4121 /* Set the fog base to depth or range. */
4122 switch (mode.s.base)
4123 {
4124 case SVGA3D_FOGBASE_DEPTHBASED:
4125 glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
4126 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4127 break;
4128 case SVGA3D_FOGBASE_RANGEBASED:
4129 glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
4130 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4131 break;
4132 default:
4133 /* ignore */
4134 AssertMsgFailed(("Unexpected fog base %d\n", mode.s.base));
4135 break;
4136 }
4137 break;
4138 }
4139
4140 case SVGA3D_RS_FILLMODE: /* SVGA3dFillMode */
4141 {
4142 SVGA3dFillMode mode;
4143
4144 mode.uintValue = pRenderState[i].uintValue;
4145
4146 switch (mode.s.mode)
4147 {
4148 case SVGA3D_FILLMODE_POINT:
4149 val = GL_POINT;
4150 break;
4151 case SVGA3D_FILLMODE_LINE:
4152 val = GL_LINE;
4153 break;
4154 case SVGA3D_FILLMODE_FILL:
4155 val = GL_FILL;
4156 break;
4157 default:
4158 AssertMsgFailedReturn(("Unexpected fill mode %d\n", mode.s.mode), VERR_INTERNAL_ERROR);
4159 break;
4160 }
4161 /* @note only front and back faces */
4162 Assert(mode.s.face == SVGA3D_FACE_FRONT_BACK);
4163 glPolygonMode(GL_FRONT_AND_BACK, val);
4164 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4165 break;
4166 }
4167
4168 case SVGA3D_RS_SHADEMODE: /* SVGA3dShadeMode */
4169 switch (pRenderState[i].uintValue)
4170 {
4171 case SVGA3D_SHADEMODE_FLAT:
4172 val = GL_FLAT;
4173 break;
4174
4175 case SVGA3D_SHADEMODE_SMOOTH:
4176 val = GL_SMOOTH;
4177 break;
4178
4179 default:
4180 AssertMsgFailedReturn(("Unexpected shade mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
4181 break;
4182 }
4183
4184 glShadeModel(val);
4185 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4186 break;
4187
4188 case SVGA3D_RS_LINEPATTERN: /* SVGA3dLinePattern */
4189 /* No longer supported by d3d; mesagl comments suggest not all backends support it */
4190 /** @todo */
4191 Log(("WARNING: SVGA3D_RS_LINEPATTERN %x not supported!!\n", pRenderState[i].uintValue));
4192 /*
4193 renderState = D3DRS_LINEPATTERN;
4194 val = pRenderState[i].uintValue;
4195 */
4196 break;
4197
4198 case SVGA3D_RS_LINEAA: /* SVGA3dBool */
4199 enableCap = GL_LINE_SMOOTH;
4200 val = pRenderState[i].uintValue;
4201 break;
4202
4203 case SVGA3D_RS_LINEWIDTH: /* float */
4204 glLineWidth(pRenderState[i].floatValue);
4205 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4206 break;
4207
4208 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
4209 {
4210 /* Refresh the blending state based on the new enable setting. */
4211 SVGA3dRenderState renderstate[2];
4212
4213 renderstate[0].state = SVGA3D_RS_SRCBLEND;
4214 renderstate[0].uintValue = pContext->state.aRenderState[SVGA3D_RS_SRCBLEND].uintValue;
4215 renderstate[1].state = SVGA3D_RS_BLENDEQUATION;
4216 renderstate[1].uintValue = pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue;
4217
4218 int rc = vmsvga3dSetRenderState(pThis, cid, 2, renderstate);
4219 AssertRCReturn(rc, rc);
4220
4221 if (pContext->state.aRenderState[SVGA3D_RS_BLENDENABLE].uintValue != 0)
4222 continue; /* ignore if blend is already enabled */
4223 } RT_FALL_THRU();
4224
4225 case SVGA3D_RS_BLENDENABLE: /* SVGA3dBool */
4226 enableCap = GL_BLEND;
4227 val = pRenderState[i].uintValue;
4228 break;
4229
4230 case SVGA3D_RS_SRCBLENDALPHA: /* SVGA3dBlendOp */
4231 case SVGA3D_RS_DSTBLENDALPHA: /* SVGA3dBlendOp */
4232 case SVGA3D_RS_SRCBLEND: /* SVGA3dBlendOp */
4233 case SVGA3D_RS_DSTBLEND: /* SVGA3dBlendOp */
4234 {
4235 GLint srcRGB, srcAlpha, dstRGB, dstAlpha;
4236 GLint blendop = vmsvga3dBlendOp2GL(pRenderState[i].uintValue);
4237
4238 glGetIntegerv(GL_BLEND_SRC_RGB, &srcRGB);
4239 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4240 glGetIntegerv(GL_BLEND_DST_RGB, &dstRGB);
4241 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4242 glGetIntegerv(GL_BLEND_DST_ALPHA, &dstAlpha);
4243 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4244 glGetIntegerv(GL_BLEND_SRC_ALPHA, &srcAlpha);
4245 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4246
4247 switch (pRenderState[i].state)
4248 {
4249 case SVGA3D_RS_SRCBLEND:
4250 srcRGB = blendop;
4251 break;
4252 case SVGA3D_RS_DSTBLEND:
4253 dstRGB = blendop;
4254 break;
4255 case SVGA3D_RS_SRCBLENDALPHA:
4256 srcAlpha = blendop;
4257 break;
4258 case SVGA3D_RS_DSTBLENDALPHA:
4259 dstAlpha = blendop;
4260 break;
4261 default:
4262 /* not possible; shut up gcc */
4263 AssertFailed();
4264 break;
4265 }
4266
4267 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4268 pState->ext.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
4269 else
4270 glBlendFunc(srcRGB, dstRGB);
4271 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4272 break;
4273 }
4274
4275 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4276 case SVGA3D_RS_BLENDEQUATION: /* SVGA3dBlendEquation */
4277 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4278 pState->ext.glBlendEquationSeparate(vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue),
4279 vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATIONALPHA].uintValue));
4280 else
4281 {
4282#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
4283 glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4284#else
4285 pState->ext.glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4286#endif
4287 }
4288 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4289 break;
4290
4291 case SVGA3D_RS_BLENDCOLOR: /* SVGA3dColor */
4292 {
4293 GLfloat red, green, blue, alpha;
4294
4295 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &red, &green, &blue, &alpha);
4296
4297#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
4298 glBlendColor(red, green, blue, alpha);
4299#else
4300 pState->ext.glBlendColor(red, green, blue, alpha);
4301#endif
4302 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4303 break;
4304 }
4305
4306 case SVGA3D_RS_CULLMODE: /* SVGA3dFace */
4307 {
4308 GLenum mode = GL_BACK; /* default for OpenGL */
4309
4310 switch (pRenderState[i].uintValue)
4311 {
4312 case SVGA3D_FACE_NONE:
4313 break;
4314 case SVGA3D_FACE_FRONT:
4315 mode = GL_FRONT;
4316 break;
4317 case SVGA3D_FACE_BACK:
4318 mode = GL_BACK;
4319 break;
4320 case SVGA3D_FACE_FRONT_BACK:
4321 mode = GL_FRONT_AND_BACK;
4322 break;
4323 default:
4324 AssertMsgFailedReturn(("Unexpected cull mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
4325 break;
4326 }
4327 enableCap = GL_CULL_FACE;
4328 if (pRenderState[i].uintValue != SVGA3D_FACE_NONE)
4329 {
4330 glCullFace(mode);
4331 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4332 val = 1;
4333 }
4334 else
4335 val = 0;
4336 break;
4337 }
4338
4339 case SVGA3D_RS_ZFUNC: /* SVGA3dCmpFunc */
4340 glDepthFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue));
4341 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4342 break;
4343
4344 case SVGA3D_RS_ALPHAFUNC: /* SVGA3dCmpFunc */
4345 {
4346 GLclampf ref;
4347
4348 glGetFloatv(GL_ALPHA_TEST_REF, &ref);
4349 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4350 glAlphaFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref);
4351 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4352 break;
4353 }
4354
4355 case SVGA3D_RS_ALPHAREF: /* float (0.0 .. 1.0) */
4356 {
4357 GLint func;
4358
4359 glGetIntegerv(GL_ALPHA_TEST_FUNC, &func);
4360 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4361 glAlphaFunc(func, pRenderState[i].floatValue);
4362 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4363 break;
4364 }
4365
4366 case SVGA3D_RS_STENCILENABLE: /* SVGA3dBool */
4367 enableCap = GL_STENCIL_TEST;
4368 val = pRenderState[i].uintValue;
4369 break;
4370
4371 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4372 case SVGA3D_RS_STENCILREF: /* uint32_t */
4373 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4374 {
4375 GLint func, ref;
4376 GLuint mask;
4377
4378 glGetIntegerv(GL_STENCIL_FUNC, &func);
4379 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4380 glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask);
4381 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4382 glGetIntegerv(GL_STENCIL_REF, &ref);
4383 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4384
4385 switch (pRenderState[i].state)
4386 {
4387 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4388 func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue);
4389 break;
4390
4391 case SVGA3D_RS_STENCILREF: /* uint32_t */
4392 ref = pRenderState[i].uintValue;
4393 break;
4394
4395 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4396 mask = pRenderState[i].uintValue;
4397 break;
4398
4399 default:
4400 /* not possible; shut up gcc */
4401 AssertFailed();
4402 break;
4403 }
4404
4405 glStencilFunc(func, ref, mask);
4406 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4407 break;
4408 }
4409
4410 case SVGA3D_RS_STENCILWRITEMASK: /* uint32_t */
4411 glStencilMask(pRenderState[i].uintValue);
4412 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4413 break;
4414
4415 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4416 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4417 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4418 {
4419 GLint sfail, dpfail, dppass;
4420 GLenum stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4421
4422 glGetIntegerv(GL_STENCIL_FAIL, &sfail);
4423 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4424 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &dpfail);
4425 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4426 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &dppass);
4427 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4428
4429 switch (pRenderState[i].state)
4430 {
4431 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4432 sfail = stencilop;
4433 break;
4434 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4435 dpfail = stencilop;
4436 break;
4437 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4438 dppass = stencilop;
4439 break;
4440 default:
4441 /* not possible; shut up gcc */
4442 AssertFailed();
4443 break;
4444 }
4445 glStencilOp(sfail, dpfail, dppass);
4446 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4447 break;
4448 }
4449
4450 case SVGA3D_RS_STENCILENABLE2SIDED: /* SVGA3dBool */
4451 /* @note GL_EXT_stencil_two_side required! */
4452 if (pState->ext.fEXT_stencil_two_side)
4453 {
4454 enableCap = GL_STENCIL_TEST_TWO_SIDE_EXT;
4455 val = pRenderState[i].uintValue;
4456 }
4457 else
4458 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_STENCILENABLE2SIDED\n"));
4459 break;
4460
4461 case SVGA3D_RS_CCWSTENCILFUNC: /* SVGA3dCmpFunc */
4462 {
4463 /** @todo SVGA3D_RS_STENCILFAIL/ZFAIL/PASS for front & back faces
4464 * SVGA3D_RS_CCWSTENCILFAIL/ZFAIL/PASS for back faces ??
4465 */
4466 GLint ref;
4467 GLuint mask;
4468
4469 glGetIntegerv(GL_STENCIL_BACK_VALUE_MASK, (GLint *)&mask);
4470 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4471 glGetIntegerv(GL_STENCIL_BACK_REF, &ref);
4472 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4473
4474 pState->ext.glStencilFuncSeparate(GL_BACK, vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref, mask);
4475 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4476 break;
4477 }
4478
4479 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4480 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4481 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4482 {
4483 /** @todo SVGA3D_RS_STENCILFAIL/ZFAIL/PASS for front & back faces
4484 * SVGA3D_RS_CCWSTENCILFAIL/ZFAIL/PASS for back faces ??
4485 */
4486 GLint sfail, dpfail, dppass;
4487 GLenum stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4488
4489 glGetIntegerv(GL_STENCIL_BACK_FAIL, &sfail);
4490 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4491 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &dpfail);
4492 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4493 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &dppass);
4494 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4495
4496 switch (pRenderState[i].state)
4497 {
4498 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4499 sfail = stencilop;
4500 break;
4501 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4502 dpfail = stencilop;
4503 break;
4504 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4505 dppass = stencilop;
4506 break;
4507 default:
4508 /* not possible; shut up gcc */
4509 AssertFailed();
4510 break;
4511 }
4512 pState->ext.glStencilOpSeparate(GL_BACK, sfail, dpfail, dppass);
4513 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4514 break;
4515 }
4516
4517 case SVGA3D_RS_ZBIAS: /* float */
4518 /** @todo unknown meaning; depth bias is not identical
4519 renderState = D3DRS_DEPTHBIAS;
4520 val = pRenderState[i].uintValue;
4521 */
4522 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_ZBIAS\n"));
4523 break;
4524
4525 case SVGA3D_RS_DEPTHBIAS: /* float */
4526 {
4527 GLfloat factor;
4528
4529 /** @todo not sure if the d3d & ogl definitions are identical. */
4530
4531 /* Do not change the factor part. */
4532 glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &factor);
4533 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4534
4535 glPolygonOffset(factor, pRenderState[i].floatValue);
4536 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4537 break;
4538 }
4539
4540 case SVGA3D_RS_SLOPESCALEDEPTHBIAS: /* float */
4541 {
4542 GLfloat units;
4543
4544 /** @todo not sure if the d3d & ogl definitions are identical. */
4545
4546 /* Do not change the factor part. */
4547 glGetFloatv(GL_POLYGON_OFFSET_UNITS, &units);
4548 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4549
4550 glPolygonOffset(pRenderState[i].floatValue, units);
4551 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4552 break;
4553 }
4554
4555 case SVGA3D_RS_COLORWRITEENABLE: /* SVGA3dColorMask */
4556 {
4557 GLboolean red, green, blue, alpha;
4558 SVGA3dColorMask mask;
4559
4560 mask.uintValue = pRenderState[i].uintValue;
4561
4562 red = mask.s.red;
4563 green = mask.s.green;
4564 blue = mask.s.blue;
4565 alpha = mask.s.alpha;
4566
4567 glColorMask(red, green, blue, alpha);
4568 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4569 break;
4570 }
4571
4572 case SVGA3D_RS_COLORWRITEENABLE1: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4573 case SVGA3D_RS_COLORWRITEENABLE2: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4574 case SVGA3D_RS_COLORWRITEENABLE3: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4575 Log(("vmsvga3dSetRenderState: WARNING SVGA3D_RS_COLORWRITEENABLEx not supported!!\n"));
4576 break;
4577
4578 case SVGA3D_RS_SCISSORTESTENABLE: /* SVGA3dBool */
4579 enableCap = GL_SCISSOR_TEST;
4580 val = pRenderState[i].uintValue;
4581 break;
4582
4583#if 0
4584 case SVGA3D_RS_DIFFUSEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4585 AssertCompile(D3DMCS_COLOR2 == SVGA3D_VERTEXMATERIAL_SPECULAR);
4586 renderState = D3DRS_DIFFUSEMATERIALSOURCE;
4587 val = pRenderState[i].uintValue;
4588 break;
4589
4590 case SVGA3D_RS_SPECULARMATERIALSOURCE: /* SVGA3dVertexMaterial */
4591 renderState = D3DRS_SPECULARMATERIALSOURCE;
4592 val = pRenderState[i].uintValue;
4593 break;
4594
4595 case SVGA3D_RS_AMBIENTMATERIALSOURCE: /* SVGA3dVertexMaterial */
4596 renderState = D3DRS_AMBIENTMATERIALSOURCE;
4597 val = pRenderState[i].uintValue;
4598 break;
4599
4600 case SVGA3D_RS_EMISSIVEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4601 renderState = D3DRS_EMISSIVEMATERIALSOURCE;
4602 val = pRenderState[i].uintValue;
4603 break;
4604#endif
4605
4606 case SVGA3D_RS_WRAP3: /* SVGA3dWrapFlags */
4607 case SVGA3D_RS_WRAP4: /* SVGA3dWrapFlags */
4608 case SVGA3D_RS_WRAP5: /* SVGA3dWrapFlags */
4609 case SVGA3D_RS_WRAP6: /* SVGA3dWrapFlags */
4610 case SVGA3D_RS_WRAP7: /* SVGA3dWrapFlags */
4611 case SVGA3D_RS_WRAP8: /* SVGA3dWrapFlags */
4612 case SVGA3D_RS_WRAP9: /* SVGA3dWrapFlags */
4613 case SVGA3D_RS_WRAP10: /* SVGA3dWrapFlags */
4614 case SVGA3D_RS_WRAP11: /* SVGA3dWrapFlags */
4615 case SVGA3D_RS_WRAP12: /* SVGA3dWrapFlags */
4616 case SVGA3D_RS_WRAP13: /* SVGA3dWrapFlags */
4617 case SVGA3D_RS_WRAP14: /* SVGA3dWrapFlags */
4618 case SVGA3D_RS_WRAP15: /* SVGA3dWrapFlags */
4619 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_WRAPx (x >= 3)\n"));
4620 break;
4621
4622 case SVGA3D_RS_LASTPIXEL: /* SVGA3dBool */
4623 case SVGA3D_RS_TWEENFACTOR: /* float */
4624 case SVGA3D_RS_INDEXEDVERTEXBLENDENABLE: /* SVGA3dBool */
4625 case SVGA3D_RS_VERTEXBLEND: /* SVGA3dVertexBlendFlags */
4626 Log(("vmsvga3dSetRenderState: WARNING not applicable!!\n"));
4627 break;
4628
4629 case SVGA3D_RS_MULTISAMPLEANTIALIAS: /* SVGA3dBool */
4630 enableCap = GL_MULTISAMPLE;
4631 val = pRenderState[i].uintValue;
4632 break;
4633
4634 case SVGA3D_RS_MULTISAMPLEMASK: /* uint32_t */
4635 case SVGA3D_RS_ANTIALIASEDLINEENABLE: /* SVGA3dBool */
4636 Log(("vmsvga3dSetRenderState: WARNING not applicable??!!\n"));
4637 break;
4638
4639 case SVGA3D_RS_COORDINATETYPE: /* SVGA3dCoordinateType */
4640 Assert(pRenderState[i].uintValue == SVGA3D_COORDINATE_LEFTHANDED);
4641 /** @todo setup a view matrix to scale the world space by -1 in the z-direction for right handed coordinates. */
4642 /*
4643 renderState = D3DRS_COORDINATETYPE;
4644 val = pRenderState[i].uintValue;
4645 */
4646 break;
4647
4648 case SVGA3D_RS_FRONTWINDING: /* SVGA3dFrontWinding */
4649 Assert(pRenderState[i].uintValue == SVGA3D_FRONTWINDING_CW);
4650 /* Invert the selected mode because of y-inversion (?) */
4651 glFrontFace((pRenderState[i].uintValue != SVGA3D_FRONTWINDING_CW) ? GL_CW : GL_CCW);
4652 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4653 break;
4654
4655 case SVGA3D_RS_OUTPUTGAMMA: /* float */
4656 //AssertFailed();
4657 /*
4658 D3DRS_SRGBWRITEENABLE ??
4659 renderState = D3DRS_OUTPUTGAMMA;
4660 val = pRenderState[i].uintValue;
4661 */
4662 break;
4663
4664#if 0
4665
4666 case SVGA3D_RS_VERTEXMATERIALENABLE: /* SVGA3dBool */
4667 //AssertFailed();
4668 renderState = D3DRS_INDEXEDVERTEXBLENDENABLE; /* correct?? */
4669 val = pRenderState[i].uintValue;
4670 break;
4671
4672 case SVGA3D_RS_TEXTUREFACTOR: /* SVGA3dColor */
4673 renderState = D3DRS_TEXTUREFACTOR;
4674 val = pRenderState[i].uintValue;
4675 break;
4676
4677 case SVGA3D_RS_LOCALVIEWER: /* SVGA3dBool */
4678 renderState = D3DRS_LOCALVIEWER;
4679 val = pRenderState[i].uintValue;
4680 break;
4681
4682 case SVGA3D_RS_ZVISIBLE: /* SVGA3dBool */
4683 AssertFailed();
4684 /*
4685 renderState = D3DRS_ZVISIBLE;
4686 val = pRenderState[i].uintValue;
4687 */
4688 break;
4689
4690 case SVGA3D_RS_CLIPPING: /* SVGA3dBool */
4691 renderState = D3DRS_CLIPPING;
4692 val = pRenderState[i].uintValue;
4693 break;
4694
4695 case SVGA3D_RS_WRAP0: /* SVGA3dWrapFlags */
4696 glTexParameter GL_TEXTURE_WRAP_S
4697 Assert(SVGA3D_WRAPCOORD_3 == D3DWRAPCOORD_3);
4698 renderState = D3DRS_WRAP0;
4699 val = pRenderState[i].uintValue;
4700 break;
4701
4702 case SVGA3D_RS_WRAP1: /* SVGA3dWrapFlags */
4703 glTexParameter GL_TEXTURE_WRAP_T
4704 renderState = D3DRS_WRAP1;
4705 val = pRenderState[i].uintValue;
4706 break;
4707
4708 case SVGA3D_RS_WRAP2: /* SVGA3dWrapFlags */
4709 glTexParameter GL_TEXTURE_WRAP_R
4710 renderState = D3DRS_WRAP2;
4711 val = pRenderState[i].uintValue;
4712 break;
4713
4714
4715 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
4716 renderState = D3DRS_SEPARATEALPHABLENDENABLE;
4717 val = pRenderState[i].uintValue;
4718 break;
4719
4720
4721 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4722 renderState = D3DRS_BLENDOPALPHA;
4723 val = pRenderState[i].uintValue;
4724 break;
4725
4726 case SVGA3D_RS_TRANSPARENCYANTIALIAS: /* SVGA3dTransparencyAntialiasType */
4727 AssertFailed();
4728 /*
4729 renderState = D3DRS_TRANSPARENCYANTIALIAS;
4730 val = pRenderState[i].uintValue;
4731 */
4732 break;
4733
4734#endif
4735 default:
4736 AssertFailed();
4737 break;
4738 }
4739
4740 if (enableCap != ~(GLenum)0)
4741 {
4742 if (val)
4743 glEnable(enableCap);
4744 else
4745 glDisable(enableCap);
4746 }
4747 }
4748
4749 return VINF_SUCCESS;
4750}
4751
4752int vmsvga3dSetRenderTarget(PVGASTATE pThis, uint32_t cid, SVGA3dRenderTargetType type, SVGA3dSurfaceImageId target)
4753{
4754 PVMSVGA3DCONTEXT pContext;
4755 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
4756 PVMSVGA3DSURFACE pRenderTarget;
4757
4758 AssertReturn(pState, VERR_NO_MEMORY);
4759 AssertReturn(type < SVGA3D_RT_MAX, VERR_INVALID_PARAMETER);
4760 AssertReturn(target.face == 0, VERR_INVALID_PARAMETER);
4761
4762 Log(("vmsvga3dSetRenderTarget cid=%x type=%x surface id=%x\n", cid, type, target.sid));
4763
4764 if ( cid >= pState->cContexts
4765 || pState->papContexts[cid]->id != cid)
4766 {
4767 Log(("vmsvga3dSetRenderTarget invalid context id!\n"));
4768 return VERR_INVALID_PARAMETER;
4769 }
4770 pContext = pState->papContexts[cid];
4771 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4772
4773 /* Save for vm state save/restore. */
4774 pContext->state.aRenderTargets[type] = target.sid;
4775
4776 if (target.sid == SVGA3D_INVALID_ID)
4777 {
4778 /* Disable render target. */
4779 switch (type)
4780 {
4781 case SVGA3D_RT_DEPTH:
4782 case SVGA3D_RT_STENCIL:
4783 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
4784 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4785 break;
4786
4787 case SVGA3D_RT_COLOR0:
4788 case SVGA3D_RT_COLOR1:
4789 case SVGA3D_RT_COLOR2:
4790 case SVGA3D_RT_COLOR3:
4791 case SVGA3D_RT_COLOR4:
4792 case SVGA3D_RT_COLOR5:
4793 case SVGA3D_RT_COLOR6:
4794 case SVGA3D_RT_COLOR7:
4795 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, 0, 0, 0);
4796 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4797 break;
4798
4799 default:
4800 AssertFailedReturn(VERR_INVALID_PARAMETER);
4801 }
4802 return VINF_SUCCESS;
4803 }
4804
4805 AssertReturn(target.sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
4806 AssertReturn(target.sid < pState->cSurfaces && pState->papSurfaces[target.sid]->id == target.sid, VERR_INVALID_PARAMETER);
4807 pRenderTarget = pState->papSurfaces[target.sid];
4808
4809 switch (type)
4810 {
4811 case SVGA3D_RT_DEPTH:
4812 case SVGA3D_RT_STENCIL:
4813 AssertReturn(target.mipmap == 0, VERR_INVALID_PARAMETER);
4814 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4815 {
4816 Log(("vmsvga3dSetRenderTarget: create renderbuffer to be used as render target; surface id=%x type=%d format=%d\n", target.sid, pRenderTarget->surfaceFlags, pRenderTarget->internalFormatGL));
4817 pContext = &pState->SharedCtx;
4818 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4819
4820 pState->ext.glGenRenderbuffers(1, &pRenderTarget->oglId.renderbuffer);
4821 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4822
4823 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4824 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4825
4826 pState->ext.glRenderbufferStorage(GL_RENDERBUFFER,
4827 pRenderTarget->internalFormatGL,
4828 pRenderTarget->pMipmapLevels[0].mipmapSize.width,
4829 pRenderTarget->pMipmapLevels[0].mipmapSize.height);
4830 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4831
4832 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, OPENGL_INVALID_ID);
4833 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4834
4835 pContext = pState->papContexts[cid];
4836 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4837 pRenderTarget->idWeakContextAssociation = cid;
4838 }
4839
4840 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4841 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4842 Assert(!pRenderTarget->fDirty);
4843 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4844
4845 pRenderTarget->surfaceFlags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
4846
4847 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4848 (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT,
4849 GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4850 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4851 break;
4852
4853 case SVGA3D_RT_COLOR0:
4854 case SVGA3D_RT_COLOR1:
4855 case SVGA3D_RT_COLOR2:
4856 case SVGA3D_RT_COLOR3:
4857 case SVGA3D_RT_COLOR4:
4858 case SVGA3D_RT_COLOR5:
4859 case SVGA3D_RT_COLOR6:
4860 case SVGA3D_RT_COLOR7:
4861 {
4862 /* A texture surface can be used as a render target to fill it and later on used as a texture. */
4863 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4864 {
4865 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));
4866 int rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pRenderTarget);
4867 AssertRCReturn(rc, rc);
4868 }
4869
4870 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4871 Assert(!pRenderTarget->fDirty);
4872
4873 pRenderTarget->surfaceFlags |= SVGA3D_SURFACE_HINT_RENDERTARGET;
4874
4875 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, GL_TEXTURE_2D, pRenderTarget->oglId.texture, target.mipmap);
4876 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4877
4878#ifdef DEBUG
4879 GLenum status = pState->ext.glCheckFramebufferStatus(GL_FRAMEBUFFER);
4880 if (status != GL_FRAMEBUFFER_COMPLETE)
4881 Log(("vmsvga3dSetRenderTarget: WARNING: glCheckFramebufferStatus returned %x\n", status));
4882#endif
4883 /** @todo use glDrawBuffers too? */
4884 break;
4885 }
4886
4887 default:
4888 AssertFailedReturn(VERR_INVALID_PARAMETER);
4889 }
4890
4891 return VINF_SUCCESS;
4892}
4893
4894#if 0
4895/**
4896 * Convert SVGA texture combiner value to its D3D equivalent
4897 */
4898static DWORD vmsvga3dTextureCombiner2D3D(uint32_t value)
4899{
4900 switch (value)
4901 {
4902 case SVGA3D_TC_DISABLE:
4903 return D3DTOP_DISABLE;
4904 case SVGA3D_TC_SELECTARG1:
4905 return D3DTOP_SELECTARG1;
4906 case SVGA3D_TC_SELECTARG2:
4907 return D3DTOP_SELECTARG2;
4908 case SVGA3D_TC_MODULATE:
4909 return D3DTOP_MODULATE;
4910 case SVGA3D_TC_ADD:
4911 return D3DTOP_ADD;
4912 case SVGA3D_TC_ADDSIGNED:
4913 return D3DTOP_ADDSIGNED;
4914 case SVGA3D_TC_SUBTRACT:
4915 return D3DTOP_SUBTRACT;
4916 case SVGA3D_TC_BLENDTEXTUREALPHA:
4917 return D3DTOP_BLENDTEXTUREALPHA;
4918 case SVGA3D_TC_BLENDDIFFUSEALPHA:
4919 return D3DTOP_BLENDDIFFUSEALPHA;
4920 case SVGA3D_TC_BLENDCURRENTALPHA:
4921 return D3DTOP_BLENDCURRENTALPHA;
4922 case SVGA3D_TC_BLENDFACTORALPHA:
4923 return D3DTOP_BLENDFACTORALPHA;
4924 case SVGA3D_TC_MODULATE2X:
4925 return D3DTOP_MODULATE2X;
4926 case SVGA3D_TC_MODULATE4X:
4927 return D3DTOP_MODULATE4X;
4928 case SVGA3D_TC_DSDT:
4929 AssertFailed(); /** @todo ??? */
4930 return D3DTOP_DISABLE;
4931 case SVGA3D_TC_DOTPRODUCT3:
4932 return D3DTOP_DOTPRODUCT3;
4933 case SVGA3D_TC_BLENDTEXTUREALPHAPM:
4934 return D3DTOP_BLENDTEXTUREALPHAPM;
4935 case SVGA3D_TC_ADDSIGNED2X:
4936 return D3DTOP_ADDSIGNED2X;
4937 case SVGA3D_TC_ADDSMOOTH:
4938 return D3DTOP_ADDSMOOTH;
4939 case SVGA3D_TC_PREMODULATE:
4940 return D3DTOP_PREMODULATE;
4941 case SVGA3D_TC_MODULATEALPHA_ADDCOLOR:
4942 return D3DTOP_MODULATEALPHA_ADDCOLOR;
4943 case SVGA3D_TC_MODULATECOLOR_ADDALPHA:
4944 return D3DTOP_MODULATECOLOR_ADDALPHA;
4945 case SVGA3D_TC_MODULATEINVALPHA_ADDCOLOR:
4946 return D3DTOP_MODULATEINVALPHA_ADDCOLOR;
4947 case SVGA3D_TC_MODULATEINVCOLOR_ADDALPHA:
4948 return D3DTOP_MODULATEINVCOLOR_ADDALPHA;
4949 case SVGA3D_TC_BUMPENVMAPLUMINANCE:
4950 return D3DTOP_BUMPENVMAPLUMINANCE;
4951 case SVGA3D_TC_MULTIPLYADD:
4952 return D3DTOP_MULTIPLYADD;
4953 case SVGA3D_TC_LERP:
4954 return D3DTOP_LERP;
4955 default:
4956 AssertFailed();
4957 return D3DTOP_DISABLE;
4958 }
4959}
4960
4961/**
4962 * Convert SVGA texture arg data value to its D3D equivalent
4963 */
4964static DWORD vmsvga3dTextureArgData2D3D(uint32_t value)
4965{
4966 switch (value)
4967 {
4968 case SVGA3D_TA_CONSTANT:
4969 return D3DTA_CONSTANT;
4970 case SVGA3D_TA_PREVIOUS:
4971 return D3DTA_CURRENT; /* current = previous */
4972 case SVGA3D_TA_DIFFUSE:
4973 return D3DTA_DIFFUSE;
4974 case SVGA3D_TA_TEXTURE:
4975 return D3DTA_TEXTURE;
4976 case SVGA3D_TA_SPECULAR:
4977 return D3DTA_SPECULAR;
4978 default:
4979 AssertFailed();
4980 return 0;
4981 }
4982}
4983
4984/**
4985 * Convert SVGA texture transform flag value to its D3D equivalent
4986 */
4987static DWORD vmsvga3dTextTransformFlags2D3D(uint32_t value)
4988{
4989 switch (value)
4990 {
4991 case SVGA3D_TEX_TRANSFORM_OFF:
4992 return D3DTTFF_DISABLE;
4993 case SVGA3D_TEX_TRANSFORM_S:
4994 return D3DTTFF_COUNT1; /** @todo correct? */
4995 case SVGA3D_TEX_TRANSFORM_T:
4996 return D3DTTFF_COUNT2; /** @todo correct? */
4997 case SVGA3D_TEX_TRANSFORM_R:
4998 return D3DTTFF_COUNT3; /** @todo correct? */
4999 case SVGA3D_TEX_TRANSFORM_Q:
5000 return D3DTTFF_COUNT4; /** @todo correct? */
5001 case SVGA3D_TEX_PROJECTED:
5002 return D3DTTFF_PROJECTED;
5003 default:
5004 AssertFailed();
5005 return 0;
5006 }
5007}
5008#endif
5009
5010static GLenum vmsvga3dTextureAddress2OGL(SVGA3dTextureAddress value)
5011{
5012 switch (value)
5013 {
5014 case SVGA3D_TEX_ADDRESS_WRAP:
5015 return GL_REPEAT;
5016 case SVGA3D_TEX_ADDRESS_MIRROR:
5017 return GL_MIRRORED_REPEAT;
5018 case SVGA3D_TEX_ADDRESS_CLAMP:
5019 return GL_CLAMP_TO_EDGE;
5020 case SVGA3D_TEX_ADDRESS_BORDER:
5021 return GL_CLAMP_TO_BORDER;
5022 case SVGA3D_TEX_ADDRESS_MIRRORONCE:
5023 AssertFailed();
5024 return GL_CLAMP_TO_EDGE_SGIS; /** @todo correct? */
5025
5026 case SVGA3D_TEX_ADDRESS_EDGE:
5027 case SVGA3D_TEX_ADDRESS_INVALID:
5028 default:
5029 AssertFailed();
5030 return GL_REPEAT; /* default */
5031 }
5032}
5033
5034static GLenum vmsvga3dTextureFilter2OGL(SVGA3dTextureFilter value)
5035{
5036 switch (value)
5037 {
5038 case SVGA3D_TEX_FILTER_NONE:
5039 case SVGA3D_TEX_FILTER_LINEAR:
5040 return GL_LINEAR;
5041 case SVGA3D_TEX_FILTER_NEAREST:
5042 return GL_NEAREST;
5043 case SVGA3D_TEX_FILTER_ANISOTROPIC:
5044 /** @todo */
5045 case SVGA3D_TEX_FILTER_FLATCUBIC: // Deprecated, not implemented
5046 case SVGA3D_TEX_FILTER_GAUSSIANCUBIC: // Deprecated, not implemented
5047 case SVGA3D_TEX_FILTER_PYRAMIDALQUAD: // Not currently implemented
5048 case SVGA3D_TEX_FILTER_GAUSSIANQUAD: // Not currently implemented
5049 default:
5050 AssertFailed();
5051 return GL_LINEAR; /* default */
5052 }
5053}
5054
5055uint32_t vmsvga3dSVGA3dColor2RGBA(SVGA3dColor value)
5056{
5057 /* flip the red and blue bytes */
5058 uint8_t blue = value & 0xff;
5059 uint8_t red = (value >> 16) & 0xff;
5060 return (value & 0xff00ff00) | red | (blue << 16);
5061}
5062
5063int vmsvga3dSetTextureState(PVGASTATE pThis, uint32_t cid, uint32_t cTextureStates, SVGA3dTextureState *pTextureState)
5064{
5065 GLenum val = ~(GLenum)0; /* Shut up MSC. */
5066 GLenum currentStage = ~(GLenum)0;
5067 PVMSVGA3DCONTEXT pContext;
5068 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5069 AssertReturn(pState, VERR_NO_MEMORY);
5070
5071 Log(("vmsvga3dSetTextureState %x cTextureState=%d\n", cid, cTextureStates));
5072
5073 if ( cid >= pState->cContexts
5074 || pState->papContexts[cid]->id != cid)
5075 {
5076 Log(("vmsvga3dSetTextureState invalid context id!\n"));
5077 return VERR_INVALID_PARAMETER;
5078 }
5079 pContext = pState->papContexts[cid];
5080 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5081
5082 for (unsigned i = 0; i < cTextureStates; i++)
5083 {
5084 GLenum textureType = ~(GLenum)0;
5085#if 0
5086 GLenum samplerType = ~(GLenum)0;
5087#endif
5088
5089 Log(("vmsvga3dSetTextureState: cid=%x stage=%d type=%s (%x) val=%x\n", cid, pTextureState[i].stage, vmsvga3dTextureStateToString(pTextureState[i].name), pTextureState[i].name, pTextureState[i].value));
5090 /* Record the texture state for vm state saving. */
5091 if ( pTextureState[i].stage < RT_ELEMENTS(pContext->state.aTextureStates)
5092 && pTextureState[i].name < RT_ELEMENTS(pContext->state.aTextureStates[0]))
5093 {
5094 pContext->state.aTextureStates[pTextureState[i].stage][pTextureState[i].name] = pTextureState[i];
5095 }
5096
5097 /* Active the right texture unit for subsequent texture state changes. */
5098 if (pTextureState[i].stage != currentStage || i == 0)
5099 {
5100 /** @todo Is this the appropriate limit for all kinds of textures? It is the
5101 * size of aSidActiveTextures and for binding/unbinding we cannot exceed it. */
5102 if (pTextureState[i].stage < RT_ELEMENTS(pContext->state.aTextureStates))
5103 {
5104 pState->ext.glActiveTexture(GL_TEXTURE0 + pTextureState[i].stage);
5105 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5106 currentStage = pTextureState[i].stage;
5107 }
5108 else
5109 {
5110 AssertMsgFailed(("pTextureState[%d].stage=%#x name=%#x\n", i, pTextureState[i].stage, pTextureState[i].name));
5111 continue;
5112 }
5113 }
5114
5115 switch (pTextureState[i].name)
5116 {
5117 case SVGA3D_TS_BUMPENVMAT00: /* float */
5118 case SVGA3D_TS_BUMPENVMAT01: /* float */
5119 case SVGA3D_TS_BUMPENVMAT10: /* float */
5120 case SVGA3D_TS_BUMPENVMAT11: /* float */
5121 case SVGA3D_TS_BUMPENVLSCALE: /* float */
5122 case SVGA3D_TS_BUMPENVLOFFSET: /* float */
5123 Log(("vmsvga3dSetTextureState: bump mapping texture options not supported!!\n"));
5124 break;
5125
5126 case SVGA3D_TS_COLOROP: /* SVGA3dTextureCombiner */
5127 case SVGA3D_TS_COLORARG0: /* SVGA3dTextureArgData */
5128 case SVGA3D_TS_COLORARG1: /* SVGA3dTextureArgData */
5129 case SVGA3D_TS_COLORARG2: /* SVGA3dTextureArgData */
5130 case SVGA3D_TS_ALPHAOP: /* SVGA3dTextureCombiner */
5131 case SVGA3D_TS_ALPHAARG0: /* SVGA3dTextureArgData */
5132 case SVGA3D_TS_ALPHAARG1: /* SVGA3dTextureArgData */
5133 case SVGA3D_TS_ALPHAARG2: /* SVGA3dTextureArgData */
5134 /** @todo not used by MesaGL */
5135 Log(("vmsvga3dSetTextureState: colorop/alphaop not yet supported!!\n"));
5136 break;
5137#if 0
5138
5139 case SVGA3D_TS_TEXCOORDINDEX: /* uint32_t */
5140 textureType = D3DTSS_TEXCOORDINDEX;
5141 val = pTextureState[i].value;
5142 break;
5143
5144 case SVGA3D_TS_TEXTURETRANSFORMFLAGS: /* SVGA3dTexTransformFlags */
5145 textureType = D3DTSS_TEXTURETRANSFORMFLAGS;
5146 val = vmsvga3dTextTransformFlags2D3D(pTextureState[i].value);
5147 break;
5148#endif
5149
5150 case SVGA3D_TS_BIND_TEXTURE: /* SVGA3dSurfaceId */
5151 if (pTextureState[i].value == SVGA3D_INVALID_ID)
5152 {
5153 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture surface id=%x replacing=%x\n",
5154 currentStage, pTextureState[i].value, pContext->aSidActiveTextures[currentStage]));
5155
5156 pContext->aSidActiveTextures[currentStage] = SVGA3D_INVALID_ID;
5157 /* Unselect the currently associated texture. */
5158 glBindTexture(GL_TEXTURE_2D, 0);
5159 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5160 /* Necessary for the fixed pipeline. */
5161 glDisable(GL_TEXTURE_2D);
5162 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5163 }
5164 else
5165 {
5166 uint32_t sid = pTextureState[i].value;
5167
5168 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
5169 AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER);
5170
5171 PVMSVGA3DSURFACE pSurface = pState->papSurfaces[sid];
5172
5173 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture surface id=%x (%d,%d) replacing=%x\n",
5174 currentStage, pTextureState[i].value, pSurface->pMipmapLevels[0].mipmapSize.width,
5175 pSurface->pMipmapLevels[0].mipmapSize.height, pContext->aSidActiveTextures[currentStage]));
5176
5177 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
5178 {
5179 Log(("CreateTexture (%d,%d) level=%d\n", pSurface->pMipmapLevels[0].mipmapSize.width, pSurface->pMipmapLevels[0].mipmapSize.height, pSurface->faces[0].numMipLevels));
5180 int rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface);
5181 AssertRCReturn(rc, rc);
5182 }
5183
5184 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
5185 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5186
5187 /* Necessary for the fixed pipeline. */
5188 glEnable(GL_TEXTURE_2D);
5189 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5190
5191 if (pContext->aSidActiveTextures[currentStage] != sid)
5192 {
5193 /* Recreate the texture state as glBindTexture resets them all (sigh). */
5194 for (uint32_t iStage = 0; iStage < RT_ELEMENTS(pContext->state.aTextureStates); iStage++)
5195 {
5196 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aTextureStates[0]); j++)
5197 {
5198 SVGA3dTextureState *pTextureStateIter = &pContext->state.aTextureStates[iStage][j];
5199
5200 if ( pTextureStateIter->name != SVGA3D_TS_INVALID
5201 && pTextureStateIter->name != SVGA3D_TS_BIND_TEXTURE)
5202 vmsvga3dSetTextureState(pThis, pContext->id, 1, pTextureStateIter);
5203 }
5204 }
5205 }
5206 pContext->aSidActiveTextures[currentStage] = sid;
5207 }
5208 /* Finished; continue with the next one. */
5209 continue;
5210
5211 case SVGA3D_TS_ADDRESSW: /* SVGA3dTextureAddress */
5212 textureType = GL_TEXTURE_WRAP_R; /* R = W */
5213 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5214 break;
5215
5216 case SVGA3D_TS_ADDRESSU: /* SVGA3dTextureAddress */
5217 textureType = GL_TEXTURE_WRAP_S; /* S = U */
5218 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5219 break;
5220
5221 case SVGA3D_TS_ADDRESSV: /* SVGA3dTextureAddress */
5222 textureType = GL_TEXTURE_WRAP_T; /* T = V */
5223 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5224 break;
5225
5226 case SVGA3D_TS_MIPFILTER: /* SVGA3dTextureFilter */
5227 case SVGA3D_TS_MINFILTER: /* SVGA3dTextureFilter */
5228 {
5229 uint32_t mipFilter = pContext->state.aTextureStates[currentStage][SVGA3D_TS_MIPFILTER].value;
5230 uint32_t minFilter = pContext->state.aTextureStates[currentStage][SVGA3D_TS_MINFILTER].value;
5231
5232 /* If SVGA3D_TS_MIPFILTER is set to NONE, then use SVGA3D_TS_MIPFILTER, otherwise SVGA3D_TS_MIPFILTER enables mipmap minification. */
5233 textureType = GL_TEXTURE_MIN_FILTER;
5234 if (mipFilter != SVGA3D_TEX_FILTER_NONE)
5235 {
5236 if (minFilter == SVGA3D_TEX_FILTER_NEAREST)
5237 {
5238 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
5239 val = GL_NEAREST_MIPMAP_LINEAR;
5240 else
5241 val = GL_NEAREST_MIPMAP_NEAREST;
5242 }
5243 else
5244 {
5245 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
5246 val = GL_LINEAR_MIPMAP_LINEAR;
5247 else
5248 val = GL_LINEAR_MIPMAP_NEAREST;
5249 }
5250 }
5251 else
5252 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)minFilter);
5253 break;
5254 }
5255
5256 case SVGA3D_TS_MAGFILTER: /* SVGA3dTextureFilter */
5257 textureType = GL_TEXTURE_MAG_FILTER;
5258 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)pTextureState[i].value);
5259 Assert(val == GL_NEAREST || val == GL_LINEAR);
5260 break;
5261
5262 case SVGA3D_TS_BORDERCOLOR: /* SVGA3dColor */
5263 {
5264 GLfloat color[4]; /* red, green, blue, alpha */
5265
5266 vmsvgaColor2GLFloatArray(pTextureState[i].value, &color[0], &color[1], &color[2], &color[3]);
5267
5268 glTexParameterfv(GL_TEXTURE_2D /** @todo flexible type */, GL_TEXTURE_BORDER_COLOR, color); /* Identical; default 0.0 identical too */
5269 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5270 break;
5271 }
5272
5273 case SVGA3D_TS_TEXTURE_LOD_BIAS: /* float */
5274 glTexParameterf(GL_TEXTURE_2D /** @todo flexible type */, GL_TEXTURE_LOD_BIAS, pTextureState[i].value); /* Identical; default 0.0 identical too */
5275 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5276 break;
5277
5278 case SVGA3D_TS_TEXTURE_MIPMAP_LEVEL: /* uint32_t */
5279 textureType = GL_TEXTURE_BASE_LEVEL;
5280 val = pTextureState[i].value;
5281 break;
5282
5283#if 0
5284 case SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL: /* uint32_t */
5285 samplerType = D3DSAMP_MAXANISOTROPY;
5286 val = pTextureState[i].value; /* Identical?? */
5287 break;
5288
5289 case SVGA3D_TS_GAMMA: /* float */
5290 samplerType = D3DSAMP_SRGBTEXTURE;
5291 /* Boolean in D3D */
5292 if (pTextureState[i].floatValue == 1.0f)
5293 val = FALSE;
5294 else
5295 val = TRUE;
5296 break;
5297#endif
5298 /* Internal commands, that don't map directly to the SetTextureStageState API. */
5299 case SVGA3D_TS_TEXCOORDGEN: /* SVGA3dTextureCoordGen */
5300 AssertFailed();
5301 break;
5302
5303 default:
5304 //AssertFailed();
5305 break;
5306 }
5307
5308 if (textureType != ~(GLenum)0)
5309 {
5310 glTexParameteri(GL_TEXTURE_2D /** @todo flexible type */, textureType, val);
5311 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5312 }
5313 }
5314
5315 return VINF_SUCCESS;
5316}
5317
5318int vmsvga3dSetMaterial(PVGASTATE pThis, uint32_t cid, SVGA3dFace face, SVGA3dMaterial *pMaterial)
5319{
5320 PVMSVGA3DCONTEXT pContext;
5321 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5322 AssertReturn(pState, VERR_NO_MEMORY);
5323 GLenum oglFace;
5324
5325 Log(("vmsvga3dSetMaterial cid=%x face %d\n", cid, face));
5326
5327 if ( cid >= pState->cContexts
5328 || pState->papContexts[cid]->id != cid)
5329 {
5330 Log(("vmsvga3dSetMaterial invalid context id!\n"));
5331 return VERR_INVALID_PARAMETER;
5332 }
5333 pContext = pState->papContexts[cid];
5334 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5335
5336 switch (face)
5337 {
5338 case SVGA3D_FACE_NONE:
5339 case SVGA3D_FACE_FRONT:
5340 oglFace = GL_FRONT;
5341 break;
5342
5343 case SVGA3D_FACE_BACK:
5344 oglFace = GL_BACK;
5345 break;
5346
5347 case SVGA3D_FACE_FRONT_BACK:
5348 oglFace = GL_FRONT_AND_BACK;
5349 break;
5350
5351 default:
5352 AssertFailedReturn(VERR_INVALID_PARAMETER);
5353 }
5354
5355 /* Save for vm state save/restore. */
5356 pContext->state.aMaterial[face].fValid = true;
5357 pContext->state.aMaterial[face].material = *pMaterial;
5358 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_MATERIAL;
5359
5360 glMaterialfv(oglFace, GL_DIFFUSE, pMaterial->diffuse);
5361 glMaterialfv(oglFace, GL_AMBIENT, pMaterial->ambient);
5362 glMaterialfv(oglFace, GL_SPECULAR, pMaterial->specular);
5363 glMaterialfv(oglFace, GL_EMISSION, pMaterial->emissive);
5364 glMaterialfv(oglFace, GL_SHININESS, &pMaterial->shininess);
5365 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5366
5367 return VINF_SUCCESS;
5368}
5369
5370/** @todo Move into separate library as we are using logic from Wine here. */
5371int vmsvga3dSetLightData(PVGASTATE pThis, uint32_t cid, uint32_t index, SVGA3dLightData *pData)
5372{
5373 PVMSVGA3DCONTEXT pContext;
5374 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5375 AssertReturn(pState, VERR_NO_MEMORY);
5376 float QuadAttenuation;
5377
5378 Log(("vmsvga3dSetLightData cid=%x index=%d type=%d\n", cid, index, pData->type));
5379
5380 if ( cid >= pState->cContexts
5381 || pState->papContexts[cid]->id != cid)
5382 {
5383 Log(("vmsvga3dSetLightData invalid context id!\n"));
5384 return VERR_INVALID_PARAMETER;
5385 }
5386 pContext = pState->papContexts[cid];
5387 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5388
5389 /* Store for vm state save/restore */
5390 if (index < SVGA3D_MAX_LIGHTS)
5391 {
5392 pContext->state.aLightData[index].fValidData = true;
5393 pContext->state.aLightData[index].data = *pData;
5394 }
5395 else
5396 AssertFailed();
5397
5398 if ( pData->attenuation0 < 0.0f
5399 || pData->attenuation1 < 0.0f
5400 || pData->attenuation2 < 0.0f)
5401 {
5402 Log(("vmsvga3dSetLightData: invalid negative attenuation values!!\n"));
5403 return VINF_SUCCESS; /* ignore; could crash the GL driver */
5404 }
5405
5406 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d */
5407 glMatrixMode(GL_MODELVIEW);
5408 glPushMatrix();
5409 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5410
5411 glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, pData->diffuse);
5412 glLightfv(GL_LIGHT0 + index, GL_SPECULAR, pData->specular);
5413 glLightfv(GL_LIGHT0 + index, GL_AMBIENT, pData->ambient);
5414
5415 if (pData->range * pData->range >= FLT_MIN)
5416 QuadAttenuation = 1.4f / (pData->range * pData->range);
5417 else
5418 QuadAttenuation = 0.0f;
5419
5420 switch (pData->type)
5421 {
5422 case SVGA3D_LIGHTTYPE_POINT:
5423 {
5424 GLfloat position[4];
5425
5426 position[0] = pData->position[0];
5427 position[1] = pData->position[1];
5428 position[2] = pData->position[2];
5429 position[3] = 1.0f;
5430
5431 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5432 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5433
5434 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5435 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5436
5437 /* Attenuation - Are these right? guessing... */
5438 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5439 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5440
5441 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5442 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5443
5444 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5445 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5446
5447 /** @todo range */
5448 break;
5449 }
5450
5451 case SVGA3D_LIGHTTYPE_SPOT1:
5452 {
5453 GLfloat exponent;
5454 GLfloat position[4];
5455 const GLfloat pi = 4.0f * atanf(1.0f);
5456
5457 position[0] = pData->position[0];
5458 position[1] = pData->position[1];
5459 position[2] = pData->position[2];
5460 position[3] = 1.0f;
5461
5462 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5463 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5464
5465 position[0] = pData->direction[0];
5466 position[1] = pData->direction[1];
5467 position[2] = pData->direction[2];
5468 position[3] = 1.0f;
5469
5470 glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, position);
5471 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5472
5473 /*
5474 * opengl-ish and d3d-ish spot lights use too different models for the
5475 * light "intensity" as a function of the angle towards the main light direction,
5476 * so we only can approximate very roughly.
5477 * however spot lights are rather rarely used in games (if ever used at all).
5478 * furthermore if still used, probably nobody pays attention to such details.
5479 */
5480 if (pData->falloff == 0)
5481 {
5482 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
5483 * falloff resp. exponent parameter as an exponent, so the spot light lighting
5484 * will always be 1.0 for both of them, and we don't have to care for the
5485 * rest of the rather complex calculation
5486 */
5487 exponent = 0.0f;
5488 }
5489 else
5490 {
5491 float rho = pData->theta + (pData->phi - pData->theta) / (2 * pData->falloff);
5492 if (rho < 0.0001f)
5493 rho = 0.0001f;
5494 exponent = -0.3f/log(cos(rho/2));
5495 }
5496 if (exponent > 128.0f)
5497 exponent = 128.0f;
5498
5499 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, exponent);
5500 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5501
5502 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, pData->phi * 90.0 / pi);
5503 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5504
5505 /* Attenuation - Are these right? guessing... */
5506 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5507 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5508
5509 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5510 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5511
5512 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5513 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5514
5515 /** @todo range */
5516 break;
5517 }
5518
5519 case SVGA3D_LIGHTTYPE_DIRECTIONAL:
5520 {
5521 GLfloat position[4];
5522
5523 position[0] = -pData->direction[0];
5524 position[1] = -pData->direction[1];
5525 position[2] = -pData->direction[2];
5526 position[3] = 0.0f;
5527
5528 glLightfv(GL_LIGHT0 + index, GL_POSITION, position); /* Note gl uses w position of 0 for direction! */
5529 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5530
5531 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5532 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5533
5534 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, 0.0f);
5535 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5536 break;
5537 }
5538
5539 case SVGA3D_LIGHTTYPE_SPOT2:
5540 default:
5541 Log(("Unsupported light type!!\n"));
5542 return VERR_INVALID_PARAMETER;
5543 }
5544
5545 /* Restore the modelview matrix */
5546 glPopMatrix();
5547
5548 return VINF_SUCCESS;
5549}
5550
5551int vmsvga3dSetLightEnabled(PVGASTATE pThis, uint32_t cid, uint32_t index, uint32_t enabled)
5552{
5553 PVMSVGA3DCONTEXT pContext;
5554 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5555 AssertReturn(pState, VERR_NO_MEMORY);
5556
5557 Log(("vmsvga3dSetLightEnabled cid=%x %d -> %d\n", cid, index, enabled));
5558
5559 if ( cid >= pState->cContexts
5560 || pState->papContexts[cid]->id != cid)
5561 {
5562 Log(("vmsvga3dSetLightEnabled invalid context id!\n"));
5563 return VERR_INVALID_PARAMETER;
5564 }
5565 pContext = pState->papContexts[cid];
5566 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5567
5568 /* Store for vm state save/restore */
5569 if (index < SVGA3D_MAX_LIGHTS)
5570 pContext->state.aLightData[index].fEnabled = !!enabled;
5571 else
5572 AssertFailed();
5573
5574 if (enabled)
5575 {
5576 /* Load the default settings if none have been set yet. */
5577 if (!pContext->state.aLightData[index].fValidData)
5578 vmsvga3dSetLightData(pThis, cid, index, (SVGA3dLightData *)&vmsvga3d_default_light);
5579 glEnable(GL_LIGHT0 + index);
5580 }
5581 else
5582 glDisable(GL_LIGHT0 + index);
5583
5584 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5585 return VINF_SUCCESS;
5586}
5587
5588int vmsvga3dSetViewPort(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5589{
5590 PVMSVGA3DCONTEXT pContext;
5591 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5592 AssertReturn(pState, VERR_NO_MEMORY);
5593
5594 Log(("vmsvga3dSetViewPort cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5595
5596 if ( cid >= pState->cContexts
5597 || pState->papContexts[cid]->id != cid)
5598 {
5599 Log(("vmsvga3dSetViewPort invalid context id!\n"));
5600 return VERR_INVALID_PARAMETER;
5601 }
5602 pContext = pState->papContexts[cid];
5603 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5604
5605 /* Save for vm state save/restore. */
5606 pContext->state.RectViewPort = *pRect;
5607 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VIEWPORT;
5608
5609 /** @todo y-inversion for partial viewport coordinates? */
5610 glViewport(pRect->x, pRect->y, pRect->w, pRect->h);
5611 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5612
5613 /* Reset the projection matrix as that relies on the viewport setting. */
5614 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5615 {
5616 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5617 }
5618 else
5619 {
5620 float matrix[16];
5621
5622 /* identity matrix if no matrix set. */
5623 memset(matrix, 0, sizeof(matrix));
5624 matrix[0] = 1.0;
5625 matrix[5] = 1.0;
5626 matrix[10] = 1.0;
5627 matrix[15] = 1.0;
5628 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, matrix);
5629 }
5630
5631 return VINF_SUCCESS;
5632}
5633
5634int vmsvga3dSetClipPlane(PVGASTATE pThis, uint32_t cid, uint32_t index, float plane[4])
5635{
5636 PVMSVGA3DCONTEXT pContext;
5637 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5638 AssertReturn(pState, VERR_NO_MEMORY);
5639 double oglPlane[4];
5640
5641 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)));
5642 AssertReturn(index < SVGA3D_CLIPPLANE_MAX, VERR_INVALID_PARAMETER);
5643
5644 if ( cid >= pState->cContexts
5645 || pState->papContexts[cid]->id != cid)
5646 {
5647 Log(("vmsvga3dSetClipPlane invalid context id!\n"));
5648 return VERR_INVALID_PARAMETER;
5649 }
5650 pContext = pState->papContexts[cid];
5651 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5652
5653 /* Store for vm state save/restore. */
5654 pContext->state.aClipPlane[index].fValid = true;
5655 memcpy(pContext->state.aClipPlane[index].plane, plane, sizeof(pContext->state.aClipPlane[index].plane));
5656
5657 /** @todo clip plane affected by model view in OpenGL & view in D3D + vertex shader -> not transformed (see Wine; state.c clipplane) */
5658 oglPlane[0] = (double)plane[0];
5659 oglPlane[1] = (double)plane[1];
5660 oglPlane[2] = (double)plane[2];
5661 oglPlane[3] = (double)plane[3];
5662
5663 glClipPlane(GL_CLIP_PLANE0 + index, oglPlane);
5664 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5665
5666 return VINF_SUCCESS;
5667}
5668
5669int vmsvga3dSetScissorRect(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5670{
5671 PVMSVGA3DCONTEXT pContext;
5672 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5673 AssertReturn(pState, VERR_NO_MEMORY);
5674
5675 Log(("vmsvga3dSetScissorRect cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5676
5677 if ( cid >= pState->cContexts
5678 || pState->papContexts[cid]->id != cid)
5679 {
5680 Log(("vmsvga3dSetScissorRect invalid context id!\n"));
5681 return VERR_INVALID_PARAMETER;
5682 }
5683 pContext = pState->papContexts[cid];
5684 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5685
5686 /* Store for vm state save/restore. */
5687 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_SCISSORRECT;
5688 pContext->state.RectScissor = *pRect;
5689
5690 glScissor(pRect->x, pRect->y, pRect->w, pRect->h);
5691 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5692
5693 return VINF_SUCCESS;
5694}
5695
5696static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha)
5697{
5698 /* Convert byte color components to float (0-1.0) */
5699 *pAlpha = (GLfloat)(color >> 24) / 255.0;
5700 *pRed = (GLfloat)((color >> 16) & 0xff) / 255.0;
5701 *pGreen = (GLfloat)((color >> 8) & 0xff) / 255.0;
5702 *pBlue = (GLfloat)(color & 0xff) / 255.0;
5703}
5704
5705int vmsvga3dCommandClear(PVGASTATE pThis, uint32_t cid, SVGA3dClearFlag clearFlag, uint32_t color, float depth, uint32_t stencil,
5706 uint32_t cRects, SVGA3dRect *pRect)
5707{
5708 GLbitfield mask = 0;
5709 PVMSVGA3DCONTEXT pContext;
5710 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5711 AssertReturn(pState, VERR_NO_MEMORY);
5712 GLboolean fDepthWriteEnabled = GL_FALSE;
5713
5714 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));
5715
5716 if ( cid >= pState->cContexts
5717 || pState->papContexts[cid]->id != cid)
5718 {
5719 Log(("vmsvga3dCommandClear invalid context id!\n"));
5720 return VERR_INVALID_PARAMETER;
5721 }
5722 pContext = pState->papContexts[cid];
5723 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5724
5725 if (clearFlag & SVGA3D_CLEAR_COLOR)
5726 {
5727 GLfloat red, green, blue, alpha;
5728
5729 vmsvgaColor2GLFloatArray(color, &red, &green, &blue, &alpha);
5730
5731 /* Set the color clear value. */
5732 glClearColor(red, green, blue, alpha);
5733
5734 mask |= GL_COLOR_BUFFER_BIT;
5735 }
5736 if (clearFlag & SVGA3D_CLEAR_STENCIL)
5737 {
5738 /** @todo possibly the same problem as with glDepthMask */
5739 glClearStencil(stencil);
5740 mask |= GL_STENCIL_BUFFER_BIT;
5741 }
5742 if (clearFlag & SVGA3D_CLEAR_DEPTH)
5743 {
5744 glClearDepth((GLdouble)depth);
5745 mask |= GL_DEPTH_BUFFER_BIT;
5746
5747 /* glClear will not clear the depth buffer if writing is disabled. */
5748 glGetBooleanv(GL_DEPTH_WRITEMASK, &fDepthWriteEnabled);
5749 if (fDepthWriteEnabled == GL_FALSE)
5750 glDepthMask(GL_TRUE);
5751 }
5752
5753 if (cRects)
5754 {
5755 /* Save the current scissor test bit and scissor box. */
5756 glPushAttrib(GL_SCISSOR_BIT);
5757 glEnable(GL_SCISSOR_TEST);
5758 for (unsigned i=0; i < cRects; i++)
5759 {
5760 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));
5761 glScissor(pRect[i].x, pRect[i].y, pRect[i].w, pRect[i].h);
5762 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5763 glClear(mask);
5764 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5765 }
5766 /* Restore the old scissor test bit and box */
5767 glPopAttrib();
5768 }
5769 else
5770 {
5771 glClear(mask);
5772 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5773 }
5774
5775 /* Restore depth write state. */
5776 if ( (clearFlag & SVGA3D_CLEAR_DEPTH)
5777 && fDepthWriteEnabled == GL_FALSE)
5778 glDepthMask(GL_FALSE);
5779
5780 return VINF_SUCCESS;
5781}
5782
5783/* Convert VMWare vertex declaration to its OpenGL equivalent. */
5784int vmsvga3dVertexDecl2OGL(SVGA3dVertexArrayIdentity &identity, GLint &size, GLenum &type, GLboolean &normalized)
5785{
5786 normalized = GL_FALSE;
5787 switch (identity.type)
5788 {
5789 case SVGA3D_DECLTYPE_FLOAT1:
5790 size = 1;
5791 type = GL_FLOAT;
5792 break;
5793 case SVGA3D_DECLTYPE_FLOAT2:
5794 size = 2;
5795 type = GL_FLOAT;
5796 break;
5797 case SVGA3D_DECLTYPE_FLOAT3:
5798 size = 3;
5799 type = GL_FLOAT;
5800 break;
5801 case SVGA3D_DECLTYPE_FLOAT4:
5802 size = 4;
5803 type = GL_FLOAT;
5804 break;
5805
5806 case SVGA3D_DECLTYPE_D3DCOLOR:
5807 size = GL_BGRA; /* @note requires GL_ARB_vertex_array_bgra */
5808 type = GL_UNSIGNED_BYTE;
5809 normalized = GL_TRUE; /* glVertexAttribPointer fails otherwise */
5810 break;
5811
5812 case SVGA3D_DECLTYPE_UBYTE4N:
5813 normalized = GL_TRUE;
5814 RT_FALL_THRU();
5815 case SVGA3D_DECLTYPE_UBYTE4:
5816 size = 4;
5817 type = GL_UNSIGNED_BYTE;
5818 break;
5819
5820 case SVGA3D_DECLTYPE_SHORT2N:
5821 normalized = GL_TRUE;
5822 RT_FALL_THRU();
5823 case SVGA3D_DECLTYPE_SHORT2:
5824 size = 2;
5825 type = GL_SHORT;
5826 break;
5827
5828 case SVGA3D_DECLTYPE_SHORT4N:
5829 normalized = GL_TRUE;
5830 RT_FALL_THRU();
5831 case SVGA3D_DECLTYPE_SHORT4:
5832 size = 4;
5833 type = GL_SHORT;
5834 break;
5835
5836 case SVGA3D_DECLTYPE_USHORT4N:
5837 normalized = GL_TRUE;
5838 size = 4;
5839 type = GL_UNSIGNED_SHORT;
5840 break;
5841
5842 case SVGA3D_DECLTYPE_USHORT2N:
5843 normalized = GL_TRUE;
5844 size = 2;
5845 type = GL_UNSIGNED_SHORT;
5846 break;
5847
5848 case SVGA3D_DECLTYPE_UDEC3:
5849 size = 3;
5850 type = GL_UNSIGNED_INT_2_10_10_10_REV; /** @todo correct? */
5851 break;
5852
5853 case SVGA3D_DECLTYPE_DEC3N:
5854 normalized = true;
5855 size = 3;
5856 type = GL_INT_2_10_10_10_REV; /** @todo correct? */
5857 break;
5858
5859 case SVGA3D_DECLTYPE_FLOAT16_2:
5860 size = 2;
5861 type = GL_HALF_FLOAT;
5862 break;
5863 case SVGA3D_DECLTYPE_FLOAT16_4:
5864 size = 4;
5865 type = GL_HALF_FLOAT;
5866 break;
5867 default:
5868 AssertFailedReturn(VERR_INVALID_PARAMETER);
5869 }
5870
5871 //pVertexElement->Method = identity.method;
5872 //pVertexElement->Usage = identity.usage;
5873
5874 return VINF_SUCCESS;
5875}
5876
5877/* Convert VMWare primitive type to its OpenGL equivalent. */
5878/* Calculate the vertex count based on the primitive type and nr of primitives. */
5879int vmsvga3dPrimitiveType2OGL(SVGA3dPrimitiveType PrimitiveType, GLenum *pMode, uint32_t cPrimitiveCount, uint32_t *pcVertices)
5880{
5881 switch (PrimitiveType)
5882 {
5883 case SVGA3D_PRIMITIVE_TRIANGLELIST:
5884 *pMode = GL_TRIANGLES;
5885 *pcVertices = cPrimitiveCount * 3;
5886 break;
5887 case SVGA3D_PRIMITIVE_POINTLIST:
5888 *pMode = GL_POINTS;
5889 *pcVertices = cPrimitiveCount;
5890 break;
5891 case SVGA3D_PRIMITIVE_LINELIST:
5892 *pMode = GL_LINES;
5893 *pcVertices = cPrimitiveCount * 2;
5894 break;
5895 case SVGA3D_PRIMITIVE_LINESTRIP:
5896 *pMode = GL_LINE_STRIP;
5897 *pcVertices = cPrimitiveCount + 1;
5898 break;
5899 case SVGA3D_PRIMITIVE_TRIANGLESTRIP:
5900 *pMode = GL_TRIANGLE_STRIP;
5901 *pcVertices = cPrimitiveCount + 2;
5902 break;
5903 case SVGA3D_PRIMITIVE_TRIANGLEFAN:
5904 *pMode = GL_TRIANGLE_FAN;
5905 *pcVertices = cPrimitiveCount + 2;
5906 break;
5907 default:
5908 return VERR_INVALID_PARAMETER;
5909 }
5910 return VINF_SUCCESS;
5911}
5912
5913int vmsvga3dResetTransformMatrices(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext)
5914{
5915 int rc;
5916
5917 /* Reset the view matrix (also takes the world matrix into account). */
5918 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid == true)
5919 {
5920 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5921 }
5922 else
5923 {
5924 float matrix[16];
5925
5926 /* identity matrix if no matrix set. */
5927 memset(matrix, 0, sizeof(matrix));
5928 matrix[0] = 1.0;
5929 matrix[5] = 1.0;
5930 matrix[10] = 1.0;
5931 matrix[15] = 1.0;
5932 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, matrix);
5933 }
5934
5935 /* Reset the projection matrix. */
5936 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5937 {
5938 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5939 }
5940 else
5941 {
5942 float matrix[16];
5943
5944 /* identity matrix if no matrix set. */
5945 memset(matrix, 0, sizeof(matrix));
5946 matrix[0] = 1.0;
5947 matrix[5] = 1.0;
5948 matrix[10] = 1.0;
5949 matrix[15] = 1.0;
5950 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, matrix);
5951 }
5952 AssertRC(rc);
5953 return rc;
5954}
5955
5956int vmsvga3dDrawPrimitivesProcessVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
5957{
5958 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5959 unsigned sidVertex = pVertexDecl[0].array.surfaceId;
5960 PVMSVGA3DSURFACE pVertexSurface;
5961
5962 AssertReturn(sidVertex < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
5963 AssertReturn(sidVertex < pState->cSurfaces && pState->papSurfaces[sidVertex]->id == sidVertex, VERR_INVALID_PARAMETER);
5964
5965 pVertexSurface = pState->papSurfaces[sidVertex];
5966 Log(("vmsvga3dDrawPrimitives: vertex surface %x\n", sidVertex));
5967
5968 /* Create and/or bind the vertex buffer. */
5969 if (pVertexSurface->oglId.buffer == OPENGL_INVALID_ID)
5970 {
5971 Log(("vmsvga3dDrawPrimitives: create vertex buffer fDirty=%d size=%x bytes\n", pVertexSurface->fDirty, pVertexSurface->pMipmapLevels[0].cbSurface));
5972 PVMSVGA3DCONTEXT pSavedCtx = pContext;
5973 pContext = &pState->SharedCtx;
5974 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5975
5976 pState->ext.glGenBuffers(1, &pVertexSurface->oglId.buffer);
5977 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5978
5979 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
5980 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5981
5982 Assert(pVertexSurface->fDirty);
5983 /** @todo rethink usage dynamic/static */
5984 pState->ext.glBufferData(GL_ARRAY_BUFFER, pVertexSurface->pMipmapLevels[0].cbSurface, pVertexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
5985 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5986
5987 pVertexSurface->pMipmapLevels[0].fDirty = false;
5988 pVertexSurface->fDirty = false;
5989
5990 pVertexSurface->surfaceFlags |= SVGA3D_SURFACE_HINT_VERTEXBUFFER;
5991
5992 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, OPENGL_INVALID_ID);
5993 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5994
5995 pContext = pSavedCtx;
5996 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5997 }
5998
5999 Assert(pVertexSurface->fDirty == false);
6000 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
6001 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6002
6003 /* Setup the vertex declarations. */
6004 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6005 {
6006 GLint size;
6007 GLenum type;
6008 GLboolean normalized;
6009 GLuint index = iVertexDeclBase + iVertex;
6010
6011 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));
6012
6013 int rc = vmsvga3dVertexDecl2OGL(pVertexDecl[iVertex].identity, size, type, normalized);
6014 AssertRCReturn(rc, rc);
6015
6016 if (pContext->state.shidVertex != SVGA_ID_INVALID)
6017 {
6018 /* Use numbered vertex arrays when shaders are active. */
6019 pState->ext.glEnableVertexAttribArray(index);
6020 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6021 pState->ext.glVertexAttribPointer(index, size, type, normalized, pVertexDecl[iVertex].array.stride,
6022 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6023 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6024 /** @todo case SVGA3D_DECLUSAGE_COLOR: color component order not identical!! test GL_BGRA!! */
6025 }
6026 else
6027 {
6028 /* Use the predefined selection of vertex streams for the fixed pipeline. */
6029 switch (pVertexDecl[iVertex].identity.usage)
6030 {
6031 case SVGA3D_DECLUSAGE_POSITIONT:
6032 case SVGA3D_DECLUSAGE_POSITION:
6033 {
6034 glEnableClientState(GL_VERTEX_ARRAY);
6035 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6036 glVertexPointer(size, type, pVertexDecl[iVertex].array.stride,
6037 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6038 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6039 break;
6040 }
6041 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
6042 AssertFailed();
6043 break;
6044 case SVGA3D_DECLUSAGE_BLENDINDICES:
6045 AssertFailed();
6046 break;
6047 case SVGA3D_DECLUSAGE_NORMAL:
6048 glEnableClientState(GL_NORMAL_ARRAY);
6049 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6050 glNormalPointer(type, pVertexDecl[iVertex].array.stride,
6051 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6052 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6053 break;
6054 case SVGA3D_DECLUSAGE_PSIZE:
6055 AssertFailed();
6056 break;
6057 case SVGA3D_DECLUSAGE_TEXCOORD:
6058 /* Specify the affected texture unit. */
6059#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
6060 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6061#else
6062 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6063#endif
6064 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
6065 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6066 glTexCoordPointer(size, type, pVertexDecl[iVertex].array.stride,
6067 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6068 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6069 break;
6070 case SVGA3D_DECLUSAGE_TANGENT:
6071 AssertFailed();
6072 break;
6073 case SVGA3D_DECLUSAGE_BINORMAL:
6074 AssertFailed();
6075 break;
6076 case SVGA3D_DECLUSAGE_TESSFACTOR:
6077 AssertFailed();
6078 break;
6079 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! test GL_BGRA!! */
6080 glEnableClientState(GL_COLOR_ARRAY);
6081 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6082 glColorPointer(size, type, pVertexDecl[iVertex].array.stride,
6083 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6084 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6085 break;
6086 case SVGA3D_DECLUSAGE_FOG:
6087 glEnableClientState(GL_FOG_COORD_ARRAY);
6088 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6089 pState->ext.glFogCoordPointer(type, pVertexDecl[iVertex].array.stride,
6090 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6091 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6092 break;
6093 case SVGA3D_DECLUSAGE_DEPTH:
6094 AssertFailed();
6095 break;
6096 case SVGA3D_DECLUSAGE_SAMPLE:
6097 AssertFailed();
6098 break;
6099 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6100 }
6101 }
6102
6103#ifdef LOG_ENABLED
6104 if (pVertexDecl[iVertex].array.stride == 0)
6105 Log(("vmsvga3dDrawPrimitives: stride == 0! Can be valid\n"));
6106#endif
6107 }
6108
6109 return VINF_SUCCESS;
6110}
6111
6112int vmsvga3dDrawPrimitivesCleanupVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
6113{
6114 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6115
6116 /* Clean up the vertex declarations. */
6117 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6118 {
6119 if (pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT)
6120 {
6121 /* Reset the transformation matrices in case of a switch back from pretransformed mode. */
6122 Log(("vmsvga3dDrawPrimitivesCleanupVertexDecls: reset world and projection matrices after transformation reset (pre-transformed -> transformed)\n"));
6123 vmsvga3dResetTransformMatrices(pThis, pContext);
6124 }
6125
6126 if (pContext->state.shidVertex != SVGA_ID_INVALID)
6127 {
6128 /* Use numbered vertex arrays when shaders are active. */
6129 pState->ext.glDisableVertexAttribArray(iVertexDeclBase + iVertex);
6130 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6131 }
6132 else
6133 {
6134 /* Use the predefined selection of vertex streams for the fixed pipeline. */
6135 switch (pVertexDecl[iVertex].identity.usage)
6136 {
6137 case SVGA3D_DECLUSAGE_POSITION:
6138 case SVGA3D_DECLUSAGE_POSITIONT:
6139 glDisableClientState(GL_VERTEX_ARRAY);
6140 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6141 break;
6142 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
6143 break;
6144 case SVGA3D_DECLUSAGE_BLENDINDICES:
6145 break;
6146 case SVGA3D_DECLUSAGE_NORMAL:
6147 glDisableClientState(GL_NORMAL_ARRAY);
6148 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6149 break;
6150 case SVGA3D_DECLUSAGE_PSIZE:
6151 break;
6152 case SVGA3D_DECLUSAGE_TEXCOORD:
6153 /* Specify the affected texture unit. */
6154#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
6155 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6156#else
6157 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6158#endif
6159 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
6160 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6161 break;
6162 case SVGA3D_DECLUSAGE_TANGENT:
6163 break;
6164 case SVGA3D_DECLUSAGE_BINORMAL:
6165 break;
6166 case SVGA3D_DECLUSAGE_TESSFACTOR:
6167 break;
6168 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! */
6169 glDisableClientState(GL_COLOR_ARRAY);
6170 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6171 break;
6172 case SVGA3D_DECLUSAGE_FOG:
6173 glDisableClientState(GL_FOG_COORD_ARRAY);
6174 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6175 break;
6176 case SVGA3D_DECLUSAGE_DEPTH:
6177 break;
6178 case SVGA3D_DECLUSAGE_SAMPLE:
6179 break;
6180 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6181 }
6182 }
6183 }
6184 /* Unbind the vertex buffer after usage. */
6185 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
6186 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6187 return VINF_SUCCESS;
6188}
6189
6190int vmsvga3dDrawPrimitives(PVGASTATE pThis, uint32_t cid, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl,
6191 uint32_t numRanges, SVGA3dPrimitiveRange *pRange, uint32_t cVertexDivisor,
6192 SVGA3dVertexDivisor *pVertexDivisor)
6193{
6194 RT_NOREF(pVertexDivisor);
6195 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6196 AssertReturn(pState, VERR_INTERNAL_ERROR);
6197 PVMSVGA3DCONTEXT pContext;
6198 int rc = VERR_NOT_IMPLEMENTED;
6199 uint32_t iCurrentVertex;
6200
6201 Log(("vmsvga3dDrawPrimitives cid=%x numVertexDecls=%d numRanges=%d, cVertexDivisor=%d\n", cid, numVertexDecls, numRanges, cVertexDivisor));
6202
6203 /* Caller already check these, but it cannot hurt to check again... */
6204 AssertReturn(numVertexDecls && numVertexDecls <= SVGA3D_MAX_VERTEX_ARRAYS, VERR_INVALID_PARAMETER);
6205 AssertReturn(numRanges && numRanges <= SVGA3D_MAX_DRAW_PRIMITIVE_RANGES, VERR_INVALID_PARAMETER);
6206 AssertReturn(!cVertexDivisor || cVertexDivisor == numVertexDecls, VERR_INVALID_PARAMETER);
6207
6208 /** @todo Non-zero cVertexDivisor */
6209 Assert(!cVertexDivisor);
6210
6211 if ( cid >= pState->cContexts
6212 || pState->papContexts[cid]->id != cid)
6213 {
6214 Log(("vmsvga3dDrawPrimitives invalid context id!\n"));
6215 return VERR_INVALID_PARAMETER;
6216 }
6217 pContext = pState->papContexts[cid];
6218 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6219
6220 /* Check for pretransformed vertex declarations. */
6221 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6222 {
6223 switch (pVertexDecl[iVertex].identity.usage)
6224 {
6225 case SVGA3D_DECLUSAGE_POSITIONT:
6226 Log(("ShaderSetPositionTransformed: (%d,%d)\n", pContext->state.RectViewPort.w, pContext->state.RectViewPort.h));
6227 RT_FALL_THRU();
6228 case SVGA3D_DECLUSAGE_POSITION:
6229 ShaderSetPositionTransformed(pContext->pShaderContext, pContext->state.RectViewPort.w,
6230 pContext->state.RectViewPort.h,
6231 pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT);
6232 break;
6233 default: /* Shut up MSC. */ break;
6234 }
6235 }
6236
6237 /* Flush any shader changes; after (!) checking the vertex declarations to deal with pre-transformed vertices. */
6238 if (pContext->pShaderContext)
6239 {
6240 uint32_t rtHeight = 0;
6241
6242 if (pContext->state.aRenderTargets[SVGA3D_RT_COLOR0] != SVGA_ID_INVALID)
6243 {
6244 PVMSVGA3DSURFACE pRenderTarget = pState->papSurfaces[pContext->state.aRenderTargets[SVGA3D_RT_COLOR0]];
6245 rtHeight = pRenderTarget->pMipmapLevels[0].mipmapSize.height;
6246 }
6247
6248 ShaderUpdateState(pContext->pShaderContext, rtHeight);
6249 }
6250
6251 /* Process all vertex declarations. Each vertex buffer is represented by one stream. */
6252 iCurrentVertex = 0;
6253 while (iCurrentVertex < numVertexDecls)
6254 {
6255 uint32_t sidVertex = SVGA_ID_INVALID;
6256 uint32_t iVertex;
6257
6258 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6259 {
6260 if ( sidVertex != SVGA_ID_INVALID
6261 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6262 )
6263 break;
6264 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6265 }
6266
6267 rc = vmsvga3dDrawPrimitivesProcessVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
6268 AssertRCReturn(rc, rc);
6269
6270 iCurrentVertex = iVertex;
6271 }
6272
6273 /* Now draw the primitives. */
6274 for (unsigned iPrimitive = 0; iPrimitive < numRanges; iPrimitive++)
6275 {
6276 GLenum modeDraw;
6277 unsigned sidIndex = pRange[iPrimitive].indexArray.surfaceId;
6278 PVMSVGA3DSURFACE pIndexSurface = NULL;
6279 unsigned cVertices;
6280
6281 Log(("Primitive %d: type %s\n", iPrimitive, vmsvga3dPrimitiveType2String(pRange[iPrimitive].primType)));
6282 rc = vmsvga3dPrimitiveType2OGL(pRange[iPrimitive].primType, &modeDraw, pRange[iPrimitive].primitiveCount, &cVertices);
6283 if (RT_FAILURE(rc))
6284 {
6285 AssertRC(rc);
6286 goto internal_error;
6287 }
6288
6289 if (sidIndex != SVGA3D_INVALID_ID)
6290 {
6291 AssertMsg(pRange[iPrimitive].indexWidth == sizeof(uint32_t) || pRange[iPrimitive].indexWidth == sizeof(uint16_t), ("Unsupported primitive width %d\n", pRange[iPrimitive].indexWidth));
6292
6293 if ( sidIndex >= SVGA3D_MAX_SURFACE_IDS
6294 || sidIndex >= pState->cSurfaces
6295 || pState->papSurfaces[sidIndex]->id != sidIndex)
6296 {
6297 Assert(sidIndex < SVGA3D_MAX_SURFACE_IDS);
6298 Assert(sidIndex < pState->cSurfaces && pState->papSurfaces[sidIndex]->id == sidIndex);
6299 rc = VERR_INVALID_PARAMETER;
6300 goto internal_error;
6301 }
6302 pIndexSurface = pState->papSurfaces[sidIndex];
6303 Log(("vmsvga3dDrawPrimitives: index surface %x\n", sidIndex));
6304
6305 if (pIndexSurface->oglId.buffer == OPENGL_INVALID_ID)
6306 {
6307 Log(("vmsvga3dDrawPrimitives: create index buffer fDirty=%d size=%x bytes\n", pIndexSurface->fDirty, pIndexSurface->pMipmapLevels[0].cbSurface));
6308 pContext = &pState->SharedCtx;
6309 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6310
6311 pState->ext.glGenBuffers(1, &pIndexSurface->oglId.buffer);
6312 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6313
6314 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6315 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6316
6317 Assert(pIndexSurface->fDirty);
6318
6319 /** @todo rethink usage dynamic/static */
6320 pState->ext.glBufferData(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->pMipmapLevels[0].cbSurface, pIndexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
6321 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6322
6323 pIndexSurface->pMipmapLevels[0].fDirty = false;
6324 pIndexSurface->fDirty = false;
6325
6326 pIndexSurface->surfaceFlags |= SVGA3D_SURFACE_HINT_INDEXBUFFER;
6327
6328 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, OPENGL_INVALID_ID);
6329 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6330
6331 pContext = pState->papContexts[cid];
6332 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6333 }
6334 Assert(pIndexSurface->fDirty == false);
6335
6336 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6337 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6338 }
6339
6340 if (!pIndexSurface)
6341 {
6342 /* Render without an index buffer */
6343 Log(("DrawPrimitive %x cPrimitives=%d cVertices=%d index index bias=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pRange[iPrimitive].indexBias));
6344 glDrawArrays(modeDraw, pRange[iPrimitive].indexBias, cVertices);
6345 }
6346 else
6347 {
6348 GLenum indexType;
6349
6350 Assert(pRange[iPrimitive].indexBias >= 0); /** @todo indexBias */
6351 Assert(pRange[iPrimitive].indexWidth == pRange[iPrimitive].indexArray.stride);
6352
6353 if (pRange[iPrimitive].indexWidth == sizeof(uint8_t))
6354 {
6355 indexType = GL_UNSIGNED_BYTE;
6356 }
6357 else
6358 if (pRange[iPrimitive].indexWidth == sizeof(uint16_t))
6359 {
6360 indexType = GL_UNSIGNED_SHORT;
6361 }
6362 else
6363 {
6364 Assert(pRange[iPrimitive].indexWidth == sizeof(uint32_t));
6365 indexType = GL_UNSIGNED_INT;
6366 }
6367
6368 /* Render with an index buffer */
6369 Log(("DrawIndexedPrimitive %x cPrimitives=%d cVertices=%d hint.first=%d hint.last=%d index offset=%d primitivecount=%d index width=%d index bias=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pVertexDecl[0].rangeHint.first, pVertexDecl[0].rangeHint.last, pRange[iPrimitive].indexArray.offset, pRange[iPrimitive].primitiveCount, pRange[iPrimitive].indexWidth, pRange[iPrimitive].indexBias));
6370 if (pRange[iPrimitive].indexBias == 0)
6371 glDrawElements(modeDraw,
6372 cVertices,
6373 indexType,
6374 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset); /* byte offset in indices buffer */
6375 else
6376 pState->ext.glDrawElementsBaseVertex(modeDraw,
6377 cVertices,
6378 indexType,
6379 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
6380 pRange[iPrimitive].indexBias); /* basevertex */
6381
6382 /* Unbind the index buffer after usage. */
6383 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
6384 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6385 }
6386 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6387 }
6388
6389internal_error:
6390
6391 /* Deactivate the vertex declarations. */
6392 iCurrentVertex = 0;
6393 while (iCurrentVertex < numVertexDecls)
6394 {
6395 uint32_t sidVertex = SVGA_ID_INVALID;
6396 uint32_t iVertex;
6397
6398 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6399 {
6400 if ( sidVertex != SVGA_ID_INVALID
6401 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6402 )
6403 break;
6404 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6405 }
6406
6407 rc = vmsvga3dDrawPrimitivesCleanupVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
6408 AssertRCReturn(rc, rc);
6409
6410 iCurrentVertex = iVertex;
6411 }
6412#ifdef DEBUG
6413 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTextures); i++)
6414 {
6415 if (pContext->aSidActiveTextures[i] != SVGA3D_INVALID_ID)
6416 {
6417 GLint activeTexture = 0;
6418 GLint activeTextureUnit = 0;
6419
6420 glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureUnit);
6421 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6422 pState->ext.glActiveTexture(GL_TEXTURE0 + i);
6423 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6424
6425 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
6426 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6427 pState->ext.glActiveTexture(activeTextureUnit);
6428 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6429
6430# if 0 /* Aren't we checking whether 'activeTexture' on texture unit 'i' matches what we expected? This works if only one unit is active, but if both are it _will_ fail for one of them. */
6431 if (pContext->aSidActiveTextures[activeTextureUnit - GL_TEXTURE0] != SVGA3D_INVALID_ID)
6432 {
6433 PVMSVGA3DSURFACE pTexture;
6434 pTexture = pState->papSurfaces[pContext->aSidActiveTextures[activeTextureUnit - GL_TEXTURE0]];
6435
6436 AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture, ("%x vs %x unit %d - %d\n", pTexture->oglId.texture, activeTexture, i, activeTextureUnit - GL_TEXTURE0));
6437 }
6438# else
6439 PVMSVGA3DSURFACE pTexture = pState->papSurfaces[pContext->aSidActiveTextures[i]];
6440 AssertMsg(pTexture->id == pContext->aSidActiveTextures[i], ("%x vs %x\n", pTexture->id, pContext->aSidActiveTextures[i]));
6441 AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture,
6442 ("%x vs %x unit %d (active unit %d) sid=%x\n", pTexture->oglId.texture, activeTexture, i,
6443 activeTextureUnit - GL_TEXTURE0, pContext->aSidActiveTextures[i]));
6444# endif
6445 }
6446 }
6447#endif
6448
6449#ifdef DEBUG_GFX_WINDOW
6450 if (pContext->state.aRenderTargets[SVGA3D_RT_COLOR0])
6451 {
6452 SVGA3dCopyRect rect;
6453
6454 rect.srcx = rect.srcy = rect.x = rect.y = 0;
6455 rect.w = pContext->state.RectViewPort.w;
6456 rect.h = pContext->state.RectViewPort.h;
6457 vmsvga3dCommandPresent(pThis, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0], 0, NULL);
6458 }
6459#endif
6460
6461 return rc;
6462}
6463
6464
6465int vmsvga3dShaderDefine(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type, uint32_t cbData, uint32_t *pShaderData)
6466{
6467 PVMSVGA3DCONTEXT pContext;
6468 PVMSVGA3DSHADER pShader;
6469 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6470 AssertReturn(pState, VERR_NO_MEMORY);
6471 int rc;
6472
6473 Log(("vmsvga3dShaderDefine cid=%x shid=%x type=%s cbData=%x\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cbData));
6474 Log3(("shader code:\n%.*Rhxd\n", cbData, pShaderData));
6475
6476 if ( cid >= pState->cContexts
6477 || pState->papContexts[cid]->id != cid)
6478 {
6479 Log(("vmsvga3dShaderDefine invalid context id!\n"));
6480 return VERR_INVALID_PARAMETER;
6481 }
6482 pContext = pState->papContexts[cid];
6483 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6484
6485 AssertReturn(shid < SVGA3D_MAX_SHADER_IDS, VERR_INVALID_PARAMETER);
6486 if (type == SVGA3D_SHADERTYPE_VS)
6487 {
6488 if (shid >= pContext->cVertexShaders)
6489 {
6490 void *pvNew = RTMemRealloc(pContext->paVertexShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6491 AssertReturn(pvNew, VERR_NO_MEMORY);
6492 pContext->paVertexShader = (PVMSVGA3DSHADER)pvNew;
6493 memset(&pContext->paVertexShader[pContext->cVertexShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cVertexShaders));
6494 for (uint32_t i = pContext->cVertexShaders; i < shid + 1; i++)
6495 pContext->paVertexShader[i].id = SVGA3D_INVALID_ID;
6496 pContext->cVertexShaders = shid + 1;
6497 }
6498 /* If one already exists with this id, then destroy it now. */
6499 if (pContext->paVertexShader[shid].id != SVGA3D_INVALID_ID)
6500 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paVertexShader[shid].type);
6501
6502 pShader = &pContext->paVertexShader[shid];
6503 }
6504 else
6505 {
6506 Assert(type == SVGA3D_SHADERTYPE_PS);
6507 if (shid >= pContext->cPixelShaders)
6508 {
6509 void *pvNew = RTMemRealloc(pContext->paPixelShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6510 AssertReturn(pvNew, VERR_NO_MEMORY);
6511 pContext->paPixelShader = (PVMSVGA3DSHADER)pvNew;
6512 memset(&pContext->paPixelShader[pContext->cPixelShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cPixelShaders));
6513 for (uint32_t i = pContext->cPixelShaders; i < shid + 1; i++)
6514 pContext->paPixelShader[i].id = SVGA3D_INVALID_ID;
6515 pContext->cPixelShaders = shid + 1;
6516 }
6517 /* If one already exists with this id, then destroy it now. */
6518 if (pContext->paPixelShader[shid].id != SVGA3D_INVALID_ID)
6519 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paPixelShader[shid].type);
6520
6521 pShader = &pContext->paPixelShader[shid];
6522 }
6523
6524 memset(pShader, 0, sizeof(*pShader));
6525 pShader->id = shid;
6526 pShader->cid = cid;
6527 pShader->type = type;
6528 pShader->cbData = cbData;
6529 pShader->pShaderProgram = RTMemAllocZ(cbData);
6530 AssertReturn(pShader->pShaderProgram, VERR_NO_MEMORY);
6531 memcpy(pShader->pShaderProgram, pShaderData, cbData);
6532
6533#ifdef DUMP_SHADER_DISASSEMBLY
6534 LPD3DXBUFFER pDisassembly;
6535 HRESULT hr = D3DXDisassembleShader((const DWORD *)pShaderData, FALSE, NULL, &pDisassembly);
6536 if (hr == D3D_OK)
6537 {
6538 Log(("Shader disassembly:\n%s\n", pDisassembly->GetBufferPointer()));
6539 pDisassembly->Release();
6540 }
6541#endif
6542
6543 switch (type)
6544 {
6545 case SVGA3D_SHADERTYPE_VS:
6546 rc = ShaderCreateVertexShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pVertexShader);
6547 break;
6548
6549 case SVGA3D_SHADERTYPE_PS:
6550 rc = ShaderCreatePixelShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pPixelShader);
6551 break;
6552
6553 default:
6554 AssertFailedReturn(VERR_INVALID_PARAMETER);
6555 }
6556 if (rc != VINF_SUCCESS)
6557 {
6558 RTMemFree(pShader->pShaderProgram);
6559 memset(pShader, 0, sizeof(*pShader));
6560 pShader->id = SVGA3D_INVALID_ID;
6561 }
6562
6563 return rc;
6564}
6565
6566int vmsvga3dShaderDestroy(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type)
6567{
6568 PVMSVGA3DCONTEXT pContext;
6569 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6570 AssertReturn(pState, VERR_NO_MEMORY);
6571 PVMSVGA3DSHADER pShader = NULL;
6572 int rc;
6573
6574 Log(("vmsvga3dShaderDestroy cid=%x shid=%x type=%s\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL"));
6575
6576 if ( cid >= pState->cContexts
6577 || pState->papContexts[cid]->id != cid)
6578 {
6579 Log(("vmsvga3dShaderDestroy invalid context id!\n"));
6580 return VERR_INVALID_PARAMETER;
6581 }
6582 pContext = pState->papContexts[cid];
6583 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6584
6585 if (type == SVGA3D_SHADERTYPE_VS)
6586 {
6587 if ( shid < pContext->cVertexShaders
6588 && pContext->paVertexShader[shid].id == shid)
6589 {
6590 pShader = &pContext->paVertexShader[shid];
6591 rc = ShaderDestroyVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6592 AssertRC(rc);
6593 }
6594 }
6595 else
6596 {
6597 Assert(type == SVGA3D_SHADERTYPE_PS);
6598 if ( shid < pContext->cPixelShaders
6599 && pContext->paPixelShader[shid].id == shid)
6600 {
6601 pShader = &pContext->paPixelShader[shid];
6602 rc = ShaderDestroyPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6603 AssertRC(rc);
6604 }
6605 }
6606
6607 if (pShader)
6608 {
6609 if (pShader->pShaderProgram)
6610 RTMemFree(pShader->pShaderProgram);
6611 memset(pShader, 0, sizeof(*pShader));
6612 pShader->id = SVGA3D_INVALID_ID;
6613 }
6614 else
6615 AssertFailedReturn(VERR_INVALID_PARAMETER);
6616
6617 return VINF_SUCCESS;
6618}
6619
6620int vmsvga3dShaderSet(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid, SVGA3dShaderType type, uint32_t shid)
6621{
6622 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6623 AssertReturn(pState, VERR_NO_MEMORY);
6624 int rc;
6625
6626 Log(("vmsvga3dShaderSet cid=%x type=%s shid=%d\n", cid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", shid));
6627
6628 if ( !pContext
6629 && cid < pState->cContexts
6630 && pState->papContexts[cid]->id == cid)
6631 pContext = pState->papContexts[cid];
6632 else if (!pContext)
6633 {
6634 AssertMsgFailed(("cid=%#x cContexts=%#x\n", cid, pState->cContexts));
6635 Log(("vmsvga3dShaderSet invalid context id!\n"));
6636 return VERR_INVALID_PARAMETER;
6637 }
6638 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6639
6640 if (type == SVGA3D_SHADERTYPE_VS)
6641 {
6642 /* Save for vm state save/restore. */
6643 pContext->state.shidVertex = shid;
6644 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VERTEXSHADER;
6645
6646 if ( shid < pContext->cVertexShaders
6647 && pContext->paVertexShader[shid].id == shid)
6648 {
6649 PVMSVGA3DSHADER pShader = &pContext->paVertexShader[shid];
6650 Assert(type == pShader->type);
6651
6652 rc = ShaderSetVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6653 AssertRCReturn(rc, rc);
6654 }
6655 else
6656 if (shid == SVGA_ID_INVALID)
6657 {
6658 /* Unselect shader. */
6659 rc = ShaderSetVertexShader(pContext->pShaderContext, NULL);
6660 AssertRCReturn(rc, rc);
6661 }
6662 else
6663 AssertFailedReturn(VERR_INVALID_PARAMETER);
6664 }
6665 else
6666 {
6667 /* Save for vm state save/restore. */
6668 pContext->state.shidPixel = shid;
6669 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_PIXELSHADER;
6670
6671 Assert(type == SVGA3D_SHADERTYPE_PS);
6672 if ( shid < pContext->cPixelShaders
6673 && pContext->paPixelShader[shid].id == shid)
6674 {
6675 PVMSVGA3DSHADER pShader = &pContext->paPixelShader[shid];
6676 Assert(type == pShader->type);
6677
6678 rc = ShaderSetPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6679 AssertRCReturn(rc, rc);
6680 }
6681 else
6682 if (shid == SVGA_ID_INVALID)
6683 {
6684 /* Unselect shader. */
6685 rc = ShaderSetPixelShader(pContext->pShaderContext, NULL);
6686 AssertRCReturn(rc, rc);
6687 }
6688 else
6689 AssertFailedReturn(VERR_INVALID_PARAMETER);
6690 }
6691
6692 return VINF_SUCCESS;
6693}
6694
6695int vmsvga3dShaderSetConst(PVGASTATE pThis, uint32_t cid, uint32_t reg, SVGA3dShaderType type, SVGA3dShaderConstType ctype, uint32_t cRegisters, uint32_t *pValues)
6696{
6697 PVMSVGA3DCONTEXT pContext;
6698 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6699 AssertReturn(pState, VERR_NO_MEMORY);
6700 int rc;
6701
6702 Log(("vmsvga3dShaderSetConst cid=%x reg=%x type=%s cregs=%d ctype=%x\n", cid, reg, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cRegisters, ctype));
6703
6704 if ( cid >= pState->cContexts
6705 || pState->papContexts[cid]->id != cid)
6706 {
6707 Log(("vmsvga3dShaderSetConst invalid context id!\n"));
6708 return VERR_INVALID_PARAMETER;
6709 }
6710 pContext = pState->papContexts[cid];
6711 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6712
6713 for (uint32_t i = 0; i < cRegisters; i++)
6714 {
6715#ifdef LOG_ENABLED
6716 switch (ctype)
6717 {
6718 case SVGA3D_CONST_TYPE_FLOAT:
6719 {
6720 float *pValuesF = (float *)pValues;
6721 Log(("Constant %d: value=%d-%d-%d-%d\n", reg + i, (int)(pValuesF[i*4 + 0] * 100.0), (int)(pValuesF[i*4 + 1] * 100.0), (int)(pValuesF[i*4 + 2] * 100.0), (int)(pValuesF[i*4 + 3] * 100.0)));
6722 break;
6723 }
6724
6725 case SVGA3D_CONST_TYPE_INT:
6726 Log(("Constant %d: value=%x-%x-%x-%x\n", reg + i, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]));
6727 break;
6728
6729 case SVGA3D_CONST_TYPE_BOOL:
6730 Log(("Constant %d: value=%x-%x-%x-%x\n", reg + i, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]));
6731 break;
6732 }
6733#endif
6734 vmsvga3dSaveShaderConst(pContext, reg + i, type, ctype, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]);
6735 }
6736
6737 switch (type)
6738 {
6739 case SVGA3D_SHADERTYPE_VS:
6740 switch (ctype)
6741 {
6742 case SVGA3D_CONST_TYPE_FLOAT:
6743 rc = ShaderSetVertexShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6744 break;
6745
6746 case SVGA3D_CONST_TYPE_INT:
6747 rc = ShaderSetVertexShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6748 break;
6749
6750 case SVGA3D_CONST_TYPE_BOOL:
6751 rc = ShaderSetVertexShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6752 break;
6753
6754 default:
6755 AssertFailedReturn(VERR_INVALID_PARAMETER);
6756 }
6757 AssertRCReturn(rc, rc);
6758 break;
6759
6760 case SVGA3D_SHADERTYPE_PS:
6761 switch (ctype)
6762 {
6763 case SVGA3D_CONST_TYPE_FLOAT:
6764 rc = ShaderSetPixelShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6765 break;
6766
6767 case SVGA3D_CONST_TYPE_INT:
6768 rc = ShaderSetPixelShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6769 break;
6770
6771 case SVGA3D_CONST_TYPE_BOOL:
6772 rc = ShaderSetPixelShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6773 break;
6774
6775 default:
6776 AssertFailedReturn(VERR_INVALID_PARAMETER);
6777 }
6778 AssertRCReturn(rc, rc);
6779 break;
6780
6781 default:
6782 AssertFailedReturn(VERR_INVALID_PARAMETER);
6783 }
6784
6785 return VINF_SUCCESS;
6786}
6787
6788int vmsvga3dOcclusionQueryCreate(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6789{
6790 AssertReturn(pState->ext.glGenQueries, VERR_NOT_SUPPORTED);
6791 GLuint idQuery = 0;
6792 pState->ext.glGenQueries(1, &idQuery);
6793 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6794 AssertReturn(idQuery, VERR_INTERNAL_ERROR);
6795 pContext->occlusion.idQuery = idQuery;
6796 return VINF_SUCCESS;
6797}
6798
6799int vmsvga3dOcclusionQueryDelete(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6800{
6801 AssertReturn(pState->ext.glDeleteQueries, VERR_NOT_SUPPORTED);
6802 if (pContext->occlusion.idQuery)
6803 {
6804 pState->ext.glDeleteQueries(1, &pContext->occlusion.idQuery);
6805 }
6806 return VINF_SUCCESS;
6807}
6808
6809int vmsvga3dOcclusionQueryBegin(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6810{
6811 AssertReturn(pState->ext.glBeginQuery, VERR_NOT_SUPPORTED);
6812 pState->ext.glBeginQuery(GL_ANY_SAMPLES_PASSED, pContext->occlusion.idQuery);
6813 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6814 return VINF_SUCCESS;
6815}
6816
6817int vmsvga3dOcclusionQueryEnd(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6818{
6819 RT_NOREF(pContext);
6820 AssertReturn(pState->ext.glEndQuery, VERR_NOT_SUPPORTED);
6821 pState->ext.glEndQuery(GL_ANY_SAMPLES_PASSED);
6822 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6823 return VINF_SUCCESS;
6824}
6825
6826int vmsvga3dOcclusionQueryGetData(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t *pu32Pixels)
6827{
6828 AssertReturn(pState->ext.glGetQueryObjectuiv, VERR_NOT_SUPPORTED);
6829 GLuint pixels = 0;
6830 pState->ext.glGetQueryObjectuiv(pContext->occlusion.idQuery, GL_QUERY_RESULT, &pixels);
6831 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6832
6833 *pu32Pixels = (uint32_t)pixels;
6834 return VINF_SUCCESS;
6835}
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