VirtualBox

source: vbox/trunk/src/VBox/Devices/Graphics/DevVGA-SVGA3d-ogl.cpp@ 73238

Last change on this file since 73238 was 73238, checked in by vboxsync, 7 years ago

DevVGA-SVGA3d-ogl: fixed wrong handling of GL_TEXTURE_MAX_LEVEL; added some debug code (disabled)

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File size: 263.9 KB
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1/* $Id: DevVGA-SVGA3d-ogl.cpp 73238 2018-07-19 12:36:22Z 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#ifdef DEBUG_sunlover
852 /// @todo Fix properly!!! Some Windows host drivers return 31 for the compatible OGL context (wglCreateContext).
853 if (pState->caps.maxVertexShaderTemps < 32)
854 pState->caps.maxVertexShaderTemps = 32;
855#endif
856 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
857 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
858 &pState->caps.maxVertexShaderInstructions));
859 }
860 pState->caps.fS3TCSupported = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_texture_compression_s3tc ");
861
862 /* http://http://www.opengl.org/wiki/Detecting_the_Shader_Model
863 * ARB Assembly Language
864 * These are done through testing the presence of extensions. You should test them in this order:
865 * GL_NV_gpu_program4: SM 4.0 or better.
866 * GL_NV_vertex_program3: SM 3.0 or better.
867 * GL_ARB_fragment_program: SM 2.0 or better.
868 * ATI does not support higher than SM 2.0 functionality in assembly shaders.
869 *
870 */
871 /** @todo distinguish between vertex and pixel shaders??? */
872 const char *pszShadingLanguageVersion = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
873 float v = pszShadingLanguageVersion ? atof(pszShadingLanguageVersion) : 0.0f;
874 if (v >= 3.30f)
875 {
876 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40;
877 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40;
878 }
879 else
880 if (v >= 1.20f)
881 {
882 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20;
883 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20;
884 }
885 else
886 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_gpu_program4 ")
887 || strstr(pState->pszOtherExtensions, " GL_NV_gpu_program4 "))
888 {
889 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40;
890 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40;
891 }
892 else
893 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_vertex_program3 ")
894 || strstr(pState->pszOtherExtensions, " GL_NV_vertex_program3 ")
895 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_shader_texture_lod ") /* Wine claims this suggests SM 3.0 support */
896 || strstr(pState->pszOtherExtensions, " GL_ARB_shader_texture_lod ")
897 )
898 {
899 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_30;
900 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_30;
901 }
902 else
903 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_fragment_program ")
904 || strstr(pState->pszOtherExtensions, " GL_ARB_fragment_program "))
905 {
906 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20;
907 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20;
908 }
909 else
910 {
911 LogRel(("VMSVGA3D: WARNING: unknown support for assembly shaders!!\n"));
912 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_11;
913 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_11;
914 }
915
916 if (!vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_vertex_array_bgra "))
917 {
918 /** @todo Intel drivers don't support this extension! */
919 LogRel(("VMSVGA3D: WARNING: Missing required extension GL_ARB_vertex_array_bgra (d3dcolor)!!!\n"));
920 }
921#if 0
922 SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND = 11,
923 SVGA3D_DEVCAP_QUERY_TYPES = 15,
924 SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING = 16,
925 SVGA3D_DEVCAP_MAX_POINT_SIZE = 17,
926 SVGA3D_DEVCAP_MAX_SHADER_TEXTURES = 18,
927 SVGA3D_DEVCAP_MAX_VOLUME_EXTENT = 21,
928 SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT = 22,
929 SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO = 23,
930 SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY = 24,
931 SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT = 25,
932 SVGA3D_DEVCAP_MAX_VERTEX_INDEX = 26,
933 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS = 28,
934 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS = 29,
935 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS = 30,
936 SVGA3D_DEVCAP_TEXTURE_OPS = 31,
937 SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8 = 32,
938 SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8 = 33,
939 SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10 = 34,
940 SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5 = 35,
941 SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5 = 36,
942 SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4 = 37,
943 SVGA3D_DEVCAP_SURFACEFMT_R5G6B5 = 38,
944 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16 = 39,
945 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8 = 40,
946 SVGA3D_DEVCAP_SURFACEFMT_ALPHA8 = 41,
947 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8 = 42,
948 SVGA3D_DEVCAP_SURFACEFMT_Z_D16 = 43,
949 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8 = 44,
950 SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8 = 45,
951 SVGA3D_DEVCAP_SURFACEFMT_DXT1 = 46,
952 SVGA3D_DEVCAP_SURFACEFMT_DXT2 = 47,
953 SVGA3D_DEVCAP_SURFACEFMT_DXT3 = 48,
954 SVGA3D_DEVCAP_SURFACEFMT_DXT4 = 49,
955 SVGA3D_DEVCAP_SURFACEFMT_DXT5 = 50,
956 SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8 = 51,
957 SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10 = 52,
958 SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8 = 53,
959 SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8 = 54,
960 SVGA3D_DEVCAP_SURFACEFMT_CxV8U8 = 55,
961 SVGA3D_DEVCAP_SURFACEFMT_R_S10E5 = 56,
962 SVGA3D_DEVCAP_SURFACEFMT_R_S23E8 = 57,
963 SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5 = 58,
964 SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8 = 59,
965 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5 = 60,
966 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8 = 61,
967 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES = 63,
968 SVGA3D_DEVCAP_SURFACEFMT_V16U16 = 65,
969 SVGA3D_DEVCAP_SURFACEFMT_G16R16 = 66,
970 SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16 = 67,
971 SVGA3D_DEVCAP_SURFACEFMT_UYVY = 68,
972 SVGA3D_DEVCAP_SURFACEFMT_YUY2 = 69,
973 SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES = 70,
974 SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES = 71,
975 SVGA3D_DEVCAP_ALPHATOCOVERAGE = 72,
976 SVGA3D_DEVCAP_SUPERSAMPLE = 73,
977 SVGA3D_DEVCAP_AUTOGENMIPMAPS = 74,
978 SVGA3D_DEVCAP_SURFACEFMT_NV12 = 75,
979 SVGA3D_DEVCAP_SURFACEFMT_AYUV = 76,
980 SVGA3D_DEVCAP_SURFACEFMT_Z_DF16 = 79,
981 SVGA3D_DEVCAP_SURFACEFMT_Z_DF24 = 80,
982 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT = 81,
983 SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM = 82,
984 SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM = 83,
985#endif
986
987 LogRel(("VMSVGA3d: Capabilities:\n"));
988 LogRel(("VMSVGA3d: maxActiveLights=%-2d maxTextures=%-2d maxTextureBufferSize=%d\n",
989 pState->caps.maxActiveLights, pState->caps.maxTextures, pState->caps.maxTextureBufferSize));
990 LogRel(("VMSVGA3d: maxClipDistances=%-2d maxColorAttachments=%-2d maxClipDistances=%d\n",
991 pState->caps.maxClipDistances, pState->caps.maxColorAttachments, pState->caps.maxClipDistances));
992 LogRel(("VMSVGA3d: maxColorAttachments=%-2d maxTextureAnisotropy=%-2d maxRectangleTextureSize=%d\n",
993 pState->caps.maxColorAttachments, pState->caps.maxTextureAnisotropy, pState->caps.maxRectangleTextureSize));
994 LogRel(("VMSVGA3d: maxVertexShaderTemps=%-2d maxVertexShaderInstructions=%d maxFragmentShaderInstructions=%d\n",
995 pState->caps.maxVertexShaderTemps, pState->caps.maxVertexShaderInstructions, pState->caps.maxFragmentShaderInstructions));
996 LogRel(("VMSVGA3d: maxFragmentShaderTemps=%d flPointSize={%d.%02u, %d.%02u}\n",
997 pState->caps.maxFragmentShaderTemps,
998 (int)pState->caps.flPointSize[0], (int)(pState->caps.flPointSize[0] * 100) % 100,
999 (int)pState->caps.flPointSize[1], (int)(pState->caps.flPointSize[1] * 100) % 100));
1000 LogRel(("VMSVGA3d: fragmentShaderVersion=%-2d vertexShaderVersion=%-2d fS3TCSupported=%d\n",
1001 pState->caps.fragmentShaderVersion, pState->caps.vertexShaderVersion, pState->caps.fS3TCSupported));
1002
1003
1004 /* Initialize the shader library. */
1005 pState->ShaderIf.pfnSwitchInitProfile = vmsvga3dShaderIfSwitchInitProfile;
1006 pState->ShaderIf.pfnGetNextExtension = vmsvga3dShaderIfGetNextExtension;
1007 rc = ShaderInitLib(&pState->ShaderIf);
1008 AssertRC(rc);
1009
1010 /* Cleanup */
1011 rc = vmsvga3dContextDestroy(pThis, 1);
1012 AssertRC(rc);
1013#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1014 rc = vmsvga3dContextDestroy(pThis, 2);
1015 AssertRC(rc);
1016#endif
1017
1018 if ( pState->rsGLVersion < 3.0
1019 && pState->rsOtherGLVersion < 3.0 /* darwin: legacy profile hack */)
1020 {
1021 LogRel(("VMSVGA3d: unsupported OpenGL version; minimum is 3.0\n"));
1022 return VERR_NOT_IMPLEMENTED;
1023 }
1024 if ( !pState->ext.glIsRenderbuffer
1025 || !pState->ext.glBindRenderbuffer
1026 || !pState->ext.glDeleteRenderbuffers
1027 || !pState->ext.glGenRenderbuffers
1028 || !pState->ext.glRenderbufferStorage
1029 || !pState->ext.glGetRenderbufferParameteriv
1030 || !pState->ext.glIsFramebuffer
1031 || !pState->ext.glBindFramebuffer
1032 || !pState->ext.glDeleteFramebuffers
1033 || !pState->ext.glGenFramebuffers
1034 || !pState->ext.glCheckFramebufferStatus
1035 || !pState->ext.glFramebufferTexture1D
1036 || !pState->ext.glFramebufferTexture2D
1037 || !pState->ext.glFramebufferTexture3D
1038 || !pState->ext.glFramebufferRenderbuffer
1039 || !pState->ext.glGetFramebufferAttachmentParameteriv
1040 || !pState->ext.glGenerateMipmap
1041 || !pState->ext.glBlitFramebuffer
1042 || !pState->ext.glRenderbufferStorageMultisample
1043 || !pState->ext.glFramebufferTextureLayer)
1044 {
1045 LogRel(("VMSVGA3d: missing required OpenGL extension; aborting\n"));
1046 return VERR_NOT_IMPLEMENTED;
1047 }
1048
1049#ifdef DEBUG_DEBUG_GFX_WINDOW_TEST_CONTEXT
1050 pState->idTestContext = SVGA_ID_INVALID;
1051#endif
1052 return VINF_SUCCESS;
1053}
1054
1055int vmsvga3dReset(PVGASTATE pThis)
1056{
1057 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1058 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
1059
1060 /* Destroy all leftover surfaces. */
1061 for (uint32_t i = 0; i < pState->cSurfaces; i++)
1062 {
1063 if (pState->papSurfaces[i]->id != SVGA3D_INVALID_ID)
1064 vmsvga3dSurfaceDestroy(pThis, pState->papSurfaces[i]->id);
1065 }
1066
1067 /* Destroy all leftover contexts. */
1068 for (uint32_t i = 0; i < pState->cContexts; i++)
1069 {
1070 if (pState->papContexts[i]->id != SVGA3D_INVALID_ID)
1071 vmsvga3dContextDestroy(pThis, pState->papContexts[i]->id);
1072 }
1073
1074 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1075 vmsvga3dContextDestroyOgl(pThis, &pState->SharedCtx, VMSVGA3D_SHARED_CTX_ID);
1076
1077 return VINF_SUCCESS;
1078}
1079
1080int vmsvga3dTerminate(PVGASTATE pThis)
1081{
1082 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1083 AssertReturn(pState, VERR_WRONG_ORDER);
1084 int rc;
1085
1086 rc = vmsvga3dReset(pThis);
1087 AssertRCReturn(rc, rc);
1088
1089 /* Terminate the shader library. */
1090 rc = ShaderDestroyLib();
1091 AssertRC(rc);
1092
1093#ifdef RT_OS_WINDOWS
1094 /* Terminate the window creation thread. */
1095 rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_EXIT, 0, 0);
1096 AssertRCReturn(rc, rc);
1097
1098 RTSemEventDestroy(pState->WndRequestSem);
1099#elif defined(RT_OS_DARWIN)
1100
1101#elif defined(RT_OS_LINUX)
1102 /* signal to the thread that it is supposed to exit */
1103 pState->bTerminate = true;
1104 /* wait for it to terminate */
1105 rc = RTThreadWait(pState->pWindowThread, 10000, NULL);
1106 AssertRC(rc);
1107 XCloseDisplay(pState->display);
1108#endif
1109
1110 RTStrFree(pState->pszExtensions);
1111 pState->pszExtensions = NULL;
1112#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1113 RTStrFree(pState->pszOtherExtensions);
1114#endif
1115 pState->pszOtherExtensions = NULL;
1116
1117 return VINF_SUCCESS;
1118}
1119
1120
1121void vmsvga3dUpdateHostScreenViewport(PVGASTATE pThis, uint32_t idScreen, VMSVGAVIEWPORT const *pOldViewport)
1122{
1123 /** @todo Move the visible framebuffer content here, don't wait for the guest to
1124 * redraw it. */
1125
1126#ifdef RT_OS_DARWIN
1127 RT_NOREF(pOldViewport);
1128 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1129 if ( pState
1130 && idScreen == 0
1131 && pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1132 {
1133 vmsvga3dCocoaViewUpdateViewport(pState->SharedCtx.cocoaView);
1134 }
1135#else
1136 RT_NOREF(pThis, idScreen, pOldViewport);
1137#endif
1138}
1139
1140
1141/**
1142 * Worker for vmsvga3dQueryCaps that figures out supported operations for a
1143 * given surface format capability.
1144 *
1145 * @returns Supported/indented operations (SVGA3DFORMAT_OP_XXX).
1146 * @param idx3dCaps The SVGA3D_CAPS_XXX value of the surface format.
1147 *
1148 * @remarks See fromat_cap_table in svga_format.c (mesa/gallium) for a reference
1149 * of implicit guest expectations:
1150 * http://cgit.freedesktop.org/mesa/mesa/tree/src/gallium/drivers/svga/svga_format.c
1151 */
1152static uint32_t vmsvga3dGetSurfaceFormatSupport(uint32_t idx3dCaps)
1153{
1154 uint32_t result = 0;
1155
1156 /** @todo missing:
1157 *
1158 * SVGA3DFORMAT_OP_PIXELSIZE
1159 */
1160
1161 switch (idx3dCaps)
1162 {
1163 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1164 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1165 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1166 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1167 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1168 | SVGA3DFORMAT_OP_DISPLAYMODE /* Should not be set for alpha formats. */
1169 | SVGA3DFORMAT_OP_3DACCELERATION; /* implies OP_DISPLAYMODE */
1170 break;
1171
1172 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1173 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1174 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1175 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1176 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1177 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1178 | SVGA3DFORMAT_OP_SAME_FORMAT_UP_TO_ALPHA_RENDERTARGET;
1179 break;
1180 }
1181
1182 /** @todo check hardware caps! */
1183 switch (idx3dCaps)
1184 {
1185 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1186 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1187 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1188 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1189 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1190 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1191 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1192 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1193 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1194 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1195 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1196 result |= SVGA3DFORMAT_OP_TEXTURE
1197 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET
1198 | SVGA3DFORMAT_OP_OFFSCREENPLAIN
1199 | SVGA3DFORMAT_OP_SAME_FORMAT_RENDERTARGET
1200 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1201 | SVGA3DFORMAT_OP_CUBETEXTURE
1202 | SVGA3DFORMAT_OP_SRGBREAD
1203 | SVGA3DFORMAT_OP_SRGBWRITE;
1204 break;
1205
1206 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1207 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1208 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1209 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1210 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1211 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1212 result |= SVGA3DFORMAT_OP_ZSTENCIL
1213 | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH
1214 | SVGA3DFORMAT_OP_TEXTURE /* Necessary for Ubuntu Unity */;
1215 break;
1216
1217 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1218 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1219 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1220 result |= SVGA3DFORMAT_OP_TEXTURE
1221 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1222 | SVGA3DFORMAT_OP_CUBETEXTURE
1223 | SVGA3DFORMAT_OP_SRGBREAD;
1224 break;
1225
1226 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1227 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1228 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1229 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1230 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1231 break;
1232
1233 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1234 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1235 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1236 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1237 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1238 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1239 break;
1240
1241 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1242 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1243 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1244
1245 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1246 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1247 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1248 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1249 break;
1250 }
1251 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1252
1253 return result;
1254}
1255
1256#if 0 /* unused */
1257static uint32_t vmsvga3dGetDepthFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps)
1258{
1259 RT_NOREF(pState3D, idx3dCaps);
1260
1261 /** @todo test this somehow */
1262 uint32_t result = SVGA3DFORMAT_OP_ZSTENCIL | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH;
1263
1264 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1265 return result;
1266}
1267#endif
1268
1269
1270int vmsvga3dQueryCaps(PVGASTATE pThis, uint32_t idx3dCaps, uint32_t *pu32Val)
1271{
1272 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1273 AssertReturn(pState, VERR_NO_MEMORY);
1274 int rc = VINF_SUCCESS;
1275
1276 *pu32Val = 0;
1277
1278 /*
1279 * The capabilities access by current (2015-03-01) linux sources (gallium,
1280 * vmwgfx, xorg-video-vmware) are annotated, caps without xref annotations
1281 * aren't access.
1282 */
1283
1284 switch (idx3dCaps)
1285 {
1286 /* Linux: vmwgfx_fifo.c in kmod; only used with SVGA_CAP_GBOBJECTS. */
1287 case SVGA3D_DEVCAP_3D:
1288 *pu32Val = 1; /* boolean? */
1289 break;
1290
1291 case SVGA3D_DEVCAP_MAX_LIGHTS:
1292 *pu32Val = pState->caps.maxActiveLights;
1293 break;
1294
1295 case SVGA3D_DEVCAP_MAX_TEXTURES:
1296 *pu32Val = pState->caps.maxTextures;
1297 break;
1298
1299 case SVGA3D_DEVCAP_MAX_CLIP_PLANES:
1300 *pu32Val = pState->caps.maxClipDistances;
1301 break;
1302
1303 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1304 case SVGA3D_DEVCAP_VERTEX_SHADER_VERSION:
1305 *pu32Val = pState->caps.vertexShaderVersion;
1306 break;
1307
1308 case SVGA3D_DEVCAP_VERTEX_SHADER:
1309 /* boolean? */
1310 *pu32Val = (pState->caps.vertexShaderVersion != SVGA3DVSVERSION_NONE);
1311 break;
1312
1313 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1314 case SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION:
1315 *pu32Val = pState->caps.fragmentShaderVersion;
1316 break;
1317
1318 case SVGA3D_DEVCAP_FRAGMENT_SHADER:
1319 /* boolean? */
1320 *pu32Val = (pState->caps.fragmentShaderVersion != SVGA3DPSVERSION_NONE);
1321 break;
1322
1323 case SVGA3D_DEVCAP_S23E8_TEXTURES:
1324 case SVGA3D_DEVCAP_S10E5_TEXTURES:
1325 /* Must be obsolete by now; surface format caps specify the same thing. */
1326 rc = VERR_INVALID_PARAMETER;
1327 break;
1328
1329 case SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND:
1330 break;
1331
1332 /*
1333 * 2. The BUFFER_FORMAT capabilities are deprecated, and they always
1334 * return TRUE. Even on physical hardware that does not support
1335 * these formats natively, the SVGA3D device will provide an emulation
1336 * which should be invisible to the guest OS.
1337 */
1338 case SVGA3D_DEVCAP_D16_BUFFER_FORMAT:
1339 case SVGA3D_DEVCAP_D24S8_BUFFER_FORMAT:
1340 case SVGA3D_DEVCAP_D24X8_BUFFER_FORMAT:
1341 *pu32Val = 1;
1342 break;
1343
1344 case SVGA3D_DEVCAP_QUERY_TYPES:
1345 break;
1346
1347 case SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING:
1348 break;
1349
1350 /* Linux: svga_screen.c in gallium; capped at 80.0, default 1.0. */
1351 case SVGA3D_DEVCAP_MAX_POINT_SIZE:
1352 AssertCompile(sizeof(uint32_t) == sizeof(float));
1353 *(float *)pu32Val = pState->caps.flPointSize[1];
1354 break;
1355
1356 case SVGA3D_DEVCAP_MAX_SHADER_TEXTURES:
1357 /** @todo ?? */
1358 rc = VERR_INVALID_PARAMETER;
1359 break;
1360
1361 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_2D_LEVELS); have default if missing. */
1362 case SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH:
1363 case SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT:
1364 *pu32Val = pState->caps.maxRectangleTextureSize;
1365 break;
1366
1367 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_3D_LEVELS); have default if missing. */
1368 case SVGA3D_DEVCAP_MAX_VOLUME_EXTENT:
1369 //*pu32Val = pCaps->MaxVolumeExtent;
1370 *pu32Val = 256;
1371 break;
1372
1373 case SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT:
1374 *pu32Val = 32768; /* hardcoded in Wine */
1375 break;
1376
1377 case SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO:
1378 //*pu32Val = pCaps->MaxTextureAspectRatio;
1379 break;
1380
1381 /* Linux: svga_screen.c in gallium (for PIPE_CAPF_MAX_TEXTURE_ANISOTROPY); defaults to 4.0. */
1382 case SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY:
1383 *pu32Val = pState->caps.maxTextureAnisotropy;
1384 break;
1385
1386 case SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT:
1387 case SVGA3D_DEVCAP_MAX_VERTEX_INDEX:
1388 *pu32Val = 0xFFFFF; /* hardcoded in Wine */
1389 break;
1390
1391 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_INSTRUCTIONS); defaults to 512. */
1392 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS:
1393 *pu32Val = pState->caps.maxVertexShaderInstructions;
1394 break;
1395
1396 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS:
1397 *pu32Val = pState->caps.maxFragmentShaderInstructions;
1398 break;
1399
1400 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1401 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS:
1402 *pu32Val = pState->caps.maxVertexShaderTemps;
1403 break;
1404
1405 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_FRAGMENT/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1406 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS:
1407 *pu32Val = pState->caps.maxFragmentShaderTemps;
1408 break;
1409
1410 case SVGA3D_DEVCAP_TEXTURE_OPS:
1411 break;
1412
1413 case SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES:
1414 break;
1415
1416 case SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES:
1417 break;
1418
1419 case SVGA3D_DEVCAP_ALPHATOCOVERAGE:
1420 break;
1421
1422 case SVGA3D_DEVCAP_SUPERSAMPLE:
1423 break;
1424
1425 case SVGA3D_DEVCAP_AUTOGENMIPMAPS:
1426 //*pu32Val = !!(pCaps->Caps2 & D3DCAPS2_CANAUTOGENMIPMAP);
1427 break;
1428
1429 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES:
1430 break;
1431
1432 case SVGA3D_DEVCAP_MAX_RENDER_TARGETS: /** @todo same thing? */
1433 case SVGA3D_DEVCAP_MAX_SIMULTANEOUS_RENDER_TARGETS:
1434 *pu32Val = pState->caps.maxColorAttachments;
1435 break;
1436
1437 /*
1438 * This is the maximum number of SVGA context IDs that the guest
1439 * can define using SVGA_3D_CMD_CONTEXT_DEFINE.
1440 */
1441 case SVGA3D_DEVCAP_MAX_CONTEXT_IDS:
1442 *pu32Val = SVGA3D_MAX_CONTEXT_IDS;
1443 break;
1444
1445 /*
1446 * This is the maximum number of SVGA surface IDs that the guest
1447 * can define using SVGA_3D_CMD_SURFACE_DEFINE*.
1448 */
1449 case SVGA3D_DEVCAP_MAX_SURFACE_IDS:
1450 *pu32Val = SVGA3D_MAX_SURFACE_IDS;
1451 break;
1452
1453#if 0 /* Appeared more recently, not yet implemented. */
1454 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1455 case SVGA3D_DEVCAP_LINE_AA:
1456 break;
1457 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1458 case SVGA3D_DEVCAP_LINE_STIPPLE:
1459 break;
1460 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1461 case SVGA3D_DEVCAP_MAX_LINE_WIDTH:
1462 break;
1463 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1464 case SVGA3D_DEVCAP_MAX_AA_LINE_WIDTH:
1465 break;
1466#endif
1467
1468 /*
1469 * Supported surface formats.
1470 * Linux: svga_format.c in gallium, format_cap_table defines implicit expectations.
1471 */
1472 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1473 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1474 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1475 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1476 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1477 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1478 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1479 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1480 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1481 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1482 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1483 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1484 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1485 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1486 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1487 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1488 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1489 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1490 *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
1491 break;
1492
1493 case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
1494 case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
1495 *pu32Val = 0; /* apparently not supported in OpenGL */
1496 break;
1497
1498 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1499 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1500 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1501 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1502 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1503 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1504 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1505 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1506 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1507 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1508 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1509 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1510 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1511 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1512 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1513 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1514 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1515 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1516 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1517 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1518 *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
1519 break;
1520
1521 /* Linux: Not referenced in current sources. */
1522 case SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM:
1523 case SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM:
1524 Log(("CAPS: Unknown CAP %s\n", vmsvga3dGetCapString(idx3dCaps)));
1525 rc = VERR_INVALID_PARAMETER;
1526 *pu32Val = 0;
1527 break;
1528
1529 default:
1530 Log(("CAPS: Unexpected CAP %d\n", idx3dCaps));
1531 rc = VERR_INVALID_PARAMETER;
1532 break;
1533 }
1534
1535 Log(("CAPS: %s - %x\n", vmsvga3dGetCapString(idx3dCaps), *pu32Val));
1536 return rc;
1537}
1538
1539/**
1540 * Convert SVGA format value to its OpenGL equivalent
1541 *
1542 * @remarks Clues to be had in format_texture_info table (wined3d/utils.c) with
1543 * help from wined3dformat_from_d3dformat().
1544 */
1545void vmsvga3dSurfaceFormat2OGL(PVMSVGA3DSURFACE pSurface, SVGA3dSurfaceFormat format)
1546{
1547 switch (format)
1548 {
1549 case SVGA3D_X8R8G8B8: /* D3DFMT_X8R8G8B8 - WINED3DFMT_B8G8R8X8_UNORM */
1550 pSurface->internalFormatGL = GL_RGB8;
1551 pSurface->formatGL = GL_BGRA;
1552 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1553 break;
1554 case SVGA3D_A8R8G8B8: /* D3DFMT_A8R8G8B8 - WINED3DFMT_B8G8R8A8_UNORM */
1555 pSurface->internalFormatGL = GL_RGBA8;
1556 pSurface->formatGL = GL_BGRA;
1557 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1558 break;
1559 case SVGA3D_R5G6B5: /* D3DFMT_R5G6B5 - WINED3DFMT_B5G6R5_UNORM */
1560 pSurface->internalFormatGL = GL_RGB5;
1561 pSurface->formatGL = GL_RGB;
1562 pSurface->typeGL = GL_UNSIGNED_SHORT_5_6_5;
1563 AssertMsgFailed(("Test me - SVGA3D_R5G6B5\n"));
1564 break;
1565 case SVGA3D_X1R5G5B5: /* D3DFMT_X1R5G5B5 - WINED3DFMT_B5G5R5X1_UNORM */
1566 pSurface->internalFormatGL = GL_RGB5;
1567 pSurface->formatGL = GL_BGRA;
1568 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1569 AssertMsgFailed(("Test me - SVGA3D_X1R5G5B5\n"));
1570 break;
1571 case SVGA3D_A1R5G5B5: /* D3DFMT_A1R5G5B5 - WINED3DFMT_B5G5R5A1_UNORM */
1572 pSurface->internalFormatGL = GL_RGB5_A1;
1573 pSurface->formatGL = GL_BGRA;
1574 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1575 AssertMsgFailed(("Test me - SVGA3D_A1R5G5B5\n"));
1576 break;
1577 case SVGA3D_A4R4G4B4: /* D3DFMT_A4R4G4B4 - WINED3DFMT_B4G4R4A4_UNORM */
1578 pSurface->internalFormatGL = GL_RGBA4;
1579 pSurface->formatGL = GL_BGRA;
1580 pSurface->typeGL = GL_UNSIGNED_SHORT_4_4_4_4_REV;
1581 AssertMsgFailed(("Test me - SVGA3D_A4R4G4B4\n"));
1582 break;
1583
1584 case SVGA3D_R8G8B8A8_UNORM:
1585 pSurface->internalFormatGL = GL_RGBA8;
1586 pSurface->formatGL = GL_RGBA;
1587 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1588 break;
1589
1590 case SVGA3D_Z_D32: /* D3DFMT_D32 - WINED3DFMT_D32_UNORM */
1591 pSurface->internalFormatGL = GL_DEPTH_COMPONENT32;
1592 pSurface->formatGL = GL_DEPTH_COMPONENT;
1593 pSurface->typeGL = GL_UNSIGNED_INT;
1594 break;
1595 case SVGA3D_Z_D16: /* D3DFMT_D16 - WINED3DFMT_D16_UNORM */
1596 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo Wine suggests GL_DEPTH_COMPONENT24. */
1597 pSurface->formatGL = GL_DEPTH_COMPONENT;
1598 pSurface->typeGL = GL_UNSIGNED_SHORT;
1599 //AssertMsgFailed(("Test me - SVGA3D_Z_D16\n"));
1600 break;
1601 case SVGA3D_Z_D24S8: /* D3DFMT_D24S8 - WINED3DFMT_D24_UNORM_S8_UINT */
1602 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1603 pSurface->formatGL = GL_DEPTH_STENCIL;
1604 pSurface->typeGL = GL_UNSIGNED_INT;
1605 break;
1606 case SVGA3D_Z_D15S1: /* D3DFMT_D15S1 - WINED3DFMT_S1_UINT_D15_UNORM */
1607 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo ??? */
1608 pSurface->formatGL = GL_DEPTH_STENCIL;
1609 pSurface->typeGL = GL_UNSIGNED_SHORT;
1610 /** @todo Wine sources hints at no hw support for this, so test this one! */
1611 AssertMsgFailed(("Test me - SVGA3D_Z_D15S1\n"));
1612 break;
1613 case SVGA3D_Z_D24X8: /* D3DFMT_D24X8 - WINED3DFMT_X8D24_UNORM */
1614 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1615 pSurface->formatGL = GL_DEPTH_COMPONENT;
1616 pSurface->typeGL = GL_UNSIGNED_INT;
1617 break;
1618
1619 /* Advanced D3D9 depth formats. */
1620 case SVGA3D_Z_DF16: /* D3DFMT_DF16? - not supported */
1621 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16;
1622 pSurface->formatGL = GL_DEPTH_COMPONENT;
1623 pSurface->typeGL = GL_FLOAT;
1624 break;
1625
1626 case SVGA3D_Z_DF24: /* D3DFMT_DF24? - not supported */
1627 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1628 pSurface->formatGL = GL_DEPTH_COMPONENT;
1629 pSurface->typeGL = GL_FLOAT; /* ??? */
1630 break;
1631
1632 case SVGA3D_Z_D24S8_INT: /* D3DFMT_??? - not supported */
1633 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1634 pSurface->formatGL = GL_DEPTH_STENCIL;
1635 pSurface->typeGL = GL_INT; /* ??? */
1636 break;
1637
1638 case SVGA3D_DXT1: /* D3DFMT_DXT1 - WINED3DFMT_DXT1 */
1639 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1640#if 0
1641 pSurface->formatGL = GL_RGBA_S3TC; /* ??? */
1642 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1643#else /* wine suggests: */
1644 pSurface->formatGL = GL_RGBA;
1645 pSurface->typeGL = GL_UNSIGNED_BYTE;
1646 AssertMsgFailed(("Test me - SVGA3D_DXT1\n"));
1647#endif
1648 break;
1649
1650 case SVGA3D_DXT2: /* D3DFMT_DXT2 */
1651 AssertMsgFailed(("Test me - SVGA3D_DXT2\n"));
1652 break;
1653
1654 case SVGA3D_DXT3: /* D3DFMT_DXT3 - WINED3DFMT_DXT3 */
1655 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
1656#if 0 /** @todo this needs testing... */
1657 pSurface->formatGL = GL_RGBA_S3TC; /* ??? */
1658 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1659#else /* wine suggests: */
1660 pSurface->formatGL = GL_RGBA;
1661 pSurface->typeGL = GL_UNSIGNED_BYTE;
1662 AssertMsgFailed(("Test me - SVGA3D_DXT3\n"));
1663#endif
1664 break;
1665
1666 case SVGA3D_DXT4: /* D3DFMT_DXT4 */
1667 AssertMsgFailed(("Test me - SVGA3D_DXT4\n"));
1668 break;
1669
1670 case SVGA3D_DXT5: /* D3DFMT_DXT5 - WINED3DFMT_DXT5 */
1671 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
1672#if 0 /** @todo this needs testing... */
1673 pSurface->formatGL = GL_RGBA_S3TC;
1674 pSurface->typeGL = GL_UNSIGNED_INT;
1675#else /* wine suggests: */
1676 pSurface->formatGL = GL_RGBA;
1677 pSurface->typeGL = GL_UNSIGNED_BYTE;
1678 AssertMsgFailed(("Test me - SVGA3D_DXT5\n"));
1679#endif
1680 break;
1681
1682 case SVGA3D_LUMINANCE8: /* D3DFMT_? - ? */
1683 pSurface->internalFormatGL = GL_LUMINANCE8_EXT;
1684 pSurface->formatGL = GL_LUMINANCE;
1685 pSurface->typeGL = GL_UNSIGNED_BYTE;
1686 break;
1687
1688 case SVGA3D_LUMINANCE16: /* D3DFMT_? - ? */
1689 pSurface->internalFormatGL = GL_LUMINANCE16_EXT;
1690 pSurface->formatGL = GL_LUMINANCE;
1691 pSurface->typeGL = GL_UNSIGNED_SHORT;
1692 break;
1693
1694 case SVGA3D_LUMINANCE4_ALPHA4: /* D3DFMT_? - ? */
1695 pSurface->internalFormatGL = GL_LUMINANCE4_ALPHA4_EXT;
1696 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1697 pSurface->typeGL = GL_UNSIGNED_BYTE;
1698 break;
1699
1700 case SVGA3D_LUMINANCE8_ALPHA8: /* D3DFMT_? - ? */
1701 pSurface->internalFormatGL = GL_LUMINANCE8_ALPHA8_EXT;
1702 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1703 pSurface->typeGL = GL_UNSIGNED_BYTE; /* unsigned_short causes issues even though this type should be 16-bit */
1704 break;
1705
1706 case SVGA3D_ALPHA8: /* D3DFMT_A8? - WINED3DFMT_A8_UNORM? */
1707 pSurface->internalFormatGL = GL_ALPHA8_EXT;
1708 pSurface->formatGL = GL_ALPHA;
1709 pSurface->typeGL = GL_UNSIGNED_BYTE;
1710 break;
1711
1712#if 0
1713
1714 /* Bump-map formats */
1715 case SVGA3D_BUMPU8V8:
1716 return D3DFMT_V8U8;
1717 case SVGA3D_BUMPL6V5U5:
1718 return D3DFMT_L6V5U5;
1719 case SVGA3D_BUMPX8L8V8U8:
1720 return D3DFMT_X8L8V8U8;
1721 case SVGA3D_BUMPL8V8U8:
1722 /* No corresponding D3D9 equivalent. */
1723 AssertFailedReturn(D3DFMT_UNKNOWN);
1724 /* signed bump-map formats */
1725 case SVGA3D_V8U8:
1726 return D3DFMT_V8U8;
1727 case SVGA3D_Q8W8V8U8:
1728 return D3DFMT_Q8W8V8U8;
1729 case SVGA3D_CxV8U8:
1730 return D3DFMT_CxV8U8;
1731 /* mixed bump-map formats */
1732 case SVGA3D_X8L8V8U8:
1733 return D3DFMT_X8L8V8U8;
1734 case SVGA3D_A2W10V10U10:
1735 return D3DFMT_A2W10V10U10;
1736#endif
1737
1738 case SVGA3D_ARGB_S10E5: /* 16-bit floating-point ARGB */ /* D3DFMT_A16B16G16R16F - WINED3DFMT_R16G16B16A16_FLOAT */
1739 pSurface->internalFormatGL = GL_RGBA16F;
1740 pSurface->formatGL = GL_RGBA;
1741#if 0 /* bird: wine uses half float, sounds correct to me... */
1742 pSurface->typeGL = GL_FLOAT;
1743#else
1744 pSurface->typeGL = GL_HALF_FLOAT;
1745 AssertMsgFailed(("Test me - SVGA3D_ARGB_S10E5\n"));
1746#endif
1747 break;
1748
1749 case SVGA3D_ARGB_S23E8: /* 32-bit floating-point ARGB */ /* D3DFMT_A32B32G32R32F - WINED3DFMT_R32G32B32A32_FLOAT */
1750 pSurface->internalFormatGL = GL_RGBA32F;
1751 pSurface->formatGL = GL_RGBA;
1752 pSurface->typeGL = GL_FLOAT; /* ?? - same as wine, so probably correct */
1753 break;
1754
1755 case SVGA3D_A2R10G10B10: /* D3DFMT_A2R10G10B10 - WINED3DFMT_B10G10R10A2_UNORM */
1756 pSurface->internalFormatGL = GL_RGB10_A2; /* ?? - same as wine, so probably correct */
1757#if 0 /* bird: Wine uses GL_BGRA instead of GL_RGBA. */
1758 pSurface->formatGL = GL_RGBA;
1759#else
1760 pSurface->formatGL = GL_BGRA;
1761#endif
1762 pSurface->typeGL = GL_UNSIGNED_INT;
1763 AssertMsgFailed(("Test me - SVGA3D_A2R10G10B10\n"));
1764 break;
1765
1766
1767 /* Single- and dual-component floating point formats */
1768 case SVGA3D_R_S10E5: /* D3DFMT_R16F - WINED3DFMT_R16_FLOAT */
1769 pSurface->internalFormatGL = GL_R16F;
1770 pSurface->formatGL = GL_RED;
1771#if 0 /* bird: wine uses half float, sounds correct to me... */
1772 pSurface->typeGL = GL_FLOAT;
1773#else
1774 pSurface->typeGL = GL_HALF_FLOAT;
1775 AssertMsgFailed(("Test me - SVGA3D_R_S10E5\n"));
1776#endif
1777 break;
1778 case SVGA3D_R_S23E8: /* D3DFMT_R32F - WINED3DFMT_R32_FLOAT */
1779 pSurface->internalFormatGL = GL_R32F;
1780 pSurface->formatGL = GL_RG;
1781 pSurface->typeGL = GL_FLOAT;
1782 break;
1783 case SVGA3D_RG_S10E5: /* D3DFMT_G16R16F - WINED3DFMT_R16G16_FLOAT */
1784 pSurface->internalFormatGL = GL_RG16F;
1785 pSurface->formatGL = GL_RG;
1786#if 0 /* bird: wine uses half float, sounds correct to me... */
1787 pSurface->typeGL = GL_FLOAT;
1788#else
1789 pSurface->typeGL = GL_HALF_FLOAT;
1790 AssertMsgFailed(("Test me - SVGA3D_RG_S10E5\n"));
1791#endif
1792 break;
1793 case SVGA3D_RG_S23E8: /* D3DFMT_G32R32F - WINED3DFMT_R32G32_FLOAT */
1794 pSurface->internalFormatGL = GL_RG32F;
1795 pSurface->formatGL = GL_RG;
1796 pSurface->typeGL = GL_FLOAT;
1797 break;
1798
1799 /*
1800 * Any surface can be used as a buffer object, but SVGA3D_BUFFER is
1801 * the most efficient format to use when creating new surfaces
1802 * expressly for index or vertex data.
1803 */
1804 case SVGA3D_BUFFER:
1805 pSurface->internalFormatGL = -1;
1806 pSurface->formatGL = -1;
1807 pSurface->typeGL = -1;
1808 break;
1809
1810#if 0
1811 return D3DFMT_UNKNOWN;
1812
1813 case SVGA3D_V16U16:
1814 return D3DFMT_V16U16;
1815#endif
1816
1817 case SVGA3D_G16R16: /* D3DFMT_G16R16 - WINED3DFMT_R16G16_UNORM */
1818 pSurface->internalFormatGL = GL_RG16;
1819 pSurface->formatGL = GL_RG;
1820#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1821 pSurface->typeGL = GL_UNSIGNED_INT;
1822#else
1823 pSurface->typeGL = GL_UNSIGNED_SHORT;
1824 AssertMsgFailed(("test me - SVGA3D_G16R16\n"));
1825#endif
1826 break;
1827
1828 case SVGA3D_A16B16G16R16: /* D3DFMT_A16B16G16R16 - WINED3DFMT_R16G16B16A16_UNORM */
1829 pSurface->internalFormatGL = GL_RGBA16;
1830 pSurface->formatGL = GL_RGBA;
1831#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1832 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1833#else
1834 pSurface->typeGL = GL_UNSIGNED_SHORT;
1835 AssertMsgFailed(("Test me - SVGA3D_A16B16G16R16\n"));
1836#endif
1837 break;
1838
1839#if 0
1840 /* Packed Video formats */
1841 case SVGA3D_UYVY:
1842 return D3DFMT_UYVY;
1843 case SVGA3D_YUY2:
1844 return D3DFMT_YUY2;
1845
1846 /* Planar video formats */
1847 case SVGA3D_NV12:
1848 return (D3DFORMAT)MAKEFOURCC('N', 'V', '1', '2');
1849
1850 /* Video format with alpha */
1851 case SVGA3D_AYUV:
1852 return (D3DFORMAT)MAKEFOURCC('A', 'Y', 'U', 'V');
1853
1854 case SVGA3D_BC4_UNORM:
1855 case SVGA3D_BC5_UNORM:
1856 /* Unknown; only in DX10 & 11 */
1857 break;
1858#endif
1859 default:
1860 AssertMsgFailed(("Unsupported format %d\n", format));
1861 break;
1862 }
1863}
1864
1865
1866#if 0
1867/**
1868 * Convert SVGA multi sample count value to its D3D equivalent
1869 */
1870D3DMULTISAMPLE_TYPE vmsvga3dMultipeSampleCount2D3D(uint32_t multisampleCount)
1871{
1872 AssertCompile(D3DMULTISAMPLE_2_SAMPLES == 2);
1873 AssertCompile(D3DMULTISAMPLE_16_SAMPLES == 16);
1874
1875 if (multisampleCount > 16)
1876 return D3DMULTISAMPLE_NONE;
1877
1878 /** @todo exact same mapping as d3d? */
1879 return (D3DMULTISAMPLE_TYPE)multisampleCount;
1880}
1881#endif
1882
1883/**
1884 * Destroy backend specific surface bits (part of SVGA_3D_CMD_SURFACE_DESTROY).
1885 *
1886 * @param pState The VMSVGA3d state.
1887 * @param pSurface The surface being destroyed.
1888 */
1889void vmsvga3dBackSurfaceDestroy(PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface)
1890{
1891 PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
1892 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
1893
1894 switch (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)
1895 {
1896 case SVGA3D_SURFACE_CUBEMAP:
1897 AssertFailed(); /** @todo destroy SVGA3D_SURFACE_CUBEMAP */
1898 break;
1899
1900 case SVGA3D_SURFACE_HINT_INDEXBUFFER | SVGA3D_SURFACE_HINT_VERTEXBUFFER:
1901 case SVGA3D_SURFACE_HINT_INDEXBUFFER:
1902 case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
1903 if (pSurface->oglId.buffer != OPENGL_INVALID_ID)
1904 {
1905 pState->ext.glDeleteBuffers(1, &pSurface->oglId.buffer);
1906 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1907 }
1908 break;
1909
1910 case SVGA3D_SURFACE_HINT_TEXTURE:
1911 case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
1912 if (pSurface->oglId.texture != OPENGL_INVALID_ID)
1913 {
1914 glDeleteTextures(1, &pSurface->oglId.texture);
1915 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1916 }
1917 break;
1918
1919 case SVGA3D_SURFACE_HINT_RENDERTARGET:
1920 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
1921 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_HINT_TEXTURE: /** @todo actual texture surface not supported */
1922 if (pSurface->oglId.renderbuffer != OPENGL_INVALID_ID)
1923 {
1924 pState->ext.glDeleteRenderbuffers(1, &pSurface->oglId.renderbuffer);
1925 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1926 }
1927 break;
1928
1929 default:
1930 AssertMsg(!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurface), ("type=%x\n", (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)));
1931 break;
1932 }
1933}
1934
1935
1936int vmsvga3dSurfaceCopy(PVGASTATE pThis, SVGA3dSurfaceImageId dest, SVGA3dSurfaceImageId src, uint32_t cCopyBoxes, SVGA3dCopyBox *pBox)
1937{
1938 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1939 uint32_t sidSrc = src.sid;
1940 uint32_t sidDest = dest.sid;
1941 int rc = VINF_SUCCESS;
1942
1943 AssertReturn(pState, VERR_NO_MEMORY);
1944 Assert(sidSrc < SVGA3D_MAX_SURFACE_IDS);
1945 AssertReturn(sidSrc < pState->cSurfaces && pState->papSurfaces[sidSrc]->id == sidSrc, VERR_INVALID_PARAMETER);
1946 Assert(sidDest < SVGA3D_MAX_SURFACE_IDS);
1947 AssertReturn(sidDest < pState->cSurfaces && pState->papSurfaces[sidDest]->id == sidDest, VERR_INVALID_PARAMETER);
1948
1949 for (uint32_t i = 0; i < cCopyBoxes; i++)
1950 {
1951 SVGA3dBox destBox, srcBox;
1952
1953 srcBox.x = pBox[i].srcx;
1954 srcBox.y = pBox[i].srcy;
1955 srcBox.z = pBox[i].srcz;
1956 srcBox.w = pBox[i].w;
1957 srcBox.h = pBox[i].h;
1958 srcBox.d = pBox[i].d;
1959
1960 destBox.x = pBox[i].x;
1961 destBox.y = pBox[i].y;
1962 destBox.z = pBox[i].z;
1963 destBox.w = pBox[i].w;
1964 destBox.h = pBox[i].h;
1965 destBox.d = pBox[i].d;
1966
1967 rc = vmsvga3dSurfaceStretchBlt(pThis, &dest, &destBox, &src, &srcBox, SVGA3D_STRETCH_BLT_LINEAR);
1968 AssertRCReturn(rc, rc);
1969 }
1970 return VINF_SUCCESS;
1971}
1972
1973
1974/**
1975 * Save texture unpacking parameters and loads those appropriate for the given
1976 * surface.
1977 *
1978 * @param pState The VMSVGA3D state structure.
1979 * @param pContext The active context.
1980 * @param pSurface The surface.
1981 * @param pSave Where to save stuff.
1982 */
1983void vmsvga3dOglSetUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
1984 PVMSVGAPACKPARAMS pSave)
1985{
1986 RT_NOREF(pState);
1987
1988 /*
1989 * Save (ignore errors, setting the defaults we want and avoids restore).
1990 */
1991 pSave->iAlignment = 1;
1992 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
1993 pSave->cxRow = 0;
1994 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
1995
1996#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
1997 pSave->cyImage = 0;
1998 glGetIntegerv(GL_UNPACK_IMAGE_HEIGHT, &pSave->cyImage);
1999 Assert(pSave->cyImage == 0);
2000
2001 pSave->fSwapBytes = GL_FALSE;
2002 glGetBooleanv(GL_UNPACK_SWAP_BYTES, &pSave->fSwapBytes);
2003 Assert(pSave->fSwapBytes == GL_FALSE);
2004
2005 pSave->fLsbFirst = GL_FALSE;
2006 glGetBooleanv(GL_UNPACK_LSB_FIRST, &pSave->fLsbFirst);
2007 Assert(pSave->fLsbFirst == GL_FALSE);
2008
2009 pSave->cSkipRows = 0;
2010 glGetIntegerv(GL_UNPACK_SKIP_ROWS, &pSave->cSkipRows);
2011 Assert(pSave->cSkipRows == 0);
2012
2013 pSave->cSkipPixels = 0;
2014 glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &pSave->cSkipPixels);
2015 Assert(pSave->cSkipPixels == 0);
2016
2017 pSave->cSkipImages = 0;
2018 glGetIntegerv(GL_UNPACK_SKIP_IMAGES, &pSave->cSkipImages);
2019 Assert(pSave->cSkipImages == 0);
2020
2021 VMSVGA3D_CLEAR_GL_ERRORS();
2022#endif
2023
2024 /*
2025 * Setup unpack.
2026 *
2027 * Note! We use 1 as alignment here because we currently don't do any
2028 * aligning of line pitches anywhere.
2029 */
2030 NOREF(pSurface);
2031 if (pSave->iAlignment != 1)
2032 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1), pState, pContext);
2033 if (pSave->cxRow != 0)
2034 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0), pState, pContext);
2035#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2036 if (pSave->cyImage != 0)
2037 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0), pState, pContext);
2038 if (pSave->fSwapBytes != 0)
2039 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE), pState, pContext);
2040 if (pSave->fLsbFirst != 0)
2041 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE), pState, pContext);
2042 if (pSave->cSkipRows != 0)
2043 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, 0), pState, pContext);
2044 if (pSave->cSkipPixels != 0)
2045 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0), pState, pContext);
2046 if (pSave->cSkipImages != 0)
2047 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0), pState, pContext);
2048#endif
2049}
2050
2051
2052/**
2053 * Restores texture unpacking parameters.
2054 *
2055 * @param pState The VMSVGA3D state structure.
2056 * @param pContext The active context.
2057 * @param pSurface The surface.
2058 * @param pSave Where stuff was saved.
2059 */
2060void vmsvga3dOglRestoreUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2061 PCVMSVGAPACKPARAMS pSave)
2062{
2063 RT_NOREF(pState, pSurface);
2064
2065 if (pSave->iAlignment != 1)
2066 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2067 if (pSave->cxRow != 0)
2068 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2069#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2070 if (pSave->cyImage != 0)
2071 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2072 if (pSave->fSwapBytes != 0)
2073 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2074 if (pSave->fLsbFirst != 0)
2075 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2076 if (pSave->cSkipRows != 0)
2077 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2078 if (pSave->cSkipPixels != 0)
2079 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2080 if (pSave->cSkipImages != 0)
2081 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2082#endif
2083}
2084
2085
2086/**
2087 * Create D3D/OpenGL texture object for the specified surface.
2088 *
2089 * Surfaces are created when needed.
2090 *
2091 * @param pState The VMSVGA3d state.
2092 * @param pContext The context.
2093 * @param idAssociatedContext Probably the same as pContext->id.
2094 * @param pSurface The surface to create the texture for.
2095 */
2096int vmsvga3dBackCreateTexture(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext,
2097 PVMSVGA3DSURFACE pSurface)
2098{
2099 RT_NOREF(idAssociatedContext);
2100 GLint activeTexture = 0;
2101 uint32_t idPrevCtx = pState->idActiveContext;
2102 pContext = &pState->SharedCtx;
2103 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2104
2105 glGenTextures(1, &pSurface->oglId.texture);
2106 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2107 /** @todo Set the mip map generation filter settings. */
2108
2109 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2110 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2111
2112 /* Must bind texture to the current context in order to change it. */
2113 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2114 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2115
2116 /* Set the unpacking parameters. */
2117 VMSVGAPACKPARAMS SavedParams;
2118 vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams);
2119
2120 /* Set the mipmap base and max level parameters. */
2121 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2122 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2123 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, pSurface->faces[0].numMipLevels - 1);
2124 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2125
2126 if (pSurface->fDirty)
2127 Log(("vmsvga3dBackCreateTexture: sync dirty texture\n"));
2128
2129 /* Always allocate and initialize all mipmap levels; non-initialized mipmap levels used as render targets cause failures. */
2130 for (uint32_t i = 0; i < pSurface->faces[0].numMipLevels; i++)
2131 {
2132 /* Allocate and initialize texture memory. Passing the zero filled pSurfaceData avoids
2133 exposing random host memory to the guest and helps a with the fedora 21 surface
2134 corruption issues (launchpad, background, search field, login). */
2135 if (pSurface->pMipmapLevels[i].fDirty)
2136 Log(("vmsvga3dBackCreateTexture: sync dirty texture mipmap level %d (pitch %x)\n", i, pSurface->pMipmapLevels[i].cbSurfacePitch));
2137
2138 glTexImage2D(GL_TEXTURE_2D,
2139 i,
2140 pSurface->internalFormatGL,
2141 pSurface->pMipmapLevels[i].mipmapSize.width,
2142 pSurface->pMipmapLevels[i].mipmapSize.height,
2143 0,
2144 pSurface->formatGL,
2145 pSurface->typeGL,
2146 pSurface->pMipmapLevels[i].pSurfaceData);
2147
2148 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2149
2150 pSurface->pMipmapLevels[i].fDirty = false;
2151 }
2152 pSurface->fDirty = false;
2153
2154 /* Restore unpacking parameters. */
2155 vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams);
2156
2157 /* Restore the old active texture. */
2158 glBindTexture(GL_TEXTURE_2D, activeTexture);
2159 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2160
2161 pSurface->surfaceFlags |= SVGA3D_SURFACE_HINT_TEXTURE;
2162
2163 if (idPrevCtx < pState->cContexts && pState->papContexts[idPrevCtx]->id == idPrevCtx)
2164 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[idPrevCtx]);
2165 return VINF_SUCCESS;
2166}
2167
2168
2169/**
2170 * Backend worker for implementing SVGA_3D_CMD_SURFACE_STRETCHBLT.
2171 *
2172 * @returns VBox status code.
2173 * @param pThis The VGA device instance.
2174 * @param pState The VMSVGA3d state.
2175 * @param pDstSurface The destination host surface.
2176 * @param uDstFace The destination face (valid).
2177 * @param uDstMipmap The destination mipmap level (valid).
2178 * @param pDstBox The destination box.
2179 * @param pSrcSurface The source host surface.
2180 * @param uSrcFace The destination face (valid).
2181 * @param uSrcMipmap The source mimap level (valid).
2182 * @param pSrcBox The source box.
2183 * @param enmMode The strecht blt mode .
2184 * @param pContext The VMSVGA3d context (already current for OGL).
2185 */
2186int vmsvga3dBackSurfaceStretchBlt(PVGASTATE pThis, PVMSVGA3DSTATE pState,
2187 PVMSVGA3DSURFACE pDstSurface, uint32_t uDstFace, uint32_t uDstMipmap, SVGA3dBox const *pDstBox,
2188 PVMSVGA3DSURFACE pSrcSurface, uint32_t uSrcFace, uint32_t uSrcMipmap, SVGA3dBox const *pSrcBox,
2189 SVGA3dStretchBltMode enmMode, PVMSVGA3DCONTEXT pContext)
2190{
2191 RT_NOREF(pThis);
2192 RT_NOREF2(uDstFace, uSrcFace); /// @todo
2193
2194 /* Activate the read and draw framebuffer objects. */
2195 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
2196 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2197 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, pContext->idDrawFramebuffer);
2198 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2199
2200 /* Bind the source and destination objects to the right place. */
2201 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
2202 pSrcSurface->oglId.texture, uSrcMipmap);
2203 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2204 pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
2205 pDstSurface->oglId.texture, uDstMipmap);
2206 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2207
2208 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),
2209 pSrcBox->x + pSrcBox->w, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y), pDstBox->x, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y + pDstBox->h),
2210 pDstBox->x + pDstBox->w, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y)));
2211
2212 pState->ext.glBlitFramebuffer(pSrcBox->x,
2213#ifdef MANUAL_FLIP_SURFACE_DATA
2214 D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y + pSrcBox->h), /* inclusive */
2215#else
2216 pSrcBox->y,
2217#endif
2218 pSrcBox->x + pSrcBox->w, /* exclusive. */
2219#ifdef MANUAL_FLIP_SURFACE_DATA
2220 D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y), /* exclusive */
2221#else
2222 pSrcBox->y + pSrcBox->h,
2223#endif
2224 pDstBox->x,
2225#ifdef MANUAL_FLIP_SURFACE_DATA
2226 D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y + pDstBox->h), /* inclusive. */
2227#else
2228 pDstBox->y,
2229#endif
2230 pDstBox->x + pDstBox->w, /* exclusive. */
2231#ifdef MANUAL_FLIP_SURFACE_DATA
2232 D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y), /* exclusive */
2233#else
2234 pDstBox->y + pDstBox->h,
2235#endif
2236 GL_COLOR_BUFFER_BIT,
2237 (enmMode == SVGA3D_STRETCH_BLT_POINT) ? GL_NEAREST : GL_LINEAR);
2238 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2239
2240 /* Reset the frame buffer association */
2241 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
2242 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2243
2244 return VINF_SUCCESS;
2245}
2246
2247/**
2248 * Save texture packing parameters and loads those appropriate for the given
2249 * surface.
2250 *
2251 * @param pState The VMSVGA3D state structure.
2252 * @param pContext The active context.
2253 * @param pSurface The surface.
2254 * @param pSave Where to save stuff.
2255 */
2256void vmsvga3dOglSetPackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2257 PVMSVGAPACKPARAMS pSave)
2258{
2259 RT_NOREF(pState);
2260 /*
2261 * Save (ignore errors, setting the defaults we want and avoids restore).
2262 */
2263 pSave->iAlignment = 1;
2264 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
2265 pSave->cxRow = 0;
2266 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
2267
2268#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2269 pSave->cyImage = 0;
2270 glGetIntegerv(GL_PACK_IMAGE_HEIGHT, &pSave->cyImage);
2271 Assert(pSave->cyImage == 0);
2272
2273 pSave->fSwapBytes = GL_FALSE;
2274 glGetBooleanv(GL_PACK_SWAP_BYTES, &pSave->fSwapBytes);
2275 Assert(pSave->fSwapBytes == GL_FALSE);
2276
2277 pSave->fLsbFirst = GL_FALSE;
2278 glGetBooleanv(GL_PACK_LSB_FIRST, &pSave->fLsbFirst);
2279 Assert(pSave->fLsbFirst == GL_FALSE);
2280
2281 pSave->cSkipRows = 0;
2282 glGetIntegerv(GL_PACK_SKIP_ROWS, &pSave->cSkipRows);
2283 Assert(pSave->cSkipRows == 0);
2284
2285 pSave->cSkipPixels = 0;
2286 glGetIntegerv(GL_PACK_SKIP_PIXELS, &pSave->cSkipPixels);
2287 Assert(pSave->cSkipPixels == 0);
2288
2289 pSave->cSkipImages = 0;
2290 glGetIntegerv(GL_PACK_SKIP_IMAGES, &pSave->cSkipImages);
2291 Assert(pSave->cSkipImages == 0);
2292
2293 VMSVGA3D_CLEAR_GL_ERRORS();
2294#endif
2295
2296 /*
2297 * Setup unpack.
2298 *
2299 * Note! We use 1 as alignment here because we currently don't do any
2300 * aligning of line pitches anywhere.
2301 */
2302 NOREF(pSurface);
2303 if (pSave->iAlignment != 1)
2304 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 1), pState, pContext);
2305 if (pSave->cxRow != 0)
2306 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, 0), pState, pContext);
2307#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2308 if (pSave->cyImage != 0)
2309 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0), pState, pContext);
2310 if (pSave->fSwapBytes != 0)
2311 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE), pState, pContext);
2312 if (pSave->fLsbFirst != 0)
2313 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, GL_FALSE), pState, pContext);
2314 if (pSave->cSkipRows != 0)
2315 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, 0), pState, pContext);
2316 if (pSave->cSkipPixels != 0)
2317 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, 0), pState, pContext);
2318 if (pSave->cSkipImages != 0)
2319 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, 0), pState, pContext);
2320#endif
2321}
2322
2323
2324/**
2325 * Restores texture packing parameters.
2326 *
2327 * @param pState The VMSVGA3D state structure.
2328 * @param pContext The active context.
2329 * @param pSurface The surface.
2330 * @param pSave Where stuff was saved.
2331 */
2332void vmsvga3dOglRestorePackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2333 PCVMSVGAPACKPARAMS pSave)
2334{
2335 RT_NOREF(pState, pSurface);
2336 if (pSave->iAlignment != 1)
2337 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2338 if (pSave->cxRow != 0)
2339 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2340#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2341 if (pSave->cyImage != 0)
2342 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2343 if (pSave->fSwapBytes != 0)
2344 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2345 if (pSave->fLsbFirst != 0)
2346 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2347 if (pSave->cSkipRows != 0)
2348 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2349 if (pSave->cSkipPixels != 0)
2350 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2351 if (pSave->cSkipImages != 0)
2352 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2353#endif
2354}
2355
2356
2357/**
2358 * Backend worker for implementing SVGA_3D_CMD_SURFACE_DMA that copies one box.
2359 *
2360 * @returns Failure status code or @a rc.
2361 * @param pThis The VGA device instance data.
2362 * @param pState The VMSVGA3d state.
2363 * @param pSurface The host surface.
2364 * @param pMipLevel Mipmap level. The caller knows it already.
2365 * @param uHostFace The host face (valid).
2366 * @param uHostMipmap The host mipmap level (valid).
2367 * @param GuestPtr The guest pointer.
2368 * @param cbGuestPitch The guest pitch.
2369 * @param transfer The transfer direction.
2370 * @param pBox The box to copy (clipped, valid, except for guest's srcx, srcy, srcz).
2371 * @param pContext The context (for OpenGL).
2372 * @param rc The current rc for all boxes.
2373 * @param iBox The current box number (for Direct 3D).
2374 */
2375int vmsvga3dBackSurfaceDMACopyBox(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface,
2376 PVMSVGA3DMIPMAPLEVEL pMipLevel, uint32_t uHostFace, uint32_t uHostMipmap,
2377 SVGAGuestPtr GuestPtr, uint32_t cbGuestPitch, SVGA3dTransferType transfer,
2378 SVGA3dCopyBox const *pBox, PVMSVGA3DCONTEXT pContext, int rc, int iBox)
2379{
2380 RT_NOREF(iBox);
2381 RT_NOREF(uHostFace); /// @todo
2382
2383 switch (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)
2384 {
2385 case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
2386 case SVGA3D_SURFACE_HINT_TEXTURE:
2387 case SVGA3D_SURFACE_HINT_RENDERTARGET:
2388 {
2389 uint32_t cbSurfacePitch;
2390 uint8_t *pDoubleBuffer;
2391 uint32_t offHst;
2392
2393 pDoubleBuffer = (uint8_t *)RTMemAlloc(pMipLevel->cbSurface);
2394 AssertReturn(pDoubleBuffer, VERR_NO_MEMORY);
2395
2396 if (transfer == SVGA3D_READ_HOST_VRAM)
2397 {
2398 GLint activeTexture;
2399
2400 /* Must bind texture to the current context in order to read it. */
2401 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2402 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2403
2404 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2405 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2406
2407 /* Set row length and alignment of the input data. */
2408 VMSVGAPACKPARAMS SavedParams;
2409 vmsvga3dOglSetPackParams(pState, pContext, pSurface, &SavedParams);
2410
2411 glGetTexImage(GL_TEXTURE_2D,
2412 uHostMipmap,
2413 pSurface->formatGL,
2414 pSurface->typeGL,
2415 pDoubleBuffer);
2416 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2417
2418 vmsvga3dOglRestorePackParams(pState, pContext, pSurface, &SavedParams);
2419
2420 /* Restore the old active texture. */
2421 glBindTexture(GL_TEXTURE_2D, activeTexture);
2422 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2423
2424 offHst = pBox->x * pSurface->cbBlock + pBox->y * pMipLevel->cbSurfacePitch;
2425 cbSurfacePitch = pMipLevel->cbSurfacePitch;
2426
2427#ifdef MANUAL_FLIP_SURFACE_DATA
2428 pBufferStart = pDoubleBuffer
2429 + pBox->x * pSurface->cbBlock
2430 + pMipLevel->cbSurface - pBox->y * cbSurfacePitch
2431 - cbSurfacePitch; /* flip image during copy */
2432#else
2433#endif
2434 }
2435 else
2436 {
2437 /* The buffer will contain only the copied rectangle. */
2438 offHst = 0;
2439 cbSurfacePitch = pBox->w * pSurface->cbBlock;
2440#ifdef MANUAL_FLIP_SURFACE_DATA
2441 pBufferStart = pDoubleBuffer + cbSurfacePitch * pBox->h - cbSurfacePitch; /* flip image during copy */
2442#else
2443#endif
2444 }
2445
2446 uint32_t const offGst = pBox->srcx * pSurface->cbBlock + pBox->srcy * cbGuestPitch; /// @todo compressed fmts
2447
2448 rc = vmsvgaGMRTransfer(pThis,
2449 transfer,
2450 pDoubleBuffer,
2451 pMipLevel->cbSurface,
2452 offHst,
2453#ifdef MANUAL_FLIP_SURFACE_DATA
2454 -(int32_t)cbSurfacePitch,
2455#else
2456 cbSurfacePitch,
2457#endif
2458 GuestPtr,
2459 offGst,
2460 cbGuestPitch,
2461 pBox->w * pSurface->cbBlock,
2462 pBox->h);
2463 AssertRC(rc);
2464
2465 /* Update the opengl surface data. */
2466 if (transfer == SVGA3D_WRITE_HOST_VRAM)
2467 {
2468 GLint activeTexture = 0;
2469
2470 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2471 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2472
2473 /* Must bind texture to the current context in order to change it. */
2474 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2475 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2476
2477 Log(("vmsvga3dSurfaceDMA: copy texture mipmap level %d (pitch %x)\n", uHostMipmap, pMipLevel->cbSurfacePitch));
2478
2479 /* Set row length and alignment of the input data. */
2480 VMSVGAPACKPARAMS SavedParams;
2481 vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams); /** @todo do we need to set ROW_LENGTH to w here? */
2482
2483 glTexSubImage2D(GL_TEXTURE_2D,
2484 uHostMipmap,
2485 pBox->x,
2486 pBox->y,
2487 pBox->w,
2488 pBox->h,
2489 pSurface->formatGL,
2490 pSurface->typeGL,
2491 pDoubleBuffer);
2492
2493 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2494
2495 /* Restore old values. */
2496 vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams);
2497
2498 /* Restore the old active texture. */
2499 glBindTexture(GL_TEXTURE_2D, activeTexture);
2500 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2501 }
2502
2503 Log4(("first line:\n%.*Rhxd\n", pBox->w * pSurface->cbBlock, pDoubleBuffer));
2504
2505 /* Free the double buffer. */
2506 RTMemFree(pDoubleBuffer);
2507 break;
2508 }
2509
2510 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
2511 AssertFailed(); /** @todo DMA SVGA3D_SURFACE_HINT_DEPTHSTENCIL */
2512 break;
2513
2514 case SVGA3D_SURFACE_HINT_VERTEXBUFFER | SVGA3D_SURFACE_HINT_INDEXBUFFER:
2515 case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
2516 case SVGA3D_SURFACE_HINT_INDEXBUFFER:
2517 {
2518 /* Caller already clipped pBox and buffers are 1-dimensional. */
2519 Assert(pBox->y == 0 && pBox->h == 1 && pBox->z == 0 && pBox->d == 1);
2520
2521 VMSVGA3D_CLEAR_GL_ERRORS();
2522 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pSurface->oglId.buffer);
2523 if (VMSVGA3D_GL_IS_SUCCESS(pContext))
2524 {
2525 GLenum enmGlTransfer = (transfer == SVGA3D_READ_HOST_VRAM) ? GL_READ_ONLY : GL_WRITE_ONLY;
2526 uint8_t *pbData = (uint8_t *)pState->ext.glMapBuffer(GL_ARRAY_BUFFER, enmGlTransfer);
2527 if (RT_LIKELY(pbData != NULL))
2528 {
2529#if defined(VBOX_STRICT) && defined(RT_OS_DARWIN)
2530 GLint cbStrictBufSize;
2531 glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &cbStrictBufSize);
2532 Assert(VMSVGA3D_GL_IS_SUCCESS(pContext));
2533 AssertMsg(cbStrictBufSize >= (int32_t)pMipLevel->cbSurface,
2534 ("cbStrictBufSize=%#x cbSurface=%#x pContext->id=%#x\n", (uint32_t)cbStrictBufSize, pMipLevel->cbSurface, pContext->id));
2535#endif
2536 Log(("Lock %s memory for rectangle (%d,%d)(%d,%d)\n",
2537 (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_VERTEXBUFFER ? "vertex" :
2538 (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_INDEXBUFFER ? "index" : "buffer",
2539 pBox->x, pBox->y, pBox->x + pBox->w, pBox->y + pBox->h));
2540
2541 uint32_t const offHst = pBox->x * pSurface->cbBlock;
2542
2543 rc = vmsvgaGMRTransfer(pThis,
2544 transfer,
2545 pbData,
2546 pMipLevel->cbSurface,
2547 offHst,
2548 pMipLevel->cbSurfacePitch,
2549 GuestPtr,
2550 pBox->srcx * pSurface->cbBlock,
2551 cbGuestPitch,
2552 pBox->w * pSurface->cbBlock,
2553 pBox->h);
2554 AssertRC(rc);
2555
2556 Log4(("first line:\n%.*Rhxd\n", cbGuestPitch, pbData + offHst));
2557
2558 pState->ext.glUnmapBuffer(GL_ARRAY_BUFFER);
2559 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2560 }
2561 else
2562 VMSVGA3D_GL_GET_AND_COMPLAIN(pState, pContext, ("glMapBuffer(GL_ARRAY_BUFFER, %#x) -> NULL\n", enmGlTransfer));
2563 }
2564 else
2565 VMSVGA3D_GL_COMPLAIN(pState, pContext, ("glBindBuffer(GL_ARRAY_BUFFER, %#x)\n", pSurface->oglId.buffer));
2566 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
2567 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2568 break;
2569 }
2570
2571 default:
2572 AssertFailed();
2573 break;
2574 }
2575
2576 return rc;
2577}
2578
2579
2580int vmsvga3dSurfaceBlitToScreen(PVGASTATE pThis, uint32_t dest, SVGASignedRect destRect, SVGA3dSurfaceImageId src, SVGASignedRect srcRect, uint32_t cRects, SVGASignedRect *pRect)
2581{
2582 /* Requires SVGA_FIFO_CAP_SCREEN_OBJECT support */
2583 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));
2584 for (uint32_t i = 0; i < cRects; i++)
2585 {
2586 Log(("vmsvga3dSurfaceBlitToScreen: clipping rect %d (%d,%d)(%d,%d)\n", i, pRect[i].left, pRect[i].top, pRect[i].right, pRect[i].bottom));
2587 }
2588
2589 /** @todo Only screen 0 for now. */
2590 AssertReturn(dest == 0, VERR_INTERNAL_ERROR);
2591 AssertReturn(src.mipmap == 0 && src.face == 0, VERR_INVALID_PARAMETER);
2592 /** @todo scaling */
2593 AssertReturn(destRect.right - destRect.left == srcRect.right - srcRect.left && destRect.bottom - destRect.top == srcRect.bottom - srcRect.top, VERR_INVALID_PARAMETER);
2594
2595 if (cRects == 0)
2596 {
2597 /* easy case; no clipping */
2598 SVGA3dCopyBox box;
2599 SVGA3dGuestImage dst;
2600
2601 box.x = destRect.left;
2602 box.y = destRect.top;
2603 box.z = 0;
2604 box.w = destRect.right - destRect.left;
2605 box.h = destRect.bottom - destRect.top;
2606 box.d = 1;
2607 box.srcx = srcRect.left;
2608 box.srcy = srcRect.top;
2609 box.srcz = 0;
2610
2611 dst.ptr.gmrId = SVGA_GMR_FRAMEBUFFER;
2612 dst.ptr.offset = pThis->svga.uScreenOffset;
2613 dst.pitch = pThis->svga.cbScanline;
2614
2615 int rc = vmsvga3dSurfaceDMA(pThis, dst, src, SVGA3D_READ_HOST_VRAM, 1, &box);
2616 AssertRCReturn(rc, rc);
2617
2618 vgaR3UpdateDisplay(pThis, box.x, box.y, box.w, box.h);
2619 return VINF_SUCCESS;
2620 }
2621 else
2622 {
2623 SVGA3dGuestImage dst;
2624 SVGA3dCopyBox box;
2625
2626 box.srcz = 0;
2627 box.z = 0;
2628 box.d = 1;
2629
2630 dst.ptr.gmrId = SVGA_GMR_FRAMEBUFFER;
2631 dst.ptr.offset = pThis->svga.uScreenOffset;
2632 dst.pitch = pThis->svga.cbScanline;
2633
2634 /** @todo merge into one SurfaceDMA call */
2635 for (uint32_t i = 0; i < cRects; i++)
2636 {
2637 /* The clipping rectangle is relative to the top-left corner of srcRect & destRect. Adjust here. */
2638 box.srcx = srcRect.left + pRect[i].left;
2639 box.srcy = srcRect.top + pRect[i].top;
2640
2641 box.x = pRect[i].left + destRect.left;
2642 box.y = pRect[i].top + destRect.top;
2643 box.z = 0;
2644 box.w = pRect[i].right - pRect[i].left;
2645 box.h = pRect[i].bottom - pRect[i].top;
2646
2647 int rc = vmsvga3dSurfaceDMA(pThis, dst, src, SVGA3D_READ_HOST_VRAM, 1, &box);
2648 AssertRCReturn(rc, rc);
2649
2650 vgaR3UpdateDisplay(pThis, box.x, box.y, box.w, box.h);
2651 }
2652
2653 return VINF_SUCCESS;
2654 }
2655}
2656
2657int vmsvga3dGenerateMipmaps(PVGASTATE pThis, uint32_t sid, SVGA3dTextureFilter filter)
2658{
2659 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
2660 PVMSVGA3DSURFACE pSurface;
2661 int rc = VINF_SUCCESS;
2662 PVMSVGA3DCONTEXT pContext;
2663 uint32_t cid;
2664 GLint activeTexture = 0;
2665
2666 AssertReturn(pState, VERR_NO_MEMORY);
2667 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
2668 AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER);
2669
2670 pSurface = pState->papSurfaces[sid];
2671
2672 Assert(filter != SVGA3D_TEX_FILTER_FLATCUBIC);
2673 Assert(filter != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
2674 pSurface->autogenFilter = filter;
2675
2676 Log(("vmsvga3dGenerateMipmaps: sid=%x filter=%d\n", sid, filter));
2677
2678 cid = SVGA3D_INVALID_ID;
2679 pContext = &pState->SharedCtx;
2680 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2681
2682 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
2683 {
2684 /* Unknown surface type; turn it into a texture. */
2685 Log(("vmsvga3dGenerateMipmaps: unknown src surface id=%x type=%d format=%d -> create texture\n", sid, pSurface->surfaceFlags, pSurface->format));
2686 rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface);
2687 AssertRCReturn(rc, rc);
2688 }
2689 else
2690 {
2691 /** @todo new filter */
2692 AssertFailed();
2693 }
2694
2695 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2696 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2697
2698 /* Must bind texture to the current context in order to change it. */
2699 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2700 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2701
2702 /* Generate the mip maps. */
2703 pState->ext.glGenerateMipmap(GL_TEXTURE_2D);
2704 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2705
2706 /* Restore the old texture. */
2707 glBindTexture(GL_TEXTURE_2D, activeTexture);
2708 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2709
2710 return VINF_SUCCESS;
2711}
2712
2713int vmsvga3dCommandPresent(PVGASTATE pThis, uint32_t sid, uint32_t cRects, SVGA3dCopyRect *pRect)
2714{
2715 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
2716 PVMSVGA3DSURFACE pSurface;
2717 PVMSVGA3DCONTEXT pContext;
2718 uint32_t cid;
2719
2720 AssertReturn(pState, VERR_NO_MEMORY);
2721 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
2722 AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER);
2723
2724 pSurface = pState->papSurfaces[sid];
2725
2726 Log(("vmsvga3dCommandPresent: sid=%x cRects=%d\n", sid, cRects));
2727 for (uint32_t i=0; i < cRects; i++)
2728 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));
2729
2730 pContext = &pState->SharedCtx;
2731 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2732 cid = pContext->id;
2733 VMSVGA3D_CLEAR_GL_ERRORS();
2734
2735#if 0 /* Can't make sense of this. SVGA3dCopyRect doesn't allow scaling. non-blit-cube path change to not use it. */
2736 /*
2737 * Source surface different size?
2738 */
2739 RTRECT2 srcViewPort;
2740 if ( pSurface->pMipmapLevels[0].size.width != pThis->svga.uWidth
2741 || pSurface->pMipmapLevels[0].size.height != pThis->svga.uHeight)
2742 {
2743 float xMultiplier = (float)pSurface->pMipmapLevels[0].size.width / (float)pThis->svga.uWidth;
2744 float yMultiplier = (float)pSurface->pMipmapLevels[0].size.height / (float)pThis->svga.uHeight;
2745
2746 LogFlow(("size (%d vs %d, %d vs %d) multiplier (" FLOAT_FMT_STR ", " FLOAT_FMT_STR ")\n",
2747 pSurface->pMipmapLevels[0].size.width, pThis->svga.uWidth,
2748 pSurface->pMipmapLevels[0].size.height, pThis->svga.uHeight,
2749 FLOAT_FMT_ARGS(xMultiplier), FLOAT_FMT_ARGS(yMultiplier) ));
2750
2751 srcViewPort.x = (uint32_t)((float)pThis->svga.viewport.x * xMultiplier);
2752 srcViewPort.y = (uint32_t)((float)pThis->svga.viewport.y * yMultiplier);
2753 srcViewPort.cx = (uint32_t)((float)pThis->svga.viewport.cx * xMultiplier);
2754 srcViewPort.cy = (uint32_t)((float)pThis->svga.viewport.cy * yMultiplier);
2755 }
2756 else
2757 {
2758 srcViewPort.x = pThis->svga.viewport.x;
2759 srcViewPort.y = pThis->svga.viewport.y;
2760 srcViewPort.cx = pThis->svga.viewport.cx;
2761 srcViewPort.cy = pThis->svga.viewport.cy;
2762 }
2763 RTRECT SrcViewPortRect;
2764 SrcViewPortRect.xLeft = srcViewPort.x;
2765 SrcViewPortRect.xRight = srcViewPort.x + srcViewPort.cx;
2766 SrcViewPortRect.yBottom = srcViewPort.y;
2767 SrcViewPortRect.yTop = srcViewPort.y + srcViewPort.cy;
2768#endif
2769
2770
2771#if 0//ndef RT_OS_DARWIN /* blit-cube fails in this path... */
2772 /*
2773 * Note! this path is slightly faster than the glBlitFrameBuffer path below.
2774 */
2775 SVGA3dCopyRect rect;
2776 uint32_t oldVShader, oldPShader;
2777 GLint oldTextureId;
2778
2779 if (cRects == 0)
2780 {
2781 rect.x = rect.y = rect.srcx = rect.srcy = 0;
2782 rect.w = pSurface->pMipmapLevels[0].size.width;
2783 rect.h = pSurface->pMipmapLevels[0].size.height;
2784 pRect = &rect;
2785 cRects = 1;
2786 }
2787
2788 //glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
2789
2790#if 0
2791 glDisable(GL_CULL_FACE);
2792 glDisable(GL_BLEND);
2793 glDisable(GL_ALPHA_TEST);
2794 glDisable(GL_SCISSOR_TEST);
2795 glDisable(GL_STENCIL_TEST);
2796 glEnable(GL_DEPTH_TEST);
2797 glDepthFunc(GL_ALWAYS);
2798 glDepthMask(GL_TRUE);
2799 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2800 glViewport(0, 0, pSurface->pMipmapLevels[0].size.width, pSurface->pMipmapLevels[0].size.height);
2801#endif
2802
2803 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTextureId), pState, pContext);
2804
2805 oldVShader = pContext->state.shidVertex;
2806 oldPShader = pContext->state.shidPixel;
2807 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_VS, SVGA_ID_INVALID);
2808 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_PS, SVGA_ID_INVALID);
2809
2810 /* Flush shader changes. */
2811 if (pContext->pShaderContext)
2812 ShaderUpdateState(pContext->pShaderContext, 0);
2813
2814 /* Activate the read and draw framebuffer objects. */
2815 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer), pState, pContext);
2816 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 /* back buffer */), pState, pContext);
2817
2818 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glActiveTexture(GL_TEXTURE0), pState, pContext);
2819 VMSVGA3D_ASSERT_GL_CALL(glEnable(GL_TEXTURE_2D), pState, pContext);;
2820 VMSVGA3D_ASSERT_GL_CALL(glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture), pState, pContext);
2821
2822 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR), pState, pContext);
2823 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR), pState, pContext);;
2824
2825#if 0
2826 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP), pState, pContext);;
2827 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP), pState, pContext);;
2828#endif
2829
2830 /* Reset the transformation matrices. */
2831 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_MODELVIEW), pState, pContext);
2832 VMSVGA3D_ASSERT_GL_CALL(glPushMatrix(), pState, pContext);
2833 VMSVGA3D_ASSERT_GL_CALL(glLoadIdentity(), pState, pContext);
2834 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_PROJECTION), pState, pContext);
2835 VMSVGA3D_ASSERT_GL_CALL(glPushMatrix(), pState, pContext);
2836 VMSVGA3D_ASSERT_GL_CALL(glLoadIdentity(), pState, pContext);
2837 VMSVGA3D_ASSERT_GL_CALL(glScalef(1.0f, -1.0f, 1.0f), pState, pContext);
2838 VMSVGA3D_ASSERT_GL_CALL(glOrtho(0, pThis->svga.uWidth, pThis->svga.uHeight, 0, 0.0, -1.0), pState, pContext);
2839
2840 for (uint32_t i = 0; i < cRects; i++)
2841 {
2842 float left, right, top, bottom; /* Texture coordinates */
2843 int vertexLeft, vertexRight, vertexTop, vertexBottom;
2844
2845 pRect[i].srcx = RT_MAX(pRect[i].srcx, (uint32_t)RT_MAX(srcViewPort.x, 0));
2846 pRect[i].srcy = RT_MAX(pRect[i].srcy, (uint32_t)RT_MAX(srcViewPort.y, 0));
2847 pRect[i].x = RT_MAX(pRect[i].x, pThis->svga.viewport.x) - pThis->svga.viewport.x;
2848 pRect[i].y = RT_MAX(pRect[i].y, pThis->svga.viewport.y) - pThis->svga.viewport.y;
2849 pRect[i].w = pThis->svga.viewport.cx;
2850 pRect[i].h = pThis->svga.viewport.cy;
2851
2852 if ( pRect[i].x + pRect[i].w <= pThis->svga.viewport.x
2853 || pThis->svga.viewport.x + pThis->svga.viewport.cx <= pRect[i].x
2854 || pRect[i].y + pRect[i].h <= pThis->svga.viewport.y
2855 || pThis->svga.viewport.y + pThis->svga.viewport.cy <= pRect[i].y)
2856 {
2857 /* Intersection is empty; skip */
2858 continue;
2859 }
2860
2861 left = pRect[i].srcx;
2862 right = pRect[i].srcx + pRect[i].w;
2863 top = pRect[i].srcy + pRect[i].h;
2864 bottom = pRect[i].srcy;
2865
2866 left /= pSurface->pMipmapLevels[0].size.width;
2867 right /= pSurface->pMipmapLevels[0].size.width;
2868 top /= pSurface->pMipmapLevels[0].size.height;
2869 bottom /= pSurface->pMipmapLevels[0].size.height;
2870
2871 vertexLeft = pRect[i].x;
2872 vertexRight = pRect[i].x + pRect[i].w;
2873 vertexTop = ((uint32_t)pThis->svga.uHeight >= pRect[i].y + pRect[i].h) ? pThis->svga.uHeight - pRect[i].y - pRect[i].h : 0;
2874 vertexBottom = pThis->svga.uHeight - pRect[i].y;
2875
2876 Log(("view port (%d,%d)(%d,%d)\n", srcViewPort.x, srcViewPort.y, srcViewPort.cx, srcViewPort.cy));
2877 Log(("vertex (%d,%d) (%d,%d) (%d,%d) (%d,%d)\n", vertexLeft, vertexBottom, vertexLeft, vertexTop, vertexRight, vertexTop, vertexRight, vertexBottom));
2878 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)));
2879
2880 glBegin(GL_QUADS);
2881
2882 /* bottom left */
2883 glTexCoord2f(left, bottom);
2884 glVertex2i(vertexLeft, vertexBottom);
2885
2886 /* top left */
2887 glTexCoord2f(left, top);
2888 glVertex2i(vertexLeft, vertexTop);
2889
2890 /* top right */
2891 glTexCoord2f(right, top);
2892 glVertex2i(vertexRight, vertexTop);
2893
2894 /* bottom right */
2895 glTexCoord2f(right, bottom);
2896 glVertex2i(vertexRight, vertexBottom);
2897
2898 VMSVGA3D_ASSERT_GL_CALL(glEnd(), pState, pContext);
2899 }
2900
2901 /* Restore old settings. */
2902 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_PROJECTION), pState, pContext);
2903 VMSVGA3D_ASSERT_GL_CALL(glPopMatrix(), pState, pContext);
2904 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_MODELVIEW), pState, pContext);
2905 VMSVGA3D_ASSERT_GL_CALL(glPopMatrix(), pState, pContext);
2906
2907 //VMSVGA3D_ASSERT_GL_CALL(glPopAttrib(), pState, pContext);
2908
2909 VMSVGA3D_ASSERT_GL_CALL(glBindTexture(GL_TEXTURE_2D, oldTextureId), pState, pContext);
2910 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_VS, oldVShader);
2911 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_PS, oldPShader);
2912
2913#else
2914 /*
2915 * glBlitFramebuffer variant.
2916 */
2917 /* Activate the read and draw framebuffer objects. */
2918 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
2919 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2920 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 /* back buffer */);
2921 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2922
2923 /* Bind the source objects to the right place. */
2924 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pSurface->oglId.texture, 0 /* level 0 */);
2925 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2926
2927
2928 /* Read the destination viewport specs in one go to try avoid some unnecessary update races. */
2929 VMSVGAVIEWPORT const DstViewport = pThis->svga.viewport;
2930 ASMCompilerBarrier(); /* paranoia */
2931 Assert(DstViewport.yHighWC >= DstViewport.yLowWC);
2932
2933 /* If there are no recangles specified, just grab a screenful. */
2934 SVGA3dCopyRect DummyRect;
2935 if (cRects != 0)
2936 { /* likely */ }
2937 else
2938 {
2939 /** @todo Find the usecase for this or check what the original device does.
2940 * The original code was doing some scaling based on the surface
2941 * size... */
2942# ifdef DEBUG_bird
2943 AssertMsgFailed(("No rects to present. Who is doing that and what do they actually expect?\n"));
2944# endif
2945 DummyRect.x = DummyRect.srcx = 0;
2946 DummyRect.y = DummyRect.srcy = 0;
2947 DummyRect.w = pThis->svga.uWidth;
2948 DummyRect.h = pThis->svga.uHeight;
2949 cRects = 1;
2950 pRect = &DummyRect;
2951 }
2952
2953 /*
2954 * Blit the surface rectangle(s) to the back buffer.
2955 */
2956 uint32_t const cxSurface = pSurface->pMipmapLevels[0].mipmapSize.width;
2957 uint32_t const cySurface = pSurface->pMipmapLevels[0].mipmapSize.height;
2958 for (uint32_t i = 0; i < cRects; i++)
2959 {
2960 SVGA3dCopyRect ClippedRect = pRect[i];
2961
2962 /*
2963 * Do some sanity checking and limit width and height, all so we
2964 * don't need to think about wrap-arounds below.
2965 */
2966 if (RT_LIKELY( ClippedRect.w
2967 && ClippedRect.x < VMSVGA_MAX_X
2968 && ClippedRect.srcx < VMSVGA_MAX_X
2969 && ClippedRect.h
2970 && ClippedRect.y < VMSVGA_MAX_Y
2971 && ClippedRect.srcy < VMSVGA_MAX_Y
2972 ))
2973 { /* likely */ }
2974 else
2975 continue;
2976
2977 if (RT_LIKELY(ClippedRect.w < VMSVGA_MAX_X))
2978 { /* likely */ }
2979 else
2980 ClippedRect.w = VMSVGA_MAX_X;
2981 if (RT_LIKELY(ClippedRect.h < VMSVGA_MAX_Y))
2982 { /* likely */ }
2983 else
2984 ClippedRect.h = VMSVGA_MAX_Y;
2985
2986
2987 /*
2988 * Source surface clipping (paranoia). Straight forward.
2989 */
2990 if (RT_LIKELY(ClippedRect.srcx < cxSurface))
2991 { /* likely */ }
2992 else
2993 continue;
2994 if (RT_LIKELY(ClippedRect.srcx + ClippedRect.w <= cxSurface))
2995 { /* likely */ }
2996 else
2997 {
2998 AssertFailed(); /* remove if annoying. */
2999 ClippedRect.w = cxSurface - ClippedRect.srcx;
3000 }
3001
3002 if (RT_LIKELY(ClippedRect.srcy < cySurface))
3003 { /* likely */ }
3004 else
3005 continue;
3006 if (RT_LIKELY(ClippedRect.srcy + ClippedRect.h <= cySurface))
3007 { /* likely */ }
3008 else
3009 {
3010 AssertFailed(); /* remove if annoying. */
3011 ClippedRect.h = cySurface - ClippedRect.srcy;
3012 }
3013
3014 /*
3015 * Destination viewport clipping - real PITA.
3016 *
3017 * We have to take the following into account here:
3018 * - The source image is Y inverted.
3019 * - The destination framebuffer is in world and not window coordinates,
3020 * just like the source surface. This means working in the first quadrant.
3021 * - The viewport is in window coordinate, that is fourth quadrant and
3022 * negated Y values.
3023 * - The destination framebuffer is not scrolled, so we have to blit
3024 * what's visible into the top of the framebuffer.
3025 *
3026 *
3027 * To illustrate:
3028 *
3029 * source destination 0123456789
3030 * 8 ^---------- 8 ^---------- 0 ----------->
3031 * 7 | | 7 | | 1 | |
3032 * 6 | | 6 | ******* | 2 | ******* |
3033 * 5 | *** | 5 | * | 3 | * |
3034 * 4 | * | => 4 | * | => 4 | * |
3035 * 3 | * | 3 | *** | 5 | *** |
3036 * 2 | ******* | 2 | | 6 | |
3037 * 1 | | 1 | | 7 | |
3038 * 0 -----------> 0 -----------> 8 v----------
3039 * 0123456789 0123456789 Destination window
3040 *
3041 * From the above, it follows that a destination viewport given in
3042 * window coordinates matches the source exactly when srcy = srcx = 0.
3043 *
3044 * Example (Y only):
3045 * ySrc = 0
3046 * yDst = 0
3047 * cyCopy = 9
3048 * cyScreen = cyCopy
3049 * cySurface >= cyCopy
3050 * yViewport = 5
3051 * cyViewport = 2 (i.e. '| *** |'
3052 * '| |' )
3053 * yWCViewportHi = cxScreen - yViewport = 9 - 5 = 4
3054 * yWCViewportLow = cxScreen - yViewport - cyViewport = 4 - 2 = 2
3055 *
3056 * We can see from the illustration that the final result should be:
3057 * SrcRect = (0,7) (11, 5) (cy=2 from y=5)
3058 * DstRect = (0,2) (11, 4)
3059 *
3060 * Let's postpone the switching of SrcRect.yBottom/yTop to make it
3061 * easier to follow:
3062 * SrcRect = (0,5) (11, 7)
3063 *
3064 * From the top, Y values only:
3065 * 0. Copy = { .yDst = 0, .ySrc = 0, .cy = 9 }
3066 *
3067 * 1. CopyRect.yDst (=0) is lower than yWCViewportLow:
3068 * cyAdjust = yWCViewportLow - CopyRect.yDst = 2;
3069 * Copy.yDst += cyAdjust = 2;
3070 * Copy.ySrc = unchanged;
3071 * Copy.cx -= cyAdjust = 7;
3072 * => Copy = { .yDst = 2, .ySrc = 0, .cy = 7 }
3073 *
3074 * 2. CopyRect.yDst + CopyRect.cx (=9) is higher than yWCViewportHi:
3075 * cyAdjust = CopyRect.yDst + CopyRect.cx - yWCViewportHi = 9 - 4 = 5
3076 * Copy.yDst = unchanged;
3077 * Copy.ySrc += cyAdjust = 5;
3078 * Copy.cx -= cyAdjust = 2;
3079 * => Copy = { .yDst = 2, .ySrc = 5, .cy = 2 }
3080 *
3081 * Update: On darwin, it turns out that when we call [NSOpenGLContext updates]
3082 * when the view is resized, moved and otherwise messed with,
3083 * the visible part of the framebuffer is actually the bottom
3084 * one. It's easy to adjust for this, just have to adjust the
3085 * destination rectangle such that yBottom is zero.
3086 */
3087 /* X - no inversion, so kind of simple. */
3088 if (ClippedRect.x >= DstViewport.x)
3089 {
3090 if (ClippedRect.x + ClippedRect.w <= DstViewport.xRight)
3091 { /* typical */ }
3092 else if (ClippedRect.x < DstViewport.xRight)
3093 ClippedRect.w = DstViewport.xRight - ClippedRect.x;
3094 else
3095 continue;
3096 }
3097 else
3098 {
3099 uint32_t cxAdjust = DstViewport.x - ClippedRect.x;
3100 if (cxAdjust < ClippedRect.w)
3101 {
3102 ClippedRect.w -= cxAdjust;
3103 ClippedRect.x += cxAdjust;
3104 ClippedRect.srcx += cxAdjust;
3105 }
3106 else
3107 continue;
3108
3109 if (ClippedRect.x + ClippedRect.w <= DstViewport.xRight)
3110 { /* typical */ }
3111 else
3112 ClippedRect.w = DstViewport.xRight - ClippedRect.x;
3113 }
3114
3115 /* Y - complicated, see above. */
3116 if (ClippedRect.y >= DstViewport.yLowWC)
3117 {
3118 if (ClippedRect.y + ClippedRect.h <= DstViewport.yHighWC)
3119 { /* typical */ }
3120 else if (ClippedRect.y < DstViewport.yHighWC)
3121 {
3122 /* adjustment #2 */
3123 uint32_t cyAdjust = ClippedRect.y + ClippedRect.h - DstViewport.yHighWC;
3124 ClippedRect.srcy += cyAdjust;
3125 ClippedRect.h -= cyAdjust;
3126 }
3127 else
3128 continue;
3129 }
3130 else
3131 {
3132 /* adjustment #1 */
3133 uint32_t cyAdjust = DstViewport.yLowWC - ClippedRect.y;
3134 if (cyAdjust < ClippedRect.h)
3135 {
3136 ClippedRect.y += cyAdjust;
3137 ClippedRect.h -= cyAdjust;
3138 }
3139 else
3140 continue;
3141
3142 if (ClippedRect.y + ClippedRect.h <= DstViewport.yHighWC)
3143 { /* typical */ }
3144 else
3145 {
3146 /* adjustment #2 */
3147 cyAdjust = ClippedRect.y + ClippedRect.h - DstViewport.yHighWC;
3148 ClippedRect.srcy += cyAdjust;
3149 ClippedRect.h -= cyAdjust;
3150 }
3151 }
3152
3153 /* Calc source rectangle with y flipping wrt destination. */
3154 RTRECT SrcRect;
3155 SrcRect.xLeft = ClippedRect.srcx;
3156 SrcRect.xRight = ClippedRect.srcx + ClippedRect.w;
3157 SrcRect.yBottom = ClippedRect.srcy + ClippedRect.h;
3158 SrcRect.yTop = ClippedRect.srcy;
3159
3160 /* Calc destination rectangle. */
3161 RTRECT DstRect;
3162 DstRect.xLeft = ClippedRect.x;
3163 DstRect.xRight = ClippedRect.x + ClippedRect.w;
3164 DstRect.yBottom = ClippedRect.y;
3165 DstRect.yTop = ClippedRect.y + ClippedRect.h;
3166
3167 /* Adjust for viewport. */
3168 DstRect.xLeft -= DstViewport.x;
3169 DstRect.xRight -= DstViewport.x;
3170# ifdef RT_OS_DARWIN /* We actually seeing the bottom of the FB, not the top as on windows and X11. */
3171 DstRect.yTop -= DstRect.yBottom;
3172 DstRect.yBottom = 0;
3173# else
3174 DstRect.yBottom += DstViewport.y;
3175 DstRect.yTop += DstViewport.y;
3176# endif
3177
3178 Log(("SrcRect: (%d,%d)(%d,%d) DstRect: (%d,%d)(%d,%d)\n",
3179 SrcRect.xLeft, SrcRect.yBottom, SrcRect.xRight, SrcRect.yTop,
3180 DstRect.xLeft, DstRect.yBottom, DstRect.xRight, DstRect.yTop));
3181 pState->ext.glBlitFramebuffer(SrcRect.xLeft, SrcRect.yBottom, SrcRect.xRight, SrcRect.yTop,
3182 DstRect.xLeft, DstRect.yBottom, DstRect.xRight, DstRect.yTop,
3183 GL_COLOR_BUFFER_BIT, GL_LINEAR);
3184 }
3185
3186#endif
3187
3188 /*
3189 * Flip the front and back buffers.
3190 */
3191#ifdef RT_OS_WINDOWS
3192 BOOL fRef = SwapBuffers(pContext->hdc);
3193 AssertMsg(fRef, ("SwapBuffers failed with %d\n", GetLastError())); NOREF(fRef);
3194#elif defined(RT_OS_DARWIN)
3195 vmsvga3dCocoaSwapBuffers(pContext->cocoaView, pContext->cocoaContext);
3196#else
3197 /* show the window if not already done */
3198 if (!pContext->fMapped)
3199 {
3200 XMapWindow(pState->display, pContext->window);
3201 pContext->fMapped = true;
3202 }
3203 /* now swap the buffers, i.e. display the rendering result */
3204 glXSwapBuffers(pState->display, pContext->window);
3205#endif
3206
3207 /*
3208 * Now we can reset the frame buffer association. Doing it earlier means no
3209 * output on darwin.
3210 */
3211 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer), pState, pContext);
3212 return VINF_SUCCESS;
3213}
3214
3215#ifdef RT_OS_LINUX
3216/**
3217 * X11 event handling thread.
3218 *
3219 * @returns VINF_SUCCESS (ignored)
3220 * @param hThreadSelf thread handle
3221 * @param pvUser pointer to pState structure
3222 */
3223DECLCALLBACK(int) vmsvga3dXEventThread(RTTHREAD hThreadSelf, void *pvUser)
3224{
3225 RT_NOREF(hThreadSelf);
3226 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pvUser;
3227 while (!pState->bTerminate)
3228 {
3229 while (XPending(pState->display) > 0)
3230 {
3231 XEvent event;
3232 XNextEvent(pState->display, &event);
3233
3234 switch (event.type)
3235 {
3236 default:
3237 break;
3238 }
3239 }
3240 /* sleep for 16ms to not burn too many cycles */
3241 RTThreadSleep(16);
3242 }
3243 return VINF_SUCCESS;
3244}
3245#endif // RT_OS_LINUX
3246
3247
3248/**
3249 * Create a new 3d context
3250 *
3251 * @returns VBox status code.
3252 * @param pThis VGA device instance data.
3253 * @param cid Context id
3254 * @param fFlags VMSVGA3D_DEF_CTX_F_XXX.
3255 */
3256int vmsvga3dContextDefineOgl(PVGASTATE pThis, uint32_t cid, uint32_t fFlags)
3257{
3258 int rc;
3259 PVMSVGA3DCONTEXT pContext;
3260 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3261
3262 AssertReturn(pState, VERR_NO_MEMORY);
3263 AssertReturn( cid < SVGA3D_MAX_CONTEXT_IDS
3264 || (cid == VMSVGA3D_SHARED_CTX_ID && (fFlags & VMSVGA3D_DEF_CTX_F_SHARED_CTX)), VERR_INVALID_PARAMETER);
3265#if !defined(VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE) || !(defined(RT_OS_DARWIN))
3266 AssertReturn(!(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE), VERR_INTERNAL_ERROR_3);
3267#endif
3268
3269 Log(("vmsvga3dContextDefine id %x\n", cid));
3270#ifdef DEBUG_DEBUG_GFX_WINDOW_TEST_CONTEXT
3271 if (pState->idTestContext == SVGA_ID_INVALID)
3272 {
3273 pState->idTestContext = 207;
3274 rc = vmsvga3dContextDefine(pThis, pState->idTestContext);
3275 AssertRCReturn(rc, rc);
3276 }
3277#endif
3278
3279 if (cid == VMSVGA3D_SHARED_CTX_ID)
3280 pContext = &pState->SharedCtx;
3281 else
3282 {
3283 if (cid >= pState->cContexts)
3284 {
3285 /* Grow the array. */
3286 uint32_t cNew = RT_ALIGN(cid + 15, 16);
3287 void *pvNew = RTMemRealloc(pState->papContexts, sizeof(pState->papContexts[0]) * cNew);
3288 AssertReturn(pvNew, VERR_NO_MEMORY);
3289 pState->papContexts = (PVMSVGA3DCONTEXT *)pvNew;
3290 while (pState->cContexts < cNew)
3291 {
3292 pContext = (PVMSVGA3DCONTEXT)RTMemAllocZ(sizeof(*pContext));
3293 AssertReturn(pContext, VERR_NO_MEMORY);
3294 pContext->id = SVGA3D_INVALID_ID;
3295 pState->papContexts[pState->cContexts++] = pContext;
3296 }
3297 }
3298 /* If one already exists with this id, then destroy it now. */
3299 if (pState->papContexts[cid]->id != SVGA3D_INVALID_ID)
3300 vmsvga3dContextDestroy(pThis, cid);
3301
3302 pContext = pState->papContexts[cid];
3303 }
3304
3305 /*
3306 * Find or create the shared context if needed (necessary for sharing e.g. textures between contexts).
3307 */
3308 PVMSVGA3DCONTEXT pSharedCtx = NULL;
3309 if (!(fFlags & (VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_SHARED_CTX)))
3310 {
3311 pSharedCtx = &pState->SharedCtx;
3312 if (pSharedCtx->id != VMSVGA3D_SHARED_CTX_ID)
3313 {
3314 rc = vmsvga3dContextDefineOgl(pThis, VMSVGA3D_SHARED_CTX_ID, VMSVGA3D_DEF_CTX_F_SHARED_CTX);
3315 AssertLogRelRCReturn(rc, rc);
3316 }
3317 }
3318
3319 /*
3320 * Initialize the context.
3321 */
3322 memset(pContext, 0, sizeof(*pContext));
3323 pContext->id = cid;
3324 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTextures); i++)
3325 pContext->aSidActiveTextures[i] = SVGA3D_INVALID_ID;
3326
3327 pContext->state.shidVertex = SVGA3D_INVALID_ID;
3328 pContext->state.shidPixel = SVGA3D_INVALID_ID;
3329 pContext->idFramebuffer = OPENGL_INVALID_ID;
3330 pContext->idReadFramebuffer = OPENGL_INVALID_ID;
3331 pContext->idDrawFramebuffer = OPENGL_INVALID_ID;
3332
3333 rc = ShaderContextCreate(&pContext->pShaderContext);
3334 AssertRCReturn(rc, rc);
3335
3336 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->state.aRenderTargets); i++)
3337 pContext->state.aRenderTargets[i] = SVGA3D_INVALID_ID;
3338
3339 AssertReturn(pThis->svga.u64HostWindowId, VERR_INTERNAL_ERROR);
3340
3341#ifdef RT_OS_WINDOWS
3342 /* Create a context window. */
3343 CREATESTRUCT cs;
3344 cs.lpCreateParams = NULL;
3345 cs.dwExStyle = WS_EX_NOACTIVATE | WS_EX_NOPARENTNOTIFY | WS_EX_TRANSPARENT;
3346# ifdef DEBUG_GFX_WINDOW
3347 cs.lpszName = (char *)RTMemAllocZ(256);
3348 RTStrPrintf((char *)cs.lpszName, 256, "Context %d OpenGL Window", cid);
3349# else
3350 cs.lpszName = NULL;
3351# endif
3352 cs.lpszClass = 0;
3353# ifdef DEBUG_GFX_WINDOW
3354 cs.style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE | WS_CAPTION;
3355# else
3356 cs.style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_DISABLED | WS_CHILD | WS_VISIBLE;
3357# endif
3358 cs.x = 0;
3359 cs.y = 0;
3360 cs.cx = pThis->svga.uWidth;
3361 cs.cy = pThis->svga.uHeight;
3362 cs.hwndParent = (HWND)pThis->svga.u64HostWindowId;
3363 cs.hMenu = NULL;
3364 cs.hInstance = pState->hInstance;
3365
3366 rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_CREATEWINDOW, (WPARAM)&pContext->hwnd, (LPARAM)&cs);
3367 AssertRCReturn(rc, rc);
3368
3369 pContext->hdc = GetDC(pContext->hwnd);
3370 AssertMsgReturn(pContext->hdc, ("GetDC %x failed with %d\n", pContext->hwnd, GetLastError()), VERR_INTERNAL_ERROR);
3371
3372 PIXELFORMATDESCRIPTOR pfd = {
3373 sizeof(PIXELFORMATDESCRIPTOR), /* size of this pfd */
3374 1, /* version number */
3375 PFD_DRAW_TO_WINDOW | /* support window */
3376 PFD_DOUBLEBUFFER | /* support double buffering */
3377 PFD_SUPPORT_OPENGL, /* support OpenGL */
3378 PFD_TYPE_RGBA, /* RGBA type */
3379 24, /* 24-bit color depth */
3380 0, 0, 0, 0, 0, 0, /* color bits ignored */
3381 8, /* alpha buffer */
3382 0, /* shift bit ignored */
3383 0, /* no accumulation buffer */
3384 0, 0, 0, 0, /* accum bits ignored */
3385 16, /* set depth buffer */
3386 16, /* set stencil buffer */
3387 0, /* no auxiliary buffer */
3388 PFD_MAIN_PLANE, /* main layer */
3389 0, /* reserved */
3390 0, 0, 0 /* layer masks ignored */
3391 };
3392 int pixelFormat;
3393 BOOL ret;
3394
3395 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3396 /** @todo is this really necessary?? */
3397 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3398 AssertMsgReturn(pixelFormat != 0, ("ChoosePixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3399
3400 ret = SetPixelFormat(pContext->hdc, pixelFormat, &pfd);
3401 AssertMsgReturn(ret == TRUE, ("SetPixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3402
3403 pContext->hglrc = wglCreateContext(pContext->hdc);
3404 AssertMsgReturn(pContext->hglrc, ("wglCreateContext %x failed with %d\n", pContext->hdc, GetLastError()), VERR_INTERNAL_ERROR);
3405
3406 if (pSharedCtx)
3407 {
3408 ret = wglShareLists(pSharedCtx->hglrc, pContext->hglrc);
3409 AssertMsg(ret == TRUE, ("wglShareLists(%p, %p) failed with %d\n", pSharedCtx->hglrc, pContext->hglrc, GetLastError()));
3410 }
3411
3412#elif defined(RT_OS_DARWIN)
3413 pContext->fOtherProfile = RT_BOOL(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
3414
3415 NativeNSOpenGLContextRef pShareContext = pSharedCtx ? pSharedCtx->cocoaContext : NULL;
3416 NativeNSViewRef pHostView = (NativeNSViewRef)pThis->svga.u64HostWindowId;
3417 vmsvga3dCocoaCreateViewAndContext(&pContext->cocoaView, &pContext->cocoaContext,
3418 pSharedCtx ? NULL : pHostView, /* Only attach one subview, the one we'll present in. */ /** @todo screen objects and stuff. */
3419 pThis->svga.uWidth, pThis->svga.uHeight,
3420 pShareContext, pContext->fOtherProfile);
3421
3422#else
3423 Window hostWindow = (Window)pThis->svga.u64HostWindowId;
3424
3425 if (pState->display == NULL)
3426 {
3427 /* get an X display and make sure we have glX 1.3 */
3428 pState->display = XOpenDisplay(0);
3429 Assert(pState->display);
3430 int glxMajor, glxMinor;
3431 Bool ret = glXQueryVersion(pState->display, &glxMajor, &glxMinor);
3432 AssertMsgReturn(ret && glxMajor == 1 && glxMinor >= 3, ("glX >=1.3 not present"), VERR_INTERNAL_ERROR);
3433 /* start our X event handling thread */
3434 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dXEventThread, pState, 0, RTTHREADTYPE_GUI, RTTHREADFLAGS_WAITABLE, "VMSVGA3DXEVENT");
3435 if (RT_FAILURE(rc))
3436 {
3437 AssertMsgFailed(("%s: Async IO Thread creation for 3d window handling failed rc=%d\n", __FUNCTION__, rc));
3438 return rc;
3439 }
3440 }
3441 int attrib[] =
3442 {
3443 GLX_RGBA,
3444 GLX_RED_SIZE, 1,
3445 GLX_GREEN_SIZE, 1,
3446 GLX_BLUE_SIZE, 1,
3447 //GLX_ALPHA_SIZE, 1, this flips the bbos screen
3448 GLX_DOUBLEBUFFER,
3449 None
3450 };
3451 XVisualInfo *vi = glXChooseVisual(pState->display, DefaultScreen(pState->display), attrib);
3452 XSetWindowAttributes swa;
3453 swa.colormap = XCreateColormap(pState->display, XDefaultRootWindow(pState->display), vi->visual, AllocNone);
3454 swa.border_pixel = 0;
3455 swa.background_pixel = 0;
3456 swa.event_mask = StructureNotifyMask | ExposureMask;
3457 unsigned long flags = CWBorderPixel | CWBackPixel | CWColormap | CWEventMask;
3458 pContext->window = XCreateWindow(pState->display, hostWindow,//XDefaultRootWindow(pState->display),//hostWindow,
3459 0, 0, pThis->svga.uWidth, pThis->svga.uHeight,
3460 0, vi->depth, InputOutput,
3461 vi->visual, flags, &swa);
3462 AssertMsgReturn(pContext->window, ("XCreateWindow failed"), VERR_INTERNAL_ERROR);
3463 //uint32_t cardinal_alpha = (uint32_t) (0.5 * (uint32_t)-1); - unused
3464
3465 /* the window is hidden by default and only mapped when CommandPresent is executed on it */
3466
3467 GLXContext shareContext = pSharedCtx ? pSharedCtx->glxContext : NULL;
3468 pContext->glxContext = glXCreateContext(pState->display, vi, shareContext, GL_TRUE);
3469 AssertMsgReturn(pContext->glxContext, ("glXCreateContext failed"), VERR_INTERNAL_ERROR);
3470#endif
3471
3472 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3473
3474 /* NULL during the first PowerOn call. */
3475 if (pState->ext.glGenFramebuffers)
3476 {
3477 /* Create a framebuffer object for this context. */
3478 pState->ext.glGenFramebuffers(1, &pContext->idFramebuffer);
3479 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3480
3481 /* Bind the object to the framebuffer target. */
3482 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
3483 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3484
3485 /* Create read and draw framebuffer objects for this context. */
3486 pState->ext.glGenFramebuffers(1, &pContext->idReadFramebuffer);
3487 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3488
3489 pState->ext.glGenFramebuffers(1, &pContext->idDrawFramebuffer);
3490 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3491
3492 }
3493#if 0
3494 /** @todo move to shader lib!!! */
3495 /* Clear the screen */
3496 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3497
3498 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
3499 glClearIndex(0);
3500 glClearDepth(1);
3501 glClearStencil(0xffff);
3502 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
3503 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
3504 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
3505 if (pState->ext.glProvokingVertex)
3506 pState->ext.glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
3507 /** @todo move to shader lib!!! */
3508#endif
3509 return VINF_SUCCESS;
3510}
3511
3512
3513/**
3514 * Create a new 3d context
3515 *
3516 * @returns VBox status code.
3517 * @param pThis VGA device instance data.
3518 * @param cid Context id
3519 */
3520int vmsvga3dContextDefine(PVGASTATE pThis, uint32_t cid)
3521{
3522 return vmsvga3dContextDefineOgl(pThis, cid, 0/*fFlags*/);
3523}
3524
3525/**
3526 * Destroys a 3d context.
3527 *
3528 * @returns VBox status code.
3529 * @param pThis VGA device instance data.
3530 * @param pContext The context to destroy.
3531 * @param cid Context id
3532 */
3533static int vmsvga3dContextDestroyOgl(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid)
3534{
3535 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3536 AssertReturn(pState, VERR_NO_MEMORY);
3537 AssertReturn(pContext, VERR_INVALID_PARAMETER);
3538 AssertReturn(pContext->id == cid, VERR_INVALID_PARAMETER);
3539 Log(("vmsvga3dContextDestroyOgl id %x\n", cid));
3540
3541 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3542
3543 /* Destroy all leftover pixel shaders. */
3544 for (uint32_t i = 0; i < pContext->cPixelShaders; i++)
3545 {
3546 if (pContext->paPixelShader[i].id != SVGA3D_INVALID_ID)
3547 vmsvga3dShaderDestroy(pThis, pContext->paPixelShader[i].cid, pContext->paPixelShader[i].id, pContext->paPixelShader[i].type);
3548 }
3549 if (pContext->paPixelShader)
3550 RTMemFree(pContext->paPixelShader);
3551
3552 /* Destroy all leftover vertex shaders. */
3553 for (uint32_t i = 0; i < pContext->cVertexShaders; i++)
3554 {
3555 if (pContext->paVertexShader[i].id != SVGA3D_INVALID_ID)
3556 vmsvga3dShaderDestroy(pThis, pContext->paVertexShader[i].cid, pContext->paVertexShader[i].id, pContext->paVertexShader[i].type);
3557 }
3558 if (pContext->paVertexShader)
3559 RTMemFree(pContext->paVertexShader);
3560
3561 if (pContext->state.paVertexShaderConst)
3562 RTMemFree(pContext->state.paVertexShaderConst);
3563 if (pContext->state.paPixelShaderConst)
3564 RTMemFree(pContext->state.paPixelShaderConst);
3565
3566 if (pContext->pShaderContext)
3567 {
3568 int rc = ShaderContextDestroy(pContext->pShaderContext);
3569 AssertRC(rc);
3570 }
3571
3572 if (pContext->idFramebuffer != OPENGL_INVALID_ID)
3573 {
3574 /* Unbind the object from the framebuffer target. */
3575 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, 0 /* back buffer */);
3576 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3577 pState->ext.glDeleteFramebuffers(1, &pContext->idFramebuffer);
3578 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3579
3580 if (pContext->idReadFramebuffer != OPENGL_INVALID_ID)
3581 {
3582 pState->ext.glDeleteFramebuffers(1, &pContext->idReadFramebuffer);
3583 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3584 }
3585 if (pContext->idDrawFramebuffer != OPENGL_INVALID_ID)
3586 {
3587 pState->ext.glDeleteFramebuffers(1, &pContext->idDrawFramebuffer);
3588 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3589 }
3590 }
3591
3592 vmsvga3dOcclusionQueryDelete(pState, pContext);
3593
3594#ifdef RT_OS_WINDOWS
3595 wglMakeCurrent(pContext->hdc, NULL);
3596 wglDeleteContext(pContext->hglrc);
3597 ReleaseDC(pContext->hwnd, pContext->hdc);
3598
3599 /* Destroy the window we've created. */
3600 int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_DESTROYWINDOW, (WPARAM)pContext->hwnd, 0);
3601 AssertRC(rc);
3602#elif defined(RT_OS_DARWIN)
3603 vmsvga3dCocoaDestroyViewAndContext(pContext->cocoaView, pContext->cocoaContext);
3604#elif defined(RT_OS_LINUX)
3605 glXMakeCurrent(pState->display, None, NULL);
3606 glXDestroyContext(pState->display, pContext->glxContext);
3607 XDestroyWindow(pState->display, pContext->window);
3608#endif
3609
3610 memset(pContext, 0, sizeof(*pContext));
3611 pContext->id = SVGA3D_INVALID_ID;
3612
3613 VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
3614 return VINF_SUCCESS;
3615}
3616
3617/**
3618 * Destroy an existing 3d context
3619 *
3620 * @returns VBox status code.
3621 * @param pThis VGA device instance data.
3622 * @param cid Context id
3623 */
3624int vmsvga3dContextDestroy(PVGASTATE pThis, uint32_t cid)
3625{
3626 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3627 AssertReturn(pState, VERR_WRONG_ORDER);
3628
3629 /*
3630 * Resolve the context and hand it to the common worker function.
3631 */
3632 if ( cid < pState->cContexts
3633 && pState->papContexts[cid]->id == cid)
3634 return vmsvga3dContextDestroyOgl(pThis, pState->papContexts[cid], cid);
3635
3636 AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER);
3637 return VINF_SUCCESS;
3638}
3639
3640/**
3641 * Worker for vmsvga3dChangeMode that resizes a context.
3642 *
3643 * @param pThis The VGA device instance data.
3644 * @param pState The VMSVGA3d state.
3645 * @param pContext The context.
3646 */
3647static void vmsvga3dChangeModeOneContext(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
3648{
3649#ifdef RT_OS_WINDOWS
3650 /* Resize the window. */
3651 CREATESTRUCT cs;
3652 RT_ZERO(cs);
3653 cs.cx = pThis->svga.uWidth;
3654 cs.cy = pThis->svga.uHeight;
3655 int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_RESIZEWINDOW, (WPARAM)pContext->hwnd, (LPARAM)&cs);
3656 AssertRC(rc);
3657
3658#elif defined(RT_OS_DARWIN)
3659 RT_NOREF(pState);
3660 vmsvga3dCocoaViewSetSize(pContext->cocoaView, pThis->svga.uWidth, pThis->svga.uHeight);
3661
3662#elif defined(RT_OS_LINUX)
3663 XWindowChanges wc;
3664 wc.width = pThis->svga.uWidth;
3665 wc.height = pThis->svga.uHeight;
3666 XConfigureWindow(pState->display, pContext->window, CWWidth | CWHeight, &wc);
3667#endif
3668}
3669
3670/* Handle resize */
3671int vmsvga3dChangeMode(PVGASTATE pThis)
3672{
3673 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3674 AssertReturn(pState, VERR_NO_MEMORY);
3675
3676 /* Resize the shared context too. */
3677 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
3678 vmsvga3dChangeModeOneContext(pThis, pState, &pState->SharedCtx);
3679
3680 /* Resize all active contexts. */
3681 for (uint32_t i = 0; i < pState->cContexts; i++)
3682 {
3683 PVMSVGA3DCONTEXT pContext = pState->papContexts[i];
3684 if (pContext->id != SVGA3D_INVALID_ID)
3685 vmsvga3dChangeModeOneContext(pThis, pState, pContext);
3686 }
3687
3688 return VINF_SUCCESS;
3689}
3690
3691
3692int vmsvga3dSetTransform(PVGASTATE pThis, uint32_t cid, SVGA3dTransformType type, float matrix[16])
3693{
3694 PVMSVGA3DCONTEXT pContext;
3695 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3696 AssertReturn(pState, VERR_NO_MEMORY);
3697 bool fModelViewChanged = false;
3698
3699 Log(("vmsvga3dSetTransform cid=%x %s\n", cid, vmsvgaTransformToString(type)));
3700
3701 if ( cid >= pState->cContexts
3702 || pState->papContexts[cid]->id != cid)
3703 {
3704 Log(("vmsvga3dSetTransform invalid context id!\n"));
3705 return VERR_INVALID_PARAMETER;
3706 }
3707 pContext = pState->papContexts[cid];
3708 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3709
3710 /* Save this matrix for vm state save/restore. */
3711 pContext->state.aTransformState[type].fValid = true;
3712 memcpy(pContext->state.aTransformState[type].matrix, matrix, sizeof(pContext->state.aTransformState[type].matrix));
3713 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_TRANSFORM;
3714
3715 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)));
3716 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)));
3717 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)));
3718 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)));
3719
3720 switch (type)
3721 {
3722 case SVGA3D_TRANSFORM_VIEW:
3723 /* View * World = Model View */
3724 glMatrixMode(GL_MODELVIEW);
3725 glLoadMatrixf(matrix);
3726 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].fValid)
3727 glMultMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].matrix);
3728 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3729 fModelViewChanged = true;
3730 break;
3731
3732 case SVGA3D_TRANSFORM_PROJECTION:
3733 {
3734 int rc = ShaderTransformProjection(pContext->state.RectViewPort.w, pContext->state.RectViewPort.h, matrix, false /* fPretransformed */);
3735 AssertRCReturn(rc, rc);
3736 break;
3737 }
3738
3739 case SVGA3D_TRANSFORM_TEXTURE0:
3740 glMatrixMode(GL_TEXTURE);
3741 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3742 glLoadMatrixf(matrix);
3743 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3744 break;
3745
3746 case SVGA3D_TRANSFORM_TEXTURE1:
3747 case SVGA3D_TRANSFORM_TEXTURE2:
3748 case SVGA3D_TRANSFORM_TEXTURE3:
3749 case SVGA3D_TRANSFORM_TEXTURE4:
3750 case SVGA3D_TRANSFORM_TEXTURE5:
3751 case SVGA3D_TRANSFORM_TEXTURE6:
3752 case SVGA3D_TRANSFORM_TEXTURE7:
3753 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_TEXTUREx transform!!\n"));
3754 return VERR_INVALID_PARAMETER;
3755
3756 case SVGA3D_TRANSFORM_WORLD:
3757 /* View * World = Model View */
3758 glMatrixMode(GL_MODELVIEW);
3759 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid)
3760 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
3761 else
3762 glLoadIdentity();
3763 glMultMatrixf(matrix);
3764 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3765 fModelViewChanged = true;
3766 break;
3767
3768 case SVGA3D_TRANSFORM_WORLD1:
3769 case SVGA3D_TRANSFORM_WORLD2:
3770 case SVGA3D_TRANSFORM_WORLD3:
3771 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_WORLDx transform!!\n"));
3772 return VERR_INVALID_PARAMETER;
3773
3774 default:
3775 Log(("vmsvga3dSetTransform: unknown type!!\n"));
3776 return VERR_INVALID_PARAMETER;
3777 }
3778
3779 /* Apparently we need to reset the light and clip data after modifying the modelview matrix. */
3780 if (fModelViewChanged)
3781 {
3782 /* Reprogram the clip planes. */
3783 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aClipPlane); j++)
3784 {
3785 if (pContext->state.aClipPlane[j].fValid == true)
3786 vmsvga3dSetClipPlane(pThis, cid, j, pContext->state.aClipPlane[j].plane);
3787 }
3788
3789 /* Reprogram the light data. */
3790 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aLightData); j++)
3791 {
3792 if (pContext->state.aLightData[j].fValidData == true)
3793 vmsvga3dSetLightData(pThis, cid, j, &pContext->state.aLightData[j].data);
3794 }
3795 }
3796
3797 return VINF_SUCCESS;
3798}
3799
3800int vmsvga3dSetZRange(PVGASTATE pThis, uint32_t cid, SVGA3dZRange zRange)
3801{
3802 PVMSVGA3DCONTEXT pContext;
3803 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3804 AssertReturn(pState, VERR_NO_MEMORY);
3805
3806 Log(("vmsvga3dSetZRange cid=%x min=%d max=%d\n", cid, (uint32_t)(zRange.min * 100.0), (uint32_t)(zRange.max * 100.0)));
3807
3808 if ( cid >= pState->cContexts
3809 || pState->papContexts[cid]->id != cid)
3810 {
3811 Log(("vmsvga3dSetZRange invalid context id!\n"));
3812 return VERR_INVALID_PARAMETER;
3813 }
3814 pContext = pState->papContexts[cid];
3815 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3816
3817 pContext->state.zRange = zRange;
3818 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_ZRANGE;
3819
3820 if (zRange.min < -1.0)
3821 zRange.min = -1.0;
3822 if (zRange.max > 1.0)
3823 zRange.max = 1.0;
3824
3825 glDepthRange((GLdouble)zRange.min, (GLdouble)zRange.max);
3826 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3827 return VINF_SUCCESS;
3828}
3829
3830/**
3831 * Convert SVGA blend op value to its OpenGL equivalent
3832 */
3833static GLenum vmsvga3dBlendOp2GL(uint32_t blendOp)
3834{
3835 switch (blendOp)
3836 {
3837 case SVGA3D_BLENDOP_ZERO:
3838 return GL_ZERO;
3839 case SVGA3D_BLENDOP_ONE:
3840 return GL_ONE;
3841 case SVGA3D_BLENDOP_SRCCOLOR:
3842 return GL_SRC_COLOR;
3843 case SVGA3D_BLENDOP_INVSRCCOLOR:
3844 return GL_ONE_MINUS_SRC_COLOR;
3845 case SVGA3D_BLENDOP_SRCALPHA:
3846 return GL_SRC_ALPHA;
3847 case SVGA3D_BLENDOP_INVSRCALPHA:
3848 return GL_ONE_MINUS_SRC_ALPHA;
3849 case SVGA3D_BLENDOP_DESTALPHA:
3850 return GL_DST_ALPHA;
3851 case SVGA3D_BLENDOP_INVDESTALPHA:
3852 return GL_ONE_MINUS_DST_ALPHA;
3853 case SVGA3D_BLENDOP_DESTCOLOR:
3854 return GL_DST_COLOR;
3855 case SVGA3D_BLENDOP_INVDESTCOLOR:
3856 return GL_ONE_MINUS_DST_COLOR;
3857 case SVGA3D_BLENDOP_SRCALPHASAT:
3858 return GL_SRC_ALPHA_SATURATE;
3859 case SVGA3D_BLENDOP_BLENDFACTOR:
3860 return GL_CONSTANT_ALPHA; /** @todo correct?? */
3861 case SVGA3D_BLENDOP_INVBLENDFACTOR:
3862 return GL_ONE_MINUS_CONSTANT_ALPHA; /** @todo correct?? */
3863 default:
3864 AssertFailed();
3865 return GL_ONE;
3866 }
3867}
3868
3869static GLenum vmsvga3dBlendEquation2GL(uint32_t blendEq)
3870{
3871 switch (blendEq)
3872 {
3873 case SVGA3D_BLENDEQ_ADD:
3874 return GL_FUNC_ADD;
3875 case SVGA3D_BLENDEQ_SUBTRACT:
3876 return GL_FUNC_SUBTRACT;
3877 case SVGA3D_BLENDEQ_REVSUBTRACT:
3878 return GL_FUNC_REVERSE_SUBTRACT;
3879 case SVGA3D_BLENDEQ_MINIMUM:
3880 return GL_MIN;
3881 case SVGA3D_BLENDEQ_MAXIMUM:
3882 return GL_MAX;
3883 default:
3884 AssertMsgFailed(("blendEq=%d (%#x)\n", blendEq, blendEq));
3885 return GL_FUNC_ADD;
3886 }
3887}
3888
3889static GLenum vmsvgaCmpFunc2GL(uint32_t cmpFunc)
3890{
3891 switch (cmpFunc)
3892 {
3893 case SVGA3D_CMP_NEVER:
3894 return GL_NEVER;
3895 case SVGA3D_CMP_LESS:
3896 return GL_LESS;
3897 case SVGA3D_CMP_EQUAL:
3898 return GL_EQUAL;
3899 case SVGA3D_CMP_LESSEQUAL:
3900 return GL_LEQUAL;
3901 case SVGA3D_CMP_GREATER:
3902 return GL_GREATER;
3903 case SVGA3D_CMP_NOTEQUAL:
3904 return GL_NOTEQUAL;
3905 case SVGA3D_CMP_GREATEREQUAL:
3906 return GL_GEQUAL;
3907 case SVGA3D_CMP_ALWAYS:
3908 return GL_ALWAYS;
3909 default:
3910 AssertFailed();
3911 return GL_LESS;
3912 }
3913}
3914
3915static GLenum vmsvgaStencipOp2GL(uint32_t stencilOp)
3916{
3917 switch (stencilOp)
3918 {
3919 case SVGA3D_STENCILOP_KEEP:
3920 return GL_KEEP;
3921 case SVGA3D_STENCILOP_ZERO:
3922 return GL_ZERO;
3923 case SVGA3D_STENCILOP_REPLACE:
3924 return GL_REPLACE;
3925 case SVGA3D_STENCILOP_INCRSAT:
3926 return GL_INCR_WRAP;
3927 case SVGA3D_STENCILOP_DECRSAT:
3928 return GL_DECR_WRAP;
3929 case SVGA3D_STENCILOP_INVERT:
3930 return GL_INVERT;
3931 case SVGA3D_STENCILOP_INCR:
3932 return GL_INCR;
3933 case SVGA3D_STENCILOP_DECR:
3934 return GL_DECR;
3935 default:
3936 AssertFailed();
3937 return GL_KEEP;
3938 }
3939}
3940
3941int vmsvga3dSetRenderState(PVGASTATE pThis, uint32_t cid, uint32_t cRenderStates, SVGA3dRenderState *pRenderState)
3942{
3943 uint32_t val = UINT32_MAX; /* Shut up MSC. */
3944 PVMSVGA3DCONTEXT pContext;
3945 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3946 AssertReturn(pState, VERR_NO_MEMORY);
3947
3948 Log(("vmsvga3dSetRenderState cid=%x cRenderStates=%d\n", cid, cRenderStates));
3949
3950 if ( cid >= pState->cContexts
3951 || pState->papContexts[cid]->id != cid)
3952 {
3953 Log(("vmsvga3dSetRenderState invalid context id!\n"));
3954 return VERR_INVALID_PARAMETER;
3955 }
3956 pContext = pState->papContexts[cid];
3957 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3958
3959 for (unsigned i = 0; i < cRenderStates; i++)
3960 {
3961 GLenum enableCap = ~(GLenum)0;
3962 Log(("vmsvga3dSetRenderState: cid=%x state=%s (%d) val=%x\n", cid, vmsvga3dGetRenderStateName(pRenderState[i].state), pRenderState[i].state, pRenderState[i].uintValue));
3963 /* Save the render state for vm state saving. */
3964 if (pRenderState[i].state < SVGA3D_RS_MAX)
3965 pContext->state.aRenderState[pRenderState[i].state] = pRenderState[i];
3966
3967 switch (pRenderState[i].state)
3968 {
3969 case SVGA3D_RS_ZENABLE: /* SVGA3dBool */
3970 enableCap = GL_DEPTH_TEST;
3971 val = pRenderState[i].uintValue;
3972 break;
3973
3974 case SVGA3D_RS_ZWRITEENABLE: /* SVGA3dBool */
3975 glDepthMask(!!pRenderState[i].uintValue);
3976 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3977 break;
3978
3979 case SVGA3D_RS_ALPHATESTENABLE: /* SVGA3dBool */
3980 enableCap = GL_ALPHA_TEST;
3981 val = pRenderState[i].uintValue;
3982 break;
3983
3984 case SVGA3D_RS_DITHERENABLE: /* SVGA3dBool */
3985 enableCap = GL_DITHER;
3986 val = pRenderState[i].uintValue;
3987 break;
3988
3989 case SVGA3D_RS_FOGENABLE: /* SVGA3dBool */
3990 enableCap = GL_FOG;
3991 val = pRenderState[i].uintValue;
3992 break;
3993
3994 case SVGA3D_RS_SPECULARENABLE: /* SVGA3dBool */
3995 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3996 break;
3997
3998 case SVGA3D_RS_LIGHTINGENABLE: /* SVGA3dBool */
3999 enableCap = GL_LIGHTING;
4000 val = pRenderState[i].uintValue;
4001 break;
4002
4003 case SVGA3D_RS_NORMALIZENORMALS: /* SVGA3dBool */
4004 /* not applicable */
4005 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
4006 break;
4007
4008 case SVGA3D_RS_POINTSPRITEENABLE: /* SVGA3dBool */
4009 enableCap = GL_POINT_SPRITE_ARB;
4010 val = pRenderState[i].uintValue;
4011 break;
4012
4013 case SVGA3D_RS_POINTSIZE: /* float */
4014 /** @todo we need to apply scaling for point sizes below the min or above the max; see Wine) */
4015 if (pRenderState[i].floatValue < pState->caps.flPointSize[0])
4016 pRenderState[i].floatValue = pState->caps.flPointSize[0];
4017 if (pRenderState[i].floatValue > pState->caps.flPointSize[1])
4018 pRenderState[i].floatValue = pState->caps.flPointSize[1];
4019
4020 glPointSize(pRenderState[i].floatValue);
4021 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4022 Log(("SVGA3D_RS_POINTSIZE: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
4023 break;
4024
4025 case SVGA3D_RS_POINTSIZEMIN: /* float */
4026 pState->ext.glPointParameterf(GL_POINT_SIZE_MIN, pRenderState[i].floatValue);
4027 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4028 Log(("SVGA3D_RS_POINTSIZEMIN: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
4029 break;
4030
4031 case SVGA3D_RS_POINTSIZEMAX: /* float */
4032 pState->ext.glPointParameterf(GL_POINT_SIZE_MAX, pRenderState[i].floatValue);
4033 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4034 Log(("SVGA3D_RS_POINTSIZEMAX: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
4035 break;
4036
4037 case SVGA3D_RS_POINTSCALEENABLE: /* SVGA3dBool */
4038 case SVGA3D_RS_POINTSCALE_A: /* float */
4039 case SVGA3D_RS_POINTSCALE_B: /* float */
4040 case SVGA3D_RS_POINTSCALE_C: /* float */
4041 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
4042 break;
4043
4044 case SVGA3D_RS_AMBIENT: /* SVGA3dColor */
4045 {
4046 GLfloat color[4]; /* red, green, blue, alpha */
4047
4048 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
4049
4050 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color);
4051 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4052 break;
4053 }
4054
4055 case SVGA3D_RS_CLIPPLANEENABLE: /* SVGA3dClipPlanes */
4056 {
4057 AssertCompile(SVGA3D_CLIPPLANE_MAX == (1 << 5));
4058 for (uint32_t j = 0; j <= 5; j++)
4059 {
4060 if (pRenderState[i].uintValue & RT_BIT(j))
4061 glEnable(GL_CLIP_PLANE0 + j);
4062 else
4063 glDisable(GL_CLIP_PLANE0 + j);
4064 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4065 }
4066 break;
4067 }
4068
4069 case SVGA3D_RS_FOGCOLOR: /* SVGA3dColor */
4070 {
4071 GLfloat color[4]; /* red, green, blue, alpha */
4072
4073 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
4074
4075 glFogfv(GL_FOG_COLOR, color);
4076 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4077 break;
4078 }
4079
4080 case SVGA3D_RS_FOGSTART: /* float */
4081 glFogf(GL_FOG_START, pRenderState[i].floatValue);
4082 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4083 break;
4084
4085 case SVGA3D_RS_FOGEND: /* float */
4086 glFogf(GL_FOG_END, pRenderState[i].floatValue);
4087 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4088 break;
4089
4090 case SVGA3D_RS_FOGDENSITY: /* float */
4091 glFogf(GL_FOG_DENSITY, pRenderState[i].floatValue);
4092 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4093 break;
4094
4095 case SVGA3D_RS_RANGEFOGENABLE: /* SVGA3dBool */
4096 glFogi(GL_FOG_COORD_SRC, (pRenderState[i].uintValue) ? GL_FOG_COORD : GL_FRAGMENT_DEPTH);
4097 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4098 break;
4099
4100 case SVGA3D_RS_FOGMODE: /* SVGA3dFogMode */
4101 {
4102 SVGA3dFogMode mode;
4103 mode.uintValue = pRenderState[i].uintValue;
4104
4105 enableCap = GL_FOG_MODE;
4106 switch (mode.s.function)
4107 {
4108 case SVGA3D_FOGFUNC_EXP:
4109 val = GL_EXP;
4110 break;
4111 case SVGA3D_FOGFUNC_EXP2:
4112 val = GL_EXP2;
4113 break;
4114 case SVGA3D_FOGFUNC_LINEAR:
4115 val = GL_LINEAR;
4116 break;
4117 default:
4118 AssertMsgFailedReturn(("Unexpected fog function %d\n", mode.s.function), VERR_INTERNAL_ERROR);
4119 break;
4120 }
4121
4122 /** @todo how to switch between vertex and pixel fog modes??? */
4123 Assert(mode.s.type == SVGA3D_FOGTYPE_PIXEL);
4124#if 0
4125 /* The fog type determines the render state. */
4126 switch (mode.s.type)
4127 {
4128 case SVGA3D_FOGTYPE_VERTEX:
4129 renderState = D3DRS_FOGVERTEXMODE;
4130 break;
4131 case SVGA3D_FOGTYPE_PIXEL:
4132 renderState = D3DRS_FOGTABLEMODE;
4133 break;
4134 default:
4135 AssertMsgFailedReturn(("Unexpected fog type %d\n", mode.s.type), VERR_INTERNAL_ERROR);
4136 break;
4137 }
4138#endif
4139
4140 /* Set the fog base to depth or range. */
4141 switch (mode.s.base)
4142 {
4143 case SVGA3D_FOGBASE_DEPTHBASED:
4144 glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
4145 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4146 break;
4147 case SVGA3D_FOGBASE_RANGEBASED:
4148 glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
4149 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4150 break;
4151 default:
4152 /* ignore */
4153 AssertMsgFailed(("Unexpected fog base %d\n", mode.s.base));
4154 break;
4155 }
4156 break;
4157 }
4158
4159 case SVGA3D_RS_FILLMODE: /* SVGA3dFillMode */
4160 {
4161 SVGA3dFillMode mode;
4162
4163 mode.uintValue = pRenderState[i].uintValue;
4164
4165 switch (mode.s.mode)
4166 {
4167 case SVGA3D_FILLMODE_POINT:
4168 val = GL_POINT;
4169 break;
4170 case SVGA3D_FILLMODE_LINE:
4171 val = GL_LINE;
4172 break;
4173 case SVGA3D_FILLMODE_FILL:
4174 val = GL_FILL;
4175 break;
4176 default:
4177 AssertMsgFailedReturn(("Unexpected fill mode %d\n", mode.s.mode), VERR_INTERNAL_ERROR);
4178 break;
4179 }
4180 /* @note only front and back faces */
4181 Assert(mode.s.face == SVGA3D_FACE_FRONT_BACK);
4182 glPolygonMode(GL_FRONT_AND_BACK, val);
4183 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4184 break;
4185 }
4186
4187 case SVGA3D_RS_SHADEMODE: /* SVGA3dShadeMode */
4188 switch (pRenderState[i].uintValue)
4189 {
4190 case SVGA3D_SHADEMODE_FLAT:
4191 val = GL_FLAT;
4192 break;
4193
4194 case SVGA3D_SHADEMODE_SMOOTH:
4195 val = GL_SMOOTH;
4196 break;
4197
4198 default:
4199 AssertMsgFailedReturn(("Unexpected shade mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
4200 break;
4201 }
4202
4203 glShadeModel(val);
4204 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4205 break;
4206
4207 case SVGA3D_RS_LINEPATTERN: /* SVGA3dLinePattern */
4208 /* No longer supported by d3d; mesagl comments suggest not all backends support it */
4209 /** @todo */
4210 Log(("WARNING: SVGA3D_RS_LINEPATTERN %x not supported!!\n", pRenderState[i].uintValue));
4211 /*
4212 renderState = D3DRS_LINEPATTERN;
4213 val = pRenderState[i].uintValue;
4214 */
4215 break;
4216
4217 case SVGA3D_RS_LINEAA: /* SVGA3dBool */
4218 enableCap = GL_LINE_SMOOTH;
4219 val = pRenderState[i].uintValue;
4220 break;
4221
4222 case SVGA3D_RS_LINEWIDTH: /* float */
4223 glLineWidth(pRenderState[i].floatValue);
4224 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4225 break;
4226
4227 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
4228 {
4229 /* Refresh the blending state based on the new enable setting. */
4230 SVGA3dRenderState renderstate[2];
4231
4232 renderstate[0].state = SVGA3D_RS_SRCBLEND;
4233 renderstate[0].uintValue = pContext->state.aRenderState[SVGA3D_RS_SRCBLEND].uintValue;
4234 renderstate[1].state = SVGA3D_RS_BLENDEQUATION;
4235 renderstate[1].uintValue = pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue;
4236
4237 int rc = vmsvga3dSetRenderState(pThis, cid, 2, renderstate);
4238 AssertRCReturn(rc, rc);
4239
4240 if (pContext->state.aRenderState[SVGA3D_RS_BLENDENABLE].uintValue != 0)
4241 continue; /* ignore if blend is already enabled */
4242 } RT_FALL_THRU();
4243
4244 case SVGA3D_RS_BLENDENABLE: /* SVGA3dBool */
4245 enableCap = GL_BLEND;
4246 val = pRenderState[i].uintValue;
4247 break;
4248
4249 case SVGA3D_RS_SRCBLENDALPHA: /* SVGA3dBlendOp */
4250 case SVGA3D_RS_DSTBLENDALPHA: /* SVGA3dBlendOp */
4251 case SVGA3D_RS_SRCBLEND: /* SVGA3dBlendOp */
4252 case SVGA3D_RS_DSTBLEND: /* SVGA3dBlendOp */
4253 {
4254 GLint srcRGB, srcAlpha, dstRGB, dstAlpha;
4255 GLint blendop = vmsvga3dBlendOp2GL(pRenderState[i].uintValue);
4256
4257 glGetIntegerv(GL_BLEND_SRC_RGB, &srcRGB);
4258 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4259 glGetIntegerv(GL_BLEND_DST_RGB, &dstRGB);
4260 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4261 glGetIntegerv(GL_BLEND_DST_ALPHA, &dstAlpha);
4262 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4263 glGetIntegerv(GL_BLEND_SRC_ALPHA, &srcAlpha);
4264 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4265
4266 switch (pRenderState[i].state)
4267 {
4268 case SVGA3D_RS_SRCBLEND:
4269 srcRGB = blendop;
4270 break;
4271 case SVGA3D_RS_DSTBLEND:
4272 dstRGB = blendop;
4273 break;
4274 case SVGA3D_RS_SRCBLENDALPHA:
4275 srcAlpha = blendop;
4276 break;
4277 case SVGA3D_RS_DSTBLENDALPHA:
4278 dstAlpha = blendop;
4279 break;
4280 default:
4281 /* not possible; shut up gcc */
4282 AssertFailed();
4283 break;
4284 }
4285
4286 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4287 pState->ext.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
4288 else
4289 glBlendFunc(srcRGB, dstRGB);
4290 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4291 break;
4292 }
4293
4294 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4295 case SVGA3D_RS_BLENDEQUATION: /* SVGA3dBlendEquation */
4296 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4297 pState->ext.glBlendEquationSeparate(vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue),
4298 vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATIONALPHA].uintValue));
4299 else
4300 {
4301#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
4302 glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4303#else
4304 pState->ext.glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4305#endif
4306 }
4307 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4308 break;
4309
4310 case SVGA3D_RS_BLENDCOLOR: /* SVGA3dColor */
4311 {
4312 GLfloat red, green, blue, alpha;
4313
4314 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &red, &green, &blue, &alpha);
4315
4316#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
4317 glBlendColor(red, green, blue, alpha);
4318#else
4319 pState->ext.glBlendColor(red, green, blue, alpha);
4320#endif
4321 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4322 break;
4323 }
4324
4325 case SVGA3D_RS_CULLMODE: /* SVGA3dFace */
4326 {
4327 GLenum mode = GL_BACK; /* default for OpenGL */
4328
4329 switch (pRenderState[i].uintValue)
4330 {
4331 case SVGA3D_FACE_NONE:
4332 break;
4333 case SVGA3D_FACE_FRONT:
4334 mode = GL_FRONT;
4335 break;
4336 case SVGA3D_FACE_BACK:
4337 mode = GL_BACK;
4338 break;
4339 case SVGA3D_FACE_FRONT_BACK:
4340 mode = GL_FRONT_AND_BACK;
4341 break;
4342 default:
4343 AssertMsgFailedReturn(("Unexpected cull mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
4344 break;
4345 }
4346 enableCap = GL_CULL_FACE;
4347 if (pRenderState[i].uintValue != SVGA3D_FACE_NONE)
4348 {
4349 glCullFace(mode);
4350 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4351 val = 1;
4352 }
4353 else
4354 val = 0;
4355 break;
4356 }
4357
4358 case SVGA3D_RS_ZFUNC: /* SVGA3dCmpFunc */
4359 glDepthFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue));
4360 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4361 break;
4362
4363 case SVGA3D_RS_ALPHAFUNC: /* SVGA3dCmpFunc */
4364 {
4365 GLclampf ref;
4366
4367 glGetFloatv(GL_ALPHA_TEST_REF, &ref);
4368 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4369 glAlphaFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref);
4370 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4371 break;
4372 }
4373
4374 case SVGA3D_RS_ALPHAREF: /* float (0.0 .. 1.0) */
4375 {
4376 GLint func;
4377
4378 glGetIntegerv(GL_ALPHA_TEST_FUNC, &func);
4379 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4380 glAlphaFunc(func, pRenderState[i].floatValue);
4381 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4382 break;
4383 }
4384
4385 case SVGA3D_RS_STENCILENABLE: /* SVGA3dBool */
4386 enableCap = GL_STENCIL_TEST;
4387 val = pRenderState[i].uintValue;
4388 break;
4389
4390 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4391 case SVGA3D_RS_STENCILREF: /* uint32_t */
4392 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4393 {
4394 GLint func, ref;
4395 GLuint mask;
4396
4397 glGetIntegerv(GL_STENCIL_FUNC, &func);
4398 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4399 glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask);
4400 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4401 glGetIntegerv(GL_STENCIL_REF, &ref);
4402 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4403
4404 switch (pRenderState[i].state)
4405 {
4406 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4407 func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue);
4408 break;
4409
4410 case SVGA3D_RS_STENCILREF: /* uint32_t */
4411 ref = pRenderState[i].uintValue;
4412 break;
4413
4414 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4415 mask = pRenderState[i].uintValue;
4416 break;
4417
4418 default:
4419 /* not possible; shut up gcc */
4420 AssertFailed();
4421 break;
4422 }
4423
4424 glStencilFunc(func, ref, mask);
4425 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4426 break;
4427 }
4428
4429 case SVGA3D_RS_STENCILWRITEMASK: /* uint32_t */
4430 glStencilMask(pRenderState[i].uintValue);
4431 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4432 break;
4433
4434 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4435 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4436 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4437 {
4438 GLint sfail, dpfail, dppass;
4439 GLenum stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4440
4441 glGetIntegerv(GL_STENCIL_FAIL, &sfail);
4442 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4443 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &dpfail);
4444 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4445 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &dppass);
4446 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4447
4448 switch (pRenderState[i].state)
4449 {
4450 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4451 sfail = stencilop;
4452 break;
4453 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4454 dpfail = stencilop;
4455 break;
4456 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4457 dppass = stencilop;
4458 break;
4459 default:
4460 /* not possible; shut up gcc */
4461 AssertFailed();
4462 break;
4463 }
4464 glStencilOp(sfail, dpfail, dppass);
4465 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4466 break;
4467 }
4468
4469 case SVGA3D_RS_STENCILENABLE2SIDED: /* SVGA3dBool */
4470 /* @note GL_EXT_stencil_two_side required! */
4471 if (pState->ext.fEXT_stencil_two_side)
4472 {
4473 enableCap = GL_STENCIL_TEST_TWO_SIDE_EXT;
4474 val = pRenderState[i].uintValue;
4475 }
4476 else
4477 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_STENCILENABLE2SIDED\n"));
4478 break;
4479
4480 case SVGA3D_RS_CCWSTENCILFUNC: /* SVGA3dCmpFunc */
4481 {
4482 /** @todo SVGA3D_RS_STENCILFAIL/ZFAIL/PASS for front & back faces
4483 * SVGA3D_RS_CCWSTENCILFAIL/ZFAIL/PASS for back faces ??
4484 */
4485 GLint ref;
4486 GLuint mask;
4487
4488 glGetIntegerv(GL_STENCIL_BACK_VALUE_MASK, (GLint *)&mask);
4489 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4490 glGetIntegerv(GL_STENCIL_BACK_REF, &ref);
4491 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4492
4493 pState->ext.glStencilFuncSeparate(GL_BACK, vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref, mask);
4494 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4495 break;
4496 }
4497
4498 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4499 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4500 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4501 {
4502 /** @todo SVGA3D_RS_STENCILFAIL/ZFAIL/PASS for front & back faces
4503 * SVGA3D_RS_CCWSTENCILFAIL/ZFAIL/PASS for back faces ??
4504 */
4505 GLint sfail, dpfail, dppass;
4506 GLenum stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4507
4508 glGetIntegerv(GL_STENCIL_BACK_FAIL, &sfail);
4509 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4510 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &dpfail);
4511 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4512 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &dppass);
4513 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4514
4515 switch (pRenderState[i].state)
4516 {
4517 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4518 sfail = stencilop;
4519 break;
4520 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4521 dpfail = stencilop;
4522 break;
4523 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4524 dppass = stencilop;
4525 break;
4526 default:
4527 /* not possible; shut up gcc */
4528 AssertFailed();
4529 break;
4530 }
4531 pState->ext.glStencilOpSeparate(GL_BACK, sfail, dpfail, dppass);
4532 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4533 break;
4534 }
4535
4536 case SVGA3D_RS_ZBIAS: /* float */
4537 /** @todo unknown meaning; depth bias is not identical
4538 renderState = D3DRS_DEPTHBIAS;
4539 val = pRenderState[i].uintValue;
4540 */
4541 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_ZBIAS\n"));
4542 break;
4543
4544 case SVGA3D_RS_DEPTHBIAS: /* float */
4545 {
4546 GLfloat factor;
4547
4548 /** @todo not sure if the d3d & ogl definitions are identical. */
4549
4550 /* Do not change the factor part. */
4551 glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &factor);
4552 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4553
4554 glPolygonOffset(factor, pRenderState[i].floatValue);
4555 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4556 break;
4557 }
4558
4559 case SVGA3D_RS_SLOPESCALEDEPTHBIAS: /* float */
4560 {
4561 GLfloat units;
4562
4563 /** @todo not sure if the d3d & ogl definitions are identical. */
4564
4565 /* Do not change the factor part. */
4566 glGetFloatv(GL_POLYGON_OFFSET_UNITS, &units);
4567 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4568
4569 glPolygonOffset(pRenderState[i].floatValue, units);
4570 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4571 break;
4572 }
4573
4574 case SVGA3D_RS_COLORWRITEENABLE: /* SVGA3dColorMask */
4575 {
4576 GLboolean red, green, blue, alpha;
4577 SVGA3dColorMask mask;
4578
4579 mask.uintValue = pRenderState[i].uintValue;
4580
4581 red = mask.s.red;
4582 green = mask.s.green;
4583 blue = mask.s.blue;
4584 alpha = mask.s.alpha;
4585
4586 glColorMask(red, green, blue, alpha);
4587 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4588 break;
4589 }
4590
4591 case SVGA3D_RS_COLORWRITEENABLE1: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4592 case SVGA3D_RS_COLORWRITEENABLE2: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4593 case SVGA3D_RS_COLORWRITEENABLE3: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4594 Log(("vmsvga3dSetRenderState: WARNING SVGA3D_RS_COLORWRITEENABLEx not supported!!\n"));
4595 break;
4596
4597 case SVGA3D_RS_SCISSORTESTENABLE: /* SVGA3dBool */
4598 enableCap = GL_SCISSOR_TEST;
4599 val = pRenderState[i].uintValue;
4600 break;
4601
4602#if 0
4603 case SVGA3D_RS_DIFFUSEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4604 AssertCompile(D3DMCS_COLOR2 == SVGA3D_VERTEXMATERIAL_SPECULAR);
4605 renderState = D3DRS_DIFFUSEMATERIALSOURCE;
4606 val = pRenderState[i].uintValue;
4607 break;
4608
4609 case SVGA3D_RS_SPECULARMATERIALSOURCE: /* SVGA3dVertexMaterial */
4610 renderState = D3DRS_SPECULARMATERIALSOURCE;
4611 val = pRenderState[i].uintValue;
4612 break;
4613
4614 case SVGA3D_RS_AMBIENTMATERIALSOURCE: /* SVGA3dVertexMaterial */
4615 renderState = D3DRS_AMBIENTMATERIALSOURCE;
4616 val = pRenderState[i].uintValue;
4617 break;
4618
4619 case SVGA3D_RS_EMISSIVEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4620 renderState = D3DRS_EMISSIVEMATERIALSOURCE;
4621 val = pRenderState[i].uintValue;
4622 break;
4623#endif
4624
4625 case SVGA3D_RS_WRAP3: /* SVGA3dWrapFlags */
4626 case SVGA3D_RS_WRAP4: /* SVGA3dWrapFlags */
4627 case SVGA3D_RS_WRAP5: /* SVGA3dWrapFlags */
4628 case SVGA3D_RS_WRAP6: /* SVGA3dWrapFlags */
4629 case SVGA3D_RS_WRAP7: /* SVGA3dWrapFlags */
4630 case SVGA3D_RS_WRAP8: /* SVGA3dWrapFlags */
4631 case SVGA3D_RS_WRAP9: /* SVGA3dWrapFlags */
4632 case SVGA3D_RS_WRAP10: /* SVGA3dWrapFlags */
4633 case SVGA3D_RS_WRAP11: /* SVGA3dWrapFlags */
4634 case SVGA3D_RS_WRAP12: /* SVGA3dWrapFlags */
4635 case SVGA3D_RS_WRAP13: /* SVGA3dWrapFlags */
4636 case SVGA3D_RS_WRAP14: /* SVGA3dWrapFlags */
4637 case SVGA3D_RS_WRAP15: /* SVGA3dWrapFlags */
4638 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_WRAPx (x >= 3)\n"));
4639 break;
4640
4641 case SVGA3D_RS_LASTPIXEL: /* SVGA3dBool */
4642 case SVGA3D_RS_TWEENFACTOR: /* float */
4643 case SVGA3D_RS_INDEXEDVERTEXBLENDENABLE: /* SVGA3dBool */
4644 case SVGA3D_RS_VERTEXBLEND: /* SVGA3dVertexBlendFlags */
4645 Log(("vmsvga3dSetRenderState: WARNING not applicable!!\n"));
4646 break;
4647
4648 case SVGA3D_RS_MULTISAMPLEANTIALIAS: /* SVGA3dBool */
4649 enableCap = GL_MULTISAMPLE;
4650 val = pRenderState[i].uintValue;
4651 break;
4652
4653 case SVGA3D_RS_MULTISAMPLEMASK: /* uint32_t */
4654 case SVGA3D_RS_ANTIALIASEDLINEENABLE: /* SVGA3dBool */
4655 Log(("vmsvga3dSetRenderState: WARNING not applicable??!!\n"));
4656 break;
4657
4658 case SVGA3D_RS_COORDINATETYPE: /* SVGA3dCoordinateType */
4659 Assert(pRenderState[i].uintValue == SVGA3D_COORDINATE_LEFTHANDED);
4660 /** @todo setup a view matrix to scale the world space by -1 in the z-direction for right handed coordinates. */
4661 /*
4662 renderState = D3DRS_COORDINATETYPE;
4663 val = pRenderState[i].uintValue;
4664 */
4665 break;
4666
4667 case SVGA3D_RS_FRONTWINDING: /* SVGA3dFrontWinding */
4668 Assert(pRenderState[i].uintValue == SVGA3D_FRONTWINDING_CW);
4669 /* Invert the selected mode because of y-inversion (?) */
4670 glFrontFace((pRenderState[i].uintValue != SVGA3D_FRONTWINDING_CW) ? GL_CW : GL_CCW);
4671 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4672 break;
4673
4674 case SVGA3D_RS_OUTPUTGAMMA: /* float */
4675 //AssertFailed();
4676 /*
4677 D3DRS_SRGBWRITEENABLE ??
4678 renderState = D3DRS_OUTPUTGAMMA;
4679 val = pRenderState[i].uintValue;
4680 */
4681 break;
4682
4683#if 0
4684
4685 case SVGA3D_RS_VERTEXMATERIALENABLE: /* SVGA3dBool */
4686 //AssertFailed();
4687 renderState = D3DRS_INDEXEDVERTEXBLENDENABLE; /* correct?? */
4688 val = pRenderState[i].uintValue;
4689 break;
4690
4691 case SVGA3D_RS_TEXTUREFACTOR: /* SVGA3dColor */
4692 renderState = D3DRS_TEXTUREFACTOR;
4693 val = pRenderState[i].uintValue;
4694 break;
4695
4696 case SVGA3D_RS_LOCALVIEWER: /* SVGA3dBool */
4697 renderState = D3DRS_LOCALVIEWER;
4698 val = pRenderState[i].uintValue;
4699 break;
4700
4701 case SVGA3D_RS_ZVISIBLE: /* SVGA3dBool */
4702 AssertFailed();
4703 /*
4704 renderState = D3DRS_ZVISIBLE;
4705 val = pRenderState[i].uintValue;
4706 */
4707 break;
4708
4709 case SVGA3D_RS_CLIPPING: /* SVGA3dBool */
4710 renderState = D3DRS_CLIPPING;
4711 val = pRenderState[i].uintValue;
4712 break;
4713
4714 case SVGA3D_RS_WRAP0: /* SVGA3dWrapFlags */
4715 glTexParameter GL_TEXTURE_WRAP_S
4716 Assert(SVGA3D_WRAPCOORD_3 == D3DWRAPCOORD_3);
4717 renderState = D3DRS_WRAP0;
4718 val = pRenderState[i].uintValue;
4719 break;
4720
4721 case SVGA3D_RS_WRAP1: /* SVGA3dWrapFlags */
4722 glTexParameter GL_TEXTURE_WRAP_T
4723 renderState = D3DRS_WRAP1;
4724 val = pRenderState[i].uintValue;
4725 break;
4726
4727 case SVGA3D_RS_WRAP2: /* SVGA3dWrapFlags */
4728 glTexParameter GL_TEXTURE_WRAP_R
4729 renderState = D3DRS_WRAP2;
4730 val = pRenderState[i].uintValue;
4731 break;
4732
4733
4734 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
4735 renderState = D3DRS_SEPARATEALPHABLENDENABLE;
4736 val = pRenderState[i].uintValue;
4737 break;
4738
4739
4740 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4741 renderState = D3DRS_BLENDOPALPHA;
4742 val = pRenderState[i].uintValue;
4743 break;
4744
4745 case SVGA3D_RS_TRANSPARENCYANTIALIAS: /* SVGA3dTransparencyAntialiasType */
4746 AssertFailed();
4747 /*
4748 renderState = D3DRS_TRANSPARENCYANTIALIAS;
4749 val = pRenderState[i].uintValue;
4750 */
4751 break;
4752
4753#endif
4754 default:
4755 AssertFailed();
4756 break;
4757 }
4758
4759 if (enableCap != ~(GLenum)0)
4760 {
4761 if (val)
4762 glEnable(enableCap);
4763 else
4764 glDisable(enableCap);
4765 }
4766 }
4767
4768 return VINF_SUCCESS;
4769}
4770
4771int vmsvga3dSetRenderTarget(PVGASTATE pThis, uint32_t cid, SVGA3dRenderTargetType type, SVGA3dSurfaceImageId target)
4772{
4773 PVMSVGA3DCONTEXT pContext;
4774 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
4775 PVMSVGA3DSURFACE pRenderTarget;
4776
4777 AssertReturn(pState, VERR_NO_MEMORY);
4778 AssertReturn(type < SVGA3D_RT_MAX, VERR_INVALID_PARAMETER);
4779 AssertReturn(target.face == 0, VERR_INVALID_PARAMETER);
4780
4781 Log(("vmsvga3dSetRenderTarget cid=%x type=%x surface id=%x\n", cid, type, target.sid));
4782
4783 if ( cid >= pState->cContexts
4784 || pState->papContexts[cid]->id != cid)
4785 {
4786 Log(("vmsvga3dSetRenderTarget invalid context id!\n"));
4787 return VERR_INVALID_PARAMETER;
4788 }
4789 pContext = pState->papContexts[cid];
4790 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4791
4792 /* Save for vm state save/restore. */
4793 pContext->state.aRenderTargets[type] = target.sid;
4794
4795 if (target.sid == SVGA3D_INVALID_ID)
4796 {
4797 /* Disable render target. */
4798 switch (type)
4799 {
4800 case SVGA3D_RT_DEPTH:
4801 case SVGA3D_RT_STENCIL:
4802 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
4803 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4804 break;
4805
4806 case SVGA3D_RT_COLOR0:
4807 case SVGA3D_RT_COLOR1:
4808 case SVGA3D_RT_COLOR2:
4809 case SVGA3D_RT_COLOR3:
4810 case SVGA3D_RT_COLOR4:
4811 case SVGA3D_RT_COLOR5:
4812 case SVGA3D_RT_COLOR6:
4813 case SVGA3D_RT_COLOR7:
4814 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, 0, 0, 0);
4815 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4816 break;
4817
4818 default:
4819 AssertFailedReturn(VERR_INVALID_PARAMETER);
4820 }
4821 return VINF_SUCCESS;
4822 }
4823
4824 AssertReturn(target.sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
4825 AssertReturn(target.sid < pState->cSurfaces && pState->papSurfaces[target.sid]->id == target.sid, VERR_INVALID_PARAMETER);
4826 pRenderTarget = pState->papSurfaces[target.sid];
4827
4828 switch (type)
4829 {
4830 case SVGA3D_RT_DEPTH:
4831 case SVGA3D_RT_STENCIL:
4832 AssertReturn(target.mipmap == 0, VERR_INVALID_PARAMETER);
4833 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4834 {
4835 Log(("vmsvga3dSetRenderTarget: create renderbuffer to be used as render target; surface id=%x type=%d format=%d\n", target.sid, pRenderTarget->surfaceFlags, pRenderTarget->internalFormatGL));
4836 pContext = &pState->SharedCtx;
4837 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4838
4839 pState->ext.glGenRenderbuffers(1, &pRenderTarget->oglId.renderbuffer);
4840 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4841
4842 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4843 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4844
4845 pState->ext.glRenderbufferStorage(GL_RENDERBUFFER,
4846 pRenderTarget->internalFormatGL,
4847 pRenderTarget->pMipmapLevels[0].mipmapSize.width,
4848 pRenderTarget->pMipmapLevels[0].mipmapSize.height);
4849 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4850
4851 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, OPENGL_INVALID_ID);
4852 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4853
4854 pContext = pState->papContexts[cid];
4855 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4856 pRenderTarget->idWeakContextAssociation = cid;
4857 }
4858
4859 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4860 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4861 Assert(!pRenderTarget->fDirty);
4862 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4863
4864 pRenderTarget->surfaceFlags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
4865
4866 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4867 (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT,
4868 GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4869 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4870 break;
4871
4872 case SVGA3D_RT_COLOR0:
4873 case SVGA3D_RT_COLOR1:
4874 case SVGA3D_RT_COLOR2:
4875 case SVGA3D_RT_COLOR3:
4876 case SVGA3D_RT_COLOR4:
4877 case SVGA3D_RT_COLOR5:
4878 case SVGA3D_RT_COLOR6:
4879 case SVGA3D_RT_COLOR7:
4880 {
4881 /* A texture surface can be used as a render target to fill it and later on used as a texture. */
4882 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4883 {
4884 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));
4885 int rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pRenderTarget);
4886 AssertRCReturn(rc, rc);
4887 }
4888
4889 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4890 Assert(!pRenderTarget->fDirty);
4891
4892 pRenderTarget->surfaceFlags |= SVGA3D_SURFACE_HINT_RENDERTARGET;
4893
4894 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, GL_TEXTURE_2D, pRenderTarget->oglId.texture, target.mipmap);
4895 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4896
4897#ifdef DEBUG
4898 GLenum status = pState->ext.glCheckFramebufferStatus(GL_FRAMEBUFFER);
4899 if (status != GL_FRAMEBUFFER_COMPLETE)
4900 Log(("vmsvga3dSetRenderTarget: WARNING: glCheckFramebufferStatus returned %x\n", status));
4901#endif
4902 /** @todo use glDrawBuffers too? */
4903 break;
4904 }
4905
4906 default:
4907 AssertFailedReturn(VERR_INVALID_PARAMETER);
4908 }
4909
4910 return VINF_SUCCESS;
4911}
4912
4913#if 0
4914/**
4915 * Convert SVGA texture combiner value to its D3D equivalent
4916 */
4917static DWORD vmsvga3dTextureCombiner2D3D(uint32_t value)
4918{
4919 switch (value)
4920 {
4921 case SVGA3D_TC_DISABLE:
4922 return D3DTOP_DISABLE;
4923 case SVGA3D_TC_SELECTARG1:
4924 return D3DTOP_SELECTARG1;
4925 case SVGA3D_TC_SELECTARG2:
4926 return D3DTOP_SELECTARG2;
4927 case SVGA3D_TC_MODULATE:
4928 return D3DTOP_MODULATE;
4929 case SVGA3D_TC_ADD:
4930 return D3DTOP_ADD;
4931 case SVGA3D_TC_ADDSIGNED:
4932 return D3DTOP_ADDSIGNED;
4933 case SVGA3D_TC_SUBTRACT:
4934 return D3DTOP_SUBTRACT;
4935 case SVGA3D_TC_BLENDTEXTUREALPHA:
4936 return D3DTOP_BLENDTEXTUREALPHA;
4937 case SVGA3D_TC_BLENDDIFFUSEALPHA:
4938 return D3DTOP_BLENDDIFFUSEALPHA;
4939 case SVGA3D_TC_BLENDCURRENTALPHA:
4940 return D3DTOP_BLENDCURRENTALPHA;
4941 case SVGA3D_TC_BLENDFACTORALPHA:
4942 return D3DTOP_BLENDFACTORALPHA;
4943 case SVGA3D_TC_MODULATE2X:
4944 return D3DTOP_MODULATE2X;
4945 case SVGA3D_TC_MODULATE4X:
4946 return D3DTOP_MODULATE4X;
4947 case SVGA3D_TC_DSDT:
4948 AssertFailed(); /** @todo ??? */
4949 return D3DTOP_DISABLE;
4950 case SVGA3D_TC_DOTPRODUCT3:
4951 return D3DTOP_DOTPRODUCT3;
4952 case SVGA3D_TC_BLENDTEXTUREALPHAPM:
4953 return D3DTOP_BLENDTEXTUREALPHAPM;
4954 case SVGA3D_TC_ADDSIGNED2X:
4955 return D3DTOP_ADDSIGNED2X;
4956 case SVGA3D_TC_ADDSMOOTH:
4957 return D3DTOP_ADDSMOOTH;
4958 case SVGA3D_TC_PREMODULATE:
4959 return D3DTOP_PREMODULATE;
4960 case SVGA3D_TC_MODULATEALPHA_ADDCOLOR:
4961 return D3DTOP_MODULATEALPHA_ADDCOLOR;
4962 case SVGA3D_TC_MODULATECOLOR_ADDALPHA:
4963 return D3DTOP_MODULATECOLOR_ADDALPHA;
4964 case SVGA3D_TC_MODULATEINVALPHA_ADDCOLOR:
4965 return D3DTOP_MODULATEINVALPHA_ADDCOLOR;
4966 case SVGA3D_TC_MODULATEINVCOLOR_ADDALPHA:
4967 return D3DTOP_MODULATEINVCOLOR_ADDALPHA;
4968 case SVGA3D_TC_BUMPENVMAPLUMINANCE:
4969 return D3DTOP_BUMPENVMAPLUMINANCE;
4970 case SVGA3D_TC_MULTIPLYADD:
4971 return D3DTOP_MULTIPLYADD;
4972 case SVGA3D_TC_LERP:
4973 return D3DTOP_LERP;
4974 default:
4975 AssertFailed();
4976 return D3DTOP_DISABLE;
4977 }
4978}
4979
4980/**
4981 * Convert SVGA texture arg data value to its D3D equivalent
4982 */
4983static DWORD vmsvga3dTextureArgData2D3D(uint32_t value)
4984{
4985 switch (value)
4986 {
4987 case SVGA3D_TA_CONSTANT:
4988 return D3DTA_CONSTANT;
4989 case SVGA3D_TA_PREVIOUS:
4990 return D3DTA_CURRENT; /* current = previous */
4991 case SVGA3D_TA_DIFFUSE:
4992 return D3DTA_DIFFUSE;
4993 case SVGA3D_TA_TEXTURE:
4994 return D3DTA_TEXTURE;
4995 case SVGA3D_TA_SPECULAR:
4996 return D3DTA_SPECULAR;
4997 default:
4998 AssertFailed();
4999 return 0;
5000 }
5001}
5002
5003/**
5004 * Convert SVGA texture transform flag value to its D3D equivalent
5005 */
5006static DWORD vmsvga3dTextTransformFlags2D3D(uint32_t value)
5007{
5008 switch (value)
5009 {
5010 case SVGA3D_TEX_TRANSFORM_OFF:
5011 return D3DTTFF_DISABLE;
5012 case SVGA3D_TEX_TRANSFORM_S:
5013 return D3DTTFF_COUNT1; /** @todo correct? */
5014 case SVGA3D_TEX_TRANSFORM_T:
5015 return D3DTTFF_COUNT2; /** @todo correct? */
5016 case SVGA3D_TEX_TRANSFORM_R:
5017 return D3DTTFF_COUNT3; /** @todo correct? */
5018 case SVGA3D_TEX_TRANSFORM_Q:
5019 return D3DTTFF_COUNT4; /** @todo correct? */
5020 case SVGA3D_TEX_PROJECTED:
5021 return D3DTTFF_PROJECTED;
5022 default:
5023 AssertFailed();
5024 return 0;
5025 }
5026}
5027#endif
5028
5029static GLenum vmsvga3dTextureAddress2OGL(SVGA3dTextureAddress value)
5030{
5031 switch (value)
5032 {
5033 case SVGA3D_TEX_ADDRESS_WRAP:
5034 return GL_REPEAT;
5035 case SVGA3D_TEX_ADDRESS_MIRROR:
5036 return GL_MIRRORED_REPEAT;
5037 case SVGA3D_TEX_ADDRESS_CLAMP:
5038 return GL_CLAMP_TO_EDGE;
5039 case SVGA3D_TEX_ADDRESS_BORDER:
5040 return GL_CLAMP_TO_BORDER;
5041 case SVGA3D_TEX_ADDRESS_MIRRORONCE:
5042 AssertFailed();
5043 return GL_CLAMP_TO_EDGE_SGIS; /** @todo correct? */
5044
5045 case SVGA3D_TEX_ADDRESS_EDGE:
5046 case SVGA3D_TEX_ADDRESS_INVALID:
5047 default:
5048 AssertFailed();
5049 return GL_REPEAT; /* default */
5050 }
5051}
5052
5053static GLenum vmsvga3dTextureFilter2OGL(SVGA3dTextureFilter value)
5054{
5055 switch (value)
5056 {
5057 case SVGA3D_TEX_FILTER_NONE:
5058 case SVGA3D_TEX_FILTER_LINEAR:
5059 return GL_LINEAR;
5060 case SVGA3D_TEX_FILTER_NEAREST:
5061 return GL_NEAREST;
5062 case SVGA3D_TEX_FILTER_ANISOTROPIC:
5063 /** @todo */
5064 case SVGA3D_TEX_FILTER_FLATCUBIC: // Deprecated, not implemented
5065 case SVGA3D_TEX_FILTER_GAUSSIANCUBIC: // Deprecated, not implemented
5066 case SVGA3D_TEX_FILTER_PYRAMIDALQUAD: // Not currently implemented
5067 case SVGA3D_TEX_FILTER_GAUSSIANQUAD: // Not currently implemented
5068 default:
5069 AssertFailed();
5070 return GL_LINEAR; /* default */
5071 }
5072}
5073
5074uint32_t vmsvga3dSVGA3dColor2RGBA(SVGA3dColor value)
5075{
5076 /* flip the red and blue bytes */
5077 uint8_t blue = value & 0xff;
5078 uint8_t red = (value >> 16) & 0xff;
5079 return (value & 0xff00ff00) | red | (blue << 16);
5080}
5081
5082int vmsvga3dSetTextureState(PVGASTATE pThis, uint32_t cid, uint32_t cTextureStates, SVGA3dTextureState *pTextureState)
5083{
5084 GLenum val = ~(GLenum)0; /* Shut up MSC. */
5085 GLenum currentStage = ~(GLenum)0;
5086 PVMSVGA3DCONTEXT pContext;
5087 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5088 AssertReturn(pState, VERR_NO_MEMORY);
5089
5090 Log(("vmsvga3dSetTextureState %x cTextureState=%d\n", cid, cTextureStates));
5091
5092 if ( cid >= pState->cContexts
5093 || pState->papContexts[cid]->id != cid)
5094 {
5095 Log(("vmsvga3dSetTextureState invalid context id!\n"));
5096 return VERR_INVALID_PARAMETER;
5097 }
5098 pContext = pState->papContexts[cid];
5099 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5100
5101 for (unsigned i = 0; i < cTextureStates; i++)
5102 {
5103 GLenum textureType = ~(GLenum)0;
5104#if 0
5105 GLenum samplerType = ~(GLenum)0;
5106#endif
5107
5108 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));
5109 /* Record the texture state for vm state saving. */
5110 if ( pTextureState[i].stage < RT_ELEMENTS(pContext->state.aTextureStates)
5111 && pTextureState[i].name < RT_ELEMENTS(pContext->state.aTextureStates[0]))
5112 {
5113 pContext->state.aTextureStates[pTextureState[i].stage][pTextureState[i].name] = pTextureState[i];
5114 }
5115
5116 /* Active the right texture unit for subsequent texture state changes. */
5117 if (pTextureState[i].stage != currentStage || i == 0)
5118 {
5119 /** @todo Is this the appropriate limit for all kinds of textures? It is the
5120 * size of aSidActiveTextures and for binding/unbinding we cannot exceed it. */
5121 if (pTextureState[i].stage < RT_ELEMENTS(pContext->state.aTextureStates))
5122 {
5123 pState->ext.glActiveTexture(GL_TEXTURE0 + pTextureState[i].stage);
5124 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5125 currentStage = pTextureState[i].stage;
5126 }
5127 else
5128 {
5129 AssertMsgFailed(("pTextureState[%d].stage=%#x name=%#x\n", i, pTextureState[i].stage, pTextureState[i].name));
5130 continue;
5131 }
5132 }
5133
5134 switch (pTextureState[i].name)
5135 {
5136 case SVGA3D_TS_BUMPENVMAT00: /* float */
5137 case SVGA3D_TS_BUMPENVMAT01: /* float */
5138 case SVGA3D_TS_BUMPENVMAT10: /* float */
5139 case SVGA3D_TS_BUMPENVMAT11: /* float */
5140 case SVGA3D_TS_BUMPENVLSCALE: /* float */
5141 case SVGA3D_TS_BUMPENVLOFFSET: /* float */
5142 Log(("vmsvga3dSetTextureState: bump mapping texture options not supported!!\n"));
5143 break;
5144
5145 case SVGA3D_TS_COLOROP: /* SVGA3dTextureCombiner */
5146 case SVGA3D_TS_COLORARG0: /* SVGA3dTextureArgData */
5147 case SVGA3D_TS_COLORARG1: /* SVGA3dTextureArgData */
5148 case SVGA3D_TS_COLORARG2: /* SVGA3dTextureArgData */
5149 case SVGA3D_TS_ALPHAOP: /* SVGA3dTextureCombiner */
5150 case SVGA3D_TS_ALPHAARG0: /* SVGA3dTextureArgData */
5151 case SVGA3D_TS_ALPHAARG1: /* SVGA3dTextureArgData */
5152 case SVGA3D_TS_ALPHAARG2: /* SVGA3dTextureArgData */
5153 /** @todo not used by MesaGL */
5154 Log(("vmsvga3dSetTextureState: colorop/alphaop not yet supported!!\n"));
5155 break;
5156#if 0
5157
5158 case SVGA3D_TS_TEXCOORDINDEX: /* uint32_t */
5159 textureType = D3DTSS_TEXCOORDINDEX;
5160 val = pTextureState[i].value;
5161 break;
5162
5163 case SVGA3D_TS_TEXTURETRANSFORMFLAGS: /* SVGA3dTexTransformFlags */
5164 textureType = D3DTSS_TEXTURETRANSFORMFLAGS;
5165 val = vmsvga3dTextTransformFlags2D3D(pTextureState[i].value);
5166 break;
5167#endif
5168
5169 case SVGA3D_TS_BIND_TEXTURE: /* SVGA3dSurfaceId */
5170 if (pTextureState[i].value == SVGA3D_INVALID_ID)
5171 {
5172 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture surface id=%x replacing=%x\n",
5173 currentStage, pTextureState[i].value, pContext->aSidActiveTextures[currentStage]));
5174
5175 pContext->aSidActiveTextures[currentStage] = SVGA3D_INVALID_ID;
5176 /* Unselect the currently associated texture. */
5177 glBindTexture(GL_TEXTURE_2D, 0);
5178 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5179 /* Necessary for the fixed pipeline. */
5180 glDisable(GL_TEXTURE_2D);
5181 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5182 }
5183 else
5184 {
5185 uint32_t sid = pTextureState[i].value;
5186
5187 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
5188 AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER);
5189
5190 PVMSVGA3DSURFACE pSurface = pState->papSurfaces[sid];
5191
5192 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture surface id=%x (%d,%d) replacing=%x\n",
5193 currentStage, pTextureState[i].value, pSurface->pMipmapLevels[0].mipmapSize.width,
5194 pSurface->pMipmapLevels[0].mipmapSize.height, pContext->aSidActiveTextures[currentStage]));
5195
5196 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
5197 {
5198 Log(("CreateTexture (%d,%d) level=%d\n", pSurface->pMipmapLevels[0].mipmapSize.width, pSurface->pMipmapLevels[0].mipmapSize.height, pSurface->faces[0].numMipLevels));
5199 int rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface);
5200 AssertRCReturn(rc, rc);
5201 }
5202
5203 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
5204 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5205
5206 /* Necessary for the fixed pipeline. */
5207 glEnable(GL_TEXTURE_2D);
5208 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5209
5210 if (pContext->aSidActiveTextures[currentStage] != sid)
5211 {
5212 /* Recreate the texture state as glBindTexture resets them all (sigh). */
5213 for (uint32_t iStage = 0; iStage < RT_ELEMENTS(pContext->state.aTextureStates); iStage++)
5214 {
5215 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aTextureStates[0]); j++)
5216 {
5217 SVGA3dTextureState *pTextureStateIter = &pContext->state.aTextureStates[iStage][j];
5218
5219 if ( pTextureStateIter->name != SVGA3D_TS_INVALID
5220 && pTextureStateIter->name != SVGA3D_TS_BIND_TEXTURE)
5221 vmsvga3dSetTextureState(pThis, pContext->id, 1, pTextureStateIter);
5222 }
5223 }
5224 }
5225 pContext->aSidActiveTextures[currentStage] = sid;
5226 }
5227 /* Finished; continue with the next one. */
5228 continue;
5229
5230 case SVGA3D_TS_ADDRESSW: /* SVGA3dTextureAddress */
5231 textureType = GL_TEXTURE_WRAP_R; /* R = W */
5232 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5233 break;
5234
5235 case SVGA3D_TS_ADDRESSU: /* SVGA3dTextureAddress */
5236 textureType = GL_TEXTURE_WRAP_S; /* S = U */
5237 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5238 break;
5239
5240 case SVGA3D_TS_ADDRESSV: /* SVGA3dTextureAddress */
5241 textureType = GL_TEXTURE_WRAP_T; /* T = V */
5242 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5243 break;
5244
5245 case SVGA3D_TS_MIPFILTER: /* SVGA3dTextureFilter */
5246 case SVGA3D_TS_MINFILTER: /* SVGA3dTextureFilter */
5247 {
5248 uint32_t mipFilter = pContext->state.aTextureStates[currentStage][SVGA3D_TS_MIPFILTER].value;
5249 uint32_t minFilter = pContext->state.aTextureStates[currentStage][SVGA3D_TS_MINFILTER].value;
5250
5251 /* If SVGA3D_TS_MIPFILTER is set to NONE, then use SVGA3D_TS_MIPFILTER, otherwise SVGA3D_TS_MIPFILTER enables mipmap minification. */
5252 textureType = GL_TEXTURE_MIN_FILTER;
5253 if (mipFilter != SVGA3D_TEX_FILTER_NONE)
5254 {
5255 if (minFilter == SVGA3D_TEX_FILTER_NEAREST)
5256 {
5257 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
5258 val = GL_NEAREST_MIPMAP_LINEAR;
5259 else
5260 val = GL_NEAREST_MIPMAP_NEAREST;
5261 }
5262 else
5263 {
5264 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
5265 val = GL_LINEAR_MIPMAP_LINEAR;
5266 else
5267 val = GL_LINEAR_MIPMAP_NEAREST;
5268 }
5269 }
5270 else
5271 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)minFilter);
5272 break;
5273 }
5274
5275 case SVGA3D_TS_MAGFILTER: /* SVGA3dTextureFilter */
5276 textureType = GL_TEXTURE_MAG_FILTER;
5277 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)pTextureState[i].value);
5278 Assert(val == GL_NEAREST || val == GL_LINEAR);
5279 break;
5280
5281 case SVGA3D_TS_BORDERCOLOR: /* SVGA3dColor */
5282 {
5283 GLfloat color[4]; /* red, green, blue, alpha */
5284
5285 vmsvgaColor2GLFloatArray(pTextureState[i].value, &color[0], &color[1], &color[2], &color[3]);
5286
5287 glTexParameterfv(GL_TEXTURE_2D /** @todo flexible type */, GL_TEXTURE_BORDER_COLOR, color); /* Identical; default 0.0 identical too */
5288 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5289 break;
5290 }
5291
5292 case SVGA3D_TS_TEXTURE_LOD_BIAS: /* float */
5293 glTexParameterf(GL_TEXTURE_2D /** @todo flexible type */, GL_TEXTURE_LOD_BIAS, pTextureState[i].floatValue); /* Identical; default 0.0 identical too */
5294 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5295 break;
5296
5297 case SVGA3D_TS_TEXTURE_MIPMAP_LEVEL: /* uint32_t */
5298 textureType = GL_TEXTURE_MAX_LEVEL;
5299 val = pTextureState[i].value;
5300 break;
5301
5302#if 0
5303 case SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL: /* uint32_t */
5304 samplerType = D3DSAMP_MAXANISOTROPY;
5305 val = pTextureState[i].value; /* Identical?? */
5306 break;
5307
5308 case SVGA3D_TS_GAMMA: /* float */
5309 samplerType = D3DSAMP_SRGBTEXTURE;
5310 /* Boolean in D3D */
5311 if (pTextureState[i].floatValue == 1.0f)
5312 val = FALSE;
5313 else
5314 val = TRUE;
5315 break;
5316#endif
5317 /* Internal commands, that don't map directly to the SetTextureStageState API. */
5318 case SVGA3D_TS_TEXCOORDGEN: /* SVGA3dTextureCoordGen */
5319 AssertFailed();
5320 break;
5321
5322 default:
5323 //AssertFailed();
5324 break;
5325 }
5326
5327 if (textureType != ~(GLenum)0)
5328 {
5329 glTexParameteri(GL_TEXTURE_2D /** @todo flexible type */, textureType, val);
5330 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5331 }
5332 }
5333
5334 return VINF_SUCCESS;
5335}
5336
5337int vmsvga3dSetMaterial(PVGASTATE pThis, uint32_t cid, SVGA3dFace face, SVGA3dMaterial *pMaterial)
5338{
5339 PVMSVGA3DCONTEXT pContext;
5340 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5341 AssertReturn(pState, VERR_NO_MEMORY);
5342 GLenum oglFace;
5343
5344 Log(("vmsvga3dSetMaterial cid=%x face %d\n", cid, face));
5345
5346 if ( cid >= pState->cContexts
5347 || pState->papContexts[cid]->id != cid)
5348 {
5349 Log(("vmsvga3dSetMaterial invalid context id!\n"));
5350 return VERR_INVALID_PARAMETER;
5351 }
5352 pContext = pState->papContexts[cid];
5353 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5354
5355 switch (face)
5356 {
5357 case SVGA3D_FACE_NONE:
5358 case SVGA3D_FACE_FRONT:
5359 oglFace = GL_FRONT;
5360 break;
5361
5362 case SVGA3D_FACE_BACK:
5363 oglFace = GL_BACK;
5364 break;
5365
5366 case SVGA3D_FACE_FRONT_BACK:
5367 oglFace = GL_FRONT_AND_BACK;
5368 break;
5369
5370 default:
5371 AssertFailedReturn(VERR_INVALID_PARAMETER);
5372 }
5373
5374 /* Save for vm state save/restore. */
5375 pContext->state.aMaterial[face].fValid = true;
5376 pContext->state.aMaterial[face].material = *pMaterial;
5377 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_MATERIAL;
5378
5379 glMaterialfv(oglFace, GL_DIFFUSE, pMaterial->diffuse);
5380 glMaterialfv(oglFace, GL_AMBIENT, pMaterial->ambient);
5381 glMaterialfv(oglFace, GL_SPECULAR, pMaterial->specular);
5382 glMaterialfv(oglFace, GL_EMISSION, pMaterial->emissive);
5383 glMaterialfv(oglFace, GL_SHININESS, &pMaterial->shininess);
5384 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5385
5386 return VINF_SUCCESS;
5387}
5388
5389/** @todo Move into separate library as we are using logic from Wine here. */
5390int vmsvga3dSetLightData(PVGASTATE pThis, uint32_t cid, uint32_t index, SVGA3dLightData *pData)
5391{
5392 PVMSVGA3DCONTEXT pContext;
5393 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5394 AssertReturn(pState, VERR_NO_MEMORY);
5395 float QuadAttenuation;
5396
5397 Log(("vmsvga3dSetLightData cid=%x index=%d type=%d\n", cid, index, pData->type));
5398
5399 if ( cid >= pState->cContexts
5400 || pState->papContexts[cid]->id != cid)
5401 {
5402 Log(("vmsvga3dSetLightData invalid context id!\n"));
5403 return VERR_INVALID_PARAMETER;
5404 }
5405 pContext = pState->papContexts[cid];
5406 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5407
5408 /* Store for vm state save/restore */
5409 if (index < SVGA3D_MAX_LIGHTS)
5410 {
5411 pContext->state.aLightData[index].fValidData = true;
5412 pContext->state.aLightData[index].data = *pData;
5413 }
5414 else
5415 AssertFailed();
5416
5417 if ( pData->attenuation0 < 0.0f
5418 || pData->attenuation1 < 0.0f
5419 || pData->attenuation2 < 0.0f)
5420 {
5421 Log(("vmsvga3dSetLightData: invalid negative attenuation values!!\n"));
5422 return VINF_SUCCESS; /* ignore; could crash the GL driver */
5423 }
5424
5425 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d */
5426 glMatrixMode(GL_MODELVIEW);
5427 glPushMatrix();
5428 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5429
5430 glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, pData->diffuse);
5431 glLightfv(GL_LIGHT0 + index, GL_SPECULAR, pData->specular);
5432 glLightfv(GL_LIGHT0 + index, GL_AMBIENT, pData->ambient);
5433
5434 if (pData->range * pData->range >= FLT_MIN)
5435 QuadAttenuation = 1.4f / (pData->range * pData->range);
5436 else
5437 QuadAttenuation = 0.0f;
5438
5439 switch (pData->type)
5440 {
5441 case SVGA3D_LIGHTTYPE_POINT:
5442 {
5443 GLfloat position[4];
5444
5445 position[0] = pData->position[0];
5446 position[1] = pData->position[1];
5447 position[2] = pData->position[2];
5448 position[3] = 1.0f;
5449
5450 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5451 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5452
5453 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5454 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5455
5456 /* Attenuation - Are these right? guessing... */
5457 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5458 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5459
5460 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5461 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5462
5463 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5464 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5465
5466 /** @todo range */
5467 break;
5468 }
5469
5470 case SVGA3D_LIGHTTYPE_SPOT1:
5471 {
5472 GLfloat exponent;
5473 GLfloat position[4];
5474 const GLfloat pi = 4.0f * atanf(1.0f);
5475
5476 position[0] = pData->position[0];
5477 position[1] = pData->position[1];
5478 position[2] = pData->position[2];
5479 position[3] = 1.0f;
5480
5481 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5482 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5483
5484 position[0] = pData->direction[0];
5485 position[1] = pData->direction[1];
5486 position[2] = pData->direction[2];
5487 position[3] = 1.0f;
5488
5489 glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, position);
5490 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5491
5492 /*
5493 * opengl-ish and d3d-ish spot lights use too different models for the
5494 * light "intensity" as a function of the angle towards the main light direction,
5495 * so we only can approximate very roughly.
5496 * however spot lights are rather rarely used in games (if ever used at all).
5497 * furthermore if still used, probably nobody pays attention to such details.
5498 */
5499 if (pData->falloff == 0)
5500 {
5501 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
5502 * falloff resp. exponent parameter as an exponent, so the spot light lighting
5503 * will always be 1.0 for both of them, and we don't have to care for the
5504 * rest of the rather complex calculation
5505 */
5506 exponent = 0.0f;
5507 }
5508 else
5509 {
5510 float rho = pData->theta + (pData->phi - pData->theta) / (2 * pData->falloff);
5511 if (rho < 0.0001f)
5512 rho = 0.0001f;
5513 exponent = -0.3f/log(cos(rho/2));
5514 }
5515 if (exponent > 128.0f)
5516 exponent = 128.0f;
5517
5518 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, exponent);
5519 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5520
5521 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, pData->phi * 90.0 / pi);
5522 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5523
5524 /* Attenuation - Are these right? guessing... */
5525 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5526 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5527
5528 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5529 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5530
5531 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5532 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5533
5534 /** @todo range */
5535 break;
5536 }
5537
5538 case SVGA3D_LIGHTTYPE_DIRECTIONAL:
5539 {
5540 GLfloat position[4];
5541
5542 position[0] = -pData->direction[0];
5543 position[1] = -pData->direction[1];
5544 position[2] = -pData->direction[2];
5545 position[3] = 0.0f;
5546
5547 glLightfv(GL_LIGHT0 + index, GL_POSITION, position); /* Note gl uses w position of 0 for direction! */
5548 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5549
5550 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5551 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5552
5553 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, 0.0f);
5554 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5555 break;
5556 }
5557
5558 case SVGA3D_LIGHTTYPE_SPOT2:
5559 default:
5560 Log(("Unsupported light type!!\n"));
5561 return VERR_INVALID_PARAMETER;
5562 }
5563
5564 /* Restore the modelview matrix */
5565 glPopMatrix();
5566
5567 return VINF_SUCCESS;
5568}
5569
5570int vmsvga3dSetLightEnabled(PVGASTATE pThis, uint32_t cid, uint32_t index, uint32_t enabled)
5571{
5572 PVMSVGA3DCONTEXT pContext;
5573 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5574 AssertReturn(pState, VERR_NO_MEMORY);
5575
5576 Log(("vmsvga3dSetLightEnabled cid=%x %d -> %d\n", cid, index, enabled));
5577
5578 if ( cid >= pState->cContexts
5579 || pState->papContexts[cid]->id != cid)
5580 {
5581 Log(("vmsvga3dSetLightEnabled invalid context id!\n"));
5582 return VERR_INVALID_PARAMETER;
5583 }
5584 pContext = pState->papContexts[cid];
5585 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5586
5587 /* Store for vm state save/restore */
5588 if (index < SVGA3D_MAX_LIGHTS)
5589 pContext->state.aLightData[index].fEnabled = !!enabled;
5590 else
5591 AssertFailed();
5592
5593 if (enabled)
5594 {
5595 /* Load the default settings if none have been set yet. */
5596 if (!pContext->state.aLightData[index].fValidData)
5597 vmsvga3dSetLightData(pThis, cid, index, (SVGA3dLightData *)&vmsvga3d_default_light);
5598 glEnable(GL_LIGHT0 + index);
5599 }
5600 else
5601 glDisable(GL_LIGHT0 + index);
5602
5603 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5604 return VINF_SUCCESS;
5605}
5606
5607int vmsvga3dSetViewPort(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5608{
5609 PVMSVGA3DCONTEXT pContext;
5610 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5611 AssertReturn(pState, VERR_NO_MEMORY);
5612
5613 Log(("vmsvga3dSetViewPort cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5614
5615 if ( cid >= pState->cContexts
5616 || pState->papContexts[cid]->id != cid)
5617 {
5618 Log(("vmsvga3dSetViewPort invalid context id!\n"));
5619 return VERR_INVALID_PARAMETER;
5620 }
5621 pContext = pState->papContexts[cid];
5622 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5623
5624 /* Save for vm state save/restore. */
5625 pContext->state.RectViewPort = *pRect;
5626 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VIEWPORT;
5627
5628 /** @todo y-inversion for partial viewport coordinates? */
5629 glViewport(pRect->x, pRect->y, pRect->w, pRect->h);
5630 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5631
5632 /* Reset the projection matrix as that relies on the viewport setting. */
5633 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5634 {
5635 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5636 }
5637 else
5638 {
5639 float matrix[16];
5640
5641 /* identity matrix if no matrix set. */
5642 memset(matrix, 0, sizeof(matrix));
5643 matrix[0] = 1.0;
5644 matrix[5] = 1.0;
5645 matrix[10] = 1.0;
5646 matrix[15] = 1.0;
5647 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, matrix);
5648 }
5649
5650 return VINF_SUCCESS;
5651}
5652
5653int vmsvga3dSetClipPlane(PVGASTATE pThis, uint32_t cid, uint32_t index, float plane[4])
5654{
5655 PVMSVGA3DCONTEXT pContext;
5656 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5657 AssertReturn(pState, VERR_NO_MEMORY);
5658 double oglPlane[4];
5659
5660 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)));
5661 AssertReturn(index < SVGA3D_CLIPPLANE_MAX, VERR_INVALID_PARAMETER);
5662
5663 if ( cid >= pState->cContexts
5664 || pState->papContexts[cid]->id != cid)
5665 {
5666 Log(("vmsvga3dSetClipPlane invalid context id!\n"));
5667 return VERR_INVALID_PARAMETER;
5668 }
5669 pContext = pState->papContexts[cid];
5670 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5671
5672 /* Store for vm state save/restore. */
5673 pContext->state.aClipPlane[index].fValid = true;
5674 memcpy(pContext->state.aClipPlane[index].plane, plane, sizeof(pContext->state.aClipPlane[index].plane));
5675
5676 /** @todo clip plane affected by model view in OpenGL & view in D3D + vertex shader -> not transformed (see Wine; state.c clipplane) */
5677 oglPlane[0] = (double)plane[0];
5678 oglPlane[1] = (double)plane[1];
5679 oglPlane[2] = (double)plane[2];
5680 oglPlane[3] = (double)plane[3];
5681
5682 glClipPlane(GL_CLIP_PLANE0 + index, oglPlane);
5683 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5684
5685 return VINF_SUCCESS;
5686}
5687
5688int vmsvga3dSetScissorRect(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5689{
5690 PVMSVGA3DCONTEXT pContext;
5691 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5692 AssertReturn(pState, VERR_NO_MEMORY);
5693
5694 Log(("vmsvga3dSetScissorRect cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5695
5696 if ( cid >= pState->cContexts
5697 || pState->papContexts[cid]->id != cid)
5698 {
5699 Log(("vmsvga3dSetScissorRect invalid context id!\n"));
5700 return VERR_INVALID_PARAMETER;
5701 }
5702 pContext = pState->papContexts[cid];
5703 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5704
5705 /* Store for vm state save/restore. */
5706 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_SCISSORRECT;
5707 pContext->state.RectScissor = *pRect;
5708
5709 glScissor(pRect->x, pRect->y, pRect->w, pRect->h);
5710 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5711
5712 return VINF_SUCCESS;
5713}
5714
5715static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha)
5716{
5717 /* Convert byte color components to float (0-1.0) */
5718 *pAlpha = (GLfloat)(color >> 24) / 255.0;
5719 *pRed = (GLfloat)((color >> 16) & 0xff) / 255.0;
5720 *pGreen = (GLfloat)((color >> 8) & 0xff) / 255.0;
5721 *pBlue = (GLfloat)(color & 0xff) / 255.0;
5722}
5723
5724int vmsvga3dCommandClear(PVGASTATE pThis, uint32_t cid, SVGA3dClearFlag clearFlag, uint32_t color, float depth, uint32_t stencil,
5725 uint32_t cRects, SVGA3dRect *pRect)
5726{
5727 GLbitfield mask = 0;
5728 PVMSVGA3DCONTEXT pContext;
5729 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5730 AssertReturn(pState, VERR_NO_MEMORY);
5731 GLboolean fDepthWriteEnabled = GL_FALSE;
5732
5733 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));
5734
5735 if ( cid >= pState->cContexts
5736 || pState->papContexts[cid]->id != cid)
5737 {
5738 Log(("vmsvga3dCommandClear invalid context id!\n"));
5739 return VERR_INVALID_PARAMETER;
5740 }
5741 pContext = pState->papContexts[cid];
5742 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5743
5744 if (clearFlag & SVGA3D_CLEAR_COLOR)
5745 {
5746 GLfloat red, green, blue, alpha;
5747
5748 vmsvgaColor2GLFloatArray(color, &red, &green, &blue, &alpha);
5749
5750 /* Set the color clear value. */
5751 glClearColor(red, green, blue, alpha);
5752
5753 mask |= GL_COLOR_BUFFER_BIT;
5754 }
5755 if (clearFlag & SVGA3D_CLEAR_STENCIL)
5756 {
5757 /** @todo possibly the same problem as with glDepthMask */
5758 glClearStencil(stencil);
5759 mask |= GL_STENCIL_BUFFER_BIT;
5760 }
5761 if (clearFlag & SVGA3D_CLEAR_DEPTH)
5762 {
5763 glClearDepth((GLdouble)depth);
5764 mask |= GL_DEPTH_BUFFER_BIT;
5765
5766 /* glClear will not clear the depth buffer if writing is disabled. */
5767 glGetBooleanv(GL_DEPTH_WRITEMASK, &fDepthWriteEnabled);
5768 if (fDepthWriteEnabled == GL_FALSE)
5769 glDepthMask(GL_TRUE);
5770 }
5771
5772 if (cRects)
5773 {
5774 /* Save the current scissor test bit and scissor box. */
5775 glPushAttrib(GL_SCISSOR_BIT);
5776 glEnable(GL_SCISSOR_TEST);
5777 for (unsigned i=0; i < cRects; i++)
5778 {
5779 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));
5780 glScissor(pRect[i].x, pRect[i].y, pRect[i].w, pRect[i].h);
5781 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5782 glClear(mask);
5783 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5784 }
5785 /* Restore the old scissor test bit and box */
5786 glPopAttrib();
5787 }
5788 else
5789 {
5790 glClear(mask);
5791 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5792 }
5793
5794 /* Restore depth write state. */
5795 if ( (clearFlag & SVGA3D_CLEAR_DEPTH)
5796 && fDepthWriteEnabled == GL_FALSE)
5797 glDepthMask(GL_FALSE);
5798
5799 return VINF_SUCCESS;
5800}
5801
5802/* Convert VMWare vertex declaration to its OpenGL equivalent. */
5803int vmsvga3dVertexDecl2OGL(SVGA3dVertexArrayIdentity &identity, GLint &size, GLenum &type, GLboolean &normalized)
5804{
5805 normalized = GL_FALSE;
5806 switch (identity.type)
5807 {
5808 case SVGA3D_DECLTYPE_FLOAT1:
5809 size = 1;
5810 type = GL_FLOAT;
5811 break;
5812 case SVGA3D_DECLTYPE_FLOAT2:
5813 size = 2;
5814 type = GL_FLOAT;
5815 break;
5816 case SVGA3D_DECLTYPE_FLOAT3:
5817 size = 3;
5818 type = GL_FLOAT;
5819 break;
5820 case SVGA3D_DECLTYPE_FLOAT4:
5821 size = 4;
5822 type = GL_FLOAT;
5823 break;
5824
5825 case SVGA3D_DECLTYPE_D3DCOLOR:
5826 size = GL_BGRA; /* @note requires GL_ARB_vertex_array_bgra */
5827 type = GL_UNSIGNED_BYTE;
5828 normalized = GL_TRUE; /* glVertexAttribPointer fails otherwise */
5829 break;
5830
5831 case SVGA3D_DECLTYPE_UBYTE4N:
5832 normalized = GL_TRUE;
5833 RT_FALL_THRU();
5834 case SVGA3D_DECLTYPE_UBYTE4:
5835 size = 4;
5836 type = GL_UNSIGNED_BYTE;
5837 break;
5838
5839 case SVGA3D_DECLTYPE_SHORT2N:
5840 normalized = GL_TRUE;
5841 RT_FALL_THRU();
5842 case SVGA3D_DECLTYPE_SHORT2:
5843 size = 2;
5844 type = GL_SHORT;
5845 break;
5846
5847 case SVGA3D_DECLTYPE_SHORT4N:
5848 normalized = GL_TRUE;
5849 RT_FALL_THRU();
5850 case SVGA3D_DECLTYPE_SHORT4:
5851 size = 4;
5852 type = GL_SHORT;
5853 break;
5854
5855 case SVGA3D_DECLTYPE_USHORT4N:
5856 normalized = GL_TRUE;
5857 size = 4;
5858 type = GL_UNSIGNED_SHORT;
5859 break;
5860
5861 case SVGA3D_DECLTYPE_USHORT2N:
5862 normalized = GL_TRUE;
5863 size = 2;
5864 type = GL_UNSIGNED_SHORT;
5865 break;
5866
5867 case SVGA3D_DECLTYPE_UDEC3:
5868 size = 3;
5869 type = GL_UNSIGNED_INT_2_10_10_10_REV; /** @todo correct? */
5870 break;
5871
5872 case SVGA3D_DECLTYPE_DEC3N:
5873 normalized = true;
5874 size = 3;
5875 type = GL_INT_2_10_10_10_REV; /** @todo correct? */
5876 break;
5877
5878 case SVGA3D_DECLTYPE_FLOAT16_2:
5879 size = 2;
5880 type = GL_HALF_FLOAT;
5881 break;
5882 case SVGA3D_DECLTYPE_FLOAT16_4:
5883 size = 4;
5884 type = GL_HALF_FLOAT;
5885 break;
5886 default:
5887 AssertFailedReturn(VERR_INVALID_PARAMETER);
5888 }
5889
5890 //pVertexElement->Method = identity.method;
5891 //pVertexElement->Usage = identity.usage;
5892
5893 return VINF_SUCCESS;
5894}
5895
5896/* Convert VMWare primitive type to its OpenGL equivalent. */
5897/* Calculate the vertex count based on the primitive type and nr of primitives. */
5898int vmsvga3dPrimitiveType2OGL(SVGA3dPrimitiveType PrimitiveType, GLenum *pMode, uint32_t cPrimitiveCount, uint32_t *pcVertices)
5899{
5900 switch (PrimitiveType)
5901 {
5902 case SVGA3D_PRIMITIVE_TRIANGLELIST:
5903 *pMode = GL_TRIANGLES;
5904 *pcVertices = cPrimitiveCount * 3;
5905 break;
5906 case SVGA3D_PRIMITIVE_POINTLIST:
5907 *pMode = GL_POINTS;
5908 *pcVertices = cPrimitiveCount;
5909 break;
5910 case SVGA3D_PRIMITIVE_LINELIST:
5911 *pMode = GL_LINES;
5912 *pcVertices = cPrimitiveCount * 2;
5913 break;
5914 case SVGA3D_PRIMITIVE_LINESTRIP:
5915 *pMode = GL_LINE_STRIP;
5916 *pcVertices = cPrimitiveCount + 1;
5917 break;
5918 case SVGA3D_PRIMITIVE_TRIANGLESTRIP:
5919 *pMode = GL_TRIANGLE_STRIP;
5920 *pcVertices = cPrimitiveCount + 2;
5921 break;
5922 case SVGA3D_PRIMITIVE_TRIANGLEFAN:
5923 *pMode = GL_TRIANGLE_FAN;
5924 *pcVertices = cPrimitiveCount + 2;
5925 break;
5926 default:
5927 return VERR_INVALID_PARAMETER;
5928 }
5929 return VINF_SUCCESS;
5930}
5931
5932int vmsvga3dResetTransformMatrices(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext)
5933{
5934 int rc;
5935
5936 /* Reset the view matrix (also takes the world matrix into account). */
5937 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid == true)
5938 {
5939 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5940 }
5941 else
5942 {
5943 float matrix[16];
5944
5945 /* identity matrix if no matrix set. */
5946 memset(matrix, 0, sizeof(matrix));
5947 matrix[0] = 1.0;
5948 matrix[5] = 1.0;
5949 matrix[10] = 1.0;
5950 matrix[15] = 1.0;
5951 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, matrix);
5952 }
5953
5954 /* Reset the projection matrix. */
5955 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5956 {
5957 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5958 }
5959 else
5960 {
5961 float matrix[16];
5962
5963 /* identity matrix if no matrix set. */
5964 memset(matrix, 0, sizeof(matrix));
5965 matrix[0] = 1.0;
5966 matrix[5] = 1.0;
5967 matrix[10] = 1.0;
5968 matrix[15] = 1.0;
5969 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, matrix);
5970 }
5971 AssertRC(rc);
5972 return rc;
5973}
5974
5975int vmsvga3dDrawPrimitivesProcessVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
5976{
5977 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5978 unsigned sidVertex = pVertexDecl[0].array.surfaceId;
5979 PVMSVGA3DSURFACE pVertexSurface;
5980
5981 AssertReturn(sidVertex < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
5982 AssertReturn(sidVertex < pState->cSurfaces && pState->papSurfaces[sidVertex]->id == sidVertex, VERR_INVALID_PARAMETER);
5983
5984 pVertexSurface = pState->papSurfaces[sidVertex];
5985 Log(("vmsvga3dDrawPrimitives: vertex surface %x\n", sidVertex));
5986
5987 /* Create and/or bind the vertex buffer. */
5988 if (pVertexSurface->oglId.buffer == OPENGL_INVALID_ID)
5989 {
5990 Log(("vmsvga3dDrawPrimitives: create vertex buffer fDirty=%d size=%x bytes\n", pVertexSurface->fDirty, pVertexSurface->pMipmapLevels[0].cbSurface));
5991 PVMSVGA3DCONTEXT pSavedCtx = pContext;
5992 pContext = &pState->SharedCtx;
5993 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5994
5995 pState->ext.glGenBuffers(1, &pVertexSurface->oglId.buffer);
5996 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5997
5998 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
5999 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6000
6001 Assert(pVertexSurface->fDirty);
6002 /** @todo rethink usage dynamic/static */
6003 pState->ext.glBufferData(GL_ARRAY_BUFFER, pVertexSurface->pMipmapLevels[0].cbSurface, pVertexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
6004 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6005
6006 pVertexSurface->pMipmapLevels[0].fDirty = false;
6007 pVertexSurface->fDirty = false;
6008
6009 pVertexSurface->surfaceFlags |= SVGA3D_SURFACE_HINT_VERTEXBUFFER;
6010
6011 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, OPENGL_INVALID_ID);
6012 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6013
6014 pContext = pSavedCtx;
6015 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6016 }
6017
6018 Assert(pVertexSurface->fDirty == false);
6019 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
6020 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6021
6022 /* Setup the vertex declarations. */
6023 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6024 {
6025 GLint size;
6026 GLenum type;
6027 GLboolean normalized;
6028 GLuint index = iVertexDeclBase + iVertex;
6029
6030 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));
6031
6032 int rc = vmsvga3dVertexDecl2OGL(pVertexDecl[iVertex].identity, size, type, normalized);
6033 AssertRCReturn(rc, rc);
6034
6035 if (pContext->state.shidVertex != SVGA_ID_INVALID)
6036 {
6037 /* Use numbered vertex arrays when shaders are active. */
6038 pState->ext.glEnableVertexAttribArray(index);
6039 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6040 pState->ext.glVertexAttribPointer(index, size, type, normalized, pVertexDecl[iVertex].array.stride,
6041 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6042 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6043 /** @todo case SVGA3D_DECLUSAGE_COLOR: color component order not identical!! test GL_BGRA!! */
6044 }
6045 else
6046 {
6047 /* Use the predefined selection of vertex streams for the fixed pipeline. */
6048 switch (pVertexDecl[iVertex].identity.usage)
6049 {
6050 case SVGA3D_DECLUSAGE_POSITIONT:
6051 case SVGA3D_DECLUSAGE_POSITION:
6052 {
6053 glEnableClientState(GL_VERTEX_ARRAY);
6054 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6055 glVertexPointer(size, type, pVertexDecl[iVertex].array.stride,
6056 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6057 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6058 break;
6059 }
6060 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
6061 AssertFailed();
6062 break;
6063 case SVGA3D_DECLUSAGE_BLENDINDICES:
6064 AssertFailed();
6065 break;
6066 case SVGA3D_DECLUSAGE_NORMAL:
6067 glEnableClientState(GL_NORMAL_ARRAY);
6068 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6069 glNormalPointer(type, pVertexDecl[iVertex].array.stride,
6070 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6071 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6072 break;
6073 case SVGA3D_DECLUSAGE_PSIZE:
6074 AssertFailed();
6075 break;
6076 case SVGA3D_DECLUSAGE_TEXCOORD:
6077 /* Specify the affected texture unit. */
6078#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
6079 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6080#else
6081 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6082#endif
6083 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
6084 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6085 glTexCoordPointer(size, type, pVertexDecl[iVertex].array.stride,
6086 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6087 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6088 break;
6089 case SVGA3D_DECLUSAGE_TANGENT:
6090 AssertFailed();
6091 break;
6092 case SVGA3D_DECLUSAGE_BINORMAL:
6093 AssertFailed();
6094 break;
6095 case SVGA3D_DECLUSAGE_TESSFACTOR:
6096 AssertFailed();
6097 break;
6098 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! test GL_BGRA!! */
6099 glEnableClientState(GL_COLOR_ARRAY);
6100 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6101 glColorPointer(size, type, pVertexDecl[iVertex].array.stride,
6102 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6103 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6104 break;
6105 case SVGA3D_DECLUSAGE_FOG:
6106 glEnableClientState(GL_FOG_COORD_ARRAY);
6107 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6108 pState->ext.glFogCoordPointer(type, pVertexDecl[iVertex].array.stride,
6109 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6110 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6111 break;
6112 case SVGA3D_DECLUSAGE_DEPTH:
6113 AssertFailed();
6114 break;
6115 case SVGA3D_DECLUSAGE_SAMPLE:
6116 AssertFailed();
6117 break;
6118 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6119 }
6120 }
6121
6122#ifdef LOG_ENABLED
6123 if (pVertexDecl[iVertex].array.stride == 0)
6124 Log(("vmsvga3dDrawPrimitives: stride == 0! Can be valid\n"));
6125#endif
6126 }
6127
6128 return VINF_SUCCESS;
6129}
6130
6131int vmsvga3dDrawPrimitivesCleanupVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
6132{
6133 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6134
6135 /* Clean up the vertex declarations. */
6136 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6137 {
6138 if (pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT)
6139 {
6140 /* Reset the transformation matrices in case of a switch back from pretransformed mode. */
6141 Log(("vmsvga3dDrawPrimitivesCleanupVertexDecls: reset world and projection matrices after transformation reset (pre-transformed -> transformed)\n"));
6142 vmsvga3dResetTransformMatrices(pThis, pContext);
6143 }
6144
6145 if (pContext->state.shidVertex != SVGA_ID_INVALID)
6146 {
6147 /* Use numbered vertex arrays when shaders are active. */
6148 pState->ext.glDisableVertexAttribArray(iVertexDeclBase + iVertex);
6149 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6150 }
6151 else
6152 {
6153 /* Use the predefined selection of vertex streams for the fixed pipeline. */
6154 switch (pVertexDecl[iVertex].identity.usage)
6155 {
6156 case SVGA3D_DECLUSAGE_POSITION:
6157 case SVGA3D_DECLUSAGE_POSITIONT:
6158 glDisableClientState(GL_VERTEX_ARRAY);
6159 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6160 break;
6161 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
6162 break;
6163 case SVGA3D_DECLUSAGE_BLENDINDICES:
6164 break;
6165 case SVGA3D_DECLUSAGE_NORMAL:
6166 glDisableClientState(GL_NORMAL_ARRAY);
6167 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6168 break;
6169 case SVGA3D_DECLUSAGE_PSIZE:
6170 break;
6171 case SVGA3D_DECLUSAGE_TEXCOORD:
6172 /* Specify the affected texture unit. */
6173#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
6174 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6175#else
6176 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6177#endif
6178 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
6179 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6180 break;
6181 case SVGA3D_DECLUSAGE_TANGENT:
6182 break;
6183 case SVGA3D_DECLUSAGE_BINORMAL:
6184 break;
6185 case SVGA3D_DECLUSAGE_TESSFACTOR:
6186 break;
6187 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! */
6188 glDisableClientState(GL_COLOR_ARRAY);
6189 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6190 break;
6191 case SVGA3D_DECLUSAGE_FOG:
6192 glDisableClientState(GL_FOG_COORD_ARRAY);
6193 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6194 break;
6195 case SVGA3D_DECLUSAGE_DEPTH:
6196 break;
6197 case SVGA3D_DECLUSAGE_SAMPLE:
6198 break;
6199 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6200 }
6201 }
6202 }
6203 /* Unbind the vertex buffer after usage. */
6204 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
6205 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6206 return VINF_SUCCESS;
6207}
6208
6209int vmsvga3dDrawPrimitives(PVGASTATE pThis, uint32_t cid, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl,
6210 uint32_t numRanges, SVGA3dPrimitiveRange *pRange, uint32_t cVertexDivisor,
6211 SVGA3dVertexDivisor *pVertexDivisor)
6212{
6213 RT_NOREF(pVertexDivisor);
6214 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6215 AssertReturn(pState, VERR_INTERNAL_ERROR);
6216 PVMSVGA3DCONTEXT pContext;
6217 int rc = VERR_NOT_IMPLEMENTED;
6218 uint32_t iCurrentVertex;
6219
6220 Log(("vmsvga3dDrawPrimitives cid=%x numVertexDecls=%d numRanges=%d, cVertexDivisor=%d\n", cid, numVertexDecls, numRanges, cVertexDivisor));
6221
6222 /* Caller already check these, but it cannot hurt to check again... */
6223 AssertReturn(numVertexDecls && numVertexDecls <= SVGA3D_MAX_VERTEX_ARRAYS, VERR_INVALID_PARAMETER);
6224 AssertReturn(numRanges && numRanges <= SVGA3D_MAX_DRAW_PRIMITIVE_RANGES, VERR_INVALID_PARAMETER);
6225 AssertReturn(!cVertexDivisor || cVertexDivisor == numVertexDecls, VERR_INVALID_PARAMETER);
6226
6227 /** @todo Non-zero cVertexDivisor */
6228 Assert(!cVertexDivisor);
6229
6230 if ( cid >= pState->cContexts
6231 || pState->papContexts[cid]->id != cid)
6232 {
6233 Log(("vmsvga3dDrawPrimitives invalid context id!\n"));
6234 return VERR_INVALID_PARAMETER;
6235 }
6236 pContext = pState->papContexts[cid];
6237 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6238
6239 /* Check for pretransformed vertex declarations. */
6240 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6241 {
6242 switch (pVertexDecl[iVertex].identity.usage)
6243 {
6244 case SVGA3D_DECLUSAGE_POSITIONT:
6245 Log(("ShaderSetPositionTransformed: (%d,%d)\n", pContext->state.RectViewPort.w, pContext->state.RectViewPort.h));
6246 RT_FALL_THRU();
6247 case SVGA3D_DECLUSAGE_POSITION:
6248 ShaderSetPositionTransformed(pContext->pShaderContext, pContext->state.RectViewPort.w,
6249 pContext->state.RectViewPort.h,
6250 pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT);
6251 break;
6252 default: /* Shut up MSC. */ break;
6253 }
6254 }
6255
6256 /* Flush any shader changes; after (!) checking the vertex declarations to deal with pre-transformed vertices. */
6257 if (pContext->pShaderContext)
6258 {
6259 uint32_t rtHeight = 0;
6260
6261 if (pContext->state.aRenderTargets[SVGA3D_RT_COLOR0] != SVGA_ID_INVALID)
6262 {
6263 PVMSVGA3DSURFACE pRenderTarget = pState->papSurfaces[pContext->state.aRenderTargets[SVGA3D_RT_COLOR0]];
6264 rtHeight = pRenderTarget->pMipmapLevels[0].mipmapSize.height;
6265 }
6266
6267 ShaderUpdateState(pContext->pShaderContext, rtHeight);
6268 }
6269
6270 /* Process all vertex declarations. Each vertex buffer is represented by one stream. */
6271 iCurrentVertex = 0;
6272 while (iCurrentVertex < numVertexDecls)
6273 {
6274 uint32_t sidVertex = SVGA_ID_INVALID;
6275 uint32_t iVertex;
6276
6277 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6278 {
6279 if ( sidVertex != SVGA_ID_INVALID
6280 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6281 )
6282 break;
6283 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6284 }
6285
6286 rc = vmsvga3dDrawPrimitivesProcessVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
6287 AssertRCReturn(rc, rc);
6288
6289 iCurrentVertex = iVertex;
6290 }
6291
6292 /* Now draw the primitives. */
6293 for (unsigned iPrimitive = 0; iPrimitive < numRanges; iPrimitive++)
6294 {
6295 GLenum modeDraw;
6296 unsigned sidIndex = pRange[iPrimitive].indexArray.surfaceId;
6297 PVMSVGA3DSURFACE pIndexSurface = NULL;
6298 unsigned cVertices;
6299
6300 Log(("Primitive %d: type %s\n", iPrimitive, vmsvga3dPrimitiveType2String(pRange[iPrimitive].primType)));
6301 rc = vmsvga3dPrimitiveType2OGL(pRange[iPrimitive].primType, &modeDraw, pRange[iPrimitive].primitiveCount, &cVertices);
6302 if (RT_FAILURE(rc))
6303 {
6304 AssertRC(rc);
6305 goto internal_error;
6306 }
6307
6308 if (sidIndex != SVGA3D_INVALID_ID)
6309 {
6310 AssertMsg(pRange[iPrimitive].indexWidth == sizeof(uint32_t) || pRange[iPrimitive].indexWidth == sizeof(uint16_t), ("Unsupported primitive width %d\n", pRange[iPrimitive].indexWidth));
6311
6312 if ( sidIndex >= SVGA3D_MAX_SURFACE_IDS
6313 || sidIndex >= pState->cSurfaces
6314 || pState->papSurfaces[sidIndex]->id != sidIndex)
6315 {
6316 Assert(sidIndex < SVGA3D_MAX_SURFACE_IDS);
6317 Assert(sidIndex < pState->cSurfaces && pState->papSurfaces[sidIndex]->id == sidIndex);
6318 rc = VERR_INVALID_PARAMETER;
6319 goto internal_error;
6320 }
6321 pIndexSurface = pState->papSurfaces[sidIndex];
6322 Log(("vmsvga3dDrawPrimitives: index surface %x\n", sidIndex));
6323
6324 if (pIndexSurface->oglId.buffer == OPENGL_INVALID_ID)
6325 {
6326 Log(("vmsvga3dDrawPrimitives: create index buffer fDirty=%d size=%x bytes\n", pIndexSurface->fDirty, pIndexSurface->pMipmapLevels[0].cbSurface));
6327 pContext = &pState->SharedCtx;
6328 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6329
6330 pState->ext.glGenBuffers(1, &pIndexSurface->oglId.buffer);
6331 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6332
6333 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6334 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6335
6336 Assert(pIndexSurface->fDirty);
6337
6338 /** @todo rethink usage dynamic/static */
6339 pState->ext.glBufferData(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->pMipmapLevels[0].cbSurface, pIndexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
6340 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6341
6342 pIndexSurface->pMipmapLevels[0].fDirty = false;
6343 pIndexSurface->fDirty = false;
6344
6345 pIndexSurface->surfaceFlags |= SVGA3D_SURFACE_HINT_INDEXBUFFER;
6346
6347 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, OPENGL_INVALID_ID);
6348 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6349
6350 pContext = pState->papContexts[cid];
6351 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6352 }
6353 Assert(pIndexSurface->fDirty == false);
6354
6355 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6356 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6357 }
6358
6359 if (!pIndexSurface)
6360 {
6361 /* Render without an index buffer */
6362 Log(("DrawPrimitive %x cPrimitives=%d cVertices=%d index index bias=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pRange[iPrimitive].indexBias));
6363 glDrawArrays(modeDraw, pRange[iPrimitive].indexBias, cVertices);
6364 }
6365 else
6366 {
6367 GLenum indexType;
6368
6369 Assert(pRange[iPrimitive].indexBias >= 0); /** @todo indexBias */
6370 Assert(pRange[iPrimitive].indexWidth == pRange[iPrimitive].indexArray.stride);
6371
6372 if (pRange[iPrimitive].indexWidth == sizeof(uint8_t))
6373 {
6374 indexType = GL_UNSIGNED_BYTE;
6375 }
6376 else
6377 if (pRange[iPrimitive].indexWidth == sizeof(uint16_t))
6378 {
6379 indexType = GL_UNSIGNED_SHORT;
6380 }
6381 else
6382 {
6383 Assert(pRange[iPrimitive].indexWidth == sizeof(uint32_t));
6384 indexType = GL_UNSIGNED_INT;
6385 }
6386
6387 /* Render with an index buffer */
6388 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));
6389 if (pRange[iPrimitive].indexBias == 0)
6390 glDrawElements(modeDraw,
6391 cVertices,
6392 indexType,
6393 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset); /* byte offset in indices buffer */
6394 else
6395 pState->ext.glDrawElementsBaseVertex(modeDraw,
6396 cVertices,
6397 indexType,
6398 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
6399 pRange[iPrimitive].indexBias); /* basevertex */
6400
6401 /* Unbind the index buffer after usage. */
6402 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
6403 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6404 }
6405 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6406 }
6407
6408internal_error:
6409
6410 /* Deactivate the vertex declarations. */
6411 iCurrentVertex = 0;
6412 while (iCurrentVertex < numVertexDecls)
6413 {
6414 uint32_t sidVertex = SVGA_ID_INVALID;
6415 uint32_t iVertex;
6416
6417 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6418 {
6419 if ( sidVertex != SVGA_ID_INVALID
6420 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6421 )
6422 break;
6423 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6424 }
6425
6426 rc = vmsvga3dDrawPrimitivesCleanupVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
6427 AssertRCReturn(rc, rc);
6428
6429 iCurrentVertex = iVertex;
6430 }
6431#ifdef DEBUG
6432 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTextures); i++)
6433 {
6434 if (pContext->aSidActiveTextures[i] != SVGA3D_INVALID_ID)
6435 {
6436 GLint activeTexture = 0;
6437 GLint activeTextureUnit = 0;
6438
6439 glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureUnit);
6440 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6441 pState->ext.glActiveTexture(GL_TEXTURE0 + i);
6442 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6443
6444 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
6445 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6446 pState->ext.glActiveTexture(activeTextureUnit);
6447 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6448
6449# 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. */
6450 if (pContext->aSidActiveTextures[activeTextureUnit - GL_TEXTURE0] != SVGA3D_INVALID_ID)
6451 {
6452 PVMSVGA3DSURFACE pTexture;
6453 pTexture = pState->papSurfaces[pContext->aSidActiveTextures[activeTextureUnit - GL_TEXTURE0]];
6454
6455 AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture, ("%x vs %x unit %d - %d\n", pTexture->oglId.texture, activeTexture, i, activeTextureUnit - GL_TEXTURE0));
6456 }
6457# else
6458 PVMSVGA3DSURFACE pTexture = pState->papSurfaces[pContext->aSidActiveTextures[i]];
6459 AssertMsg(pTexture->id == pContext->aSidActiveTextures[i], ("%x vs %x\n", pTexture->id, pContext->aSidActiveTextures[i]));
6460 AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture,
6461 ("%x vs %x unit %d (active unit %d) sid=%x\n", pTexture->oglId.texture, activeTexture, i,
6462 activeTextureUnit - GL_TEXTURE0, pContext->aSidActiveTextures[i]));
6463# endif
6464 }
6465 }
6466#endif
6467
6468#ifdef DEBUG_GFX_WINDOW
6469 if (pContext->state.aRenderTargets[SVGA3D_RT_COLOR0])
6470 {
6471 SVGA3dCopyRect rect;
6472
6473 rect.srcx = rect.srcy = rect.x = rect.y = 0;
6474 rect.w = pContext->state.RectViewPort.w;
6475 rect.h = pContext->state.RectViewPort.h;
6476 vmsvga3dCommandPresent(pThis, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0], 0, NULL);
6477 }
6478#endif
6479
6480#if 0
6481 /* Dump render target to a bitmap. */
6482 if (pContext->state.aRenderTargets[SVGA3D_RT_COLOR0] != SVGA3D_INVALID_ID)
6483 {
6484 vmsvga3dUpdateHeapBuffersForSurfaces(pThis, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0]);
6485 PVMSVGA3DSURFACE pSurface;
6486 int rc2 = vmsvga3dSurfaceFromSid(pState, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0], &pSurface);
6487 if (RT_SUCCESS(rc2))
6488 vmsvga3dInfoSurfaceToBitmap(NULL, pSurface, "bmp", "rt", "-post");
6489 }
6490#endif
6491
6492 return rc;
6493}
6494
6495
6496int vmsvga3dShaderDefine(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type, uint32_t cbData, uint32_t *pShaderData)
6497{
6498 PVMSVGA3DCONTEXT pContext;
6499 PVMSVGA3DSHADER pShader;
6500 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6501 AssertReturn(pState, VERR_NO_MEMORY);
6502 int rc;
6503
6504 Log(("vmsvga3dShaderDefine cid=%x shid=%x type=%s cbData=%x\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cbData));
6505 Log3(("shader code:\n%.*Rhxd\n", cbData, pShaderData));
6506
6507 if ( cid >= pState->cContexts
6508 || pState->papContexts[cid]->id != cid)
6509 {
6510 Log(("vmsvga3dShaderDefine invalid context id!\n"));
6511 return VERR_INVALID_PARAMETER;
6512 }
6513 pContext = pState->papContexts[cid];
6514 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6515
6516 AssertReturn(shid < SVGA3D_MAX_SHADER_IDS, VERR_INVALID_PARAMETER);
6517 if (type == SVGA3D_SHADERTYPE_VS)
6518 {
6519 if (shid >= pContext->cVertexShaders)
6520 {
6521 void *pvNew = RTMemRealloc(pContext->paVertexShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6522 AssertReturn(pvNew, VERR_NO_MEMORY);
6523 pContext->paVertexShader = (PVMSVGA3DSHADER)pvNew;
6524 memset(&pContext->paVertexShader[pContext->cVertexShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cVertexShaders));
6525 for (uint32_t i = pContext->cVertexShaders; i < shid + 1; i++)
6526 pContext->paVertexShader[i].id = SVGA3D_INVALID_ID;
6527 pContext->cVertexShaders = shid + 1;
6528 }
6529 /* If one already exists with this id, then destroy it now. */
6530 if (pContext->paVertexShader[shid].id != SVGA3D_INVALID_ID)
6531 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paVertexShader[shid].type);
6532
6533 pShader = &pContext->paVertexShader[shid];
6534 }
6535 else
6536 {
6537 Assert(type == SVGA3D_SHADERTYPE_PS);
6538 if (shid >= pContext->cPixelShaders)
6539 {
6540 void *pvNew = RTMemRealloc(pContext->paPixelShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6541 AssertReturn(pvNew, VERR_NO_MEMORY);
6542 pContext->paPixelShader = (PVMSVGA3DSHADER)pvNew;
6543 memset(&pContext->paPixelShader[pContext->cPixelShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cPixelShaders));
6544 for (uint32_t i = pContext->cPixelShaders; i < shid + 1; i++)
6545 pContext->paPixelShader[i].id = SVGA3D_INVALID_ID;
6546 pContext->cPixelShaders = shid + 1;
6547 }
6548 /* If one already exists with this id, then destroy it now. */
6549 if (pContext->paPixelShader[shid].id != SVGA3D_INVALID_ID)
6550 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paPixelShader[shid].type);
6551
6552 pShader = &pContext->paPixelShader[shid];
6553 }
6554
6555 memset(pShader, 0, sizeof(*pShader));
6556 pShader->id = shid;
6557 pShader->cid = cid;
6558 pShader->type = type;
6559 pShader->cbData = cbData;
6560 pShader->pShaderProgram = RTMemAllocZ(cbData);
6561 AssertReturn(pShader->pShaderProgram, VERR_NO_MEMORY);
6562 memcpy(pShader->pShaderProgram, pShaderData, cbData);
6563
6564#ifdef DUMP_SHADER_DISASSEMBLY
6565 LPD3DXBUFFER pDisassembly;
6566 HRESULT hr = D3DXDisassembleShader((const DWORD *)pShaderData, FALSE, NULL, &pDisassembly);
6567 if (hr == D3D_OK)
6568 {
6569 Log(("Shader disassembly:\n%s\n", pDisassembly->GetBufferPointer()));
6570 pDisassembly->Release();
6571 }
6572#endif
6573
6574 switch (type)
6575 {
6576 case SVGA3D_SHADERTYPE_VS:
6577 rc = ShaderCreateVertexShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pVertexShader);
6578 break;
6579
6580 case SVGA3D_SHADERTYPE_PS:
6581 rc = ShaderCreatePixelShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pPixelShader);
6582 break;
6583
6584 default:
6585 AssertFailedReturn(VERR_INVALID_PARAMETER);
6586 }
6587 if (rc != VINF_SUCCESS)
6588 {
6589 RTMemFree(pShader->pShaderProgram);
6590 memset(pShader, 0, sizeof(*pShader));
6591 pShader->id = SVGA3D_INVALID_ID;
6592 }
6593
6594 return rc;
6595}
6596
6597int vmsvga3dShaderDestroy(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type)
6598{
6599 PVMSVGA3DCONTEXT pContext;
6600 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6601 AssertReturn(pState, VERR_NO_MEMORY);
6602 PVMSVGA3DSHADER pShader = NULL;
6603 int rc;
6604
6605 Log(("vmsvga3dShaderDestroy cid=%x shid=%x type=%s\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL"));
6606
6607 if ( cid >= pState->cContexts
6608 || pState->papContexts[cid]->id != cid)
6609 {
6610 Log(("vmsvga3dShaderDestroy invalid context id!\n"));
6611 return VERR_INVALID_PARAMETER;
6612 }
6613 pContext = pState->papContexts[cid];
6614 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6615
6616 if (type == SVGA3D_SHADERTYPE_VS)
6617 {
6618 if ( shid < pContext->cVertexShaders
6619 && pContext->paVertexShader[shid].id == shid)
6620 {
6621 pShader = &pContext->paVertexShader[shid];
6622 rc = ShaderDestroyVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6623 AssertRC(rc);
6624 }
6625 }
6626 else
6627 {
6628 Assert(type == SVGA3D_SHADERTYPE_PS);
6629 if ( shid < pContext->cPixelShaders
6630 && pContext->paPixelShader[shid].id == shid)
6631 {
6632 pShader = &pContext->paPixelShader[shid];
6633 rc = ShaderDestroyPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6634 AssertRC(rc);
6635 }
6636 }
6637
6638 if (pShader)
6639 {
6640 if (pShader->pShaderProgram)
6641 RTMemFree(pShader->pShaderProgram);
6642 memset(pShader, 0, sizeof(*pShader));
6643 pShader->id = SVGA3D_INVALID_ID;
6644 }
6645 else
6646 AssertFailedReturn(VERR_INVALID_PARAMETER);
6647
6648 return VINF_SUCCESS;
6649}
6650
6651int vmsvga3dShaderSet(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid, SVGA3dShaderType type, uint32_t shid)
6652{
6653 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6654 AssertReturn(pState, VERR_NO_MEMORY);
6655 int rc;
6656
6657 Log(("vmsvga3dShaderSet cid=%x type=%s shid=%d\n", cid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", shid));
6658
6659 if ( !pContext
6660 && cid < pState->cContexts
6661 && pState->papContexts[cid]->id == cid)
6662 pContext = pState->papContexts[cid];
6663 else if (!pContext)
6664 {
6665 AssertMsgFailed(("cid=%#x cContexts=%#x\n", cid, pState->cContexts));
6666 Log(("vmsvga3dShaderSet invalid context id!\n"));
6667 return VERR_INVALID_PARAMETER;
6668 }
6669 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6670
6671 if (type == SVGA3D_SHADERTYPE_VS)
6672 {
6673 /* Save for vm state save/restore. */
6674 pContext->state.shidVertex = shid;
6675 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VERTEXSHADER;
6676
6677 if ( shid < pContext->cVertexShaders
6678 && pContext->paVertexShader[shid].id == shid)
6679 {
6680 PVMSVGA3DSHADER pShader = &pContext->paVertexShader[shid];
6681 Assert(type == pShader->type);
6682
6683 rc = ShaderSetVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6684 AssertRCReturn(rc, rc);
6685 }
6686 else
6687 if (shid == SVGA_ID_INVALID)
6688 {
6689 /* Unselect shader. */
6690 rc = ShaderSetVertexShader(pContext->pShaderContext, NULL);
6691 AssertRCReturn(rc, rc);
6692 }
6693 else
6694 AssertFailedReturn(VERR_INVALID_PARAMETER);
6695 }
6696 else
6697 {
6698 /* Save for vm state save/restore. */
6699 pContext->state.shidPixel = shid;
6700 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_PIXELSHADER;
6701
6702 Assert(type == SVGA3D_SHADERTYPE_PS);
6703 if ( shid < pContext->cPixelShaders
6704 && pContext->paPixelShader[shid].id == shid)
6705 {
6706 PVMSVGA3DSHADER pShader = &pContext->paPixelShader[shid];
6707 Assert(type == pShader->type);
6708
6709 rc = ShaderSetPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6710 AssertRCReturn(rc, rc);
6711 }
6712 else
6713 if (shid == SVGA_ID_INVALID)
6714 {
6715 /* Unselect shader. */
6716 rc = ShaderSetPixelShader(pContext->pShaderContext, NULL);
6717 AssertRCReturn(rc, rc);
6718 }
6719 else
6720 AssertFailedReturn(VERR_INVALID_PARAMETER);
6721 }
6722
6723 return VINF_SUCCESS;
6724}
6725
6726int vmsvga3dShaderSetConst(PVGASTATE pThis, uint32_t cid, uint32_t reg, SVGA3dShaderType type, SVGA3dShaderConstType ctype, uint32_t cRegisters, uint32_t *pValues)
6727{
6728 PVMSVGA3DCONTEXT pContext;
6729 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6730 AssertReturn(pState, VERR_NO_MEMORY);
6731 int rc;
6732
6733 Log(("vmsvga3dShaderSetConst cid=%x reg=%x type=%s cregs=%d ctype=%x\n", cid, reg, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cRegisters, ctype));
6734
6735 if ( cid >= pState->cContexts
6736 || pState->papContexts[cid]->id != cid)
6737 {
6738 Log(("vmsvga3dShaderSetConst invalid context id!\n"));
6739 return VERR_INVALID_PARAMETER;
6740 }
6741 pContext = pState->papContexts[cid];
6742 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6743
6744 for (uint32_t i = 0; i < cRegisters; i++)
6745 {
6746#ifdef LOG_ENABLED
6747 switch (ctype)
6748 {
6749 case SVGA3D_CONST_TYPE_FLOAT:
6750 {
6751 float *pValuesF = (float *)pValues;
6752 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)));
6753 break;
6754 }
6755
6756 case SVGA3D_CONST_TYPE_INT:
6757 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]));
6758 break;
6759
6760 case SVGA3D_CONST_TYPE_BOOL:
6761 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]));
6762 break;
6763 }
6764#endif
6765 vmsvga3dSaveShaderConst(pContext, reg + i, type, ctype, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]);
6766 }
6767
6768 switch (type)
6769 {
6770 case SVGA3D_SHADERTYPE_VS:
6771 switch (ctype)
6772 {
6773 case SVGA3D_CONST_TYPE_FLOAT:
6774 rc = ShaderSetVertexShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6775 break;
6776
6777 case SVGA3D_CONST_TYPE_INT:
6778 rc = ShaderSetVertexShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6779 break;
6780
6781 case SVGA3D_CONST_TYPE_BOOL:
6782 rc = ShaderSetVertexShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6783 break;
6784
6785 default:
6786 AssertFailedReturn(VERR_INVALID_PARAMETER);
6787 }
6788 AssertRCReturn(rc, rc);
6789 break;
6790
6791 case SVGA3D_SHADERTYPE_PS:
6792 switch (ctype)
6793 {
6794 case SVGA3D_CONST_TYPE_FLOAT:
6795 rc = ShaderSetPixelShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6796 break;
6797
6798 case SVGA3D_CONST_TYPE_INT:
6799 rc = ShaderSetPixelShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6800 break;
6801
6802 case SVGA3D_CONST_TYPE_BOOL:
6803 rc = ShaderSetPixelShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6804 break;
6805
6806 default:
6807 AssertFailedReturn(VERR_INVALID_PARAMETER);
6808 }
6809 AssertRCReturn(rc, rc);
6810 break;
6811
6812 default:
6813 AssertFailedReturn(VERR_INVALID_PARAMETER);
6814 }
6815
6816 return VINF_SUCCESS;
6817}
6818
6819int vmsvga3dOcclusionQueryCreate(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6820{
6821 AssertReturn(pState->ext.glGenQueries, VERR_NOT_SUPPORTED);
6822 GLuint idQuery = 0;
6823 pState->ext.glGenQueries(1, &idQuery);
6824 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6825 AssertReturn(idQuery, VERR_INTERNAL_ERROR);
6826 pContext->occlusion.idQuery = idQuery;
6827 return VINF_SUCCESS;
6828}
6829
6830int vmsvga3dOcclusionQueryDelete(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6831{
6832 AssertReturn(pState->ext.glDeleteQueries, VERR_NOT_SUPPORTED);
6833 if (pContext->occlusion.idQuery)
6834 {
6835 pState->ext.glDeleteQueries(1, &pContext->occlusion.idQuery);
6836 }
6837 return VINF_SUCCESS;
6838}
6839
6840int vmsvga3dOcclusionQueryBegin(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6841{
6842 AssertReturn(pState->ext.glBeginQuery, VERR_NOT_SUPPORTED);
6843 pState->ext.glBeginQuery(GL_ANY_SAMPLES_PASSED, pContext->occlusion.idQuery);
6844 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6845 return VINF_SUCCESS;
6846}
6847
6848int vmsvga3dOcclusionQueryEnd(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
6849{
6850 RT_NOREF(pContext);
6851 AssertReturn(pState->ext.glEndQuery, VERR_NOT_SUPPORTED);
6852 pState->ext.glEndQuery(GL_ANY_SAMPLES_PASSED);
6853 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6854 return VINF_SUCCESS;
6855}
6856
6857int vmsvga3dOcclusionQueryGetData(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t *pu32Pixels)
6858{
6859 AssertReturn(pState->ext.glGetQueryObjectuiv, VERR_NOT_SUPPORTED);
6860 GLuint pixels = 0;
6861 pState->ext.glGetQueryObjectuiv(pContext->occlusion.idQuery, GL_QUERY_RESULT, &pixels);
6862 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6863
6864 *pu32Pixels = (uint32_t)pixels;
6865 return VINF_SUCCESS;
6866}
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