VirtualBox

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

Last change on this file was 106061, checked in by vboxsync, 3 weeks ago

Copyright year updates by scm.

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1/* $Id: DevVGA-SVGA3d-ogl.cpp 106061 2024-09-16 14:03:52Z vboxsync $ */
2/** @file
3 * DevVMWare - VMWare SVGA device
4 */
5
6/*
7 * Copyright (C) 2013-2024 Oracle and/or its affiliates.
8 *
9 * This file is part of VirtualBox base platform packages, as
10 * available from https://www.virtualbox.org.
11 *
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation, in version 3 of the
15 * License.
16 *
17 * This program is distributed in the hope that it will be useful, but
18 * WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * General Public License for more details.
21 *
22 * You should have received a copy of the GNU General Public License
23 * along with this program; if not, see <https://www.gnu.org/licenses>.
24 *
25 * SPDX-License-Identifier: GPL-3.0-only
26 */
27
28
29/*********************************************************************************************************************************
30* Header Files *
31*********************************************************************************************************************************/
32/* Enable to disassemble defined shaders. (Windows host only) */
33#if defined(RT_OS_WINDOWS) && defined(DEBUG) && 0 /* Disabled as we don't have the DirectX SDK avaible atm. */
34# define DUMP_SHADER_DISASSEMBLY
35#endif
36#ifdef DEBUG_bird
37//# define RTMEM_WRAP_TO_EF_APIS
38#endif
39#define LOG_GROUP LOG_GROUP_DEV_VMSVGA
40#define GL_SILENCE_DEPRECATION /* shut up deprecated warnings on darwin (10.15 sdk) */
41#include <VBox/vmm/pdmdev.h>
42#include <VBox/version.h>
43#include <VBox/err.h>
44#include <VBox/log.h>
45#include <VBox/vmm/pgm.h>
46#include <VBox/AssertGuest.h>
47
48#include <iprt/assert.h>
49#include <iprt/semaphore.h>
50#include <iprt/uuid.h>
51#include <iprt/mem.h>
52
53#include <VBoxVideo.h> /* required by DevVGA.h */
54#include <VBoxVideo3D.h>
55
56/* should go BEFORE any other DevVGA include to make all DevVGA.h config defines be visible */
57#include "DevVGA.h"
58
59#include "DevVGA-SVGA.h"
60#include "DevVGA-SVGA3d.h"
61#include "DevVGA-SVGA3d-internal.h"
62
63#ifdef DUMP_SHADER_DISASSEMBLY
64# include <d3dx9shader.h>
65#endif
66
67#include <stdlib.h>
68#include <math.h>
69#include <float.h> /* FLT_MIN */
70
71
72/*********************************************************************************************************************************
73* Defined Constants And Macros *
74*********************************************************************************************************************************/
75#ifndef VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE
76# define VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE 1.0
77#endif
78
79#ifdef VMSVGA3D_DYNAMIC_LOAD
80# define OGLGETPROCADDRESS glLdrGetProcAddress
81#else
82#ifdef RT_OS_WINDOWS
83# define OGLGETPROCADDRESS MyWinGetProcAddress
84DECLINLINE(PROC) MyWinGetProcAddress(const char *pszSymbol)
85{
86 /* Khronos: [on failure] "some implementations will return other values. 1, 2, and 3 are used, as well as -1". */
87 PROC p = wglGetProcAddress(pszSymbol);
88 if (RT_VALID_PTR(p))
89 return p;
90 return 0;
91}
92#elif defined(RT_OS_DARWIN)
93# include <dlfcn.h>
94# define OGLGETPROCADDRESS MyNSGLGetProcAddress
95/** Resolves an OpenGL symbol. */
96static void *MyNSGLGetProcAddress(const char *pszSymbol)
97{
98 /* Another copy in shaderapi.c. */
99 static void *s_pvImage = NULL;
100 if (s_pvImage == NULL)
101 s_pvImage = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY);
102 return s_pvImage ? dlsym(s_pvImage, pszSymbol) : NULL;
103}
104
105#else
106# define OGLGETPROCADDRESS(x) glXGetProcAddress((const GLubyte *)x)
107#endif
108#endif
109
110/* Invert y-coordinate for OpenGL's bottom left origin. */
111#define D3D_TO_OGL_Y_COORD(ptrSurface, y_coordinate) (ptrSurface->paMipmapLevels[0].mipmapSize.height - (y_coordinate))
112#define D3D_TO_OGL_Y_COORD_MIPLEVEL(ptrMipLevel, y_coordinate) (ptrMipLevel->size.height - (y_coordinate))
113
114/**
115 * Macro for doing something and then checking for errors during initialization.
116 * Uses AssertLogRelMsg.
117 */
118#define VMSVGA3D_INIT_CHECKED(a_Expr) \
119 do \
120 { \
121 a_Expr; \
122 GLenum iGlError = glGetError(); \
123 AssertLogRelMsg(iGlError == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x\n", #a_Expr, iGlError)); \
124 } while (0)
125
126/**
127 * Macro for doing something and then checking for errors during initialization,
128 * doing the same in the other context when enabled.
129 *
130 * This will try both profiles in dual profile builds. Caller must be in the
131 * default context.
132 *
133 * Uses AssertLogRelMsg to indicate trouble.
134 */
135#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
136# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) \
137 do \
138 { \
139 for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
140 a_Expr; \
141 GLenum iGlError = glGetError(); \
142 if (iGlError != GL_NO_ERROR) \
143 { \
144 VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pOtherCtx); \
145 for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
146 a_Expr; \
147 GLenum iGlError2 = glGetError(); \
148 AssertLogRelMsg(iGlError2 == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x / %#x\n", #a_Expr, iGlError, iGlError2)); \
149 VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pContext); \
150 } \
151 } while (0)
152#else
153# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) VMSVGA3D_INIT_CHECKED(a_Expr)
154#endif
155
156
157/*********************************************************************************************************************************
158* Global Variables *
159*********************************************************************************************************************************/
160/* Define the default light parameters as specified by MSDN. */
161/** @todo move out; fetched from Wine */
162const SVGA3dLightData vmsvga3d_default_light =
163{
164 SVGA3D_LIGHTTYPE_DIRECTIONAL, /* type */
165 false, /* inWorldSpace */
166 { 1.0f, 1.0f, 1.0f, 0.0f }, /* diffuse r,g,b,a */
167 { 0.0f, 0.0f, 0.0f, 0.0f }, /* specular r,g,b,a */
168 { 0.0f, 0.0f, 0.0f, 0.0f }, /* ambient r,g,b,a, */
169 { 0.0f, 0.0f, 0.0f }, /* position x,y,z */
170 { 0.0f, 0.0f, 1.0f }, /* direction x,y,z */
171 0.0f, /* range */
172 0.0f, /* falloff */
173 0.0f, 0.0f, 0.0f, /* attenuation 0,1,2 */
174 0.0f, /* theta */
175 0.0f /* phi */
176};
177
178
179/*********************************************************************************************************************************
180* Internal Functions *
181*********************************************************************************************************************************/
182static int vmsvga3dContextDestroyOgl(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext, uint32_t cid);
183static DECLCALLBACK(int) vmsvga3dBackContextDestroy(PVGASTATECC pThisCC, uint32_t cid);
184static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha);
185static DECLCALLBACK(int) vmsvga3dBackSetLightData(PVGASTATECC pThisCC, uint32_t cid, uint32_t index, SVGA3dLightData *pData);
186static DECLCALLBACK(int) vmsvga3dBackSetClipPlane(PVGASTATECC pThisCC, uint32_t cid, uint32_t index, float plane[4]);
187static DECLCALLBACK(int) vmsvga3dBackShaderDestroy(PVGASTATECC pThisCC, uint32_t cid, uint32_t shid, SVGA3dShaderType type);
188static DECLCALLBACK(int) vmsvga3dBackOcclusionQueryDelete(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext);
189static DECLCALLBACK(int) vmsvga3dBackCreateTexture(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext, PVMSVGA3DSURFACE pSurface);
190
191/* Generated by VBoxDef2LazyLoad from the VBoxSVGA3D.def and VBoxSVGA3DObjC.def files. */
192extern "C" int ExplicitlyLoadVBoxSVGA3D(bool fResolveAllImports, PRTERRINFO pErrInfo);
193
194
195/**
196 * Checks if the given OpenGL extension is supported.
197 *
198 * @returns true if supported, false if not.
199 * @param pState The VMSVGA3d state.
200 * @param rsMinGLVersion The OpenGL version that introduced this feature
201 * into the core.
202 * @param pszWantedExtension The name of the OpenGL extension we want padded
203 * with one space at each end.
204 * @remarks Init time only.
205 */
206static bool vmsvga3dCheckGLExtension(PVMSVGA3DSTATE pState, float rsMinGLVersion, const char *pszWantedExtension)
207{
208 RT_NOREF(rsMinGLVersion);
209 /* check padding. */
210 Assert(pszWantedExtension[0] == ' ');
211 Assert(pszWantedExtension[1] != ' ');
212 Assert(strchr(&pszWantedExtension[1], ' ') + 1 == strchr(pszWantedExtension, '\0'));
213
214 /* Look it up. */
215 bool fRet = false;
216 if (strstr(pState->pszExtensions, pszWantedExtension))
217 fRet = true;
218
219 /* Temporarily. Later start if (rsMinGLVersion != 0.0 && fActualGLVersion >= rsMinGLVersion) return true; */
220#ifdef RT_OS_DARWIN
221 AssertMsg( rsMinGLVersion == 0.0
222 || fRet == (pState->rsGLVersion >= rsMinGLVersion)
223 || VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE == 2.1,
224 ("%s actual:%d min:%d fRet=%d\n",
225 pszWantedExtension, (int)(pState->rsGLVersion * 10), (int)(rsMinGLVersion * 10), fRet));
226#else
227 AssertMsg(rsMinGLVersion == 0.0 || fRet == (pState->rsGLVersion >= rsMinGLVersion),
228 ("%s actual:%d min:%d fRet=%d\n",
229 pszWantedExtension, (int)(pState->rsGLVersion * 10), (int)(rsMinGLVersion * 10), fRet));
230#endif
231 return fRet;
232}
233
234
235/**
236 * Outputs GL_EXTENSIONS list to the release log.
237 */
238static void vmsvga3dLogRelExtensions(const char *pszPrefix, const char *pszExtensions)
239{
240 /* OpenGL 3.0 interface (glGetString(GL_EXTENSIONS) return NULL). */
241 bool fBuffered = RTLogRelSetBuffering(true);
242
243 /*
244 * Determin the column widths first.
245 */
246 size_t acchWidths[4] = { 1, 1, 1, 1 };
247 uint32_t i;
248 const char *psz = pszExtensions;
249 for (i = 0; ; i++)
250 {
251 while (*psz == ' ')
252 psz++;
253 if (!*psz)
254 break;
255
256 const char *pszEnd = strchr(psz, ' ');
257 AssertBreak(pszEnd);
258 size_t cch = pszEnd - psz;
259
260 uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
261 if (acchWidths[iColumn] < cch)
262 acchWidths[iColumn] = cch;
263
264 psz = pszEnd;
265 }
266
267 /*
268 * Output it.
269 */
270 LogRel(("VMSVGA3d: %sOpenGL extensions (%d):", pszPrefix, i));
271 psz = pszExtensions;
272 for (i = 0; ; i++)
273 {
274 while (*psz == ' ')
275 psz++;
276 if (!*psz)
277 break;
278
279 const char *pszEnd = strchr(psz, ' ');
280 AssertBreak(pszEnd);
281 size_t cch = pszEnd - psz;
282
283 uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
284 if (iColumn == 0)
285 LogRel(("\nVMSVGA3d: %-*.*s", acchWidths[iColumn], cch, psz));
286 else if (iColumn != RT_ELEMENTS(acchWidths) - 1)
287 LogRel((" %-*.*s", acchWidths[iColumn], cch, psz));
288 else
289 LogRel((" %.*s", cch, psz));
290
291 psz = pszEnd;
292 }
293
294 RTLogRelSetBuffering(fBuffered);
295 LogRel(("\n"));
296}
297
298/**
299 * Gathers the GL_EXTENSIONS list, storing it as a space padded list at
300 * @a ppszExtensions.
301 *
302 * @returns VINF_SUCCESS or VERR_NO_STR_MEMORY
303 * @param ppszExtensions Pointer to the string pointer. Free with RTStrFree.
304 * @param fGLProfileVersion The OpenGL profile version.
305 */
306static int vmsvga3dGatherExtensions(char **ppszExtensions, float fGLProfileVersion)
307{
308 int rc;
309 *ppszExtensions = NULL;
310
311 /*
312 * Try the old glGetString interface first.
313 */
314 const char *pszExtensions = (const char *)glGetString(GL_EXTENSIONS);
315 if (pszExtensions)
316 {
317 rc = RTStrAAppendExN(ppszExtensions, 3, " ", (size_t)1, pszExtensions, RTSTR_MAX, " ", (size_t)1);
318 AssertLogRelRCReturn(rc, rc);
319 }
320 else
321 {
322 /*
323 * The new interface where each extension string is retrieved separately.
324 * Note! Cannot use VMSVGA3D_INIT_CHECKED_GL_GET_INTEGER_VALUE here because
325 * the above GL_EXTENSIONS error lingers on darwin. sucks.
326 */
327#ifndef GL_NUM_EXTENSIONS
328# define GL_NUM_EXTENSIONS 0x821D
329#endif
330 GLint cExtensions = 1024;
331 glGetIntegerv(GL_NUM_EXTENSIONS, &cExtensions);
332 Assert(cExtensions != 1024);
333
334 PFNGLGETSTRINGIPROC pfnGlGetStringi = (PFNGLGETSTRINGIPROC)OGLGETPROCADDRESS("glGetStringi");
335 AssertLogRelReturn(pfnGlGetStringi, VERR_NOT_SUPPORTED);
336
337 rc = RTStrAAppend(ppszExtensions, " ");
338 for (GLint i = 0; RT_SUCCESS(rc) && i < cExtensions; i++)
339 {
340 const char *pszExt = (const char *)pfnGlGetStringi(GL_EXTENSIONS, i);
341 if (pszExt)
342 rc = RTStrAAppendExN(ppszExtensions, 2, pfnGlGetStringi(GL_EXTENSIONS, i), RTSTR_MAX, " ", (size_t)1);
343 }
344 AssertRCReturn(rc, rc);
345 }
346
347#if 1
348 /*
349 * Add extensions promoted into the core OpenGL profile.
350 */
351 static const struct
352 {
353 float fGLVersion;
354 const char *pszzExtensions;
355 } s_aPromotedExtensions[] =
356 {
357 {
358 1.1f,
359 " GL_EXT_vertex_array \0"
360 " GL_EXT_polygon_offset \0"
361 " GL_EXT_blend_logic_op \0"
362 " GL_EXT_texture \0"
363 " GL_EXT_copy_texture \0"
364 " GL_EXT_subtexture \0"
365 " GL_EXT_texture_object \0"
366 " GL_ARB_framebuffer_object \0"
367 " GL_ARB_map_buffer_range \0"
368 " GL_ARB_vertex_array_object \0"
369 "\0"
370 },
371 {
372 1.2f,
373 " EXT_texture3D \0"
374 " EXT_bgra \0"
375 " EXT_packed_pixels \0"
376 " EXT_rescale_normal \0"
377 " EXT_separate_specular_color \0"
378 " SGIS_texture_edge_clamp \0"
379 " SGIS_texture_lod \0"
380 " EXT_draw_range_elements \0"
381 "\0"
382 },
383 {
384 1.3f,
385 " GL_ARB_texture_compression \0"
386 " GL_ARB_texture_cube_map \0"
387 " GL_ARB_multisample \0"
388 " GL_ARB_multitexture \0"
389 " GL_ARB_texture_env_add \0"
390 " GL_ARB_texture_env_combine \0"
391 " GL_ARB_texture_env_dot3 \0"
392 " GL_ARB_texture_border_clamp \0"
393 " GL_ARB_transpose_matrix \0"
394 "\0"
395 },
396 {
397 1.5f,
398 " GL_SGIS_generate_mipmap \0"
399 /*" GL_NV_blend_equare \0"*/
400 " GL_ARB_depth_texture \0"
401 " GL_ARB_shadow \0"
402 " GL_EXT_fog_coord \0"
403 " GL_EXT_multi_draw_arrays \0"
404 " GL_ARB_point_parameters \0"
405 " GL_EXT_secondary_color \0"
406 " GL_EXT_blend_func_separate \0"
407 " GL_EXT_stencil_wrap \0"
408 " GL_ARB_texture_env_crossbar \0"
409 " GL_EXT_texture_lod_bias \0"
410 " GL_ARB_texture_mirrored_repeat \0"
411 " GL_ARB_window_pos \0"
412 "\0"
413 },
414 {
415 1.6f,
416 " GL_ARB_vertex_buffer_object \0"
417 " GL_ARB_occlusion_query \0"
418 " GL_EXT_shadow_funcs \0"
419 },
420 {
421 2.0f,
422 " GL_ARB_shader_objects \0" /*??*/
423 " GL_ARB_vertex_shader \0" /*??*/
424 " GL_ARB_fragment_shader \0" /*??*/
425 " GL_ARB_shading_language_100 \0" /*??*/
426 " GL_ARB_draw_buffers \0"
427 " GL_ARB_texture_non_power_of_two \0"
428 " GL_ARB_point_sprite \0"
429 " GL_ATI_separate_stencil \0"
430 " GL_EXT_stencil_two_side \0"
431 "\0"
432 },
433 {
434 2.1f,
435 " GL_ARB_pixel_buffer_object \0"
436 " GL_EXT_texture_sRGB \0"
437 "\0"
438 },
439 {
440 3.0f,
441 " GL_ARB_framebuffer_object \0"
442 " GL_ARB_map_buffer_range \0"
443 " GL_ARB_vertex_array_object \0"
444 "\0"
445 },
446 {
447 3.1f,
448 " GL_ARB_copy_buffer \0"
449 " GL_ARB_uniform_buffer_object \0"
450 "\0"
451 },
452 {
453 3.2f,
454 " GL_ARB_vertex_array_bgra \0"
455 " GL_ARB_draw_elements_base_vertex \0"
456 " GL_ARB_fragment_coord_conventions \0"
457 " GL_ARB_provoking_vertex \0"
458 " GL_ARB_seamless_cube_map \0"
459 " GL_ARB_texture_multisample \0"
460 " GL_ARB_depth_clamp \0"
461 " GL_ARB_sync \0"
462 " GL_ARB_geometry_shader4 \0" /*??*/
463 "\0"
464 },
465 {
466 3.3f,
467 " GL_ARB_blend_func_extended \0"
468 " GL_ARB_sampler_objects \0"
469 " GL_ARB_explicit_attrib_location \0"
470 " GL_ARB_occlusion_query2 \0"
471 " GL_ARB_shader_bit_encoding \0"
472 " GL_ARB_texture_rgb10_a2ui \0"
473 " GL_ARB_texture_swizzle \0"
474 " GL_ARB_timer_query \0"
475 " GL_ARB_vertex_type_2_10_10_10_rev \0"
476 "\0"
477 },
478 {
479 4.0f,
480 " GL_ARB_texture_query_lod \0"
481 " GL_ARB_draw_indirect \0"
482 " GL_ARB_gpu_shader5 \0"
483 " GL_ARB_gpu_shader_fp64 \0"
484 " GL_ARB_shader_subroutine \0"
485 " GL_ARB_tessellation_shader \0"
486 " GL_ARB_texture_buffer_object_rgb32 \0"
487 " GL_ARB_texture_cube_map_array \0"
488 " GL_ARB_texture_gather \0"
489 " GL_ARB_transform_feedback2 \0"
490 " GL_ARB_transform_feedback3 \0"
491 "\0"
492 },
493 {
494 4.1f,
495 " GL_ARB_ES2_compatibility \0"
496 " GL_ARB_get_program_binary \0"
497 " GL_ARB_separate_shader_objects \0"
498 " GL_ARB_shader_precision \0"
499 " GL_ARB_vertex_attrib_64bit \0"
500 " GL_ARB_viewport_array \0"
501 "\0"
502 }
503 };
504
505 uint32_t cPromoted = 0;
506 for (uint32_t i = 0; i < RT_ELEMENTS(s_aPromotedExtensions) && s_aPromotedExtensions[i].fGLVersion <= fGLProfileVersion; i++)
507 {
508 const char *pszExt = s_aPromotedExtensions[i].pszzExtensions;
509 while (*pszExt)
510 {
511# ifdef VBOX_STRICT
512 size_t cchExt = strlen(pszExt);
513 Assert(cchExt > 3);
514 Assert(pszExt[0] == ' ');
515 Assert(pszExt[1] != ' ');
516 Assert(pszExt[cchExt - 2] != ' ');
517 Assert(pszExt[cchExt - 1] == ' ');
518# endif
519
520 if (strstr(*ppszExtensions, pszExt) == NULL)
521 {
522 if (cPromoted++ == 0)
523 {
524 rc = RTStrAAppend(ppszExtensions, " <promoted-extensions:> <promoted-extensions:> <promoted-extensions:> ");
525 AssertRCReturn(rc, rc);
526 }
527
528 rc = RTStrAAppend(ppszExtensions, pszExt);
529 AssertRCReturn(rc, rc);
530 }
531
532 pszExt = strchr(pszExt, '\0') + 1;
533 }
534 }
535#endif
536
537 return VINF_SUCCESS;
538}
539
540/** Check whether this is an Intel GL driver.
541 *
542 * @returns true if this seems to be some Intel graphics.
543 */
544static bool vmsvga3dIsVendorIntel(void)
545{
546 return RTStrNICmp((char *)glGetString(GL_VENDOR), "Intel", 5) == 0;
547}
548
549/**
550 * @interface_method_impl{VBOXVMSVGASHADERIF,pfnSwitchInitProfile}
551 */
552static DECLCALLBACK(void) vmsvga3dShaderIfSwitchInitProfile(PVBOXVMSVGASHADERIF pThis, bool fOtherProfile)
553{
554#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
555 PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
556 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[fOtherProfile ? 2 : 1]);
557#else
558 NOREF(pThis);
559 NOREF(fOtherProfile);
560#endif
561}
562
563
564/**
565 * @interface_method_impl{VBOXVMSVGASHADERIF,pfnGetNextExtension}
566 */
567static DECLCALLBACK(bool) vmsvga3dShaderIfGetNextExtension(PVBOXVMSVGASHADERIF pThis, void **ppvEnumCtx,
568 char *pszBuf, size_t cbBuf, bool fOtherProfile)
569{
570 PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
571 const char *pszCur = *ppvEnumCtx ? (const char *)*ppvEnumCtx
572 : fOtherProfile ? pState->pszOtherExtensions : pState->pszExtensions;
573 while (*pszCur == ' ')
574 pszCur++;
575 if (!*pszCur)
576 return false;
577
578 const char *pszEnd = strchr(pszCur, ' ');
579 AssertReturn(pszEnd, false);
580 size_t cch = pszEnd - pszCur;
581 if (cch < cbBuf)
582 {
583 memcpy(pszBuf, pszCur, cch);
584 pszBuf[cch] = '\0';
585 }
586 else if (cbBuf > 0)
587 {
588 memcpy(pszBuf, "<overflow>", RT_MIN(sizeof("<overflow>"), cbBuf));
589 pszBuf[cbBuf - 1] = '\0';
590 }
591
592 *ppvEnumCtx = (void *)pszEnd;
593 return true;
594}
595
596
597/**
598 * Initializes the VMSVGA3D state during VGA device construction.
599 *
600 * Failure are generally not fatal, 3D support will just be disabled.
601 *
602 * @returns VBox status code.
603 * @param pDevIns The device instance.
604 * @param pThis The shared VGA/VMSVGA state where svga.p3dState will be
605 * modified.
606 * @param pThisCC The VGA/VMSVGA state for ring-3.
607 */
608static DECLCALLBACK(int) vmsvga3dBackInit(PPDMDEVINS pDevIns, PVGASTATE pThis, PVGASTATECC pThisCC)
609{
610 int rc;
611 RT_NOREF(pDevIns, pThis, pThisCC);
612
613 AssertCompile(GL_TRUE == 1);
614 AssertCompile(GL_FALSE == 0);
615
616#ifdef VMSVGA3D_DYNAMIC_LOAD
617 rc = glLdrInit(pDevIns);
618 if (RT_FAILURE(rc))
619 {
620 LogRel(("VMSVGA3d: Error loading OpenGL library and resolving necessary functions: %Rrc\n", rc));
621 return rc;
622 }
623#endif
624
625 /*
626 * Load and resolve imports from the external shared libraries.
627 */
628 RTERRINFOSTATIC ErrInfo;
629 rc = ExplicitlyLoadVBoxSVGA3D(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
630 if (RT_FAILURE(rc))
631 {
632 LogRel(("VMSVGA3d: Error loading VBoxSVGA3D and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
633 return rc;
634 }
635#ifdef RT_OS_DARWIN
636 rc = ExplicitlyLoadVBoxSVGA3DObjC(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
637 if (RT_FAILURE(rc))
638 {
639 LogRel(("VMSVGA3d: Error loading VBoxSVGA3DObjC and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
640 return rc;
641 }
642#endif
643
644#ifdef RT_OS_WINDOWS
645 /* Create event semaphore and async IO thread. */
646 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
647 rc = RTSemEventCreate(&pState->WndRequestSem);
648 if (RT_SUCCESS(rc))
649 {
650 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dWindowThread, pState->WndRequestSem, 0, RTTHREADTYPE_GUI, 0,
651 "VMSVGA3DWND");
652 if (RT_SUCCESS(rc))
653 return VINF_SUCCESS;
654
655 /* bail out. */
656 LogRel(("VMSVGA3d: RTThreadCreate failed: %Rrc\n", rc));
657 RTSemEventDestroy(pState->WndRequestSem);
658 }
659 else
660 LogRel(("VMSVGA3d: RTSemEventCreate failed: %Rrc\n", rc));
661 return rc;
662#else
663 return VINF_SUCCESS;
664#endif
665}
666
667static int vmsvga3dLoadGLFunctions(PVMSVGA3DSTATE pState)
668{
669 /* A strict approach to get a proc address as recommended by Khronos:
670 * - "If the function is a core OpenGL function, then we need to check the OpenGL version".
671 * - "If the function is an extension, we need to check to see if the extension is supported."
672 */
673
674/* Get a function address, return VERR_NOT_IMPLEMENTED on failure. */
675#define GLGETPROC_(ProcType, ProcName, NameSuffix) do { \
676 pState->ext.ProcName = (ProcType)OGLGETPROCADDRESS(#ProcName NameSuffix); \
677 AssertLogRelMsgReturn(pState->ext.ProcName, (#ProcName NameSuffix " missing"), VERR_NOT_IMPLEMENTED); \
678} while(0)
679
680/* Get an optional function address. LogRel on failure. */
681#define GLGETPROCOPT_(ProcType, ProcName, NameSuffix) do { \
682 pState->ext.ProcName = (ProcType)OGLGETPROCADDRESS(#ProcName NameSuffix); \
683 if (!pState->ext.ProcName) \
684 { \
685 LogRel(("VMSVGA3d: missing optional %s\n", #ProcName NameSuffix)); \
686 AssertFailed(); \
687 } \
688} while(0)
689
690 /* OpenGL 2.0 or earlier core. Do not bother with extensions. */
691 GLGETPROC_(PFNGLGENQUERIESPROC , glGenQueries, "");
692 GLGETPROC_(PFNGLDELETEQUERIESPROC , glDeleteQueries, "");
693 GLGETPROC_(PFNGLBEGINQUERYPROC , glBeginQuery, "");
694 GLGETPROC_(PFNGLENDQUERYPROC , glEndQuery, "");
695 GLGETPROC_(PFNGLGETQUERYOBJECTUIVPROC , glGetQueryObjectuiv, "");
696 GLGETPROC_(PFNGLTEXIMAGE3DPROC , glTexImage3D, "");
697 GLGETPROC_(PFNGLTEXSUBIMAGE3DPROC , glTexSubImage3D, "");
698 GLGETPROC_(PFNGLGETCOMPRESSEDTEXIMAGEPROC , glGetCompressedTexImage, "");
699 GLGETPROC_(PFNGLCOMPRESSEDTEXIMAGE2DPROC , glCompressedTexImage2D, "");
700 GLGETPROC_(PFNGLCOMPRESSEDTEXIMAGE3DPROC , glCompressedTexImage3D, "");
701 GLGETPROC_(PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC , glCompressedTexSubImage2D, "");
702 GLGETPROC_(PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC , glCompressedTexSubImage3D, "");
703 GLGETPROC_(PFNGLPOINTPARAMETERFPROC , glPointParameterf, "");
704 GLGETPROC_(PFNGLBLENDEQUATIONSEPARATEPROC , glBlendEquationSeparate, "");
705 GLGETPROC_(PFNGLBLENDFUNCSEPARATEPROC , glBlendFuncSeparate, "");
706 GLGETPROC_(PFNGLSTENCILOPSEPARATEPROC , glStencilOpSeparate, "");
707 GLGETPROC_(PFNGLSTENCILFUNCSEPARATEPROC , glStencilFuncSeparate, "");
708 GLGETPROC_(PFNGLBINDBUFFERPROC , glBindBuffer, "");
709 GLGETPROC_(PFNGLDELETEBUFFERSPROC , glDeleteBuffers, "");
710 GLGETPROC_(PFNGLGENBUFFERSPROC , glGenBuffers, "");
711 GLGETPROC_(PFNGLBUFFERDATAPROC , glBufferData, "");
712 GLGETPROC_(PFNGLMAPBUFFERPROC , glMapBuffer, "");
713 GLGETPROC_(PFNGLUNMAPBUFFERPROC , glUnmapBuffer, "");
714 GLGETPROC_(PFNGLENABLEVERTEXATTRIBARRAYPROC , glEnableVertexAttribArray, "");
715 GLGETPROC_(PFNGLDISABLEVERTEXATTRIBARRAYPROC , glDisableVertexAttribArray, "");
716 GLGETPROC_(PFNGLVERTEXATTRIBPOINTERPROC , glVertexAttribPointer, "");
717 GLGETPROC_(PFNGLACTIVETEXTUREPROC , glActiveTexture, "");
718 /* glGetProgramivARB determines implementation limits for the program
719 * target (GL_FRAGMENT_PROGRAM_ARB, GL_VERTEX_PROGRAM_ARB).
720 * It differs from glGetProgramiv, which returns a parameter from a program object.
721 */
722 GLGETPROC_(PFNGLGETPROGRAMIVARBPROC , glGetProgramivARB, "");
723 GLGETPROC_(PFNGLFOGCOORDPOINTERPROC , glFogCoordPointer, "");
724#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x102
725 GLGETPROC_(PFNGLBLENDCOLORPROC , glBlendColor, "");
726 GLGETPROC_(PFNGLBLENDEQUATIONPROC , glBlendEquation, "");
727#endif
728#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x103
729 GLGETPROC_(PFNGLCLIENTACTIVETEXTUREPROC , glClientActiveTexture, "");
730#endif
731 GLGETPROC_(PFNGLDRAWBUFFERSPROC , glDrawBuffers, "");
732 GLGETPROC_(PFNGLCREATESHADERPROC , glCreateShader, "");
733 GLGETPROC_(PFNGLSHADERSOURCEPROC , glShaderSource, "");
734 GLGETPROC_(PFNGLCOMPILESHADERPROC , glCompileShader, "");
735 GLGETPROC_(PFNGLGETSHADERIVPROC , glGetShaderiv, "");
736 GLGETPROC_(PFNGLGETSHADERINFOLOGPROC , glGetShaderInfoLog, "");
737 GLGETPROC_(PFNGLCREATEPROGRAMPROC , glCreateProgram, "");
738 GLGETPROC_(PFNGLATTACHSHADERPROC , glAttachShader, "");
739 GLGETPROC_(PFNGLLINKPROGRAMPROC , glLinkProgram, "");
740 GLGETPROC_(PFNGLGETPROGRAMIVPROC , glGetProgramiv, "");
741 GLGETPROC_(PFNGLGETPROGRAMINFOLOGPROC , glGetProgramInfoLog, "");
742 GLGETPROC_(PFNGLUSEPROGRAMPROC , glUseProgram, "");
743 GLGETPROC_(PFNGLGETUNIFORMLOCATIONPROC , glGetUniformLocation, "");
744 GLGETPROC_(PFNGLUNIFORM1IPROC , glUniform1i, "");
745 GLGETPROC_(PFNGLUNIFORM4FVPROC , glUniform4fv, "");
746 GLGETPROC_(PFNGLDETACHSHADERPROC , glDetachShader, "");
747 GLGETPROC_(PFNGLDELETESHADERPROC , glDeleteShader, "");
748 GLGETPROC_(PFNGLDELETEPROGRAMPROC , glDeleteProgram, "");
749
750 GLGETPROC_(PFNGLVERTEXATTRIB4FVPROC , glVertexAttrib4fv, "");
751 GLGETPROC_(PFNGLVERTEXATTRIB4UBVPROC , glVertexAttrib4ubv, "");
752 GLGETPROC_(PFNGLVERTEXATTRIB4NUBVPROC , glVertexAttrib4Nubv, "");
753 GLGETPROC_(PFNGLVERTEXATTRIB4SVPROC , glVertexAttrib4sv, "");
754 GLGETPROC_(PFNGLVERTEXATTRIB4NSVPROC , glVertexAttrib4Nsv, "");
755 GLGETPROC_(PFNGLVERTEXATTRIB4NUSVPROC , glVertexAttrib4Nusv, "");
756
757 /* OpenGL 3.0 core, GL_ARB_instanced_arrays. Same functions names in the ARB and core specs. */
758 if ( pState->rsGLVersion >= 3.0f
759 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_framebuffer_object "))
760 {
761 GLGETPROC_(PFNGLISRENDERBUFFERPROC , glIsRenderbuffer, "");
762 GLGETPROC_(PFNGLBINDRENDERBUFFERPROC , glBindRenderbuffer, "");
763 GLGETPROC_(PFNGLDELETERENDERBUFFERSPROC , glDeleteRenderbuffers, "");
764 GLGETPROC_(PFNGLGENRENDERBUFFERSPROC , glGenRenderbuffers, "");
765 GLGETPROC_(PFNGLRENDERBUFFERSTORAGEPROC , glRenderbufferStorage, "");
766 GLGETPROC_(PFNGLGETRENDERBUFFERPARAMETERIVPROC , glGetRenderbufferParameteriv, "");
767 GLGETPROC_(PFNGLISFRAMEBUFFERPROC , glIsFramebuffer, "");
768 GLGETPROC_(PFNGLBINDFRAMEBUFFERPROC , glBindFramebuffer, "");
769 GLGETPROC_(PFNGLDELETEFRAMEBUFFERSPROC , glDeleteFramebuffers, "");
770 GLGETPROC_(PFNGLGENFRAMEBUFFERSPROC , glGenFramebuffers, "");
771 GLGETPROC_(PFNGLCHECKFRAMEBUFFERSTATUSPROC , glCheckFramebufferStatus, "");
772 GLGETPROC_(PFNGLFRAMEBUFFERTEXTURE1DPROC , glFramebufferTexture1D, "");
773 GLGETPROC_(PFNGLFRAMEBUFFERTEXTURE2DPROC , glFramebufferTexture2D, "");
774 GLGETPROC_(PFNGLFRAMEBUFFERTEXTURE3DPROC , glFramebufferTexture3D, "");
775 GLGETPROC_(PFNGLFRAMEBUFFERRENDERBUFFERPROC , glFramebufferRenderbuffer, "");
776 GLGETPROC_(PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC , glGetFramebufferAttachmentParameteriv, "");
777 GLGETPROC_(PFNGLGENERATEMIPMAPPROC , glGenerateMipmap, "");
778 GLGETPROC_(PFNGLBLITFRAMEBUFFERPROC , glBlitFramebuffer, "");
779 GLGETPROC_(PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC , glRenderbufferStorageMultisample, "");
780 GLGETPROC_(PFNGLFRAMEBUFFERTEXTURELAYERPROC , glFramebufferTextureLayer, "");
781 }
782
783 /* OpenGL 3.1 core, GL_ARB_draw_instanced, GL_EXT_draw_instanced. */
784 if (pState->rsGLVersion >= 3.1f)
785 {
786 GLGETPROC_(PFNGLDRAWARRAYSINSTANCEDPROC , glDrawArraysInstanced, "");
787 GLGETPROC_(PFNGLDRAWELEMENTSINSTANCEDPROC , glDrawElementsInstanced, "");
788 }
789 else if (vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_draw_instanced "))
790 {
791 GLGETPROC_(PFNGLDRAWARRAYSINSTANCEDPROC , glDrawArraysInstanced, "ARB");
792 GLGETPROC_(PFNGLDRAWELEMENTSINSTANCEDPROC , glDrawElementsInstanced, "ARB");
793 }
794 else if (vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_draw_instanced "))
795 {
796 GLGETPROC_(PFNGLDRAWARRAYSINSTANCEDPROC , glDrawArraysInstanced, "EXT");
797 GLGETPROC_(PFNGLDRAWELEMENTSINSTANCEDPROC , glDrawElementsInstanced, "EXT");
798 }
799
800 /* OpenGL 3.2 core, GL_ARB_draw_elements_base_vertex. Same functions names in the ARB and core specs. */
801 if ( pState->rsGLVersion >= 3.2f
802 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_draw_elements_base_vertex "))
803 {
804 GLGETPROC_(PFNGLDRAWELEMENTSBASEVERTEXPROC , glDrawElementsBaseVertex, "");
805 GLGETPROC_(PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC , glDrawElementsInstancedBaseVertex, "");
806 }
807
808 /* Optional. OpenGL 3.2 core, GL_ARB_provoking_vertex. Same functions names in the ARB and core specs. */
809 if ( pState->rsGLVersion >= 3.2f
810 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_provoking_vertex "))
811 {
812 GLGETPROCOPT_(PFNGLPROVOKINGVERTEXPROC , glProvokingVertex, "");
813 }
814
815 /* OpenGL 3.3 core, GL_ARB_instanced_arrays. */
816 if (pState->rsGLVersion >= 3.3f)
817 {
818 GLGETPROC_(PFNGLVERTEXATTRIBDIVISORPROC , glVertexAttribDivisor, "");
819 }
820 else if (vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_instanced_arrays "))
821 {
822 GLGETPROC_(PFNGLVERTEXATTRIBDIVISORARBPROC , glVertexAttribDivisor, "ARB");
823 }
824
825#undef GLGETPROCOPT_
826#undef GLGETPROC_
827
828 return VINF_SUCCESS;
829}
830
831
832DECLINLINE(GLenum) vmsvga3dCubemapFaceFromIndex(uint32_t iFace)
833{
834 GLint Face;
835 switch (iFace)
836 {
837 case 0: Face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
838 case 1: Face = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
839 case 2: Face = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
840 case 3: Face = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
841 case 4: Face = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
842 default:
843 case 5: Face = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
844 }
845 return Face;
846}
847
848
849/* We must delay window creation until the PowerOn phase. Init is too early and will cause failures. */
850static DECLCALLBACK(int) vmsvga3dBackPowerOn(PPDMDEVINS pDevIns, PVGASTATE pThis, PVGASTATECC pThisCC)
851{
852 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
853 AssertReturn(pThisCC->svga.p3dState, VERR_NO_MEMORY);
854 PVMSVGA3DCONTEXT pContext;
855#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
856 PVMSVGA3DCONTEXT pOtherCtx;
857#endif
858 int rc;
859 RT_NOREF(pDevIns, pThis);
860
861 if (pState->rsGLVersion != 0.0)
862 return VINF_SUCCESS; /* already initialized (load state) */
863
864 /*
865 * OpenGL function calls aren't possible without a valid current context, so create a fake one here.
866 */
867 rc = vmsvga3dContextDefineOgl(pThisCC, 1, VMSVGA3D_DEF_CTX_F_INIT);
868 AssertRCReturn(rc, rc);
869
870 pContext = pState->papContexts[1];
871 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
872
873#ifdef VMSVGA3D_DYNAMIC_LOAD
874 /* Context is set and it is possible now to resolve extension functions. */
875 rc = glLdrGetExtFunctions(pDevIns);
876 if (RT_FAILURE(rc))
877 {
878 LogRel(("VMSVGA3d: Error resolving extension functions: %Rrc\n", rc));
879 return rc;
880 }
881#endif
882
883 LogRel(("VMSVGA3d: OpenGL version: %s\n"
884 "VMSVGA3d: OpenGL Vendor: %s\n"
885 "VMSVGA3d: OpenGL Renderer: %s\n"
886 "VMSVGA3d: OpenGL shader language version: %s\n",
887 glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
888 glGetString(GL_SHADING_LANGUAGE_VERSION)));
889
890 rc = vmsvga3dGatherExtensions(&pState->pszExtensions, VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE);
891 AssertRCReturn(rc, rc);
892 vmsvga3dLogRelExtensions("", pState->pszExtensions);
893
894 pState->rsGLVersion = atof((const char *)glGetString(GL_VERSION));
895
896
897#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
898 /*
899 * Get the extension list for the alternative profile so we can better
900 * figure out the shader model and stuff.
901 */
902 rc = vmsvga3dContextDefineOgl(pThisCC, 2, VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
903 AssertLogRelRCReturn(rc, rc);
904 pContext = pState->papContexts[1]; /* Array may have been reallocated. */
905
906 pOtherCtx = pState->papContexts[2];
907 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
908
909 LogRel(("VMSVGA3d: Alternative OpenGL version: %s\n"
910 "VMSVGA3d: Alternative OpenGL Vendor: %s\n"
911 "VMSVGA3d: Alternative OpenGL Renderer: %s\n"
912 "VMSVGA3d: Alternative OpenGL shader language version: %s\n",
913 glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
914 glGetString(GL_SHADING_LANGUAGE_VERSION)));
915
916 rc = vmsvga3dGatherExtensions(&pState->pszOtherExtensions, VBOX_VMSVGA3D_OTHER_OGL_PROFILE);
917 AssertRCReturn(rc, rc);
918 vmsvga3dLogRelExtensions("Alternative ", pState->pszOtherExtensions);
919
920 pState->rsOtherGLVersion = atof((const char *)glGetString(GL_VERSION));
921
922 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
923#else
924 pState->pszOtherExtensions = (char *)"";
925 pState->rsOtherGLVersion = pState->rsGLVersion;
926#endif
927
928 /*
929 * Resolve GL function pointers and store them in pState->ext.
930 */
931 rc = vmsvga3dLoadGLFunctions(pState);
932 if (RT_FAILURE(rc))
933 {
934 LogRel(("VMSVGA3d: missing required OpenGL function or extension; aborting\n"));
935 return rc;
936 }
937
938 /*
939 * Initialize the capabilities with sensible defaults.
940 */
941 pState->caps.maxActiveLights = 1;
942 pState->caps.maxTextures = 1;
943 pState->caps.maxClipDistances = 4;
944 pState->caps.maxColorAttachments = 1;
945 pState->caps.maxRectangleTextureSize = 2048;
946 pState->caps.maxTextureAnisotropy = 1;
947 pState->caps.maxVertexShaderInstructions = 1024;
948 pState->caps.maxFragmentShaderInstructions = 1024;
949 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_NONE;
950 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_NONE;
951 pState->caps.flPointSize[0] = 1;
952 pState->caps.flPointSize[1] = 1;
953
954 /*
955 * Query capabilities
956 */
957 pState->caps.fS3TCSupported = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_texture_compression_s3tc ");
958 pState->caps.fTextureFilterAnisotropicSupported = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_texture_filter_anisotropic ");
959
960 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_LIGHTS, &pState->caps.maxActiveLights));
961 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &pState->caps.maxTextures));
962#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE /* The alternative profile has a higher number here (ati/darwin). */
963 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
964 VMSVGA3D_INIT_CHECKED_BOTH(pState, pOtherCtx, pContext, glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
965 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
966#else
967 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
968#endif
969 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &pState->caps.maxColorAttachments));
970 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE, &pState->caps.maxRectangleTextureSize));
971 if (pState->caps.fTextureFilterAnisotropicSupported)
972 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &pState->caps.maxTextureAnisotropy));
973 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pState->caps.flPointSize));
974
975 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
976 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
977 &pState->caps.maxFragmentShaderTemps));
978 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
979 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
980 &pState->caps.maxFragmentShaderInstructions));
981 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
982 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
983 &pState->caps.maxVertexShaderTemps));
984 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
985 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
986 &pState->caps.maxVertexShaderInstructions));
987
988 /* http://http://www.opengl.org/wiki/Detecting_the_Shader_Model
989 * ARB Assembly Language
990 * These are done through testing the presence of extensions. You should test them in this order:
991 * GL_NV_gpu_program4: SM 4.0 or better.
992 * GL_NV_vertex_program3: SM 3.0 or better.
993 * GL_ARB_fragment_program: SM 2.0 or better.
994 * ATI does not support higher than SM 2.0 functionality in assembly shaders.
995 *
996 */
997 /** @todo distinguish between vertex and pixel shaders??? */
998#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE /* The alternative profile has a higher number here (ati/darwin). */
999 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
1000 const char *pszShadingLanguageVersion = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
1001 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
1002#else
1003 const char *pszShadingLanguageVersion = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
1004#endif
1005 float v = pszShadingLanguageVersion ? atof(pszShadingLanguageVersion) : 0.0f;
1006 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_gpu_program4 ")
1007 || strstr(pState->pszOtherExtensions, " GL_NV_gpu_program4 "))
1008 {
1009 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40;
1010 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40;
1011 }
1012 else
1013 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_vertex_program3 ")
1014 || strstr(pState->pszOtherExtensions, " GL_NV_vertex_program3 ")
1015 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_shader_texture_lod ") /* Wine claims this suggests SM 3.0 support */
1016 || strstr(pState->pszOtherExtensions, " GL_ARB_shader_texture_lod ")
1017 )
1018 {
1019 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_30;
1020 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_30;
1021 }
1022 else
1023 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_fragment_program ")
1024 || strstr(pState->pszOtherExtensions, " GL_ARB_fragment_program "))
1025 {
1026 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20;
1027 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20;
1028 }
1029 else
1030 {
1031 LogRel(("VMSVGA3D: WARNING: unknown support for assembly shaders!!\n"));
1032 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_11;
1033 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_11;
1034 }
1035
1036 /* Now check the shading language version, in case it indicates a higher supported version. */
1037 if (v >= 3.30f)
1038 {
1039 pState->caps.vertexShaderVersion = RT_MAX(pState->caps.vertexShaderVersion, SVGA3DVSVERSION_40);
1040 pState->caps.fragmentShaderVersion = RT_MAX(pState->caps.fragmentShaderVersion, SVGA3DPSVERSION_40);
1041 }
1042 else
1043 if (v >= 1.20f)
1044 {
1045 pState->caps.vertexShaderVersion = RT_MAX(pState->caps.vertexShaderVersion, SVGA3DVSVERSION_20);
1046 pState->caps.fragmentShaderVersion = RT_MAX(pState->caps.fragmentShaderVersion, SVGA3DPSVERSION_20);
1047 }
1048
1049 if ( !vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_vertex_array_bgra ")
1050 && !vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_vertex_array_bgra "))
1051 {
1052 LogRel(("VMSVGA3D: WARNING: Missing required extension GL_ARB_vertex_array_bgra (d3dcolor)!!!\n"));
1053 }
1054
1055 /*
1056 * Tweak capabilities.
1057 */
1058 /* Intel Windows drivers return 31, while the guest expects 32 at least. */
1059 if ( pState->caps.maxVertexShaderTemps < 32
1060 && vmsvga3dIsVendorIntel())
1061 pState->caps.maxVertexShaderTemps = 32;
1062
1063#if 0
1064 SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND = 11,
1065 SVGA3D_DEVCAP_QUERY_TYPES = 15,
1066 SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING = 16,
1067 SVGA3D_DEVCAP_MAX_POINT_SIZE = 17,
1068 SVGA3D_DEVCAP_MAX_SHADER_TEXTURES = 18,
1069 SVGA3D_DEVCAP_MAX_VOLUME_EXTENT = 21,
1070 SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT = 22,
1071 SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO = 23,
1072 SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY = 24,
1073 SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT = 25,
1074 SVGA3D_DEVCAP_MAX_VERTEX_INDEX = 26,
1075 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS = 28,
1076 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS = 29,
1077 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS = 30,
1078 SVGA3D_DEVCAP_TEXTURE_OPS = 31,
1079 SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8 = 32,
1080 SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8 = 33,
1081 SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10 = 34,
1082 SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5 = 35,
1083 SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5 = 36,
1084 SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4 = 37,
1085 SVGA3D_DEVCAP_SURFACEFMT_R5G6B5 = 38,
1086 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16 = 39,
1087 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8 = 40,
1088 SVGA3D_DEVCAP_SURFACEFMT_ALPHA8 = 41,
1089 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8 = 42,
1090 SVGA3D_DEVCAP_SURFACEFMT_Z_D16 = 43,
1091 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8 = 44,
1092 SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8 = 45,
1093 SVGA3D_DEVCAP_SURFACEFMT_DXT1 = 46,
1094 SVGA3D_DEVCAP_SURFACEFMT_DXT2 = 47,
1095 SVGA3D_DEVCAP_SURFACEFMT_DXT3 = 48,
1096 SVGA3D_DEVCAP_SURFACEFMT_DXT4 = 49,
1097 SVGA3D_DEVCAP_SURFACEFMT_DXT5 = 50,
1098 SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8 = 51,
1099 SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10 = 52,
1100 SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8 = 53,
1101 SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8 = 54,
1102 SVGA3D_DEVCAP_SURFACEFMT_CxV8U8 = 55,
1103 SVGA3D_DEVCAP_SURFACEFMT_R_S10E5 = 56,
1104 SVGA3D_DEVCAP_SURFACEFMT_R_S23E8 = 57,
1105 SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5 = 58,
1106 SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8 = 59,
1107 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5 = 60,
1108 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8 = 61,
1109 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES = 63,
1110 SVGA3D_DEVCAP_SURFACEFMT_V16U16 = 65,
1111 SVGA3D_DEVCAP_SURFACEFMT_G16R16 = 66,
1112 SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16 = 67,
1113 SVGA3D_DEVCAP_SURFACEFMT_UYVY = 68,
1114 SVGA3D_DEVCAP_SURFACEFMT_YUY2 = 69,
1115 SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES = 70,
1116 SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES = 71,
1117 SVGA3D_DEVCAP_ALPHATOCOVERAGE = 72,
1118 SVGA3D_DEVCAP_SUPERSAMPLE = 73,
1119 SVGA3D_DEVCAP_AUTOGENMIPMAPS = 74,
1120 SVGA3D_DEVCAP_SURFACEFMT_NV12 = 75,
1121 SVGA3D_DEVCAP_SURFACEFMT_AYUV = 76,
1122 SVGA3D_DEVCAP_SURFACEFMT_Z_DF16 = 79,
1123 SVGA3D_DEVCAP_SURFACEFMT_Z_DF24 = 80,
1124 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT = 81,
1125 SVGA3D_DEVCAP_SURFACEFMT_ATI1 = 82,
1126 SVGA3D_DEVCAP_SURFACEFMT_ATI2 = 83,
1127#endif
1128
1129 LogRel(("VMSVGA3d: Capabilities:\n"));
1130 LogRel(("VMSVGA3d: maxActiveLights=%-2d maxTextures=%-2d\n",
1131 pState->caps.maxActiveLights, pState->caps.maxTextures));
1132 LogRel(("VMSVGA3d: maxClipDistances=%-2d maxColorAttachments=%-2d maxClipDistances=%d\n",
1133 pState->caps.maxClipDistances, pState->caps.maxColorAttachments, pState->caps.maxClipDistances));
1134 LogRel(("VMSVGA3d: maxColorAttachments=%-2d maxTextureAnisotropy=%-2d maxRectangleTextureSize=%d\n",
1135 pState->caps.maxColorAttachments, pState->caps.maxTextureAnisotropy, pState->caps.maxRectangleTextureSize));
1136 LogRel(("VMSVGA3d: maxVertexShaderTemps=%-2d maxVertexShaderInstructions=%d maxFragmentShaderInstructions=%d\n",
1137 pState->caps.maxVertexShaderTemps, pState->caps.maxVertexShaderInstructions, pState->caps.maxFragmentShaderInstructions));
1138 LogRel(("VMSVGA3d: maxFragmentShaderTemps=%d flPointSize={%d.%02u, %d.%02u}\n",
1139 pState->caps.maxFragmentShaderTemps,
1140 (int)pState->caps.flPointSize[0], (int)(pState->caps.flPointSize[0] * 100) % 100,
1141 (int)pState->caps.flPointSize[1], (int)(pState->caps.flPointSize[1] * 100) % 100));
1142 LogRel(("VMSVGA3d: fragmentShaderVersion=%-2d vertexShaderVersion=%-2d\n",
1143 pState->caps.fragmentShaderVersion, pState->caps.vertexShaderVersion));
1144 LogRel(("VMSVGA3d: fS3TCSupported=%-2d fTextureFilterAnisotropicSupported=%d\n",
1145 pState->caps.fS3TCSupported, pState->caps.fTextureFilterAnisotropicSupported));
1146
1147
1148 /* Initialize the shader library. */
1149 pState->ShaderIf.pfnSwitchInitProfile = vmsvga3dShaderIfSwitchInitProfile;
1150 pState->ShaderIf.pfnGetNextExtension = vmsvga3dShaderIfGetNextExtension;
1151 rc = ShaderInitLib(&pState->ShaderIf);
1152 AssertRC(rc);
1153
1154 /* Cleanup */
1155 rc = vmsvga3dBackContextDestroy(pThisCC, 1);
1156 AssertRC(rc);
1157#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1158 rc = vmsvga3dBackContextDestroy(pThisCC, 2);
1159 AssertRC(rc);
1160#endif
1161
1162 if ( pState->rsGLVersion < 3.0
1163 && pState->rsOtherGLVersion < 3.0 /* darwin: legacy profile hack */)
1164 {
1165 LogRel(("VMSVGA3d: unsupported OpenGL version; minimum is 3.0\n"));
1166 return VERR_NOT_IMPLEMENTED;
1167 }
1168
1169 return VINF_SUCCESS;
1170}
1171
1172static DECLCALLBACK(int) vmsvga3dBackReset(PVGASTATECC pThisCC)
1173{
1174 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
1175 AssertReturn(pThisCC->svga.p3dState, VERR_NO_MEMORY);
1176
1177 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1178 vmsvga3dContextDestroyOgl(pThisCC, &pState->SharedCtx, VMSVGA3D_SHARED_CTX_ID);
1179
1180 return VINF_SUCCESS;
1181}
1182
1183static DECLCALLBACK(int) vmsvga3dBackTerminate(PVGASTATECC pThisCC)
1184{
1185 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
1186 AssertReturn(pState, VERR_WRONG_ORDER);
1187 int rc;
1188
1189 /* Terminate the shader library. */
1190 rc = ShaderDestroyLib();
1191 AssertRC(rc);
1192
1193#ifdef RT_OS_WINDOWS
1194 /* Terminate the window creation thread. */
1195 rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_EXIT, 0, 0);
1196 AssertRCReturn(rc, rc);
1197
1198 RTSemEventDestroy(pState->WndRequestSem);
1199#elif defined(RT_OS_DARWIN)
1200
1201#elif defined(RT_OS_LINUX)
1202 /* signal to the thread that it is supposed to exit */
1203 pState->bTerminate = true;
1204 /* wait for it to terminate */
1205 rc = RTThreadWait(pState->pWindowThread, 10000, NULL);
1206 AssertRC(rc);
1207 XCloseDisplay(pState->display);
1208#endif
1209
1210 RTStrFree(pState->pszExtensions);
1211 pState->pszExtensions = NULL;
1212#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1213 RTStrFree(pState->pszOtherExtensions);
1214#endif
1215 pState->pszOtherExtensions = NULL;
1216
1217 return VINF_SUCCESS;
1218}
1219
1220
1221static DECLCALLBACK(void) vmsvga3dBackUpdateHostScreenViewport(PVGASTATECC pThisCC, uint32_t idScreen, VMSVGAVIEWPORT const *pOldViewport)
1222{
1223 /** @todo Move the visible framebuffer content here, don't wait for the guest to
1224 * redraw it. */
1225
1226#ifdef RT_OS_DARWIN
1227 RT_NOREF(pOldViewport);
1228 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
1229 if ( pState
1230 && idScreen == 0
1231 && pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1232 {
1233 vmsvga3dCocoaViewUpdateViewport(pState->SharedCtx.cocoaView);
1234 }
1235#else
1236 RT_NOREF(pThisCC, idScreen, pOldViewport);
1237#endif
1238}
1239
1240
1241/**
1242 * Worker for vmsvga3dBackQueryCaps that figures out supported operations for a
1243 * given surface format capability.
1244 *
1245 * @returns Supported/indented operations (SVGA3DFORMAT_OP_XXX).
1246 * @param idx3dCaps The SVGA3D_CAPS_XXX value of the surface format.
1247 *
1248 * @remarks See fromat_cap_table in svga_format.c (mesa/gallium) for a reference
1249 * of implicit guest expectations:
1250 * http://cgit.freedesktop.org/mesa/mesa/tree/src/gallium/drivers/svga/svga_format.c
1251 */
1252static uint32_t vmsvga3dGetSurfaceFormatSupport(uint32_t idx3dCaps)
1253{
1254 uint32_t result = 0;
1255
1256 /** @todo missing:
1257 *
1258 * SVGA3DFORMAT_OP_PIXELSIZE
1259 */
1260
1261 switch (idx3dCaps)
1262 {
1263 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1264 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1265 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1266 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1267 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1268 | SVGA3DFORMAT_OP_DISPLAYMODE /* Should not be set for alpha formats. */
1269 | SVGA3DFORMAT_OP_3DACCELERATION; /* implies OP_DISPLAYMODE */
1270 break;
1271
1272 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1273 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1274 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1275 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1276 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1277 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1278 | SVGA3DFORMAT_OP_SAME_FORMAT_UP_TO_ALPHA_RENDERTARGET;
1279 break;
1280 }
1281
1282 /** @todo check hardware caps! */
1283 switch (idx3dCaps)
1284 {
1285 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1286 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1287 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1288 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1289 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1290 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1291 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1292 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1293 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1294 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1295 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1296 result |= SVGA3DFORMAT_OP_TEXTURE
1297 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET
1298 | SVGA3DFORMAT_OP_OFFSCREENPLAIN
1299 | SVGA3DFORMAT_OP_SAME_FORMAT_RENDERTARGET
1300 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1301 | SVGA3DFORMAT_OP_CUBETEXTURE
1302 | SVGA3DFORMAT_OP_SRGBREAD
1303 | SVGA3DFORMAT_OP_SRGBWRITE;
1304 break;
1305
1306 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1307 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1308 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1309 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1310 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1311 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1312 result |= SVGA3DFORMAT_OP_ZSTENCIL
1313 | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH
1314 | SVGA3DFORMAT_OP_TEXTURE /* Necessary for Ubuntu Unity */;
1315 break;
1316
1317 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1318 case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
1319 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1320 case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
1321 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1322 result |= SVGA3DFORMAT_OP_TEXTURE
1323 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1324 | SVGA3DFORMAT_OP_CUBETEXTURE
1325 | SVGA3DFORMAT_OP_SRGBREAD;
1326 break;
1327
1328 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1329 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1330 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1331 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1332 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1333 break;
1334
1335 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1336 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1337 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1338 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1339 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1340 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1341 result |= SVGA3DFORMAT_OP_TEXTURE
1342 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1343 | SVGA3DFORMAT_OP_CUBETEXTURE
1344 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET;
1345 break;
1346
1347 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1348 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1349 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1350 result |= SVGA3DFORMAT_OP_TEXTURE
1351 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1352 | SVGA3DFORMAT_OP_CUBETEXTURE
1353 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET;
1354 break;
1355
1356 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1357 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1358 result |= SVGA3DFORMAT_OP_OFFSCREENPLAIN
1359 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1360 | SVGA3DFORMAT_OP_TEXTURE;
1361 break;
1362
1363 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1364 case SVGA3D_DEVCAP_DEAD10: /* SVGA3D_DEVCAP_SURFACEFMT_AYUV */
1365 break;
1366 }
1367 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1368
1369 return result;
1370}
1371
1372#if 0 /* unused */
1373static uint32_t vmsvga3dGetDepthFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps)
1374{
1375 RT_NOREF(pState3D, idx3dCaps);
1376
1377 /** @todo test this somehow */
1378 uint32_t result = SVGA3DFORMAT_OP_ZSTENCIL | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH;
1379
1380 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1381 return result;
1382}
1383#endif
1384
1385
1386static DECLCALLBACK(int) vmsvga3dBackQueryCaps(PVGASTATECC pThisCC, SVGA3dDevCapIndex idx3dCaps, uint32_t *pu32Val)
1387{
1388 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
1389 AssertReturn(pState, VERR_NO_MEMORY);
1390 int rc = VINF_SUCCESS;
1391
1392 *pu32Val = 0;
1393
1394 /*
1395 * The capabilities access by current (2015-03-01) linux sources (gallium,
1396 * vmwgfx, xorg-video-vmware) are annotated, caps without xref annotations
1397 * aren't access.
1398 */
1399
1400 switch (idx3dCaps)
1401 {
1402 /* Linux: vmwgfx_fifo.c in kmod; only used with SVGA_CAP_GBOBJECTS. */
1403 case SVGA3D_DEVCAP_3D:
1404 *pu32Val = 1; /* boolean? */
1405 break;
1406
1407 case SVGA3D_DEVCAP_MAX_LIGHTS:
1408 *pu32Val = pState->caps.maxActiveLights;
1409 break;
1410
1411 case SVGA3D_DEVCAP_MAX_TEXTURES:
1412 *pu32Val = pState->caps.maxTextures;
1413 break;
1414
1415 case SVGA3D_DEVCAP_MAX_CLIP_PLANES:
1416 *pu32Val = pState->caps.maxClipDistances;
1417 break;
1418
1419 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1420 case SVGA3D_DEVCAP_VERTEX_SHADER_VERSION:
1421 *pu32Val = pState->caps.vertexShaderVersion;
1422 break;
1423
1424 case SVGA3D_DEVCAP_VERTEX_SHADER:
1425 /* boolean? */
1426 *pu32Val = (pState->caps.vertexShaderVersion != SVGA3DVSVERSION_NONE);
1427 break;
1428
1429 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1430 case SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION:
1431 *pu32Val = pState->caps.fragmentShaderVersion;
1432 break;
1433
1434 case SVGA3D_DEVCAP_FRAGMENT_SHADER:
1435 /* boolean? */
1436 *pu32Val = (pState->caps.fragmentShaderVersion != SVGA3DPSVERSION_NONE);
1437 break;
1438
1439 case SVGA3D_DEVCAP_S23E8_TEXTURES:
1440 case SVGA3D_DEVCAP_S10E5_TEXTURES:
1441 /* Must be obsolete by now; surface format caps specify the same thing. */
1442 rc = VERR_INVALID_PARAMETER;
1443 break;
1444
1445 case SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND:
1446 break;
1447
1448 /*
1449 * 2. The BUFFER_FORMAT capabilities are deprecated, and they always
1450 * return TRUE. Even on physical hardware that does not support
1451 * these formats natively, the SVGA3D device will provide an emulation
1452 * which should be invisible to the guest OS.
1453 */
1454 case SVGA3D_DEVCAP_D16_BUFFER_FORMAT:
1455 case SVGA3D_DEVCAP_D24S8_BUFFER_FORMAT:
1456 case SVGA3D_DEVCAP_D24X8_BUFFER_FORMAT:
1457 *pu32Val = 1;
1458 break;
1459
1460 case SVGA3D_DEVCAP_QUERY_TYPES:
1461 break;
1462
1463 case SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING:
1464 break;
1465
1466 /* Linux: svga_screen.c in gallium; capped at 80.0, default 1.0. */
1467 case SVGA3D_DEVCAP_MAX_POINT_SIZE:
1468 AssertCompile(sizeof(uint32_t) == sizeof(float));
1469 *(float *)pu32Val = pState->caps.flPointSize[1];
1470 break;
1471
1472 case SVGA3D_DEVCAP_MAX_SHADER_TEXTURES:
1473 /** @todo ?? */
1474 rc = VERR_INVALID_PARAMETER;
1475 break;
1476
1477 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_2D_LEVELS); have default if missing. */
1478 case SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH:
1479 case SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT:
1480 *pu32Val = pState->caps.maxRectangleTextureSize;
1481 break;
1482
1483 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_3D_LEVELS); have default if missing. */
1484 case SVGA3D_DEVCAP_MAX_VOLUME_EXTENT:
1485 //*pu32Val = pCaps->MaxVolumeExtent;
1486 *pu32Val = 256;
1487 break;
1488
1489 case SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT:
1490 *pu32Val = 32768; /* hardcoded in Wine */
1491 break;
1492
1493 case SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO:
1494 //*pu32Val = pCaps->MaxTextureAspectRatio;
1495 break;
1496
1497 /* Linux: svga_screen.c in gallium (for PIPE_CAPF_MAX_TEXTURE_ANISOTROPY); defaults to 4.0. */
1498 case SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY:
1499 *pu32Val = pState->caps.maxTextureAnisotropy;
1500 break;
1501
1502 case SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT:
1503 case SVGA3D_DEVCAP_MAX_VERTEX_INDEX:
1504 *pu32Val = 0xFFFFF; /* hardcoded in Wine */
1505 break;
1506
1507 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_INSTRUCTIONS); defaults to 512. */
1508 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS:
1509 *pu32Val = pState->caps.maxVertexShaderInstructions;
1510 break;
1511
1512 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS:
1513 *pu32Val = pState->caps.maxFragmentShaderInstructions;
1514 break;
1515
1516 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1517 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS:
1518 *pu32Val = pState->caps.maxVertexShaderTemps;
1519 break;
1520
1521 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_FRAGMENT/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1522 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS:
1523 *pu32Val = pState->caps.maxFragmentShaderTemps;
1524 break;
1525
1526 case SVGA3D_DEVCAP_TEXTURE_OPS:
1527 break;
1528
1529 case SVGA3D_DEVCAP_DEAD4: /* SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES */
1530 break;
1531
1532 case SVGA3D_DEVCAP_DEAD5: /* SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES */
1533 break;
1534
1535 case SVGA3D_DEVCAP_DEAD7: /* SVGA3D_DEVCAP_ALPHATOCOVERAGE */
1536 break;
1537
1538 case SVGA3D_DEVCAP_DEAD6: /* SVGA3D_DEVCAP_SUPERSAMPLE */
1539 break;
1540
1541 case SVGA3D_DEVCAP_AUTOGENMIPMAPS:
1542 //*pu32Val = !!(pCaps->Caps2 & D3DCAPS2_CANAUTOGENMIPMAP);
1543 break;
1544
1545 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES:
1546 break;
1547
1548 case SVGA3D_DEVCAP_MAX_RENDER_TARGETS: /** @todo same thing? */
1549 case SVGA3D_DEVCAP_MAX_SIMULTANEOUS_RENDER_TARGETS:
1550 *pu32Val = pState->caps.maxColorAttachments;
1551 break;
1552
1553 /*
1554 * This is the maximum number of SVGA context IDs that the guest
1555 * can define using SVGA_3D_CMD_CONTEXT_DEFINE.
1556 */
1557 case SVGA3D_DEVCAP_MAX_CONTEXT_IDS:
1558 *pu32Val = SVGA3D_MAX_CONTEXT_IDS;
1559 break;
1560
1561 /*
1562 * This is the maximum number of SVGA surface IDs that the guest
1563 * can define using SVGA_3D_CMD_SURFACE_DEFINE*.
1564 */
1565 case SVGA3D_DEVCAP_MAX_SURFACE_IDS:
1566 *pu32Val = SVGA3D_MAX_SURFACE_IDS;
1567 break;
1568
1569#if 0 /* Appeared more recently, not yet implemented. */
1570 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1571 case SVGA3D_DEVCAP_LINE_AA:
1572 break;
1573 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1574 case SVGA3D_DEVCAP_LINE_STIPPLE:
1575 break;
1576 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1577 case SVGA3D_DEVCAP_MAX_LINE_WIDTH:
1578 break;
1579 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1580 case SVGA3D_DEVCAP_MAX_AA_LINE_WIDTH:
1581 break;
1582#endif
1583
1584 /*
1585 * Supported surface formats.
1586 * Linux: svga_format.c in gallium, format_cap_table defines implicit expectations.
1587 */
1588 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1589 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1590 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1591 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1592 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1593 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1594 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1595 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1596 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1597 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1598 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1599 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1600 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1601 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1602 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1603 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1604 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1605 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1606 *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
1607 break;
1608
1609 case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
1610 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1611 case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
1612 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1613 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1614 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1615 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1616 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1617 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1618 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1619 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1620 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1621 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1622 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1623 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1624 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1625 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1626 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1627 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1628 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1629 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1630 case SVGA3D_DEVCAP_DEAD10: /* SVGA3D_DEVCAP_SURFACEFMT_AYUV */
1631 *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
1632 break;
1633
1634 /* Linux: Not referenced in current sources. */
1635 case SVGA3D_DEVCAP_SURFACEFMT_ATI1:
1636 case SVGA3D_DEVCAP_SURFACEFMT_ATI2:
1637 Log(("CAPS: Unknown CAP %s\n", vmsvga3dGetCapString(idx3dCaps)));
1638 rc = VERR_INVALID_PARAMETER;
1639 *pu32Val = 0;
1640 break;
1641
1642 default:
1643 Log(("CAPS: Unexpected CAP %d\n", idx3dCaps));
1644 rc = VERR_INVALID_PARAMETER;
1645 break;
1646 }
1647
1648 Log(("CAPS: %s - %x\n", vmsvga3dGetCapString(idx3dCaps), *pu32Val));
1649 return rc;
1650}
1651
1652/**
1653 * Convert SVGA format value to its OpenGL equivalent
1654 *
1655 * @remarks Clues to be had in format_texture_info table (wined3d/utils.c) with
1656 * help from wined3dformat_from_d3dformat().
1657 */
1658void vmsvga3dSurfaceFormat2OGL(PVMSVGA3DSURFACE pSurface, SVGA3dSurfaceFormat format)
1659{
1660#if 0
1661#define AssertTestFmt(f) AssertMsgFailed(("Test me - " #f "\n"))
1662#else
1663#define AssertTestFmt(f) do {} while(0)
1664#endif
1665 /* Init cbBlockGL for non-emulated formats. */
1666 pSurface->cbBlockGL = pSurface->cbBlock;
1667
1668 switch (format)
1669 {
1670 case SVGA3D_X8R8G8B8: /* D3DFMT_X8R8G8B8 - WINED3DFMT_B8G8R8X8_UNORM */
1671 pSurface->internalFormatGL = GL_RGB8;
1672 pSurface->formatGL = GL_BGRA;
1673 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1674 break;
1675 case SVGA3D_A8R8G8B8: /* D3DFMT_A8R8G8B8 - WINED3DFMT_B8G8R8A8_UNORM */
1676 pSurface->internalFormatGL = GL_RGBA8;
1677 pSurface->formatGL = GL_BGRA;
1678 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1679 break;
1680 case SVGA3D_R5G6B5: /* D3DFMT_R5G6B5 - WINED3DFMT_B5G6R5_UNORM */
1681 pSurface->internalFormatGL = GL_RGB5;
1682 pSurface->formatGL = GL_RGB;
1683 pSurface->typeGL = GL_UNSIGNED_SHORT_5_6_5;
1684 AssertTestFmt(SVGA3D_R5G6B5);
1685 break;
1686 case SVGA3D_X1R5G5B5: /* D3DFMT_X1R5G5B5 - WINED3DFMT_B5G5R5X1_UNORM */
1687 pSurface->internalFormatGL = GL_RGB5;
1688 pSurface->formatGL = GL_BGRA;
1689 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1690 AssertTestFmt(SVGA3D_X1R5G5B5);
1691 break;
1692 case SVGA3D_A1R5G5B5: /* D3DFMT_A1R5G5B5 - WINED3DFMT_B5G5R5A1_UNORM */
1693 pSurface->internalFormatGL = GL_RGB5_A1;
1694 pSurface->formatGL = GL_BGRA;
1695 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1696 AssertTestFmt(SVGA3D_A1R5G5B5);
1697 break;
1698 case SVGA3D_A4R4G4B4: /* D3DFMT_A4R4G4B4 - WINED3DFMT_B4G4R4A4_UNORM */
1699 pSurface->internalFormatGL = GL_RGBA4;
1700 pSurface->formatGL = GL_BGRA;
1701 pSurface->typeGL = GL_UNSIGNED_SHORT_4_4_4_4_REV;
1702 AssertTestFmt(SVGA3D_A4R4G4B4);
1703 break;
1704
1705 case SVGA3D_R8G8B8A8_UNORM:
1706 pSurface->internalFormatGL = GL_RGBA8;
1707 pSurface->formatGL = GL_RGBA;
1708 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1709 break;
1710
1711 case SVGA3D_Z_D32: /* D3DFMT_D32 - WINED3DFMT_D32_UNORM */
1712 pSurface->internalFormatGL = GL_DEPTH_COMPONENT32;
1713 pSurface->formatGL = GL_DEPTH_COMPONENT;
1714 pSurface->typeGL = GL_UNSIGNED_INT;
1715 break;
1716 case SVGA3D_Z_D16: /* D3DFMT_D16 - WINED3DFMT_D16_UNORM */
1717 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo Wine suggests GL_DEPTH_COMPONENT24. */
1718 pSurface->formatGL = GL_DEPTH_COMPONENT;
1719 pSurface->typeGL = GL_UNSIGNED_SHORT;
1720 AssertTestFmt(SVGA3D_Z_D16);
1721 break;
1722 case SVGA3D_Z_D24S8: /* D3DFMT_D24S8 - WINED3DFMT_D24_UNORM_S8_UINT */
1723 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1724 pSurface->formatGL = GL_DEPTH_STENCIL;
1725 pSurface->typeGL = GL_UNSIGNED_INT_24_8;
1726 break;
1727 case SVGA3D_Z_D15S1: /* D3DFMT_D15S1 - WINED3DFMT_S1_UINT_D15_UNORM */
1728 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo ??? */
1729 pSurface->formatGL = GL_DEPTH_STENCIL;
1730 pSurface->typeGL = GL_UNSIGNED_SHORT;
1731 /** @todo Wine sources hints at no hw support for this, so test this one! */
1732 AssertTestFmt(SVGA3D_Z_D15S1);
1733 break;
1734 case SVGA3D_Z_D24X8: /* D3DFMT_D24X8 - WINED3DFMT_X8D24_UNORM */
1735 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1736 pSurface->formatGL = GL_DEPTH_COMPONENT;
1737 pSurface->typeGL = GL_UNSIGNED_INT;
1738 AssertTestFmt(SVGA3D_Z_D24X8);
1739 break;
1740
1741 /* Advanced D3D9 depth formats. */
1742 case SVGA3D_Z_DF16: /* D3DFMT_DF16? - not supported */
1743 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16;
1744 pSurface->formatGL = GL_DEPTH_COMPONENT;
1745 pSurface->typeGL = GL_HALF_FLOAT;
1746 break;
1747
1748 case SVGA3D_Z_DF24: /* D3DFMT_DF24? - not supported */
1749 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1750 pSurface->formatGL = GL_DEPTH_COMPONENT;
1751 pSurface->typeGL = GL_FLOAT; /* ??? */
1752 break;
1753
1754 case SVGA3D_Z_D24S8_INT: /* D3DFMT_D24S8 */
1755 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1756 pSurface->formatGL = GL_DEPTH_STENCIL;
1757 pSurface->typeGL = GL_UNSIGNED_INT_24_8;
1758 break;
1759
1760 case SVGA3D_DXT1: /* D3DFMT_DXT1 - WINED3DFMT_DXT1 */
1761 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1762 pSurface->formatGL = GL_RGBA; /* not used */
1763 pSurface->typeGL = GL_UNSIGNED_BYTE; /* not used */
1764 break;
1765
1766 case SVGA3D_DXT2: /* D3DFMT_DXT2 */
1767 /* "DXT2 and DXT3 are the same from an API perspective." */
1768 RT_FALL_THRU();
1769 case SVGA3D_DXT3: /* D3DFMT_DXT3 - WINED3DFMT_DXT3 */
1770 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
1771 pSurface->formatGL = GL_RGBA; /* not used */
1772 pSurface->typeGL = GL_UNSIGNED_BYTE; /* not used */
1773 break;
1774
1775 case SVGA3D_DXT4: /* D3DFMT_DXT4 */
1776 /* "DXT4 and DXT5 are the same from an API perspective." */
1777 RT_FALL_THRU();
1778 case SVGA3D_DXT5: /* D3DFMT_DXT5 - WINED3DFMT_DXT5 */
1779 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
1780 pSurface->formatGL = GL_RGBA; /* not used */
1781 pSurface->typeGL = GL_UNSIGNED_BYTE; /* not used */
1782 break;
1783
1784 case SVGA3D_LUMINANCE8: /* D3DFMT_? - ? */
1785 pSurface->internalFormatGL = GL_LUMINANCE8_EXT;
1786 pSurface->formatGL = GL_LUMINANCE;
1787 pSurface->typeGL = GL_UNSIGNED_BYTE;
1788 break;
1789
1790 case SVGA3D_LUMINANCE16: /* D3DFMT_? - ? */
1791 pSurface->internalFormatGL = GL_LUMINANCE16_EXT;
1792 pSurface->formatGL = GL_LUMINANCE;
1793 pSurface->typeGL = GL_UNSIGNED_SHORT;
1794 break;
1795
1796 case SVGA3D_LUMINANCE4_ALPHA4: /* D3DFMT_? - ? */
1797 pSurface->internalFormatGL = GL_LUMINANCE4_ALPHA4_EXT;
1798 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1799 pSurface->typeGL = GL_UNSIGNED_BYTE;
1800 break;
1801
1802 case SVGA3D_LUMINANCE8_ALPHA8: /* D3DFMT_? - ? */
1803 pSurface->internalFormatGL = GL_LUMINANCE8_ALPHA8_EXT;
1804 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1805 pSurface->typeGL = GL_UNSIGNED_BYTE; /* unsigned_short causes issues even though this type should be 16-bit */
1806 break;
1807
1808 case SVGA3D_ALPHA8: /* D3DFMT_A8? - WINED3DFMT_A8_UNORM? */
1809 pSurface->internalFormatGL = GL_ALPHA8_EXT;
1810 pSurface->formatGL = GL_ALPHA;
1811 pSurface->typeGL = GL_UNSIGNED_BYTE;
1812 break;
1813
1814#if 0
1815
1816 /* Bump-map formats */
1817 case SVGA3D_BUMPU8V8:
1818 return D3DFMT_V8U8;
1819 case SVGA3D_BUMPL6V5U5:
1820 return D3DFMT_L6V5U5;
1821 case SVGA3D_BUMPX8L8V8U8:
1822 return D3DFMT_X8L8V8U8;
1823 case SVGA3D_FORMAT_DEAD1:
1824 /* No corresponding D3D9 equivalent. */
1825 AssertFailedReturn(D3DFMT_UNKNOWN);
1826 /* signed bump-map formats */
1827 case SVGA3D_V8U8:
1828 return D3DFMT_V8U8;
1829 case SVGA3D_Q8W8V8U8:
1830 return D3DFMT_Q8W8V8U8;
1831 case SVGA3D_CxV8U8:
1832 return D3DFMT_CxV8U8;
1833 /* mixed bump-map formats */
1834 case SVGA3D_X8L8V8U8:
1835 return D3DFMT_X8L8V8U8;
1836 case SVGA3D_A2W10V10U10:
1837 return D3DFMT_A2W10V10U10;
1838#endif
1839
1840 case SVGA3D_ARGB_S10E5: /* 16-bit floating-point ARGB */ /* D3DFMT_A16B16G16R16F - WINED3DFMT_R16G16B16A16_FLOAT */
1841 pSurface->internalFormatGL = GL_RGBA16F;
1842 pSurface->formatGL = GL_RGBA;
1843#if 0 /* bird: wine uses half float, sounds correct to me... */
1844 pSurface->typeGL = GL_FLOAT;
1845#else
1846 pSurface->typeGL = GL_HALF_FLOAT;
1847 AssertTestFmt(SVGA3D_ARGB_S10E5);
1848#endif
1849 break;
1850
1851 case SVGA3D_ARGB_S23E8: /* 32-bit floating-point ARGB */ /* D3DFMT_A32B32G32R32F - WINED3DFMT_R32G32B32A32_FLOAT */
1852 pSurface->internalFormatGL = GL_RGBA32F;
1853 pSurface->formatGL = GL_RGBA;
1854 pSurface->typeGL = GL_FLOAT; /* ?? - same as wine, so probably correct */
1855 break;
1856
1857 case SVGA3D_A2R10G10B10: /* D3DFMT_A2R10G10B10 - WINED3DFMT_B10G10R10A2_UNORM */
1858 pSurface->internalFormatGL = GL_RGB10_A2; /* ?? - same as wine, so probably correct */
1859#if 0 /* bird: Wine uses GL_BGRA instead of GL_RGBA. */
1860 pSurface->formatGL = GL_RGBA;
1861#else
1862 pSurface->formatGL = GL_BGRA;
1863#endif
1864 pSurface->typeGL = GL_UNSIGNED_INT;
1865 AssertTestFmt(SVGA3D_A2R10G10B10);
1866 break;
1867
1868
1869 /* Single- and dual-component floating point formats */
1870 case SVGA3D_R_S10E5: /* D3DFMT_R16F - WINED3DFMT_R16_FLOAT */
1871 pSurface->internalFormatGL = GL_R16F;
1872 pSurface->formatGL = GL_RED;
1873#if 0 /* bird: wine uses half float, sounds correct to me... */
1874 pSurface->typeGL = GL_FLOAT;
1875#else
1876 pSurface->typeGL = GL_HALF_FLOAT;
1877 AssertTestFmt(SVGA3D_R_S10E5);
1878#endif
1879 break;
1880 case SVGA3D_R_S23E8: /* D3DFMT_R32F - WINED3DFMT_R32_FLOAT */
1881 pSurface->internalFormatGL = GL_R32F;
1882 pSurface->formatGL = GL_RED;
1883 pSurface->typeGL = GL_FLOAT;
1884 break;
1885 case SVGA3D_RG_S10E5: /* D3DFMT_G16R16F - WINED3DFMT_R16G16_FLOAT */
1886 pSurface->internalFormatGL = GL_RG16F;
1887 pSurface->formatGL = GL_RG;
1888#if 0 /* bird: wine uses half float, sounds correct to me... */
1889 pSurface->typeGL = GL_FLOAT;
1890#else
1891 pSurface->typeGL = GL_HALF_FLOAT;
1892 AssertTestFmt(SVGA3D_RG_S10E5);
1893#endif
1894 break;
1895 case SVGA3D_RG_S23E8: /* D3DFMT_G32R32F - WINED3DFMT_R32G32_FLOAT */
1896 pSurface->internalFormatGL = GL_RG32F;
1897 pSurface->formatGL = GL_RG;
1898 pSurface->typeGL = GL_FLOAT;
1899 break;
1900
1901 /*
1902 * Any surface can be used as a buffer object, but SVGA3D_BUFFER is
1903 * the most efficient format to use when creating new surfaces
1904 * expressly for index or vertex data.
1905 */
1906 case SVGA3D_BUFFER:
1907 pSurface->internalFormatGL = -1;
1908 pSurface->formatGL = -1;
1909 pSurface->typeGL = -1;
1910 break;
1911
1912#if 0
1913 return D3DFMT_UNKNOWN;
1914
1915 case SVGA3D_V16U16:
1916 return D3DFMT_V16U16;
1917#endif
1918
1919 case SVGA3D_G16R16: /* D3DFMT_G16R16 - WINED3DFMT_R16G16_UNORM */
1920 pSurface->internalFormatGL = GL_RG16;
1921 pSurface->formatGL = GL_RG;
1922#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1923 pSurface->typeGL = GL_UNSIGNED_INT;
1924#else
1925 pSurface->typeGL = GL_UNSIGNED_SHORT;
1926 AssertTestFmt(SVGA3D_G16R16);
1927#endif
1928 break;
1929
1930 case SVGA3D_A16B16G16R16: /* D3DFMT_A16B16G16R16 - WINED3DFMT_R16G16B16A16_UNORM */
1931 pSurface->internalFormatGL = GL_RGBA16;
1932 pSurface->formatGL = GL_RGBA;
1933#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1934 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1935#else
1936 pSurface->typeGL = GL_UNSIGNED_SHORT;
1937 AssertTestFmt(SVGA3D_A16B16G16R16);
1938#endif
1939 break;
1940
1941 case SVGA3D_R8G8B8A8_SNORM:
1942 pSurface->internalFormatGL = GL_RGB8;
1943 pSurface->formatGL = GL_BGRA;
1944 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1945 AssertTestFmt(SVGA3D_R8G8B8A8_SNORM);
1946 break;
1947 case SVGA3D_R16G16_UNORM:
1948 pSurface->internalFormatGL = GL_RG16;
1949 pSurface->formatGL = GL_RG;
1950 pSurface->typeGL = GL_UNSIGNED_SHORT;
1951 AssertTestFmt(SVGA3D_R16G16_UNORM);
1952 break;
1953
1954 /* Packed Video formats */
1955 case SVGA3D_UYVY:
1956 case SVGA3D_YUY2:
1957 /* Use a BRGA texture to hold the data and convert it to an actual BGRA. */
1958 pSurface->fEmulated = true;
1959 pSurface->internalFormatGL = GL_RGBA8;
1960 pSurface->formatGL = GL_BGRA;
1961 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1962 pSurface->cbBlockGL = 4 * pSurface->cxBlock * pSurface->cyBlock;
1963 break;
1964
1965#if 0
1966 /* Planar video formats */
1967 case SVGA3D_NV12:
1968 return (D3DFORMAT)MAKEFOURCC('N', 'V', '1', '2');
1969
1970 /* Video format with alpha */
1971 case SVGA3D_FORMAT_DEAD2: /* Old SVGA3D_AYUV */
1972
1973 case SVGA3D_ATI1:
1974 case SVGA3D_ATI2:
1975 /* Unknown; only in DX10 & 11 */
1976 break;
1977#endif
1978 default:
1979 AssertMsgFailed(("Unsupported format %d\n", format));
1980 break;
1981 }
1982#undef AssertTestFmt
1983}
1984
1985
1986#if 0
1987/**
1988 * Convert SVGA multi sample count value to its D3D equivalent
1989 */
1990D3DMULTISAMPLE_TYPE vmsvga3dMultipeSampleCount2D3D(uint32_t multisampleCount)
1991{
1992 AssertCompile(D3DMULTISAMPLE_2_SAMPLES == 2);
1993 AssertCompile(D3DMULTISAMPLE_16_SAMPLES == 16);
1994
1995 if (multisampleCount > 16)
1996 return D3DMULTISAMPLE_NONE;
1997
1998 /** @todo exact same mapping as d3d? */
1999 return (D3DMULTISAMPLE_TYPE)multisampleCount;
2000}
2001#endif
2002
2003/**
2004 * Destroy backend specific surface bits (part of SVGA_3D_CMD_SURFACE_DESTROY).
2005 *
2006 * @param pThisCC The device state.
2007 * @param fClearCOTableEntry Not relevant for this backend.
2008 * @param pSurface The surface being destroyed.
2009 */
2010static DECLCALLBACK(void) vmsvga3dBackSurfaceDestroy(PVGASTATECC pThisCC, bool fClearCOTableEntry, PVMSVGA3DSURFACE pSurface)
2011{
2012 RT_NOREF(fClearCOTableEntry);
2013
2014 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
2015 AssertReturnVoid(pState);
2016
2017 PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
2018 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2019
2020 switch (pSurface->enmOGLResType)
2021 {
2022 case VMSVGA3D_OGLRESTYPE_BUFFER:
2023 Assert(pSurface->oglId.buffer != OPENGL_INVALID_ID);
2024 pState->ext.glDeleteBuffers(1, &pSurface->oglId.buffer);
2025 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2026 break;
2027
2028 case VMSVGA3D_OGLRESTYPE_TEXTURE:
2029 Assert(pSurface->oglId.texture != OPENGL_INVALID_ID);
2030 glDeleteTextures(1, &pSurface->oglId.texture);
2031 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2032 if (pSurface->fEmulated)
2033 {
2034 if (pSurface->idEmulated)
2035 {
2036 glDeleteTextures(1, &pSurface->idEmulated);
2037 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2038 }
2039 }
2040 else
2041 {
2042 Assert(!pSurface->idEmulated);
2043 }
2044 break;
2045
2046 case VMSVGA3D_OGLRESTYPE_RENDERBUFFER:
2047 Assert(pSurface->oglId.renderbuffer != OPENGL_INVALID_ID);
2048 pState->ext.glDeleteRenderbuffers(1, &pSurface->oglId.renderbuffer);
2049 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2050 break;
2051
2052 default:
2053 AssertMsg(!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurface),
2054 ("hint=%#x, type=%d\n",
2055 (pSurface->f.s.surface1Flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK), pSurface->enmOGLResType));
2056 break;
2057 }
2058}
2059
2060
2061static DECLCALLBACK(void) vmsvga3dBackSurfaceInvalidateImage(PVGASTATECC pThisCC, PVMSVGA3DSURFACE pSurface, uint32_t uFace, uint32_t uMipmap)
2062{
2063 RT_NOREF(pThisCC, pSurface, uFace, uMipmap);
2064}
2065
2066
2067static DECLCALLBACK(int) vmsvga3dBackSurfaceCopy(PVGASTATECC pThisCC, SVGA3dSurfaceImageId dest, SVGA3dSurfaceImageId src,
2068 uint32_t cCopyBoxes, SVGA3dCopyBox *pBox)
2069{
2070 int rc;
2071
2072 LogFunc(("Copy %d boxes from sid=%u face=%u mipmap=%u to sid=%u face=%u mipmap=%u\n",
2073 cCopyBoxes, src.sid, src.face, src.mipmap, dest.sid, dest.face, dest.mipmap));
2074
2075 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
2076 AssertReturn(pState, VERR_INVALID_STATE);
2077
2078 PVMSVGA3DSURFACE pSurfaceSrc;
2079 rc = vmsvga3dSurfaceFromSid(pState, src.sid, &pSurfaceSrc);
2080 AssertRCReturn(rc, rc);
2081
2082 PVMSVGA3DSURFACE pSurfaceDst;
2083 rc = vmsvga3dSurfaceFromSid(pState, dest.sid, &pSurfaceDst);
2084 AssertRCReturn(rc, rc);
2085
2086 if (!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurfaceSrc))
2087 {
2088 /* The source surface is still in memory. */
2089 PVMSVGA3DMIPMAPLEVEL pMipmapLevelSrc;
2090 rc = vmsvga3dMipmapLevel(pSurfaceSrc, src.face, src.mipmap, &pMipmapLevelSrc);
2091 AssertRCReturn(rc, rc);
2092
2093 PVMSVGA3DMIPMAPLEVEL pMipmapLevelDst;
2094 rc = vmsvga3dMipmapLevel(pSurfaceDst, dest.face, dest.mipmap, &pMipmapLevelDst);
2095 AssertRCReturn(rc, rc);
2096
2097 /* The copy operation is performed on the shared context. */
2098 PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
2099 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2100
2101 /* Use glTexSubImage to upload the data to the destination texture.
2102 * The latter must be an OpenGL texture.
2103 */
2104 if (!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurfaceDst))
2105 {
2106 LogFunc(("dest sid=%u type=0x%x format=%d -> create texture\n", dest.sid, pSurfaceDst->f.s.surface1Flags, pSurfaceDst->format));
2107 rc = vmsvga3dBackCreateTexture(pThisCC, pContext, pContext->id, pSurfaceDst);
2108 AssertRCReturn(rc, rc);
2109 }
2110
2111 GLenum target;
2112 if (pSurfaceDst->targetGL == GL_TEXTURE_CUBE_MAP)
2113 target = vmsvga3dCubemapFaceFromIndex(dest.face);
2114 else
2115 {
2116 AssertMsg(pSurfaceDst->targetGL == GL_TEXTURE_2D, ("Test %#x\n", pSurfaceDst->targetGL));
2117 target = pSurfaceDst->targetGL;
2118 }
2119
2120 /* Save the unpacking parameters and set what we need here. */
2121 VMSVGAPACKPARAMS SavedParams;
2122 vmsvga3dOglSetUnpackParams(pState, pContext,
2123 pMipmapLevelSrc->mipmapSize.width,
2124 target == GL_TEXTURE_3D ? pMipmapLevelSrc->mipmapSize.height : 0,
2125 &SavedParams);
2126
2127 glBindTexture(pSurfaceDst->targetGL, pSurfaceDst->oglId.texture);
2128 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2129
2130 for (uint32_t i = 0; i < cCopyBoxes; ++i)
2131 {
2132 SVGA3dCopyBox clipBox = pBox[i];
2133 vmsvgaR3ClipCopyBox(&pMipmapLevelSrc->mipmapSize, &pMipmapLevelDst->mipmapSize, &clipBox);
2134 if ( !clipBox.w
2135 || !clipBox.h
2136 || !clipBox.d)
2137 {
2138 LogFunc(("Skipped empty box.\n"));
2139 continue;
2140 }
2141
2142 LogFunc(("copy box %d,%d,%d %dx%d to %d,%d,%d\n",
2143 clipBox.srcx, clipBox.srcy, clipBox.srcz, clipBox.w, clipBox.h, clipBox.x, clipBox.y, clipBox.z));
2144
2145 uint32_t const u32BlockX = clipBox.srcx / pSurfaceSrc->cxBlock;
2146 uint32_t const u32BlockY = clipBox.srcy / pSurfaceSrc->cyBlock;
2147 uint32_t const u32BlockZ = clipBox.srcz;
2148 Assert(u32BlockX * pSurfaceSrc->cxBlock == clipBox.srcx);
2149 Assert(u32BlockY * pSurfaceSrc->cyBlock == clipBox.srcy);
2150
2151 uint8_t const *pSrcBits = (uint8_t *)pMipmapLevelSrc->pSurfaceData
2152 + pMipmapLevelSrc->cbSurfacePlane * u32BlockZ
2153 + pMipmapLevelSrc->cbSurfacePitch * u32BlockY
2154 + pSurfaceSrc->cbBlock * u32BlockX;
2155
2156 if (target == GL_TEXTURE_3D)
2157 {
2158 if ( pSurfaceDst->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2159 || pSurfaceDst->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2160 || pSurfaceDst->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2161 {
2162 uint32_t const cBlocksX = (clipBox.w + pSurfaceSrc->cxBlock - 1) / pSurfaceSrc->cxBlock;
2163 uint32_t const cBlocksY = (clipBox.h + pSurfaceSrc->cyBlock - 1) / pSurfaceSrc->cyBlock;
2164 uint32_t const imageSize = cBlocksX * cBlocksY * clipBox.d * pSurfaceSrc->cbBlock;
2165 pState->ext.glCompressedTexSubImage3D(target, dest.mipmap,
2166 clipBox.x, clipBox.y, clipBox.z,
2167 clipBox.w, clipBox.h, clipBox.d,
2168 pSurfaceSrc->internalFormatGL, (GLsizei)imageSize, pSrcBits);
2169 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2170 }
2171 else
2172 {
2173 pState->ext.glTexSubImage3D(target, dest.mipmap,
2174 clipBox.x, clipBox.y, clipBox.z,
2175 clipBox.w, clipBox.h, clipBox.d,
2176 pSurfaceSrc->formatGL, pSurfaceSrc->typeGL, pSrcBits);
2177 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2178 }
2179 }
2180 else
2181 {
2182 if ( pSurfaceDst->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2183 || pSurfaceDst->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2184 || pSurfaceDst->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2185 {
2186 uint32_t const cBlocksX = (clipBox.w + pSurfaceSrc->cxBlock - 1) / pSurfaceSrc->cxBlock;
2187 uint32_t const cBlocksY = (clipBox.h + pSurfaceSrc->cyBlock - 1) / pSurfaceSrc->cyBlock;
2188 uint32_t const imageSize = cBlocksX * cBlocksY * pSurfaceSrc->cbBlock;
2189 pState->ext.glCompressedTexSubImage2D(target, dest.mipmap,
2190 clipBox.x, clipBox.y, clipBox.w, clipBox.h,
2191 pSurfaceSrc->internalFormatGL, (GLsizei)imageSize, pSrcBits);
2192 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2193 }
2194 else
2195 {
2196 glTexSubImage2D(target, dest.mipmap,
2197 clipBox.x, clipBox.y, clipBox.w, clipBox.h,
2198 pSurfaceSrc->formatGL, pSurfaceSrc->typeGL, pSrcBits);
2199 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2200 }
2201 }
2202 }
2203
2204 glBindTexture(pSurfaceDst->targetGL, 0);
2205 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2206
2207 vmsvga3dOglRestoreUnpackParams(pState, pContext, &SavedParams);
2208
2209 return VINF_SUCCESS;
2210 }
2211
2212 PVGASTATE pThis = PDMDEVINS_2_DATA(pThisCC->pDevIns, PVGASTATE);
2213 for (uint32_t i = 0; i < cCopyBoxes; i++)
2214 {
2215 SVGA3dBox destBox, srcBox;
2216
2217 srcBox.x = pBox[i].srcx;
2218 srcBox.y = pBox[i].srcy;
2219 srcBox.z = pBox[i].srcz;
2220 srcBox.w = pBox[i].w;
2221 srcBox.h = pBox[i].h;
2222 srcBox.d = pBox[i].d;
2223
2224 destBox.x = pBox[i].x;
2225 destBox.y = pBox[i].y;
2226 destBox.z = pBox[i].z;
2227 destBox.w = pBox[i].w;
2228 destBox.h = pBox[i].h;
2229 destBox.d = pBox[i].d;
2230
2231 /* No stretching is required, therefore use SVGA3D_STRETCH_BLT_POINT which translated to GL_NEAREST. */
2232 rc = vmsvga3dSurfaceStretchBlt(pThis, pThisCC, &dest, &destBox, &src, &srcBox, SVGA3D_STRETCH_BLT_POINT);
2233 AssertRCReturn(rc, rc);
2234 }
2235 return VINF_SUCCESS;
2236}
2237
2238
2239/**
2240 * Saves texture unpacking parameters and loads the specified ones.
2241 *
2242 * @param pState The VMSVGA3D state structure.
2243 * @param pContext The active context.
2244 * @param cxRow The number of pixels in a row. 0 for the entire width.
2245 * @param cyImage The height of the image in pixels. 0 for the entire height.
2246 * @param pSave Where to save stuff.
2247 */
2248void vmsvga3dOglSetUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, GLint cxRow, GLint cyImage,
2249 PVMSVGAPACKPARAMS pSave)
2250{
2251 RT_NOREF(pState);
2252
2253 /*
2254 * Save (ignore errors, setting the defaults we want and avoids restore).
2255 */
2256 pSave->iAlignment = 1;
2257 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
2258 pSave->cxRow = 0;
2259 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
2260 pSave->cyImage = 0;
2261 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_IMAGE_HEIGHT, &pSave->cyImage), pState, pContext);
2262
2263#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2264 pSave->fSwapBytes = GL_FALSE;
2265 glGetBooleanv(GL_UNPACK_SWAP_BYTES, &pSave->fSwapBytes);
2266 Assert(pSave->fSwapBytes == GL_FALSE);
2267
2268 pSave->fLsbFirst = GL_FALSE;
2269 glGetBooleanv(GL_UNPACK_LSB_FIRST, &pSave->fLsbFirst);
2270 Assert(pSave->fLsbFirst == GL_FALSE);
2271
2272 pSave->cSkipRows = 0;
2273 glGetIntegerv(GL_UNPACK_SKIP_ROWS, &pSave->cSkipRows);
2274 Assert(pSave->cSkipRows == 0);
2275
2276 pSave->cSkipPixels = 0;
2277 glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &pSave->cSkipPixels);
2278 Assert(pSave->cSkipPixels == 0);
2279
2280 pSave->cSkipImages = 0;
2281 glGetIntegerv(GL_UNPACK_SKIP_IMAGES, &pSave->cSkipImages);
2282 Assert(pSave->cSkipImages == 0);
2283
2284 VMSVGA3D_CLEAR_GL_ERRORS();
2285#endif
2286
2287 /*
2288 * Setup unpack.
2289 *
2290 * Note! We use 1 as alignment here because we currently don't do any
2291 * aligning of line pitches anywhere.
2292 */
2293 pSave->fChanged = 0;
2294 if (pSave->iAlignment != 1)
2295 {
2296 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1), pState, pContext);
2297 pSave->fChanged |= VMSVGAPACKPARAMS_ALIGNMENT;
2298 }
2299 if (pSave->cxRow != cxRow)
2300 {
2301 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, cxRow), pState, pContext);
2302 pSave->fChanged |= VMSVGAPACKPARAMS_ROW_LENGTH;
2303 }
2304 if (pSave->cyImage != cyImage)
2305 {
2306 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, cyImage), pState, pContext);
2307 pSave->fChanged |= VMSVGAPACKPARAMS_IMAGE_HEIGHT;
2308 }
2309#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2310 if (pSave->fSwapBytes != 0)
2311 {
2312 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE), pState, pContext);
2313 pSave->fChanged |= VMSVGAPACKPARAMS_SWAP_BYTES;
2314 }
2315 if (pSave->fLsbFirst != 0)
2316 {
2317 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE), pState, pContext);
2318 pSave->fChanged |= VMSVGAPACKPARAMS_LSB_FIRST;
2319 }
2320 if (pSave->cSkipRows != 0)
2321 {
2322 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, 0), pState, pContext);
2323 pSave->fChanged |= VMSVGAPACKPARAMS_SKIP_ROWS;
2324 }
2325 if (pSave->cSkipPixels != 0)
2326 {
2327 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0), pState, pContext);
2328 pSave->fChanged |= VMSVGAPACKPARAMS_SKIP_PIXELS;
2329 }
2330 if (pSave->cSkipImages != 0)
2331 {
2332 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0), pState, pContext);
2333 pSave->fChanged |= VMSVGAPACKPARAMS_SKIP_IMAGES;
2334 }
2335#endif
2336}
2337
2338
2339/**
2340 * Restores texture unpacking parameters.
2341 *
2342 * @param pState The VMSVGA3D state structure.
2343 * @param pContext The active context.
2344 * @param pSave Where stuff was saved.
2345 */
2346void vmsvga3dOglRestoreUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext,
2347 PCVMSVGAPACKPARAMS pSave)
2348{
2349 RT_NOREF(pState);
2350
2351 if (pSave->fChanged & VMSVGAPACKPARAMS_ALIGNMENT)
2352 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2353 if (pSave->fChanged & VMSVGAPACKPARAMS_ROW_LENGTH)
2354 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2355 if (pSave->fChanged & VMSVGAPACKPARAMS_IMAGE_HEIGHT)
2356 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2357#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2358 if (pSave->fChanged & VMSVGAPACKPARAMS_SWAP_BYTES)
2359 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2360 if (pSave->fChanged & VMSVGAPACKPARAMS_LSB_FIRST)
2361 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2362 if (pSave->fChanged & VMSVGAPACKPARAMS_SKIP_ROWS)
2363 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2364 if (pSave->fChanged & VMSVGAPACKPARAMS_SKIP_PIXELS)
2365 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2366 if (pSave->fChanged & VMSVGAPACKPARAMS_SKIP_IMAGES)
2367 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2368#endif
2369}
2370
2371/**
2372 * Create D3D/OpenGL texture object for the specified surface.
2373 *
2374 * Surfaces are created when needed.
2375 *
2376 * @param pThisCC The device context.
2377 * @param pContext The context.
2378 * @param idAssociatedContext Probably the same as pContext->id.
2379 * @param pSurface The surface to create the texture for.
2380 */
2381static DECLCALLBACK(int) vmsvga3dBackCreateTexture(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext,
2382 PVMSVGA3DSURFACE pSurface)
2383{
2384 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
2385
2386 RT_NOREF(idAssociatedContext);
2387
2388 LogFunc(("sid=%u\n", pSurface->id));
2389
2390 uint32_t const numMipLevels = pSurface->cLevels;
2391
2392 /* Fugure out what kind of texture we are creating. */
2393 GLenum binding;
2394 GLenum target;
2395 if (pSurface->f.s.surface1Flags & SVGA3D_SURFACE_CUBEMAP)
2396 {
2397 Assert(pSurface->cFaces == 6);
2398
2399 binding = GL_TEXTURE_BINDING_CUBE_MAP;
2400 target = GL_TEXTURE_CUBE_MAP;
2401 }
2402 else
2403 {
2404 if (pSurface->paMipmapLevels[0].mipmapSize.depth > 1)
2405 {
2406 binding = GL_TEXTURE_BINDING_3D;
2407 target = GL_TEXTURE_3D;
2408 }
2409 else
2410 {
2411 Assert(pSurface->cFaces == 1);
2412
2413 binding = GL_TEXTURE_BINDING_2D;
2414 target = GL_TEXTURE_2D;
2415 }
2416 }
2417
2418 /* All textures are created in the SharedCtx. */
2419 uint32_t idPrevCtx = pState->idActiveContext;
2420 pContext = &pState->SharedCtx;
2421 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2422
2423 glGenTextures(1, &pSurface->oglId.texture);
2424 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2425 if (pSurface->fEmulated)
2426 {
2427 glGenTextures(1, &pSurface->idEmulated);
2428 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2429 }
2430 pSurface->enmOGLResType = VMSVGA3D_OGLRESTYPE_TEXTURE;
2431
2432 GLint activeTexture = 0;
2433 glGetIntegerv(binding, &activeTexture);
2434 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2435
2436 /* Must bind texture to the current context in order to change it. */
2437 glBindTexture(target, pSurface->oglId.texture);
2438 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2439
2440 /* Set the unpacking parameters. */
2441 VMSVGAPACKPARAMS SavedParams;
2442 vmsvga3dOglSetUnpackParams(pState, pContext, 0, 0, &SavedParams);
2443
2444 /** @todo Set the mip map generation filter settings. */
2445
2446 /* Set the mipmap base and max level parameters. */
2447 glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, 0);
2448 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2449 glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, pSurface->cLevels - 1);
2450 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2451
2452 if (pSurface->fDirty)
2453 LogFunc(("sync dirty texture\n"));
2454
2455 /* Always allocate and initialize all mipmap levels; non-initialized mipmap levels used as render targets cause failures. */
2456 if (target == GL_TEXTURE_3D)
2457 {
2458 for (uint32_t i = 0; i < numMipLevels; ++i)
2459 {
2460 /* Allocate and initialize texture memory. Passing the zero filled pSurfaceData avoids
2461 * exposing random host memory to the guest and helps a with the fedora 21 surface
2462 * corruption issues (launchpad, background, search field, login).
2463 */
2464 PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->paMipmapLevels[i];
2465
2466 LogFunc(("sync dirty 3D texture mipmap level %d (pitch %x) (dirty %d)\n",
2467 i, pMipLevel->cbSurfacePitch, pMipLevel->fDirty));
2468
2469 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2470 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2471 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2472 {
2473 pState->ext.glCompressedTexImage3D(GL_TEXTURE_3D,
2474 i,
2475 pSurface->internalFormatGL,
2476 pMipLevel->mipmapSize.width,
2477 pMipLevel->mipmapSize.height,
2478 pMipLevel->mipmapSize.depth,
2479 0,
2480 pMipLevel->cbSurface,
2481 pMipLevel->pSurfaceData);
2482 }
2483 else
2484 {
2485 pState->ext.glTexImage3D(GL_TEXTURE_3D,
2486 i,
2487 pSurface->internalFormatGL,
2488 pMipLevel->mipmapSize.width,
2489 pMipLevel->mipmapSize.height,
2490 pMipLevel->mipmapSize.depth,
2491 0, /* border */
2492 pSurface->formatGL,
2493 pSurface->typeGL,
2494 pMipLevel->pSurfaceData);
2495 }
2496 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2497
2498 pMipLevel->fDirty = false;
2499 }
2500 }
2501 else if (target == GL_TEXTURE_CUBE_MAP)
2502 {
2503 for (uint32_t iFace = 0; iFace < 6; ++iFace)
2504 {
2505 GLenum const Face = vmsvga3dCubemapFaceFromIndex(iFace);
2506
2507 for (uint32_t i = 0; i < numMipLevels; ++i)
2508 {
2509 PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->paMipmapLevels[iFace * numMipLevels + i];
2510 Assert(pMipLevel->mipmapSize.width == pMipLevel->mipmapSize.height);
2511 Assert(pMipLevel->mipmapSize.depth == 1);
2512
2513 LogFunc(("sync cube texture face %d mipmap level %d (dirty %d)\n",
2514 iFace, i, pMipLevel->fDirty));
2515
2516 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2517 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2518 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2519 {
2520 pState->ext.glCompressedTexImage2D(Face,
2521 i,
2522 pSurface->internalFormatGL,
2523 pMipLevel->mipmapSize.width,
2524 pMipLevel->mipmapSize.height,
2525 0,
2526 pMipLevel->cbSurface,
2527 pMipLevel->pSurfaceData);
2528 }
2529 else
2530 {
2531 glTexImage2D(Face,
2532 i,
2533 pSurface->internalFormatGL,
2534 pMipLevel->mipmapSize.width,
2535 pMipLevel->mipmapSize.height,
2536 0,
2537 pSurface->formatGL,
2538 pSurface->typeGL,
2539 pMipLevel->pSurfaceData);
2540 }
2541 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2542
2543 pMipLevel->fDirty = false;
2544 }
2545 }
2546 }
2547 else if (target == GL_TEXTURE_2D)
2548 {
2549 for (uint32_t i = 0; i < numMipLevels; ++i)
2550 {
2551 /* Allocate and initialize texture memory. Passing the zero filled pSurfaceData avoids
2552 * exposing random host memory to the guest and helps a with the fedora 21 surface
2553 * corruption issues (launchpad, background, search field, login).
2554 */
2555 PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->paMipmapLevels[i];
2556 Assert(pMipLevel->mipmapSize.depth == 1);
2557
2558 LogFunc(("sync dirty texture mipmap level %d (pitch %x) (dirty %d)\n",
2559 i, pMipLevel->cbSurfacePitch, pMipLevel->fDirty));
2560
2561 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2562 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2563 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2564 {
2565 pState->ext.glCompressedTexImage2D(GL_TEXTURE_2D,
2566 i,
2567 pSurface->internalFormatGL,
2568 pMipLevel->mipmapSize.width,
2569 pMipLevel->mipmapSize.height,
2570 0,
2571 pMipLevel->cbSurface,
2572 pMipLevel->pSurfaceData);
2573 }
2574 else
2575 {
2576 glTexImage2D(GL_TEXTURE_2D,
2577 i,
2578 pSurface->internalFormatGL,
2579 pMipLevel->mipmapSize.width,
2580 pMipLevel->mipmapSize.height,
2581 0,
2582 pSurface->formatGL,
2583 pSurface->typeGL,
2584 NULL);
2585 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2586
2587 if (pSurface->fEmulated)
2588 {
2589 /* Bind the emulated texture and init it. */
2590 glBindTexture(GL_TEXTURE_2D, pSurface->idEmulated);
2591 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2592
2593 glTexImage2D(GL_TEXTURE_2D,
2594 i,
2595 pSurface->internalFormatGL,
2596 pMipLevel->mipmapSize.width,
2597 pMipLevel->mipmapSize.height,
2598 0,
2599 pSurface->formatGL,
2600 pSurface->typeGL,
2601 NULL);
2602 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2603 }
2604
2605 /* Fetch texture data: either to the actual or to the emulated texture.
2606 * The pSurfaceData buffer may be smaller than the entire texture
2607 * for emulated formats, in which case only part of the texture is synched.
2608 */
2609 uint32_t cBlocksX = pMipLevel->mipmapSize.width / pSurface->cxBlock;
2610 uint32_t cBlocksY = pMipLevel->mipmapSize.height / pSurface->cyBlock;
2611 glTexSubImage2D(GL_TEXTURE_2D,
2612 i,
2613 0,
2614 0,
2615 cBlocksX,
2616 cBlocksY,
2617 pSurface->formatGL,
2618 pSurface->typeGL,
2619 pMipLevel->pSurfaceData);
2620 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2621
2622 if (pSurface->fEmulated)
2623 {
2624 /* Update the actual texture using the format converter. */
2625 FormatConvUpdateTexture(pState, pContext, pSurface, i);
2626
2627 /* Rebind the actual texture. */
2628 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2629 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2630 }
2631 }
2632 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2633
2634 pMipLevel->fDirty = false;
2635 }
2636 }
2637
2638 pSurface->fDirty = false;
2639
2640 /* Restore unpacking parameters. */
2641 vmsvga3dOglRestoreUnpackParams(pState, pContext, &SavedParams);
2642
2643 /* Restore the old active texture. */
2644 glBindTexture(target, activeTexture);
2645 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2646
2647 pSurface->f.s.surface1Flags |= SVGA3D_SURFACE_HINT_TEXTURE;
2648 pSurface->targetGL = target;
2649 pSurface->bindingGL = binding;
2650
2651 if (idPrevCtx < pState->cContexts && pState->papContexts[idPrevCtx]->id == idPrevCtx)
2652 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[idPrevCtx]);
2653 return VINF_SUCCESS;
2654}
2655
2656
2657/**
2658 * Backend worker for implementing SVGA_3D_CMD_SURFACE_STRETCHBLT.
2659 *
2660 * @returns VBox status code.
2661 * @param pThis The VGA device instance.
2662 * @param pState The VMSVGA3d state.
2663 * @param pDstSurface The destination host surface.
2664 * @param uDstFace The destination face (valid).
2665 * @param uDstMipmap The destination mipmap level (valid).
2666 * @param pDstBox The destination box.
2667 * @param pSrcSurface The source host surface.
2668 * @param uSrcFace The destination face (valid).
2669 * @param uSrcMipmap The source mimap level (valid).
2670 * @param pSrcBox The source box.
2671 * @param enmMode The strecht blt mode .
2672 * @param pContext The VMSVGA3d context (already current for OGL).
2673 */
2674static DECLCALLBACK(int) vmsvga3dBackSurfaceStretchBlt(PVGASTATE pThis, PVMSVGA3DSTATE pState,
2675 PVMSVGA3DSURFACE pDstSurface, uint32_t uDstFace, uint32_t uDstMipmap, SVGA3dBox const *pDstBox,
2676 PVMSVGA3DSURFACE pSrcSurface, uint32_t uSrcFace, uint32_t uSrcMipmap, SVGA3dBox const *pSrcBox,
2677 SVGA3dStretchBltMode enmMode, PVMSVGA3DCONTEXT pContext)
2678{
2679 RT_NOREF(pThis);
2680
2681 AssertReturn( RT_BOOL(pSrcSurface->f.s.surface1Flags & SVGA3D_SURFACE_HINT_DEPTHSTENCIL)
2682 == RT_BOOL(pDstSurface->f.s.surface1Flags & SVGA3D_SURFACE_HINT_DEPTHSTENCIL), VERR_NOT_IMPLEMENTED);
2683
2684 GLenum glAttachment = GL_COLOR_ATTACHMENT0;
2685 GLbitfield glMask = GL_COLOR_BUFFER_BIT;
2686 if (pDstSurface->f.s.surface1Flags & SVGA3D_SURFACE_HINT_DEPTHSTENCIL)
2687 {
2688 /** @todo Need GL_DEPTH_STENCIL_ATTACHMENT for depth/stencil formats? */
2689 glAttachment = GL_DEPTH_ATTACHMENT;
2690 glMask = GL_DEPTH_BUFFER_BIT;
2691 }
2692
2693 /* Activate the read and draw framebuffer objects. */
2694 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
2695 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2696 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, pContext->idDrawFramebuffer);
2697 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2698
2699 /* Bind the source and destination objects to the right place. */
2700 GLenum textarget;
2701 if (pSrcSurface->targetGL == GL_TEXTURE_CUBE_MAP)
2702 textarget = vmsvga3dCubemapFaceFromIndex(uSrcFace);
2703 else
2704 {
2705 /// @todo later AssertMsg(pSrcSurface->targetGL == GL_TEXTURE_2D, ("%#x\n", pSrcSurface->targetGL));
2706 textarget = GL_TEXTURE_2D;
2707 }
2708 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, glAttachment, textarget,
2709 pSrcSurface->oglId.texture, uSrcMipmap);
2710 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2711
2712 if (pDstSurface->targetGL == GL_TEXTURE_CUBE_MAP)
2713 textarget = vmsvga3dCubemapFaceFromIndex(uDstFace);
2714 else
2715 {
2716 /// @todo later AssertMsg(pDstSurface->targetGL == GL_TEXTURE_2D, ("%#x\n", pDstSurface->targetGL));
2717 textarget = GL_TEXTURE_2D;
2718 }
2719 pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment, textarget,
2720 pDstSurface->oglId.texture, uDstMipmap);
2721 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2722
2723 Log(("src conv. (%d,%d)(%d,%d); dest conv (%d,%d)(%d,%d)\n",
2724 pSrcBox->x, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y + pSrcBox->h),
2725 pSrcBox->x + pSrcBox->w, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y),
2726 pDstBox->x, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y + pDstBox->h),
2727 pDstBox->x + pDstBox->w, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y)));
2728
2729 pState->ext.glBlitFramebuffer(pSrcBox->x,
2730 pSrcBox->y,
2731 pSrcBox->x + pSrcBox->w, /* exclusive. */
2732 pSrcBox->y + pSrcBox->h,
2733 pDstBox->x,
2734 pDstBox->y,
2735 pDstBox->x + pDstBox->w, /* exclusive. */
2736 pDstBox->y + pDstBox->h,
2737 glMask,
2738 (enmMode == SVGA3D_STRETCH_BLT_POINT) ? GL_NEAREST : GL_LINEAR);
2739 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2740
2741 /* Reset the frame buffer association */
2742 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
2743 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2744
2745 return VINF_SUCCESS;
2746}
2747
2748/**
2749 * Save texture packing parameters and loads those appropriate for the given
2750 * surface.
2751 *
2752 * @param pState The VMSVGA3D state structure.
2753 * @param pContext The active context.
2754 * @param pSurface The surface.
2755 * @param pSave Where to save stuff.
2756 */
2757void vmsvga3dOglSetPackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2758 PVMSVGAPACKPARAMS pSave)
2759{
2760 RT_NOREF(pState);
2761 /*
2762 * Save (ignore errors, setting the defaults we want and avoids restore).
2763 */
2764 pSave->iAlignment = 1;
2765 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_PACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
2766 pSave->cxRow = 0;
2767 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_PACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
2768
2769#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2770 pSave->cyImage = 0;
2771 glGetIntegerv(GL_PACK_IMAGE_HEIGHT, &pSave->cyImage);
2772 Assert(pSave->cyImage == 0);
2773
2774 pSave->fSwapBytes = GL_FALSE;
2775 glGetBooleanv(GL_PACK_SWAP_BYTES, &pSave->fSwapBytes);
2776 Assert(pSave->fSwapBytes == GL_FALSE);
2777
2778 pSave->fLsbFirst = GL_FALSE;
2779 glGetBooleanv(GL_PACK_LSB_FIRST, &pSave->fLsbFirst);
2780 Assert(pSave->fLsbFirst == GL_FALSE);
2781
2782 pSave->cSkipRows = 0;
2783 glGetIntegerv(GL_PACK_SKIP_ROWS, &pSave->cSkipRows);
2784 Assert(pSave->cSkipRows == 0);
2785
2786 pSave->cSkipPixels = 0;
2787 glGetIntegerv(GL_PACK_SKIP_PIXELS, &pSave->cSkipPixels);
2788 Assert(pSave->cSkipPixels == 0);
2789
2790 pSave->cSkipImages = 0;
2791 glGetIntegerv(GL_PACK_SKIP_IMAGES, &pSave->cSkipImages);
2792 Assert(pSave->cSkipImages == 0);
2793
2794 VMSVGA3D_CLEAR_GL_ERRORS();
2795#endif
2796
2797 /*
2798 * Setup unpack.
2799 *
2800 * Note! We use 1 as alignment here because we currently don't do any
2801 * aligning of line pitches anywhere.
2802 */
2803 NOREF(pSurface);
2804 if (pSave->iAlignment != 1)
2805 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 1), pState, pContext);
2806 if (pSave->cxRow != 0)
2807 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, 0), pState, pContext);
2808#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2809 if (pSave->cyImage != 0)
2810 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0), pState, pContext);
2811 if (pSave->fSwapBytes != 0)
2812 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE), pState, pContext);
2813 if (pSave->fLsbFirst != 0)
2814 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, GL_FALSE), pState, pContext);
2815 if (pSave->cSkipRows != 0)
2816 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, 0), pState, pContext);
2817 if (pSave->cSkipPixels != 0)
2818 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, 0), pState, pContext);
2819 if (pSave->cSkipImages != 0)
2820 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, 0), pState, pContext);
2821#endif
2822}
2823
2824
2825/**
2826 * Restores texture packing parameters.
2827 *
2828 * @param pState The VMSVGA3D state structure.
2829 * @param pContext The active context.
2830 * @param pSurface The surface.
2831 * @param pSave Where stuff was saved.
2832 */
2833void vmsvga3dOglRestorePackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2834 PCVMSVGAPACKPARAMS pSave)
2835{
2836 RT_NOREF(pState, pSurface);
2837 if (pSave->iAlignment != 1)
2838 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2839 if (pSave->cxRow != 0)
2840 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2841#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2842 if (pSave->cyImage != 0)
2843 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2844 if (pSave->fSwapBytes != 0)
2845 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2846 if (pSave->fLsbFirst != 0)
2847 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2848 if (pSave->cSkipRows != 0)
2849 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2850 if (pSave->cSkipPixels != 0)
2851 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2852 if (pSave->cSkipImages != 0)
2853 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2854#endif
2855}
2856
2857
2858/**
2859 * Backend worker for implementing SVGA_3D_CMD_SURFACE_DMA that copies one box.
2860 *
2861 * @returns Failure status code or @a rc.
2862 * @param pThis The shared VGA/VMSVGA instance data.
2863 * @param pThisCC The VGA/VMSVGA state for ring-3.
2864 * @param pState The VMSVGA3d state.
2865 * @param pSurface The host surface.
2866 * @param pMipLevel Mipmap level. The caller knows it already.
2867 * @param uHostFace The host face (valid).
2868 * @param uHostMipmap The host mipmap level (valid).
2869 * @param GuestPtr The guest pointer.
2870 * @param cbGuestPitch The guest pitch.
2871 * @param transfer The transfer direction.
2872 * @param pBox The box to copy (clipped, valid, except for guest's srcx, srcy, srcz).
2873 * @param pContext The context (for OpenGL).
2874 * @param rc The current rc for all boxes.
2875 * @param iBox The current box number (for Direct 3D).
2876 */
2877static DECLCALLBACK(int) vmsvga3dBackSurfaceDMACopyBox(PVGASTATE pThis, PVGASTATECC pThisCC, PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface,
2878 PVMSVGA3DMIPMAPLEVEL pMipLevel, uint32_t uHostFace, uint32_t uHostMipmap,
2879 SVGAGuestPtr GuestPtr, uint32_t cbGuestPitch, SVGA3dTransferType transfer,
2880 SVGA3dCopyBox const *pBox, PVMSVGA3DCONTEXT pContext, int rc, int iBox)
2881{
2882 RT_NOREF(iBox);
2883
2884 switch (pSurface->enmOGLResType)
2885 {
2886 case VMSVGA3D_OGLRESTYPE_TEXTURE:
2887 {
2888 uint32_t cbSurfacePitch;
2889 uint8_t *pDoubleBuffer;
2890 uint64_t offHst;
2891
2892 uint32_t const u32HostBlockX = pBox->x / pSurface->cxBlock;
2893 uint32_t const u32HostBlockY = pBox->y / pSurface->cyBlock;
2894 uint32_t const u32HostZ = pBox->z;
2895 Assert(u32HostBlockX * pSurface->cxBlock == pBox->x);
2896 Assert(u32HostBlockY * pSurface->cyBlock == pBox->y);
2897
2898 uint32_t const u32GuestBlockX = pBox->srcx / pSurface->cxBlock;
2899 uint32_t const u32GuestBlockY = pBox->srcy / pSurface->cyBlock;
2900 uint32_t const u32GuestZ = pBox->srcz / pSurface->cyBlock;
2901 Assert(u32GuestBlockX * pSurface->cxBlock == pBox->srcx);
2902 Assert(u32GuestBlockY * pSurface->cyBlock == pBox->srcy);
2903
2904 uint32_t const cBlocksX = (pBox->w + pSurface->cxBlock - 1) / pSurface->cxBlock;
2905 uint32_t const cBlocksY = (pBox->h + pSurface->cyBlock - 1) / pSurface->cyBlock;
2906 AssertMsgReturn(cBlocksX && cBlocksY, ("Empty box %dx%d\n", pBox->w, pBox->h), VERR_INTERNAL_ERROR);
2907
2908 GLenum texImageTarget;
2909 if (pSurface->targetGL == GL_TEXTURE_3D)
2910 {
2911 texImageTarget = GL_TEXTURE_3D;
2912 }
2913 else if (pSurface->targetGL == GL_TEXTURE_CUBE_MAP)
2914 {
2915 texImageTarget = vmsvga3dCubemapFaceFromIndex(uHostFace);
2916 }
2917 else
2918 {
2919 AssertMsg(pSurface->targetGL == GL_TEXTURE_2D, ("%#x\n", pSurface->targetGL));
2920 texImageTarget = GL_TEXTURE_2D;
2921 }
2922
2923 /* The buffer must be large enough to hold entire texture in the OpenGL format. */
2924 pDoubleBuffer = (uint8_t *)RTMemAlloc(pSurface->cbBlockGL * pMipLevel->cBlocks);
2925 AssertReturn(pDoubleBuffer, VERR_NO_MEMORY);
2926
2927 if (transfer == SVGA3D_READ_HOST_VRAM)
2928 {
2929 /* Read the entire texture to the double buffer. */
2930 GLint activeTexture;
2931
2932 /* Must bind texture to the current context in order to read it. */
2933 glGetIntegerv(pSurface->bindingGL, &activeTexture);
2934 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2935
2936 glBindTexture(pSurface->targetGL, GLTextureId(pSurface));
2937 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2938
2939 if (pSurface->fEmulated)
2940 {
2941 FormatConvReadTexture(pState, pContext, pSurface, uHostMipmap);
2942 }
2943
2944 /* Set row length and alignment of the input data. */
2945 VMSVGAPACKPARAMS SavedParams;
2946 vmsvga3dOglSetPackParams(pState, pContext, pSurface, &SavedParams);
2947
2948 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
2949 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
2950 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
2951 {
2952 pState->ext.glGetCompressedTexImage(texImageTarget, uHostMipmap, pDoubleBuffer);
2953 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2954 }
2955 else
2956 {
2957 glGetTexImage(texImageTarget, uHostMipmap, pSurface->formatGL, pSurface->typeGL, pDoubleBuffer);
2958 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2959 }
2960
2961 vmsvga3dOglRestorePackParams(pState, pContext, pSurface, &SavedParams);
2962
2963 /* Restore the old active texture. */
2964 glBindTexture(pSurface->targetGL, activeTexture);
2965 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2966
2967 offHst = u32HostBlockX * pSurface->cbBlock + u32HostBlockY * pMipLevel->cbSurfacePitch + u32HostZ * pMipLevel->cbSurfacePlane;
2968 cbSurfacePitch = pMipLevel->cbSurfacePitch;
2969 }
2970 else
2971 {
2972 /* The buffer will contain only the copied rectangle. */
2973 offHst = 0;
2974 cbSurfacePitch = cBlocksX * pSurface->cbBlock;
2975 }
2976
2977 uint64_t offGst = u32GuestBlockX * pSurface->cbBlock + u32GuestBlockY * cbGuestPitch + u32GuestZ * cbGuestPitch * pMipLevel->mipmapSize.height;
2978
2979 for (uint32_t iPlane = 0; iPlane < pBox->d; ++iPlane)
2980 {
2981 AssertBreak(offHst < UINT32_MAX);
2982 AssertBreak(offGst < UINT32_MAX);
2983
2984 rc = vmsvgaR3GmrTransfer(pThis,
2985 pThisCC,
2986 transfer,
2987 pDoubleBuffer,
2988 pMipLevel->cbSurface,
2989 (uint32_t)offHst,
2990 cbSurfacePitch,
2991 GuestPtr,
2992 (uint32_t)offGst,
2993 cbGuestPitch,
2994 cBlocksX * pSurface->cbBlock,
2995 cBlocksY);
2996 AssertRC(rc);
2997
2998 offHst += pMipLevel->cbSurfacePlane;
2999 offGst += pMipLevel->mipmapSize.height * cbGuestPitch;
3000 }
3001
3002 /* Update the opengl surface data. */
3003 if (transfer == SVGA3D_WRITE_HOST_VRAM)
3004 {
3005 GLint activeTexture = 0;
3006 glGetIntegerv(pSurface->bindingGL, &activeTexture);
3007 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
3008
3009 /* Must bind texture to the current context in order to change it. */
3010 glBindTexture(pSurface->targetGL, GLTextureId(pSurface));
3011 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
3012
3013 LogFunc(("copy texture mipmap level %d (pitch %x)\n", uHostMipmap, pMipLevel->cbSurfacePitch));
3014
3015 /* Set row length and alignment of the input data. */
3016 /* We do not need to set ROW_LENGTH to w here, because the image in pDoubleBuffer is tightly packed. */
3017 VMSVGAPACKPARAMS SavedParams;
3018 vmsvga3dOglSetUnpackParams(pState, pContext, 0, 0, &SavedParams);
3019
3020 if (texImageTarget == GL_TEXTURE_3D)
3021 {
3022 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
3023 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
3024 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
3025 {
3026 pState->ext.glCompressedTexSubImage3D(texImageTarget,
3027 uHostMipmap,
3028 pBox->x,
3029 pBox->y,
3030 pBox->z,
3031 pBox->w,
3032 pBox->h,
3033 pBox->d,
3034 pSurface->internalFormatGL,
3035 cbSurfacePitch * cBlocksY * pBox->d,
3036 pDoubleBuffer);
3037 }
3038 else
3039 {
3040 pState->ext.glTexSubImage3D(texImageTarget,
3041 uHostMipmap,
3042 u32HostBlockX,
3043 u32HostBlockY,
3044 pBox->z,
3045 cBlocksX,
3046 cBlocksY,
3047 pBox->d,
3048 pSurface->formatGL,
3049 pSurface->typeGL,
3050 pDoubleBuffer);
3051 }
3052 }
3053 else
3054 {
3055 if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
3056 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
3057 || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
3058 {
3059 pState->ext.glCompressedTexSubImage2D(texImageTarget,
3060 uHostMipmap,
3061 pBox->x,
3062 pBox->y,
3063 pBox->w,
3064 pBox->h,
3065 pSurface->internalFormatGL,
3066 cbSurfacePitch * cBlocksY,
3067 pDoubleBuffer);
3068 }
3069 else
3070 {
3071 glTexSubImage2D(texImageTarget,
3072 uHostMipmap,
3073 u32HostBlockX,
3074 u32HostBlockY,
3075 cBlocksX,
3076 cBlocksY,
3077 pSurface->formatGL,
3078 pSurface->typeGL,
3079 pDoubleBuffer);
3080 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
3081
3082 if (pSurface->fEmulated)
3083 {
3084 /* Convert the texture to the actual texture if necessary */
3085 FormatConvUpdateTexture(pState, pContext, pSurface, uHostMipmap);
3086 }
3087 }
3088 }
3089 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
3090
3091 /* Restore old values. */
3092 vmsvga3dOglRestoreUnpackParams(pState, pContext, &SavedParams);
3093
3094 /* Restore the old active texture. */
3095 glBindTexture(pSurface->targetGL, activeTexture);
3096 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
3097 }
3098
3099 Log4(("first line:\n%.*Rhxd\n", cBlocksX * pSurface->cbBlock, pDoubleBuffer));
3100
3101 /* Free the double buffer. */
3102 RTMemFree(pDoubleBuffer);
3103 break;
3104 }
3105
3106 case VMSVGA3D_OGLRESTYPE_BUFFER:
3107 {
3108 /* Buffers are uncompressed. */
3109 AssertReturn(pSurface->cxBlock == 1 && pSurface->cyBlock == 1, VERR_INTERNAL_ERROR);
3110
3111 /* Caller already clipped pBox and buffers are 1-dimensional. */
3112 Assert(pBox->y == 0 && pBox->h == 1 && pBox->z == 0 && pBox->d == 1);
3113
3114 VMSVGA3D_CLEAR_GL_ERRORS();
3115 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pSurface->oglId.buffer);
3116 if (VMSVGA3D_GL_IS_SUCCESS(pContext))
3117 {
3118 GLenum enmGlTransfer = (transfer == SVGA3D_READ_HOST_VRAM) ? GL_READ_ONLY : GL_WRITE_ONLY;
3119 uint8_t *pbData = (uint8_t *)pState->ext.glMapBuffer(GL_ARRAY_BUFFER, enmGlTransfer);
3120 if (RT_LIKELY(pbData != NULL))
3121 {
3122#if defined(VBOX_STRICT) && defined(RT_OS_DARWIN)
3123 GLint cbStrictBufSize;
3124 glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &cbStrictBufSize);
3125 Assert(VMSVGA3D_GL_IS_SUCCESS(pContext));
3126 AssertMsg(cbStrictBufSize >= (int32_t)pMipLevel->cbSurface,
3127 ("cbStrictBufSize=%#x cbSurface=%#x pContext->id=%#x\n", (uint32_t)cbStrictBufSize, pMipLevel->cbSurface, pContext->id));
3128#endif
3129 Log(("Lock %s memory for rectangle (%d,%d)(%d,%d)\n",
3130 (pSurface->f.s.surface1Flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_VERTEXBUFFER ? "vertex" :
3131 (pSurface->f.s.surface1Flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_INDEXBUFFER ? "index" : "buffer",
3132 pBox->x, pBox->y, pBox->x + pBox->w, pBox->y + pBox->h));
3133
3134 /* The caller already copied the data to the pMipLevel->pSurfaceData buffer, see VMSVGA3DSURFACE_NEEDS_DATA. */
3135 uint32_t const offHst = pBox->x * pSurface->cbBlock;
3136 uint32_t const cbWidth = pBox->w * pSurface->cbBlock;
3137
3138 memcpy(pbData + offHst, (uint8_t *)pMipLevel->pSurfaceData + offHst, cbWidth);
3139
3140 Log4(("Buffer updated at [0x%x;0x%x):\n%.*Rhxd\n", offHst, offHst + cbWidth, cbWidth, (uint8_t *)pbData + offHst));
3141
3142 pState->ext.glUnmapBuffer(GL_ARRAY_BUFFER);
3143 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3144 }
3145 else
3146 VMSVGA3D_GL_GET_AND_COMPLAIN(pState, pContext, ("glMapBuffer(GL_ARRAY_BUFFER, %#x) -> NULL\n", enmGlTransfer));
3147 }
3148 else
3149 VMSVGA3D_GL_COMPLAIN(pState, pContext, ("glBindBuffer(GL_ARRAY_BUFFER, %#x)\n", pSurface->oglId.buffer));
3150 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
3151 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3152 break;
3153 }
3154
3155 default:
3156 AssertFailed();
3157 break;
3158 }
3159
3160 return rc;
3161}
3162
3163static DECLCALLBACK(int) vmsvga3dBackGenerateMipmaps(PVGASTATECC pThisCC, uint32_t sid, SVGA3dTextureFilter filter)
3164{
3165 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
3166 PVMSVGA3DSURFACE pSurface;
3167 int rc = VINF_SUCCESS;
3168 PVMSVGA3DCONTEXT pContext;
3169 uint32_t cid;
3170 GLint activeTexture = 0;
3171
3172 AssertReturn(pState, VERR_NO_MEMORY);
3173
3174 rc = vmsvga3dSurfaceFromSid(pState, sid, &pSurface);
3175 AssertRCReturn(rc, rc);
3176
3177 Assert(filter != SVGA3D_TEX_FILTER_FLATCUBIC);
3178 Assert(filter != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
3179 pSurface->autogenFilter = filter;
3180
3181 LogFunc(("sid=%u filter=%d\n", sid, filter));
3182
3183 cid = SVGA3D_INVALID_ID;
3184 pContext = &pState->SharedCtx;
3185 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3186
3187 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
3188 {
3189 /* Unknown surface type; turn it into a texture. */
3190 LogFunc(("unknown src surface id=%x type=%d format=%d -> create texture\n", sid, pSurface->f.s.surface1Flags, pSurface->format));
3191 rc = vmsvga3dBackCreateTexture(pThisCC, pContext, cid, pSurface);
3192 AssertRCReturn(rc, rc);
3193 }
3194 else
3195 {
3196 /** @todo new filter */
3197 AssertFailed();
3198 }
3199
3200 glGetIntegerv(pSurface->bindingGL, &activeTexture);
3201 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3202
3203 /* Must bind texture to the current context in order to change it. */
3204 glBindTexture(pSurface->targetGL, pSurface->oglId.texture);
3205 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3206
3207 /* Generate the mip maps. */
3208 pState->ext.glGenerateMipmap(pSurface->targetGL);
3209 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3210
3211 /* Restore the old texture. */
3212 glBindTexture(pSurface->targetGL, activeTexture);
3213 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3214
3215 return VINF_SUCCESS;
3216}
3217
3218
3219#ifdef RT_OS_LINUX
3220/**
3221 * X11 event handling thread.
3222 *
3223 * @returns VINF_SUCCESS (ignored)
3224 * @param hThreadSelf thread handle
3225 * @param pvUser pointer to pState structure
3226 */
3227static DECLCALLBACK(int) vmsvga3dXEventThread(RTTHREAD hThreadSelf, void *pvUser)
3228{
3229 RT_NOREF(hThreadSelf);
3230 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pvUser;
3231 while (!pState->bTerminate)
3232 {
3233 while (XPending(pState->display) > 0)
3234 {
3235 XEvent event;
3236 XNextEvent(pState->display, &event);
3237
3238 switch (event.type)
3239 {
3240 default:
3241 break;
3242 }
3243 }
3244 /* sleep for 16ms to not burn too many cycles */
3245 RTThreadSleep(16);
3246 }
3247 return VINF_SUCCESS;
3248}
3249#endif // RT_OS_LINUX
3250
3251
3252/**
3253 * Create a new 3d context
3254 *
3255 * @returns VBox status code.
3256 * @param pThisCC The VGA/VMSVGA state for ring-3.
3257 * @param cid Context id
3258 * @param fFlags VMSVGA3D_DEF_CTX_F_XXX.
3259 */
3260int vmsvga3dContextDefineOgl(PVGASTATECC pThisCC, uint32_t cid, uint32_t fFlags)
3261{
3262 int rc;
3263 PVMSVGA3DCONTEXT pContext;
3264 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
3265
3266 AssertReturn(pState, VERR_NO_MEMORY);
3267 AssertReturn( cid < SVGA3D_MAX_CONTEXT_IDS
3268 || (cid == VMSVGA3D_SHARED_CTX_ID && (fFlags & VMSVGA3D_DEF_CTX_F_SHARED_CTX)), VERR_INVALID_PARAMETER);
3269#if !defined(VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE) || !(defined(RT_OS_DARWIN))
3270 AssertReturn(!(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE), VERR_INTERNAL_ERROR_3);
3271#endif
3272
3273 Log(("vmsvga3dContextDefine id %x\n", cid));
3274
3275 if (cid == VMSVGA3D_SHARED_CTX_ID)
3276 pContext = &pState->SharedCtx;
3277 else
3278 {
3279 if (cid >= pState->cContexts)
3280 {
3281 /* Grow the array. */
3282 uint32_t cNew = RT_ALIGN(cid + 15, 16);
3283 void *pvNew = RTMemRealloc(pState->papContexts, sizeof(pState->papContexts[0]) * cNew);
3284 AssertReturn(pvNew, VERR_NO_MEMORY);
3285 pState->papContexts = (PVMSVGA3DCONTEXT *)pvNew;
3286 while (pState->cContexts < cNew)
3287 {
3288 pContext = (PVMSVGA3DCONTEXT)RTMemAllocZ(sizeof(*pContext));
3289 AssertReturn(pContext, VERR_NO_MEMORY);
3290 pContext->id = SVGA3D_INVALID_ID;
3291 pState->papContexts[pState->cContexts++] = pContext;
3292 }
3293 }
3294 /* If one already exists with this id, then destroy it now. */
3295 if (pState->papContexts[cid]->id != SVGA3D_INVALID_ID)
3296 vmsvga3dBackContextDestroy(pThisCC, cid);
3297
3298 pContext = pState->papContexts[cid];
3299 }
3300
3301 /*
3302 * Find or create the shared context if needed (necessary for sharing e.g. textures between contexts).
3303 */
3304 PVMSVGA3DCONTEXT pSharedCtx = NULL;
3305 if (!(fFlags & (VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_SHARED_CTX)))
3306 {
3307 pSharedCtx = &pState->SharedCtx;
3308 if (pSharedCtx->id != VMSVGA3D_SHARED_CTX_ID)
3309 {
3310 rc = vmsvga3dContextDefineOgl(pThisCC, VMSVGA3D_SHARED_CTX_ID, VMSVGA3D_DEF_CTX_F_SHARED_CTX);
3311 AssertLogRelRCReturn(rc, rc);
3312
3313 /* Create resources which use the shared context. */
3314 vmsvga3dOnSharedContextDefine(pState);
3315 }
3316 }
3317
3318 /*
3319 * Initialize the context.
3320 */
3321 memset(pContext, 0, sizeof(*pContext));
3322 pContext->id = cid;
3323 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTextures); i++)
3324 pContext->aSidActiveTextures[i] = SVGA3D_INVALID_ID;
3325
3326 pContext->state.shidVertex = SVGA3D_INVALID_ID;
3327 pContext->state.shidPixel = SVGA3D_INVALID_ID;
3328 pContext->idFramebuffer = OPENGL_INVALID_ID;
3329 pContext->idReadFramebuffer = OPENGL_INVALID_ID;
3330 pContext->idDrawFramebuffer = OPENGL_INVALID_ID;
3331
3332 rc = ShaderContextCreate(&pContext->pShaderContext);
3333 AssertRCReturn(rc, rc);
3334
3335 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->state.aRenderTargets); i++)
3336 pContext->state.aRenderTargets[i] = SVGA3D_INVALID_ID;
3337
3338#ifdef RT_OS_WINDOWS
3339 /* Create a context window with minimal 4x4 size. We will never use the swapchain
3340 * to present the rendered image. Rendered images from the guest will be copied to
3341 * the VMSVGA SCREEN object, which can be either an offscreen render target or
3342 * system memory in the guest VRAM.
3343 */
3344 rc = vmsvga3dContextWindowCreate(pState->hInstance, pState->pWindowThread, pState->WndRequestSem, &pContext->hwnd);
3345 AssertRCReturn(rc, rc);
3346
3347 pContext->hdc = GetDC(pContext->hwnd);
3348 AssertMsgReturn(pContext->hdc, ("GetDC %x failed with %d\n", pContext->hwnd, GetLastError()), VERR_INTERNAL_ERROR);
3349
3350 PIXELFORMATDESCRIPTOR pfd = {
3351 sizeof(PIXELFORMATDESCRIPTOR), /* size of this pfd */
3352 1, /* version number */
3353 PFD_DRAW_TO_WINDOW | /* support window */
3354 PFD_SUPPORT_OPENGL, /* support OpenGL */
3355 PFD_TYPE_RGBA, /* RGBA type */
3356 24, /* 24-bit color depth */
3357 0, 0, 0, 0, 0, 0, /* color bits ignored */
3358 8, /* alpha buffer */
3359 0, /* shift bit ignored */
3360 0, /* no accumulation buffer */
3361 0, 0, 0, 0, /* accum bits ignored */
3362 16, /* set depth buffer */
3363 16, /* set stencil buffer */
3364 0, /* no auxiliary buffer */
3365 PFD_MAIN_PLANE, /* main layer */
3366 0, /* reserved */
3367 0, 0, 0 /* layer masks ignored */
3368 };
3369 int pixelFormat;
3370 BOOL ret;
3371
3372 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3373 /** @todo is this really necessary?? */
3374 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3375 AssertMsgReturn(pixelFormat != 0, ("ChoosePixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3376
3377 ret = SetPixelFormat(pContext->hdc, pixelFormat, &pfd);
3378 AssertMsgReturn(ret == TRUE, ("SetPixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3379
3380 pContext->hglrc = wglCreateContext(pContext->hdc);
3381 AssertMsgReturn(pContext->hglrc, ("wglCreateContext %x failed with %d\n", pContext->hdc, GetLastError()), VERR_INTERNAL_ERROR);
3382
3383 if (pSharedCtx)
3384 {
3385 ret = wglShareLists(pSharedCtx->hglrc, pContext->hglrc);
3386 AssertMsg(ret == TRUE, ("wglShareLists(%p, %p) failed with %d\n", pSharedCtx->hglrc, pContext->hglrc, GetLastError()));
3387 }
3388
3389#elif defined(RT_OS_DARWIN)
3390 pContext->fOtherProfile = RT_BOOL(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
3391
3392 NativeNSOpenGLContextRef pShareContext = pSharedCtx ? pSharedCtx->cocoaContext : NULL;
3393 vmsvga3dCocoaCreateViewAndContext(&pContext->cocoaView, &pContext->cocoaContext,
3394 NULL,
3395 4, 4,
3396 pShareContext, pContext->fOtherProfile);
3397
3398#else
3399 if (pState->display == NULL)
3400 {
3401 /* get an X display and make sure we have glX 1.3 */
3402 pState->display = XOpenDisplay(0);
3403 AssertLogRelMsgReturn(pState->display, ("XOpenDisplay failed"), VERR_INTERNAL_ERROR);
3404 int glxMajor, glxMinor;
3405 Bool ret = glXQueryVersion(pState->display, &glxMajor, &glxMinor);
3406 AssertLogRelMsgReturn(ret && glxMajor == 1 && glxMinor >= 3, ("glX >=1.3 not present"), VERR_INTERNAL_ERROR);
3407 /* start our X event handling thread */
3408 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dXEventThread, pState, 0, RTTHREADTYPE_GUI, RTTHREADFLAGS_WAITABLE, "VMSVGA3DXEVENT");
3409 AssertLogRelMsgReturn(RT_SUCCESS(rc), ("Async IO Thread creation for 3d window handling failed rc=%Rrc\n", rc), rc);
3410 }
3411
3412 Window defaultRootWindow = XDefaultRootWindow(pState->display);
3413 /* Create a small 4x4 window required for GL context. */
3414 int attrib[] =
3415 {
3416 GLX_RGBA,
3417 GLX_RED_SIZE, 1,
3418 GLX_GREEN_SIZE, 1,
3419 GLX_BLUE_SIZE, 1,
3420 //GLX_ALPHA_SIZE, 1, this flips the bbos screen
3421 GLX_DOUBLEBUFFER,
3422 None
3423 };
3424 XVisualInfo *vi = glXChooseVisual(pState->display, DefaultScreen(pState->display), attrib);
3425 AssertLogRelMsgReturn(vi, ("glXChooseVisual failed"), VERR_INTERNAL_ERROR);
3426 XSetWindowAttributes swa;
3427 swa.colormap = XCreateColormap(pState->display, defaultRootWindow, vi->visual, AllocNone);
3428 AssertLogRelMsgReturn(swa.colormap, ("XCreateColormap failed"), VERR_INTERNAL_ERROR);
3429 swa.border_pixel = 0;
3430 swa.background_pixel = 0;
3431 swa.event_mask = StructureNotifyMask;
3432 unsigned long flags = CWBorderPixel | CWBackPixel | CWColormap | CWEventMask;
3433 pContext->window = XCreateWindow(pState->display, defaultRootWindow,
3434 0, 0, 4, 4,
3435 0, vi->depth, InputOutput,
3436 vi->visual, flags, &swa);
3437 AssertLogRelMsgReturn(pContext->window, ("XCreateWindow failed"), VERR_INTERNAL_ERROR);
3438
3439 /* The window is hidden by default and never mapped, because we only render offscreen and never present to it. */
3440
3441 GLXContext shareContext = pSharedCtx ? pSharedCtx->glxContext : NULL;
3442 pContext->glxContext = glXCreateContext(pState->display, vi, shareContext, GL_TRUE);
3443 XFree(vi);
3444 AssertLogRelMsgReturn(pContext->glxContext, ("glXCreateContext failed"), VERR_INTERNAL_ERROR);
3445#endif
3446
3447 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3448
3449 /* NULL during the first PowerOn call. */
3450 if (pState->ext.glGenFramebuffers)
3451 {
3452 /* Create a framebuffer object for this context. */
3453 pState->ext.glGenFramebuffers(1, &pContext->idFramebuffer);
3454 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3455
3456 /* Bind the object to the framebuffer target. */
3457 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
3458 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3459
3460 /* Create read and draw framebuffer objects for this context. */
3461 pState->ext.glGenFramebuffers(1, &pContext->idReadFramebuffer);
3462 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3463
3464 pState->ext.glGenFramebuffers(1, &pContext->idDrawFramebuffer);
3465 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3466
3467 }
3468#if 0
3469 /** @todo move to shader lib!!! */
3470 /* Clear the screen */
3471 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3472
3473 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
3474 glClearIndex(0);
3475 glClearDepth(1);
3476 glClearStencil(0xffff);
3477 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
3478 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
3479 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
3480 if (pState->ext.glProvokingVertex)
3481 pState->ext.glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
3482 /** @todo move to shader lib!!! */
3483#endif
3484 return VINF_SUCCESS;
3485}
3486
3487#if defined(RT_OS_LINUX)
3488/*
3489 * HW accelerated graphics output.
3490 */
3491
3492/**
3493 * VMSVGA3d screen data.
3494 *
3495 * Allocated on the heap and pointed to by VMSVGASCREENOBJECT::pHwScreen.
3496 */
3497typedef struct VMSVGAHWSCREEN
3498{
3499 /* OpenGL context, which is used for the screen updates. */
3500 GLXContext glxctx;
3501
3502 /* The overlay window. */
3503 Window xwindow;
3504
3505 /* The RGBA texture which hold the screen content. */
3506 GLuint idScreenTexture;
3507
3508 /* Read and draw framebuffer objects for copying a surface to the screen texture. */
3509 GLuint idReadFramebuffer;
3510 GLuint idDrawFramebuffer;
3511} VMSVGAHWSCREEN;
3512
3513/* Send a notification to the UI. */
3514#if 0 /* Unused */
3515static int vmsvga3dDrvNotifyHwScreen(PVGASTATECC pThisCC, VBOX3D_NOTIFY_TYPE enmNotification,
3516 uint32_t idScreen, Pixmap pixmap, void *pvData, size_t cbData)
3517{
3518 uint8_t au8Buffer[128];
3519 AssertLogRelMsgReturn(cbData <= sizeof(au8Buffer) - sizeof(VBOX3DNOTIFY),
3520 ("cbData %zu", cbData),
3521 VERR_INVALID_PARAMETER);
3522
3523 VBOX3DNOTIFY *p = (VBOX3DNOTIFY *)&au8Buffer[0];
3524 p->enmNotification = enmNotification;
3525 p->iDisplay = idScreen;
3526 p->u32Reserved = 0;
3527 p->cbData = cbData + sizeof(uint64_t);
3528 /* au8Data consists of a 64 bit pixmap handle followed by notification specific data. */
3529 AssertCompile(sizeof(pixmap) <= sizeof(uint64_t));
3530 *(uint64_t *)&p->au8Data[0] = (uint64_t)pixmap;
3531 memcpy(&p->au8Data[sizeof(uint64_t)], pvData, cbData);
3532
3533 int rc = pThisCC->pDrv->pfn3DNotifyProcess(pThisCC->pDrv, p);
3534 return rc;
3535}
3536#endif /* Unused */
3537
3538static void vmsvga3dDrvNotifyHwOverlay(PVGASTATECC pThisCC, VBOX3D_NOTIFY_TYPE enmNotification, uint32_t idScreen)
3539{
3540 uint8_t au8Buffer[128];
3541 VBOX3DNOTIFY *p = (VBOX3DNOTIFY *)&au8Buffer[0];
3542 p->enmNotification = enmNotification;
3543 p->iDisplay = idScreen;
3544 p->u32Reserved = 0;
3545 p->cbData = sizeof(uint64_t);
3546 *(uint64_t *)&p->au8Data[0] = 0;
3547
3548 pThisCC->pDrv->pfn3DNotifyProcess(pThisCC->pDrv, p);
3549}
3550
3551/* Get X Window handle of the UI Framebuffer window. */
3552static int vmsvga3dDrvQueryWindow(PVGASTATECC pThisCC, uint32_t idScreen, Window *pWindow)
3553{
3554 uint8_t au8Buffer[128];
3555 VBOX3DNOTIFY *p = (VBOX3DNOTIFY *)&au8Buffer[0];
3556 p->enmNotification = VBOX3D_NOTIFY_TYPE_HW_OVERLAY_GET_ID;
3557 p->iDisplay = idScreen;
3558 p->u32Reserved = 0;
3559 p->cbData = sizeof(uint64_t);
3560 *(uint64_t *)&p->au8Data[0] = 0;
3561
3562 int rc = pThisCC->pDrv->pfn3DNotifyProcess(pThisCC->pDrv, p);
3563 if (RT_SUCCESS(rc))
3564 {
3565 *pWindow = (Window)*(uint64_t *)&p->au8Data[0];
3566 }
3567 return rc;
3568}
3569
3570static int ctxErrorHandler(Display *dpy, XErrorEvent *ev)
3571{
3572 RT_NOREF(dpy);
3573 LogRel4(("VMSVGA: XError %d\n", (int)ev->error_code));
3574 return 0;
3575}
3576
3577/* Create an overlay X window for the HW accelerated screen. */
3578static int vmsvga3dHwScreenCreate(PVMSVGA3DSTATE pState, Window parentWindow, unsigned int cWidth, unsigned int cHeight, VMSVGAHWSCREEN *p)
3579{
3580 int (*oldHandler)(Display*, XErrorEvent*) = XSetErrorHandler(&ctxErrorHandler);
3581
3582 int rc = VINF_SUCCESS;
3583
3584 XWindowAttributes parentAttr;
3585 if (XGetWindowAttributes(pState->display, parentWindow, &parentAttr) == 0)
3586 return VERR_INVALID_PARAMETER;
3587
3588 int const idxParentScreen = XScreenNumberOfScreen(parentAttr.screen);
3589
3590 /*
3591 * Create a new GL context, which will be used for copying to the screen.
3592 */
3593
3594 /* FBConfig attributes for the overlay window. */
3595 static int const aConfigAttribList[] =
3596 {
3597 GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT, // Must support GLX windows
3598 GLX_DOUBLEBUFFER, False, // Double buffering had a much lower performance.
3599 GLX_RED_SIZE, 8, // True color RGB with 8 bits per channel.
3600 GLX_GREEN_SIZE, 8,
3601 GLX_BLUE_SIZE, 8,
3602 GLX_ALPHA_SIZE, 8,
3603 GLX_STENCIL_SIZE, 0, // No stencil buffer
3604 GLX_DEPTH_SIZE, 0, // No depth buffer
3605 None
3606 };
3607
3608 /* Find a suitable FB config. */
3609 int cConfigs = 0;
3610 GLXFBConfig *paConfigs = glXChooseFBConfig(pState->display, idxParentScreen, aConfigAttribList, &cConfigs);
3611 LogRel4(("VMSVGA: vmsvga3dHwScreenCreate: paConfigs %p cConfigs %d\n", (void *)paConfigs, cConfigs));
3612 if (paConfigs)
3613 {
3614 XVisualInfo *vi = NULL;
3615 int i = 0;
3616 for (; i < cConfigs; ++i)
3617 {
3618 /* Use XFree to free the data returned in the previous iteration of this loop. */
3619 if (vi)
3620 XFree(vi);
3621
3622 vi = glXGetVisualFromFBConfig(pState->display, paConfigs[i]);
3623 if (!vi)
3624 continue;
3625
3626 LogRel4(("VMSVGA: vmsvga3dHwScreenCreate: %p vid %lu screen %d depth %d r %lu g %lu b %lu clrmap %d bitsperrgb %d\n",
3627 (void *)vi->visual, vi->visualid, vi->screen, vi->depth,
3628 vi->red_mask, vi->green_mask, vi->blue_mask, vi->colormap_size, vi->bits_per_rgb));
3629
3630 /* Same screen as the parent window. */
3631 if (vi->screen != idxParentScreen)
3632 continue;
3633
3634 /* Search for 32 bits per pixel. */
3635 if (vi->depth != 32)
3636 continue;
3637
3638 /* 8 bits per color component is enough. */
3639 if (vi->bits_per_rgb != 8)
3640 continue;
3641
3642 /* Render to pixmap. */
3643 int value = 0;
3644 glXGetFBConfigAttrib(pState->display, paConfigs[i], GLX_DRAWABLE_TYPE, &value);
3645 if (!(value & GLX_WINDOW_BIT))
3646 continue;
3647
3648 /* This FB config can be used. */
3649 break;
3650 }
3651
3652 if (i < cConfigs)
3653 {
3654 /* Found a suitable config with index i. */
3655
3656 /* Create an overlay window. */
3657 XSetWindowAttributes swa;
3658 RT_ZERO(swa);
3659
3660 swa.colormap = XCreateColormap(pState->display, parentWindow, vi->visual, AllocNone);
3661 AssertLogRelMsg(swa.colormap, ("XCreateColormap failed"));
3662 swa.border_pixel = 0;
3663 swa.background_pixel = 0;
3664 swa.event_mask = StructureNotifyMask;
3665 swa.override_redirect = 1;
3666 unsigned long const swaAttrs = CWBorderPixel | CWBackPixel | CWColormap | CWEventMask | CWOverrideRedirect;
3667 p->xwindow = XCreateWindow(pState->display, parentWindow,
3668 0, 0, cWidth, cHeight, 0, vi->depth, InputOutput,
3669 vi->visual, swaAttrs, &swa);
3670 LogRel4(("VMSVGA: vmsvga3dHwScreenCreate: p->xwindow %ld\n", p->xwindow));
3671 if (p->xwindow)
3672 {
3673
3674 p->glxctx = glXCreateContext(pState->display, vi, pState->SharedCtx.glxContext, GL_TRUE);
3675 LogRel4(("VMSVGA: vmsvga3dHwScreenCreate: p->glxctx %p\n", (void *)p->glxctx));
3676 if (p->glxctx)
3677 {
3678 XMapWindow(pState->display, p->xwindow);
3679 }
3680 else
3681 {
3682 LogRel4(("VMSVGA: vmsvga3dHwScreenCreate: glXCreateContext failed\n"));
3683 rc = VERR_NOT_SUPPORTED;
3684 }
3685 }
3686 else
3687 {
3688 LogRel4(("VMSVGA: vmsvga3dHwScreenCreate: XCreateWindow failed\n"));
3689 rc = VERR_NOT_SUPPORTED;
3690 }
3691
3692 XSync(pState->display, False);
3693 }
3694 else
3695 {
3696 /* A suitable config is not found. */
3697 LogRel4(("VMSVGA: vmsvga3dHwScreenCreate: no FBConfig\n"));
3698 rc = VERR_NOT_SUPPORTED;
3699 }
3700
3701 if (vi)
3702 XFree(vi);
3703
3704 /* "Use XFree to free the memory returned by glXChooseFBConfig." */
3705 XFree(paConfigs);
3706 }
3707 else
3708 {
3709 /* glXChooseFBConfig failed. */
3710 rc = VERR_NOT_SUPPORTED;
3711 }
3712
3713 XSetErrorHandler(oldHandler);
3714 return rc;
3715}
3716
3717/* Destroy a HW accelerated screen. */
3718static void vmsvga3dHwScreenDestroy(PVMSVGA3DSTATE pState, VMSVGAHWSCREEN *p)
3719{
3720 if (p)
3721 {
3722 LogRel4(("VMSVGA: vmsvga3dHwScreenDestroy: p->xwindow %ld, ctx %p\n", p->xwindow, (void *)p->glxctx));
3723 if (p->glxctx)
3724 {
3725 /* GLX context is changed here, so other code has to set the appropriate context again. */
3726 VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
3727
3728 glXMakeCurrent(pState->display, p->xwindow, p->glxctx);
3729
3730 /* Clean up OpenGL. */
3731 if (p->idReadFramebuffer != OPENGL_INVALID_ID)
3732 pState->ext.glDeleteFramebuffers(1, &p->idReadFramebuffer);
3733 if (p->idDrawFramebuffer != OPENGL_INVALID_ID)
3734 pState->ext.glDeleteFramebuffers(1, &p->idDrawFramebuffer);
3735 if (p->idScreenTexture != OPENGL_INVALID_ID)
3736 glDeleteTextures(1, &p->idScreenTexture);
3737
3738 glXMakeCurrent(pState->display, None, NULL);
3739
3740 glXDestroyContext(pState->display, p->glxctx);
3741 }
3742
3743 if (p->xwindow)
3744 XDestroyWindow(pState->display, p->xwindow);
3745
3746 RT_ZERO(*p);
3747 }
3748}
3749
3750#define GLCHECK() \
3751 do { \
3752 int glErr = glGetError(); \
3753 if (glErr != GL_NO_ERROR) LogRel4(("VMSVGA: GL error 0x%x @%d\n", glErr, __LINE__)); \
3754 } while(0)
3755
3756static DECLCALLBACK(int) vmsvga3dBackDefineScreen(PVGASTATE pThis, PVGASTATECC pThisCC, VMSVGASCREENOBJECT *pScreen)
3757{
3758 LogRel4(("VMSVGA: vmsvga3dBackDefineScreen: screen %u\n", pScreen->idScreen));
3759
3760 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
3761 AssertReturn(pState, VERR_NOT_SUPPORTED);
3762
3763 if (!pThis->svga.f3DOverlayEnabled)
3764 return VERR_NOT_SUPPORTED;
3765
3766 Assert(pScreen->pHwScreen == NULL);
3767
3768 VMSVGAHWSCREEN *p = (VMSVGAHWSCREEN *)RTMemAllocZ(sizeof(VMSVGAHWSCREEN));
3769 AssertPtrReturn(p, VERR_NO_MEMORY);
3770
3771 /* Query the parent window ID from the UI framebuffer.
3772 * If it is there then
3773 * the device will create a texture for the screen content and an overlay window to present the screen content.
3774 * otherwise
3775 * the device will use the guest VRAM system memory for the screen content.
3776 */
3777 Window parentWindow;
3778 int rc = vmsvga3dDrvQueryWindow(pThisCC, pScreen->idScreen, &parentWindow);
3779 if (RT_SUCCESS(rc))
3780 {
3781 /* Create the hardware accelerated screen. */
3782 rc = vmsvga3dHwScreenCreate(pState, parentWindow, pScreen->cWidth, pScreen->cHeight, p);
3783 if (RT_SUCCESS(rc))
3784 {
3785 /*
3786 * Setup the OpenGL context of the screen. The context will be used to draw on the screen.
3787 */
3788
3789 /* GLX context is changed here, so other code has to set the appropriate context again. */
3790 VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
3791
3792 Bool const fSuccess = glXMakeCurrent(pState->display, p->xwindow, p->glxctx);
3793 if (fSuccess)
3794 {
3795 /* Set GL state. */
3796 glClearColor(0, 0, 0, 1);
3797 glEnable(GL_TEXTURE_2D);
3798 glDisable(GL_DEPTH_TEST);
3799 glDisable(GL_CULL_FACE);
3800
3801 /* The RGBA texture which hold the screen content. */
3802 glGenTextures(1, &p->idScreenTexture); GLCHECK();
3803 glBindTexture(GL_TEXTURE_2D, p->idScreenTexture); GLCHECK();
3804 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); GLCHECK();
3805 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); GLCHECK();
3806 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, pScreen->cWidth, pScreen->cHeight, 0,
3807 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); GLCHECK();
3808
3809 /* Create read and draw framebuffer objects for this screen. */
3810 pState->ext.glGenFramebuffers(1, &p->idReadFramebuffer); GLCHECK();
3811 pState->ext.glGenFramebuffers(1, &p->idDrawFramebuffer); GLCHECK();
3812
3813 /* Work in screen coordinates. */
3814 glMatrixMode(GL_MODELVIEW);
3815 glLoadIdentity();
3816 glOrtho(0, pScreen->cWidth, 0, pScreen->cHeight, -1, 1);
3817 glMatrixMode(GL_PROJECTION);
3818 glLoadIdentity();
3819
3820 /* Clear the texture. */
3821 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, p->idDrawFramebuffer); GLCHECK();
3822 pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
3823 p->idScreenTexture, 0); GLCHECK();
3824
3825 glClear(GL_COLOR_BUFFER_BIT);
3826
3827 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); GLCHECK();
3828
3829 glXMakeCurrent(pState->display, None, NULL);
3830
3831 XSync(pState->display, False);
3832
3833 vmsvga3dDrvNotifyHwOverlay(pThisCC, VBOX3D_NOTIFY_TYPE_HW_OVERLAY_CREATED, pScreen->idScreen);
3834 }
3835 else
3836 {
3837 LogRel4(("VMSVGA: vmsvga3dBackDefineScreen: failed to set current context\n"));
3838 rc = VERR_NOT_SUPPORTED;
3839 }
3840 }
3841 }
3842 else
3843 {
3844 LogRel4(("VMSVGA: vmsvga3dBackDefineScreen: no framebuffer\n"));
3845 }
3846
3847 if (RT_SUCCESS(rc))
3848 {
3849 LogRel(("VMSVGA: Using HW accelerated screen %u\n", pScreen->idScreen));
3850 pScreen->pHwScreen = p;
3851 }
3852 else
3853 {
3854 LogRel4(("VMSVGA: vmsvga3dBackDefineScreen: %Rrc\n", rc));
3855 vmsvga3dHwScreenDestroy(pState, p);
3856 RTMemFree(p);
3857 }
3858
3859 return rc;
3860}
3861
3862static DECLCALLBACK(int) vmsvga3dBackDestroyScreen(PVGASTATECC pThisCC, VMSVGASCREENOBJECT *pScreen)
3863{
3864 LogRel4(("VMSVGA: vmsvga3dBackDestroyScreen: screen %u\n", pScreen->idScreen));
3865
3866 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
3867 AssertReturn(pState, VERR_NOT_SUPPORTED);
3868
3869 int (*oldHandler)(Display*, XErrorEvent*) = XSetErrorHandler(&ctxErrorHandler);
3870
3871 VMSVGAHWSCREEN *p = pScreen->pHwScreen;
3872 if (p)
3873 {
3874 pScreen->pHwScreen = NULL;
3875
3876 vmsvga3dDrvNotifyHwOverlay(pThisCC, VBOX3D_NOTIFY_TYPE_HW_OVERLAY_DESTROYED, pScreen->idScreen);
3877
3878 vmsvga3dHwScreenDestroy(pState, p);
3879 RTMemFree(p);
3880 }
3881
3882 XSetErrorHandler(oldHandler);
3883
3884 return VINF_SUCCESS;
3885}
3886
3887/* Blit a surface to the GLX pixmap. */
3888static DECLCALLBACK(int) vmsvga3dBackSurfaceBlitToScreen(PVGASTATECC pThisCC, VMSVGASCREENOBJECT *pScreen,
3889 SVGASignedRect destRect, SVGA3dSurfaceImageId srcImage,
3890 SVGASignedRect srcRect, uint32_t cRects, SVGASignedRect *paRects)
3891{
3892 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
3893 AssertReturn(pState, VERR_NOT_SUPPORTED);
3894
3895 VMSVGAHWSCREEN *p = pScreen->pHwScreen;
3896 AssertReturn(p, VERR_NOT_SUPPORTED);
3897
3898 PVMSVGA3DSURFACE pSurface;
3899 int rc = vmsvga3dSurfaceFromSid(pState, srcImage.sid, &pSurface);
3900 AssertRCReturn(rc, rc);
3901
3902 if (!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurface))
3903 {
3904 LogFunc(("src sid=%u flags=0x%x format=%d -> create texture\n", srcImage.sid, pSurface->f.s.surface1Flags, pSurface->format));
3905 rc = vmsvga3dBackCreateTexture(pThisCC, &pState->SharedCtx, VMSVGA3D_SHARED_CTX_ID, pSurface);
3906 AssertRCReturn(rc, rc);
3907 }
3908
3909 AssertReturn(pSurface->enmOGLResType == VMSVGA3D_OGLRESTYPE_TEXTURE, VERR_NOT_SUPPORTED);
3910
3911 PVMSVGA3DMIPMAPLEVEL pMipLevel;
3912 rc = vmsvga3dMipmapLevel(pSurface, srcImage.face, srcImage.mipmap, &pMipLevel);
3913 AssertRCReturn(rc, rc);
3914
3915 /** @todo Implement. */
3916 RT_NOREF(cRects, paRects);
3917
3918 /* GLX context is changed here, so other code has to set appropriate context again. */
3919 VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
3920
3921 int (*oldHandler)(Display*, XErrorEvent*) = XSetErrorHandler(&ctxErrorHandler);
3922
3923 Bool fSuccess = glXMakeCurrent(pState->display, p->xwindow, p->glxctx);
3924 if (fSuccess)
3925 {
3926 /* Activate the read and draw framebuffer objects. */
3927 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, p->idReadFramebuffer); GLCHECK();
3928 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, p->idDrawFramebuffer); GLCHECK();
3929
3930 /* Bind the source and destination objects to the right place. */
3931 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
3932 pSurface->oglId.texture, 0); GLCHECK();
3933 pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
3934 p->idScreenTexture, 0); GLCHECK();
3935
3936 pState->ext.glBlitFramebuffer(srcRect.left,
3937 srcRect.top,
3938 srcRect.right,
3939 srcRect.bottom,
3940 destRect.left,
3941 destRect.top,
3942 destRect.right,
3943 destRect.bottom,
3944 GL_COLOR_BUFFER_BIT,
3945 GL_NEAREST); GLCHECK();
3946
3947 /* Reset the frame buffer association */
3948 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, 0); GLCHECK();
3949
3950 /* Update the overlay window. */
3951 glClear(GL_COLOR_BUFFER_BIT);
3952
3953 glBindTexture(GL_TEXTURE_2D, p->idScreenTexture); GLCHECK();
3954
3955 GLint const w = pScreen->cWidth;
3956 GLint const h = pScreen->cHeight;
3957
3958 glBegin(GL_QUADS);
3959 glTexCoord2f(0.0f, 0.0f); glVertex2i(0, h);
3960 glTexCoord2f(0.0f, 1.0f); glVertex2i(0, 0);
3961 glTexCoord2f(1.0f, 1.0f); glVertex2i(w, 0);
3962 glTexCoord2f(1.0f, 0.0f); glVertex2i(w, h);
3963 glEnd(); GLCHECK();
3964
3965 glBindTexture(GL_TEXTURE_2D, 0); GLCHECK();
3966
3967 glXMakeCurrent(pState->display, None, NULL);
3968 }
3969 else
3970 {
3971 LogRel4(("VMSVGA: vmsvga3dBackSurfaceBlitToScreen: screen %u, glXMakeCurrent for pixmap failed\n", pScreen->idScreen));
3972 }
3973
3974 XSetErrorHandler(oldHandler);
3975
3976 return VINF_SUCCESS;
3977}
3978
3979#else /* !RT_OS_LINUX */
3980
3981static DECLCALLBACK(int) vmsvga3dBackDefineScreen(PVGASTATE pThis, PVGASTATECC pThisCC, VMSVGASCREENOBJECT *pScreen)
3982{
3983 RT_NOREF(pThis, pThisCC, pScreen);
3984 return VERR_NOT_IMPLEMENTED;
3985}
3986
3987static DECLCALLBACK(int) vmsvga3dBackDestroyScreen(PVGASTATECC pThisCC, VMSVGASCREENOBJECT *pScreen)
3988{
3989 RT_NOREF(pThisCC, pScreen);
3990 return VERR_NOT_IMPLEMENTED;
3991}
3992
3993static DECLCALLBACK(int) vmsvga3dBackSurfaceBlitToScreen(PVGASTATECC pThisCC, VMSVGASCREENOBJECT *pScreen,
3994 SVGASignedRect destRect, SVGA3dSurfaceImageId srcImage,
3995 SVGASignedRect srcRect, uint32_t cRects, SVGASignedRect *paRects)
3996{
3997 RT_NOREF(pThisCC, pScreen, destRect, srcImage, srcRect, cRects, paRects);
3998 return VERR_NOT_IMPLEMENTED;
3999}
4000#endif
4001
4002/**
4003 * Create a new 3d context
4004 *
4005 * @returns VBox status code.
4006 * @param pThisCC The VGA/VMSVGA state for ring-3.
4007 * @param cid Context id
4008 */
4009static DECLCALLBACK(int) vmsvga3dBackContextDefine(PVGASTATECC pThisCC, uint32_t cid)
4010{
4011 return vmsvga3dContextDefineOgl(pThisCC, cid, 0/*fFlags*/);
4012}
4013
4014/**
4015 * Destroys a 3d context.
4016 *
4017 * @returns VBox status code.
4018 * @param pThisCC The VGA/VMSVGA state for ring-3.
4019 * @param pContext The context to destroy.
4020 * @param cid Context id
4021 */
4022static int vmsvga3dContextDestroyOgl(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext, uint32_t cid)
4023{
4024 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
4025 AssertReturn(pState, VERR_NO_MEMORY);
4026 AssertReturn(pContext, VERR_INVALID_PARAMETER);
4027 AssertReturn(pContext->id == cid, VERR_INVALID_PARAMETER);
4028 Log(("vmsvga3dContextDestroyOgl id %x\n", cid));
4029
4030 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4031
4032 if (pContext->id == VMSVGA3D_SHARED_CTX_ID)
4033 {
4034 /* Delete resources which use the shared context. */
4035 vmsvga3dOnSharedContextDestroy(pState);
4036 }
4037
4038 /* Destroy all leftover pixel shaders. */
4039 for (uint32_t i = 0; i < pContext->cPixelShaders; i++)
4040 {
4041 if (pContext->paPixelShader[i].id != SVGA3D_INVALID_ID)
4042 vmsvga3dBackShaderDestroy(pThisCC, pContext->paPixelShader[i].cid, pContext->paPixelShader[i].id, pContext->paPixelShader[i].type);
4043 }
4044 if (pContext->paPixelShader)
4045 RTMemFree(pContext->paPixelShader);
4046
4047 /* Destroy all leftover vertex shaders. */
4048 for (uint32_t i = 0; i < pContext->cVertexShaders; i++)
4049 {
4050 if (pContext->paVertexShader[i].id != SVGA3D_INVALID_ID)
4051 vmsvga3dBackShaderDestroy(pThisCC, pContext->paVertexShader[i].cid, pContext->paVertexShader[i].id, pContext->paVertexShader[i].type);
4052 }
4053 if (pContext->paVertexShader)
4054 RTMemFree(pContext->paVertexShader);
4055
4056 if (pContext->state.paVertexShaderConst)
4057 RTMemFree(pContext->state.paVertexShaderConst);
4058 if (pContext->state.paPixelShaderConst)
4059 RTMemFree(pContext->state.paPixelShaderConst);
4060
4061 if (pContext->pShaderContext)
4062 {
4063 int rc = ShaderContextDestroy(pContext->pShaderContext);
4064 AssertRC(rc);
4065 }
4066
4067 if (pContext->idFramebuffer != OPENGL_INVALID_ID)
4068 {
4069 /* Unbind the object from the framebuffer target. */
4070 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, 0 /* back buffer */);
4071 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4072 pState->ext.glDeleteFramebuffers(1, &pContext->idFramebuffer);
4073 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4074
4075 if (pContext->idReadFramebuffer != OPENGL_INVALID_ID)
4076 {
4077 pState->ext.glDeleteFramebuffers(1, &pContext->idReadFramebuffer);
4078 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4079 }
4080 if (pContext->idDrawFramebuffer != OPENGL_INVALID_ID)
4081 {
4082 pState->ext.glDeleteFramebuffers(1, &pContext->idDrawFramebuffer);
4083 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4084 }
4085 }
4086
4087 vmsvga3dBackOcclusionQueryDelete(pThisCC, pContext);
4088
4089#ifdef RT_OS_WINDOWS
4090 wglMakeCurrent(pContext->hdc, NULL);
4091 wglDeleteContext(pContext->hglrc);
4092 ReleaseDC(pContext->hwnd, pContext->hdc);
4093
4094 /* Destroy the window we've created. */
4095 int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_DESTROYWINDOW, (WPARAM)pContext->hwnd, 0);
4096 AssertRC(rc);
4097#elif defined(RT_OS_DARWIN)
4098 vmsvga3dCocoaDestroyViewAndContext(pContext->cocoaView, pContext->cocoaContext);
4099#elif defined(RT_OS_LINUX)
4100 glXMakeCurrent(pState->display, None, NULL);
4101 glXDestroyContext(pState->display, pContext->glxContext);
4102 XDestroyWindow(pState->display, pContext->window);
4103#endif
4104
4105 memset(pContext, 0, sizeof(*pContext));
4106 pContext->id = SVGA3D_INVALID_ID;
4107
4108 VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
4109 return VINF_SUCCESS;
4110}
4111
4112/**
4113 * Destroy an existing 3d context
4114 *
4115 * @returns VBox status code.
4116 * @param pThisCC The VGA/VMSVGA state for ring-3.
4117 * @param cid Context id
4118 */
4119static DECLCALLBACK(int) vmsvga3dBackContextDestroy(PVGASTATECC pThisCC, uint32_t cid)
4120{
4121 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
4122 AssertReturn(pState, VERR_WRONG_ORDER);
4123
4124 /*
4125 * Resolve the context and hand it to the common worker function.
4126 */
4127 if ( cid < pState->cContexts
4128 && pState->papContexts[cid]->id == cid)
4129 return vmsvga3dContextDestroyOgl(pThisCC, pState->papContexts[cid], cid);
4130
4131 AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER);
4132 return VINF_SUCCESS;
4133}
4134
4135/**
4136 * Worker for vmsvga3dBackChangeMode that resizes a context.
4137 *
4138 * @param pState The VMSVGA3d state.
4139 * @param pContext The context.
4140 */
4141static void vmsvga3dChangeModeOneContext(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
4142{
4143 RT_NOREF(pState, pContext);
4144 /* Do nothing. The window is not used for presenting. */
4145}
4146
4147/* Handle resize */
4148static DECLCALLBACK(int) vmsvga3dBackChangeMode(PVGASTATECC pThisCC)
4149{
4150 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
4151 AssertReturn(pState, VERR_NO_MEMORY);
4152
4153 /* Resize the shared context too. */
4154 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
4155 vmsvga3dChangeModeOneContext(pState, &pState->SharedCtx);
4156
4157 /* Resize all active contexts. */
4158 for (uint32_t i = 0; i < pState->cContexts; i++)
4159 {
4160 PVMSVGA3DCONTEXT pContext = pState->papContexts[i];
4161 if (pContext->id != SVGA3D_INVALID_ID)
4162 vmsvga3dChangeModeOneContext(pState, pContext);
4163 }
4164
4165 return VINF_SUCCESS;
4166}
4167
4168
4169static DECLCALLBACK(int) vmsvga3dBackSetTransform(PVGASTATECC pThisCC, uint32_t cid, SVGA3dTransformType type, float matrix[16])
4170{
4171 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
4172 AssertReturn(pState, VERR_NO_MEMORY);
4173 bool fModelViewChanged = false;
4174
4175 Log(("vmsvga3dSetTransform cid=%u %s\n", cid, vmsvgaTransformToString(type)));
4176
4177 ASSERT_GUEST_RETURN((unsigned)type < SVGA3D_TRANSFORM_MAX, VERR_INVALID_PARAMETER);
4178
4179 PVMSVGA3DCONTEXT pContext;
4180 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
4181 AssertRCReturn(rc, rc);
4182
4183 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4184
4185 /* Save this matrix for vm state save/restore. */
4186 pContext->state.aTransformState[type].fValid = true;
4187 memcpy(pContext->state.aTransformState[type].matrix, matrix, sizeof(pContext->state.aTransformState[type].matrix));
4188 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_TRANSFORM;
4189
4190 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)));
4191 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)));
4192 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)));
4193 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)));
4194
4195 switch (type)
4196 {
4197 case SVGA3D_TRANSFORM_VIEW:
4198 /* View * World = Model View */
4199 glMatrixMode(GL_MODELVIEW);
4200 glLoadMatrixf(matrix);
4201 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].fValid)
4202 glMultMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].matrix);
4203 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4204 fModelViewChanged = true;
4205 break;
4206
4207 case SVGA3D_TRANSFORM_PROJECTION:
4208 {
4209 rc = ShaderTransformProjection(pContext->state.RectViewPort.w, pContext->state.RectViewPort.h, matrix, false /* fPretransformed */);
4210 AssertRCReturn(rc, rc);
4211 break;
4212 }
4213
4214 case SVGA3D_TRANSFORM_TEXTURE0:
4215 glMatrixMode(GL_TEXTURE);
4216 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4217 glLoadMatrixf(matrix);
4218 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4219 break;
4220
4221 case SVGA3D_TRANSFORM_TEXTURE1:
4222 case SVGA3D_TRANSFORM_TEXTURE2:
4223 case SVGA3D_TRANSFORM_TEXTURE3:
4224 case SVGA3D_TRANSFORM_TEXTURE4:
4225 case SVGA3D_TRANSFORM_TEXTURE5:
4226 case SVGA3D_TRANSFORM_TEXTURE6:
4227 case SVGA3D_TRANSFORM_TEXTURE7:
4228 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_TEXTUREx transform!!\n"));
4229 return VERR_INVALID_PARAMETER;
4230
4231 case SVGA3D_TRANSFORM_WORLD:
4232 /* View * World = Model View */
4233 glMatrixMode(GL_MODELVIEW);
4234 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid)
4235 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
4236 else
4237 glLoadIdentity();
4238 glMultMatrixf(matrix);
4239 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4240 fModelViewChanged = true;
4241 break;
4242
4243 case SVGA3D_TRANSFORM_WORLD1:
4244 case SVGA3D_TRANSFORM_WORLD2:
4245 case SVGA3D_TRANSFORM_WORLD3:
4246 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_WORLDx transform!!\n"));
4247 return VERR_INVALID_PARAMETER;
4248
4249 default:
4250 Log(("vmsvga3dSetTransform: unknown type!!\n"));
4251 return VERR_INVALID_PARAMETER;
4252 }
4253
4254 /* Apparently we need to reset the light and clip data after modifying the modelview matrix. */
4255 if (fModelViewChanged)
4256 {
4257 /* Reprogram the clip planes. */
4258 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aClipPlane); j++)
4259 {
4260 if (pContext->state.aClipPlane[j].fValid == true)
4261 vmsvga3dBackSetClipPlane(pThisCC, cid, j, pContext->state.aClipPlane[j].plane);
4262 }
4263
4264 /* Reprogram the light data. */
4265 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aLightData); j++)
4266 {
4267 if (pContext->state.aLightData[j].fValidData == true)
4268 vmsvga3dBackSetLightData(pThisCC, cid, j, &pContext->state.aLightData[j].data);
4269 }
4270 }
4271
4272 return VINF_SUCCESS;
4273}
4274
4275static DECLCALLBACK(int) vmsvga3dBackSetZRange(PVGASTATECC pThisCC, uint32_t cid, SVGA3dZRange zRange)
4276{
4277 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
4278 AssertReturn(pState, VERR_NO_MEMORY);
4279
4280 Log(("vmsvga3dSetZRange cid=%u min=%d max=%d\n", cid, (uint32_t)(zRange.min * 100.0), (uint32_t)(zRange.max * 100.0)));
4281
4282 PVMSVGA3DCONTEXT pContext;
4283 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
4284 AssertRCReturn(rc, rc);
4285
4286 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4287
4288 pContext->state.zRange = zRange;
4289 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_ZRANGE;
4290
4291 if (zRange.min < -1.0)
4292 zRange.min = -1.0;
4293 if (zRange.max > 1.0)
4294 zRange.max = 1.0;
4295
4296 glDepthRange((GLdouble)zRange.min, (GLdouble)zRange.max);
4297 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4298 return VINF_SUCCESS;
4299}
4300
4301/**
4302 * Convert SVGA blend op value to its OpenGL equivalent
4303 */
4304static GLenum vmsvga3dBlendOp2GL(uint32_t blendOp)
4305{
4306 switch (blendOp)
4307 {
4308 case SVGA3D_BLENDOP_ZERO:
4309 return GL_ZERO;
4310 case SVGA3D_BLENDOP_ONE:
4311 return GL_ONE;
4312 case SVGA3D_BLENDOP_SRCCOLOR:
4313 return GL_SRC_COLOR;
4314 case SVGA3D_BLENDOP_INVSRCCOLOR:
4315 return GL_ONE_MINUS_SRC_COLOR;
4316 case SVGA3D_BLENDOP_SRCALPHA:
4317 return GL_SRC_ALPHA;
4318 case SVGA3D_BLENDOP_INVSRCALPHA:
4319 return GL_ONE_MINUS_SRC_ALPHA;
4320 case SVGA3D_BLENDOP_DESTALPHA:
4321 return GL_DST_ALPHA;
4322 case SVGA3D_BLENDOP_INVDESTALPHA:
4323 return GL_ONE_MINUS_DST_ALPHA;
4324 case SVGA3D_BLENDOP_DESTCOLOR:
4325 return GL_DST_COLOR;
4326 case SVGA3D_BLENDOP_INVDESTCOLOR:
4327 return GL_ONE_MINUS_DST_COLOR;
4328 case SVGA3D_BLENDOP_SRCALPHASAT:
4329 return GL_SRC_ALPHA_SATURATE;
4330 case SVGA3D_BLENDOP_BLENDFACTOR:
4331 return GL_CONSTANT_COLOR;
4332 case SVGA3D_BLENDOP_INVBLENDFACTOR:
4333 return GL_ONE_MINUS_CONSTANT_COLOR;
4334 default:
4335 AssertFailed();
4336 return GL_ONE;
4337 }
4338}
4339
4340static GLenum vmsvga3dBlendEquation2GL(uint32_t blendEq)
4341{
4342 switch (blendEq)
4343 {
4344 case SVGA3D_BLENDEQ_ADD:
4345 return GL_FUNC_ADD;
4346 case SVGA3D_BLENDEQ_SUBTRACT:
4347 return GL_FUNC_SUBTRACT;
4348 case SVGA3D_BLENDEQ_REVSUBTRACT:
4349 return GL_FUNC_REVERSE_SUBTRACT;
4350 case SVGA3D_BLENDEQ_MINIMUM:
4351 return GL_MIN;
4352 case SVGA3D_BLENDEQ_MAXIMUM:
4353 return GL_MAX;
4354 default:
4355 /* SVGA3D_BLENDEQ_INVALID means that the render state has not been set, therefore use default. */
4356 AssertMsg(blendEq == SVGA3D_BLENDEQ_INVALID, ("blendEq=%d (%#x)\n", blendEq, blendEq));
4357 return GL_FUNC_ADD;
4358 }
4359}
4360
4361static GLenum vmsvgaCmpFunc2GL(uint32_t cmpFunc)
4362{
4363 switch (cmpFunc)
4364 {
4365 case SVGA3D_CMP_NEVER:
4366 return GL_NEVER;
4367 case SVGA3D_CMP_LESS:
4368 return GL_LESS;
4369 case SVGA3D_CMP_EQUAL:
4370 return GL_EQUAL;
4371 case SVGA3D_CMP_LESSEQUAL:
4372 return GL_LEQUAL;
4373 case SVGA3D_CMP_GREATER:
4374 return GL_GREATER;
4375 case SVGA3D_CMP_NOTEQUAL:
4376 return GL_NOTEQUAL;
4377 case SVGA3D_CMP_GREATEREQUAL:
4378 return GL_GEQUAL;
4379 case SVGA3D_CMP_ALWAYS:
4380 return GL_ALWAYS;
4381 default:
4382 Assert(cmpFunc == SVGA3D_CMP_INVALID);
4383 return GL_LESS;
4384 }
4385}
4386
4387static GLenum vmsvgaStencipOp2GL(uint32_t stencilOp)
4388{
4389 switch (stencilOp)
4390 {
4391 case SVGA3D_STENCILOP_KEEP:
4392 return GL_KEEP;
4393 case SVGA3D_STENCILOP_ZERO:
4394 return GL_ZERO;
4395 case SVGA3D_STENCILOP_REPLACE:
4396 return GL_REPLACE;
4397 case SVGA3D_STENCILOP_INCRSAT:
4398 return GL_INCR_WRAP;
4399 case SVGA3D_STENCILOP_DECRSAT:
4400 return GL_DECR_WRAP;
4401 case SVGA3D_STENCILOP_INVERT:
4402 return GL_INVERT;
4403 case SVGA3D_STENCILOP_INCR:
4404 return GL_INCR;
4405 case SVGA3D_STENCILOP_DECR:
4406 return GL_DECR;
4407 default:
4408 Assert(stencilOp == SVGA3D_STENCILOP_INVALID);
4409 return GL_KEEP;
4410 }
4411}
4412
4413static DECLCALLBACK(int) vmsvga3dBackSetRenderState(PVGASTATECC pThisCC, uint32_t cid, uint32_t cRenderStates, SVGA3dRenderState *pRenderState)
4414{
4415 uint32_t val = UINT32_MAX; /* Shut up MSC. */
4416 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
4417 AssertReturn(pState, VERR_NO_MEMORY);
4418
4419 Log(("vmsvga3dSetRenderState cid=%u cRenderStates=%d\n", cid, cRenderStates));
4420
4421 PVMSVGA3DCONTEXT pContext;
4422 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
4423 AssertRCReturn(rc, rc);
4424
4425 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4426
4427 for (unsigned i = 0; i < cRenderStates; i++)
4428 {
4429 GLenum enableCap = ~(GLenum)0;
4430 Log(("vmsvga3dSetRenderState: cid=%u state=%s (%d) val=%x\n", cid, vmsvga3dGetRenderStateName(pRenderState[i].state), pRenderState[i].state, pRenderState[i].uintValue));
4431 /* Save the render state for vm state saving. */
4432 ASSERT_GUEST_RETURN((unsigned)pRenderState[i].state < SVGA3D_RS_MAX, VERR_INVALID_PARAMETER);
4433 pContext->state.aRenderState[pRenderState[i].state] = pRenderState[i];
4434
4435 switch (pRenderState[i].state)
4436 {
4437 case SVGA3D_RS_ZENABLE: /* SVGA3dBool */
4438 enableCap = GL_DEPTH_TEST;
4439 val = pRenderState[i].uintValue;
4440 break;
4441
4442 case SVGA3D_RS_ZWRITEENABLE: /* SVGA3dBool */
4443 glDepthMask(!!pRenderState[i].uintValue);
4444 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4445 break;
4446
4447 case SVGA3D_RS_ALPHATESTENABLE: /* SVGA3dBool */
4448 enableCap = GL_ALPHA_TEST;
4449 val = pRenderState[i].uintValue;
4450 break;
4451
4452 case SVGA3D_RS_DITHERENABLE: /* SVGA3dBool */
4453 enableCap = GL_DITHER;
4454 val = pRenderState[i].uintValue;
4455 break;
4456
4457 case SVGA3D_RS_FOGENABLE: /* SVGA3dBool */
4458 enableCap = GL_FOG;
4459 val = pRenderState[i].uintValue;
4460 break;
4461
4462 case SVGA3D_RS_SPECULARENABLE: /* SVGA3dBool */
4463 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
4464 break;
4465
4466 case SVGA3D_RS_LIGHTINGENABLE: /* SVGA3dBool */
4467 enableCap = GL_LIGHTING;
4468 val = pRenderState[i].uintValue;
4469 break;
4470
4471 case SVGA3D_RS_NORMALIZENORMALS: /* SVGA3dBool */
4472 /* not applicable */
4473 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
4474 break;
4475
4476 case SVGA3D_RS_POINTSPRITEENABLE: /* SVGA3dBool */
4477 enableCap = GL_POINT_SPRITE_ARB;
4478 val = pRenderState[i].uintValue;
4479 break;
4480
4481 case SVGA3D_RS_POINTSIZE: /* float */
4482 /** @todo we need to apply scaling for point sizes below the min or above the max; see Wine) */
4483 if (pRenderState[i].floatValue < pState->caps.flPointSize[0])
4484 pRenderState[i].floatValue = pState->caps.flPointSize[0];
4485 if (pRenderState[i].floatValue > pState->caps.flPointSize[1])
4486 pRenderState[i].floatValue = pState->caps.flPointSize[1];
4487
4488 glPointSize(pRenderState[i].floatValue);
4489 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4490 Log(("SVGA3D_RS_POINTSIZE: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
4491 break;
4492
4493 case SVGA3D_RS_POINTSIZEMIN: /* float */
4494 pState->ext.glPointParameterf(GL_POINT_SIZE_MIN, pRenderState[i].floatValue);
4495 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4496 Log(("SVGA3D_RS_POINTSIZEMIN: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
4497 break;
4498
4499 case SVGA3D_RS_POINTSIZEMAX: /* float */
4500 pState->ext.glPointParameterf(GL_POINT_SIZE_MAX, pRenderState[i].floatValue);
4501 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4502 Log(("SVGA3D_RS_POINTSIZEMAX: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
4503 break;
4504
4505 case SVGA3D_RS_POINTSCALEENABLE: /* SVGA3dBool */
4506 case SVGA3D_RS_POINTSCALE_A: /* float */
4507 case SVGA3D_RS_POINTSCALE_B: /* float */
4508 case SVGA3D_RS_POINTSCALE_C: /* float */
4509 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
4510 break;
4511
4512 case SVGA3D_RS_AMBIENT: /* SVGA3dColor */
4513 {
4514 GLfloat color[4]; /* red, green, blue, alpha */
4515
4516 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
4517
4518 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color);
4519 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4520 break;
4521 }
4522
4523 case SVGA3D_RS_CLIPPLANEENABLE: /* SVGA3dClipPlanes */
4524 {
4525 for (uint32_t j = 0; j < SVGA3D_NUM_CLIPPLANES; j++)
4526 {
4527 if (pRenderState[i].uintValue & RT_BIT(j))
4528 glEnable(GL_CLIP_PLANE0 + j);
4529 else
4530 glDisable(GL_CLIP_PLANE0 + j);
4531 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4532 }
4533 break;
4534 }
4535
4536 case SVGA3D_RS_FOGCOLOR: /* SVGA3dColor */
4537 {
4538 GLfloat color[4]; /* red, green, blue, alpha */
4539
4540 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
4541
4542 glFogfv(GL_FOG_COLOR, color);
4543 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4544 break;
4545 }
4546
4547 case SVGA3D_RS_FOGSTART: /* float */
4548 glFogf(GL_FOG_START, pRenderState[i].floatValue);
4549 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4550 break;
4551
4552 case SVGA3D_RS_FOGEND: /* float */
4553 glFogf(GL_FOG_END, pRenderState[i].floatValue);
4554 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4555 break;
4556
4557 case SVGA3D_RS_FOGDENSITY: /* float */
4558 glFogf(GL_FOG_DENSITY, pRenderState[i].floatValue);
4559 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4560 break;
4561
4562 case SVGA3D_RS_RANGEFOGENABLE: /* SVGA3dBool */
4563 glFogi(GL_FOG_COORD_SRC, (pRenderState[i].uintValue) ? GL_FOG_COORD : GL_FRAGMENT_DEPTH);
4564 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4565 break;
4566
4567 case SVGA3D_RS_FOGMODE: /* SVGA3dFogMode */
4568 {
4569 SVGA3dFogMode mode;
4570 mode.uintValue = pRenderState[i].uintValue;
4571
4572 enableCap = GL_FOG_MODE;
4573 switch (mode.function)
4574 {
4575 case SVGA3D_FOGFUNC_EXP:
4576 val = GL_EXP;
4577 break;
4578 case SVGA3D_FOGFUNC_EXP2:
4579 val = GL_EXP2;
4580 break;
4581 case SVGA3D_FOGFUNC_LINEAR:
4582 val = GL_LINEAR;
4583 break;
4584 default:
4585 AssertMsgFailedReturn(("Unexpected fog function %d\n", mode.function), VERR_INTERNAL_ERROR);
4586 break;
4587 }
4588
4589 /** @todo how to switch between vertex and pixel fog modes??? */
4590 Assert(mode.type == SVGA3D_FOGTYPE_PIXEL);
4591#if 0
4592 /* The fog type determines the render state. */
4593 switch (mode.type)
4594 {
4595 case SVGA3D_FOGTYPE_VERTEX:
4596 renderState = D3DRS_FOGVERTEXMODE;
4597 break;
4598 case SVGA3D_FOGTYPE_PIXEL:
4599 renderState = D3DRS_FOGTABLEMODE;
4600 break;
4601 default:
4602 AssertMsgFailedReturn(("Unexpected fog type %d\n", mode.type), VERR_INTERNAL_ERROR);
4603 break;
4604 }
4605#endif
4606
4607 /* Set the fog base to depth or range. */
4608 switch (mode.base)
4609 {
4610 case SVGA3D_FOGBASE_DEPTHBASED:
4611 glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
4612 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4613 break;
4614 case SVGA3D_FOGBASE_RANGEBASED:
4615 glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
4616 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4617 break;
4618 default:
4619 /* ignore */
4620 AssertMsgFailed(("Unexpected fog base %d\n", mode.base));
4621 break;
4622 }
4623 break;
4624 }
4625
4626 case SVGA3D_RS_FILLMODE: /* SVGA3dFillMode */
4627 {
4628 SVGA3dFillMode mode;
4629
4630 mode.uintValue = pRenderState[i].uintValue;
4631
4632 switch (mode.mode)
4633 {
4634 case SVGA3D_FILLMODE_POINT:
4635 val = GL_POINT;
4636 break;
4637 case SVGA3D_FILLMODE_LINE:
4638 val = GL_LINE;
4639 break;
4640 case SVGA3D_FILLMODE_FILL:
4641 val = GL_FILL;
4642 break;
4643 default:
4644 AssertMsgFailedReturn(("Unexpected fill mode %d\n", mode.mode), VERR_INTERNAL_ERROR);
4645 break;
4646 }
4647 /* Only front and back faces. Also recent Mesa guest drivers initialize the 'face' to zero. */
4648 ASSERT_GUEST(mode.face == SVGA3D_FACE_FRONT_BACK || mode.face == SVGA3D_FACE_INVALID);
4649 glPolygonMode(GL_FRONT_AND_BACK, val);
4650 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4651 break;
4652 }
4653
4654 case SVGA3D_RS_SHADEMODE: /* SVGA3dShadeMode */
4655 switch (pRenderState[i].uintValue)
4656 {
4657 case SVGA3D_SHADEMODE_FLAT:
4658 val = GL_FLAT;
4659 break;
4660
4661 case SVGA3D_SHADEMODE_SMOOTH:
4662 val = GL_SMOOTH;
4663 break;
4664
4665 default:
4666 AssertMsgFailedReturn(("Unexpected shade mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
4667 break;
4668 }
4669
4670 glShadeModel(val);
4671 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4672 break;
4673
4674 case SVGA3D_RS_LINEPATTERN: /* SVGA3dLinePattern */
4675 /* No longer supported by d3d; mesagl comments suggest not all backends support it */
4676 /** @todo */
4677 Log(("WARNING: SVGA3D_RS_LINEPATTERN %x not supported!!\n", pRenderState[i].uintValue));
4678 /*
4679 renderState = D3DRS_LINEPATTERN;
4680 val = pRenderState[i].uintValue;
4681 */
4682 break;
4683
4684 case SVGA3D_RS_ANTIALIASEDLINEENABLE: /* SVGA3dBool */
4685 enableCap = GL_LINE_SMOOTH;
4686 val = pRenderState[i].uintValue;
4687 break;
4688
4689 case SVGA3D_RS_LINEWIDTH: /* float */
4690 glLineWidth(pRenderState[i].floatValue);
4691 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4692 break;
4693
4694 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
4695 {
4696 /* Refresh the blending state based on the new enable setting.
4697 * This will take existing states and set them using either glBlend* or glBlend*Separate.
4698 */
4699 static SVGA3dRenderStateName const saRefreshState[] =
4700 {
4701 SVGA3D_RS_SRCBLEND,
4702 SVGA3D_RS_BLENDEQUATION
4703 };
4704 SVGA3dRenderState renderstate[RT_ELEMENTS(saRefreshState)];
4705 for (uint32_t j = 0; j < RT_ELEMENTS(saRefreshState); ++j)
4706 {
4707 renderstate[j].state = saRefreshState[j];
4708 renderstate[j].uintValue = pContext->state.aRenderState[saRefreshState[j]].uintValue;
4709 }
4710
4711 rc = vmsvga3dBackSetRenderState(pThisCC, cid, 2, renderstate);
4712 AssertRCReturn(rc, rc);
4713
4714 if (pContext->state.aRenderState[SVGA3D_RS_BLENDENABLE].uintValue != 0)
4715 continue; /* Ignore if blend is enabled */
4716 /* Apply SVGA3D_RS_SEPARATEALPHABLENDENABLE as SVGA3D_RS_BLENDENABLE */
4717 } RT_FALL_THRU();
4718
4719 case SVGA3D_RS_BLENDENABLE: /* SVGA3dBool */
4720 enableCap = GL_BLEND;
4721 val = pRenderState[i].uintValue;
4722 break;
4723
4724 case SVGA3D_RS_SRCBLENDALPHA: /* SVGA3dBlendOp */
4725 case SVGA3D_RS_DSTBLENDALPHA: /* SVGA3dBlendOp */
4726 case SVGA3D_RS_SRCBLEND: /* SVGA3dBlendOp */
4727 case SVGA3D_RS_DSTBLEND: /* SVGA3dBlendOp */
4728 {
4729 GLint srcRGB, srcAlpha, dstRGB, dstAlpha;
4730 GLint blendop = vmsvga3dBlendOp2GL(pRenderState[i].uintValue);
4731
4732 glGetIntegerv(GL_BLEND_SRC_RGB, &srcRGB);
4733 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4734 glGetIntegerv(GL_BLEND_DST_RGB, &dstRGB);
4735 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4736 glGetIntegerv(GL_BLEND_DST_ALPHA, &dstAlpha);
4737 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4738 glGetIntegerv(GL_BLEND_SRC_ALPHA, &srcAlpha);
4739 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4740
4741 switch (pRenderState[i].state)
4742 {
4743 case SVGA3D_RS_SRCBLEND:
4744 srcRGB = blendop;
4745 break;
4746 case SVGA3D_RS_DSTBLEND:
4747 dstRGB = blendop;
4748 break;
4749 case SVGA3D_RS_SRCBLENDALPHA:
4750 srcAlpha = blendop;
4751 break;
4752 case SVGA3D_RS_DSTBLENDALPHA:
4753 dstAlpha = blendop;
4754 break;
4755 default:
4756 /* not possible; shut up gcc */
4757 AssertFailed();
4758 break;
4759 }
4760
4761 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4762 pState->ext.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
4763 else
4764 glBlendFunc(srcRGB, dstRGB);
4765 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4766 break;
4767 }
4768
4769 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4770 case SVGA3D_RS_BLENDEQUATION: /* SVGA3dBlendEquation */
4771 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4772 {
4773 GLenum const modeRGB = vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue);
4774 GLenum const modeAlpha = vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATIONALPHA].uintValue);
4775 pState->ext.glBlendEquationSeparate(modeRGB, modeAlpha);
4776 }
4777 else
4778 {
4779#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
4780 glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4781#else
4782 pState->ext.glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4783#endif
4784 }
4785 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4786 break;
4787
4788 case SVGA3D_RS_BLENDCOLOR: /* SVGA3dColor */
4789 {
4790 GLfloat red, green, blue, alpha;
4791
4792 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &red, &green, &blue, &alpha);
4793
4794#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
4795 glBlendColor(red, green, blue, alpha);
4796#else
4797 pState->ext.glBlendColor(red, green, blue, alpha);
4798#endif
4799 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4800 break;
4801 }
4802
4803 case SVGA3D_RS_CULLMODE: /* SVGA3dFace */
4804 {
4805 GLenum mode = GL_BACK; /* default for OpenGL */
4806
4807 switch (pRenderState[i].uintValue)
4808 {
4809 case SVGA3D_FACE_NONE:
4810 break;
4811 case SVGA3D_FACE_FRONT:
4812 mode = GL_FRONT;
4813 break;
4814 case SVGA3D_FACE_BACK:
4815 mode = GL_BACK;
4816 break;
4817 case SVGA3D_FACE_FRONT_BACK:
4818 mode = GL_FRONT_AND_BACK;
4819 break;
4820 default:
4821 AssertMsgFailedReturn(("Unexpected cull mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
4822 break;
4823 }
4824 enableCap = GL_CULL_FACE;
4825 if (pRenderState[i].uintValue != SVGA3D_FACE_NONE)
4826 {
4827 glCullFace(mode);
4828 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4829 val = 1;
4830 }
4831 else
4832 val = 0;
4833 break;
4834 }
4835
4836 case SVGA3D_RS_ZFUNC: /* SVGA3dCmpFunc */
4837 glDepthFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue));
4838 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4839 break;
4840
4841 case SVGA3D_RS_ALPHAFUNC: /* SVGA3dCmpFunc */
4842 {
4843 GLclampf ref;
4844
4845 glGetFloatv(GL_ALPHA_TEST_REF, &ref);
4846 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4847 glAlphaFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref);
4848 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4849 break;
4850 }
4851
4852 case SVGA3D_RS_ALPHAREF: /* float (0.0 .. 1.0) */
4853 {
4854 GLint func;
4855
4856 glGetIntegerv(GL_ALPHA_TEST_FUNC, &func);
4857 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4858 glAlphaFunc(func, pRenderState[i].floatValue);
4859 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4860 break;
4861 }
4862
4863 case SVGA3D_RS_STENCILENABLE2SIDED: /* SVGA3dBool */
4864 {
4865 /* Refresh the stencil state based on the new enable setting.
4866 * This will take existing states and set them using either glStencil or glStencil*Separate.
4867 */
4868 static SVGA3dRenderStateName const saRefreshState[] =
4869 {
4870 SVGA3D_RS_STENCILFUNC,
4871 SVGA3D_RS_STENCILFAIL,
4872 SVGA3D_RS_CCWSTENCILFUNC,
4873 SVGA3D_RS_CCWSTENCILFAIL
4874 };
4875 SVGA3dRenderState renderstate[RT_ELEMENTS(saRefreshState)];
4876 for (uint32_t j = 0; j < RT_ELEMENTS(saRefreshState); ++j)
4877 {
4878 renderstate[j].state = saRefreshState[j];
4879 renderstate[j].uintValue = pContext->state.aRenderState[saRefreshState[j]].uintValue;
4880 }
4881
4882 rc = vmsvga3dBackSetRenderState(pThisCC, cid, RT_ELEMENTS(renderstate), renderstate);
4883 AssertRCReturn(rc, rc);
4884
4885 if (pContext->state.aRenderState[SVGA3D_RS_STENCILENABLE].uintValue != 0)
4886 continue; /* Ignore if stencil is enabled */
4887 /* Apply SVGA3D_RS_STENCILENABLE2SIDED as SVGA3D_RS_STENCILENABLE. */
4888 } RT_FALL_THRU();
4889
4890 case SVGA3D_RS_STENCILENABLE: /* SVGA3dBool */
4891 enableCap = GL_STENCIL_TEST;
4892 val = pRenderState[i].uintValue;
4893 break;
4894
4895 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4896 case SVGA3D_RS_STENCILREF: /* uint32_t */
4897 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4898 {
4899 GLint func, ref;
4900 GLuint mask;
4901
4902 /* Query current values to have all parameters for glStencilFunc[Separate]. */
4903 glGetIntegerv(GL_STENCIL_FUNC, &func);
4904 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4905 glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask);
4906 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4907 glGetIntegerv(GL_STENCIL_REF, &ref);
4908 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4909
4910 /* Update the changed value. */
4911 switch (pRenderState[i].state)
4912 {
4913 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4914 func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue);
4915 break;
4916
4917 case SVGA3D_RS_STENCILREF: /* uint32_t */
4918 ref = pRenderState[i].uintValue;
4919 break;
4920
4921 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4922 mask = pRenderState[i].uintValue;
4923 break;
4924
4925 default:
4926 /* not possible; shut up gcc */
4927 AssertFailed();
4928 break;
4929 }
4930
4931 if (pContext->state.aRenderState[SVGA3D_RS_STENCILENABLE2SIDED].uintValue != 0)
4932 {
4933 pState->ext.glStencilFuncSeparate(GL_FRONT, func, ref, mask);
4934 }
4935 else
4936 {
4937 glStencilFunc(func, ref, mask);
4938 }
4939 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4940 break;
4941 }
4942
4943 case SVGA3D_RS_STENCILWRITEMASK: /* uint32_t */
4944 glStencilMask(pRenderState[i].uintValue);
4945 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4946 break;
4947
4948 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4949 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4950 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4951 {
4952 GLint sfail, dpfail, dppass;
4953 GLenum const stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4954
4955 glGetIntegerv(GL_STENCIL_FAIL, &sfail);
4956 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4957 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &dpfail);
4958 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4959 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &dppass);
4960 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4961
4962 switch (pRenderState[i].state)
4963 {
4964 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4965 sfail = stencilop;
4966 break;
4967 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4968 dpfail = stencilop;
4969 break;
4970 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4971 dppass = stencilop;
4972 break;
4973 default:
4974 /* not possible; shut up gcc */
4975 AssertFailed();
4976 break;
4977 }
4978 if (pContext->state.aRenderState[SVGA3D_RS_STENCILENABLE2SIDED].uintValue != 0)
4979 {
4980 pState->ext.glStencilOpSeparate(GL_FRONT, sfail, dpfail, dppass);
4981 }
4982 else
4983 {
4984 glStencilOp(sfail, dpfail, dppass);
4985 }
4986 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4987 break;
4988 }
4989
4990 case SVGA3D_RS_CCWSTENCILFUNC: /* SVGA3dCmpFunc */
4991 {
4992 GLint ref;
4993 GLuint mask;
4994 GLint const func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue);
4995
4996 /* GL_STENCIL_VALUE_MASK and GL_STENCIL_REF are the same for both GL_FRONT and GL_BACK. */
4997 glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask);
4998 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4999 glGetIntegerv(GL_STENCIL_REF, &ref);
5000 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5001
5002 pState->ext.glStencilFuncSeparate(GL_BACK, func, ref, mask);
5003 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5004 break;
5005 }
5006
5007 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
5008 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
5009 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
5010 {
5011 GLint sfail, dpfail, dppass;
5012 GLenum const stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
5013
5014 glGetIntegerv(GL_STENCIL_BACK_FAIL, &sfail);
5015 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5016 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &dpfail);
5017 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5018 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &dppass);
5019 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5020
5021 switch (pRenderState[i].state)
5022 {
5023 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
5024 sfail = stencilop;
5025 break;
5026 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
5027 dpfail = stencilop;
5028 break;
5029 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
5030 dppass = stencilop;
5031 break;
5032 default:
5033 /* not possible; shut up gcc */
5034 AssertFailed();
5035 break;
5036 }
5037 pState->ext.glStencilOpSeparate(GL_BACK, sfail, dpfail, dppass);
5038 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5039 break;
5040 }
5041
5042 case SVGA3D_RS_ZBIAS: /* float */
5043 /** @todo unknown meaning; depth bias is not identical
5044 renderState = D3DRS_DEPTHBIAS;
5045 val = pRenderState[i].uintValue;
5046 */
5047 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_ZBIAS\n"));
5048 break;
5049
5050 case SVGA3D_RS_DEPTHBIAS: /* float */
5051 {
5052 GLfloat factor;
5053
5054 /** @todo not sure if the d3d & ogl definitions are identical. */
5055
5056 /* Do not change the factor part. */
5057 glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &factor);
5058 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5059
5060 glPolygonOffset(factor, pRenderState[i].floatValue);
5061 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5062 break;
5063 }
5064
5065 case SVGA3D_RS_SLOPESCALEDEPTHBIAS: /* float */
5066 {
5067 GLfloat units;
5068
5069 /** @todo not sure if the d3d & ogl definitions are identical. */
5070
5071 /* Do not change the factor part. */
5072 glGetFloatv(GL_POLYGON_OFFSET_UNITS, &units);
5073 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5074
5075 glPolygonOffset(pRenderState[i].floatValue, units);
5076 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5077 break;
5078 }
5079
5080 case SVGA3D_RS_COLORWRITEENABLE: /* SVGA3dColorMask */
5081 {
5082 GLboolean red, green, blue, alpha;
5083 SVGA3dColorMask mask;
5084
5085 mask.uintValue = pRenderState[i].uintValue;
5086
5087 red = mask.red;
5088 green = mask.green;
5089 blue = mask.blue;
5090 alpha = mask.alpha;
5091
5092 glColorMask(red, green, blue, alpha);
5093 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5094 break;
5095 }
5096
5097 case SVGA3D_RS_COLORWRITEENABLE1: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
5098 case SVGA3D_RS_COLORWRITEENABLE2: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
5099 case SVGA3D_RS_COLORWRITEENABLE3: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
5100 Log(("vmsvga3dSetRenderState: WARNING SVGA3D_RS_COLORWRITEENABLEx not supported!!\n"));
5101 break;
5102
5103 case SVGA3D_RS_SCISSORTESTENABLE: /* SVGA3dBool */
5104 enableCap = GL_SCISSOR_TEST;
5105 val = pRenderState[i].uintValue;
5106 break;
5107
5108#if 0
5109 case SVGA3D_RS_DIFFUSEMATERIALSOURCE: /* SVGA3dVertexMaterial */
5110 AssertCompile(D3DMCS_COLOR2 == SVGA3D_VERTEXMATERIAL_SPECULAR);
5111 renderState = D3DRS_DIFFUSEMATERIALSOURCE;
5112 val = pRenderState[i].uintValue;
5113 break;
5114
5115 case SVGA3D_RS_SPECULARMATERIALSOURCE: /* SVGA3dVertexMaterial */
5116 renderState = D3DRS_SPECULARMATERIALSOURCE;
5117 val = pRenderState[i].uintValue;
5118 break;
5119
5120 case SVGA3D_RS_AMBIENTMATERIALSOURCE: /* SVGA3dVertexMaterial */
5121 renderState = D3DRS_AMBIENTMATERIALSOURCE;
5122 val = pRenderState[i].uintValue;
5123 break;
5124
5125 case SVGA3D_RS_EMISSIVEMATERIALSOURCE: /* SVGA3dVertexMaterial */
5126 renderState = D3DRS_EMISSIVEMATERIALSOURCE;
5127 val = pRenderState[i].uintValue;
5128 break;
5129#endif
5130
5131 case SVGA3D_RS_WRAP3: /* SVGA3dWrapFlags */
5132 case SVGA3D_RS_WRAP4: /* SVGA3dWrapFlags */
5133 case SVGA3D_RS_WRAP5: /* SVGA3dWrapFlags */
5134 case SVGA3D_RS_WRAP6: /* SVGA3dWrapFlags */
5135 case SVGA3D_RS_WRAP7: /* SVGA3dWrapFlags */
5136 case SVGA3D_RS_WRAP8: /* SVGA3dWrapFlags */
5137 case SVGA3D_RS_WRAP9: /* SVGA3dWrapFlags */
5138 case SVGA3D_RS_WRAP10: /* SVGA3dWrapFlags */
5139 case SVGA3D_RS_WRAP11: /* SVGA3dWrapFlags */
5140 case SVGA3D_RS_WRAP12: /* SVGA3dWrapFlags */
5141 case SVGA3D_RS_WRAP13: /* SVGA3dWrapFlags */
5142 case SVGA3D_RS_WRAP14: /* SVGA3dWrapFlags */
5143 case SVGA3D_RS_WRAP15: /* SVGA3dWrapFlags */
5144 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_WRAPx (x >= 3)\n"));
5145 break;
5146
5147 case SVGA3D_RS_LASTPIXEL: /* SVGA3dBool */
5148 case SVGA3D_RS_TWEENFACTOR: /* float */
5149 case SVGA3D_RS_INDEXEDVERTEXBLENDENABLE: /* SVGA3dBool */
5150 case SVGA3D_RS_VERTEXBLEND: /* SVGA3dVertexBlendFlags */
5151 Log(("vmsvga3dSetRenderState: WARNING not applicable!!\n"));
5152 break;
5153
5154 case SVGA3D_RS_MULTISAMPLEANTIALIAS: /* SVGA3dBool */
5155 enableCap = GL_MULTISAMPLE;
5156 val = pRenderState[i].uintValue;
5157 break;
5158
5159 case SVGA3D_RS_MULTISAMPLEMASK: /* uint32_t */
5160 Log(("vmsvga3dSetRenderState: WARNING not applicable??!!\n"));
5161 break;
5162
5163 case SVGA3D_RS_COORDINATETYPE: /* SVGA3dCoordinateType */
5164 Assert(pRenderState[i].uintValue == SVGA3D_COORDINATE_LEFTHANDED);
5165 /** @todo setup a view matrix to scale the world space by -1 in the z-direction for right handed coordinates. */
5166 /*
5167 renderState = D3DRS_COORDINATETYPE;
5168 val = pRenderState[i].uintValue;
5169 */
5170 break;
5171
5172 case SVGA3D_RS_FRONTWINDING: /* SVGA3dFrontWinding */
5173 Assert(pRenderState[i].uintValue == SVGA3D_FRONTWINDING_CW);
5174 /* Invert the selected mode because of y-inversion (?) */
5175 glFrontFace((pRenderState[i].uintValue != SVGA3D_FRONTWINDING_CW) ? GL_CW : GL_CCW);
5176 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5177 break;
5178
5179 case SVGA3D_RS_OUTPUTGAMMA: /* float */
5180 //AssertFailed();
5181 /*
5182 D3DRS_SRGBWRITEENABLE ??
5183 renderState = D3DRS_OUTPUTGAMMA;
5184 val = pRenderState[i].uintValue;
5185 */
5186 break;
5187
5188#if 0
5189
5190 case SVGA3D_RS_VERTEXMATERIALENABLE: /* SVGA3dBool */
5191 //AssertFailed();
5192 renderState = D3DRS_INDEXEDVERTEXBLENDENABLE; /* correct?? */
5193 val = pRenderState[i].uintValue;
5194 break;
5195
5196 case SVGA3D_RS_TEXTUREFACTOR: /* SVGA3dColor */
5197 renderState = D3DRS_TEXTUREFACTOR;
5198 val = pRenderState[i].uintValue;
5199 break;
5200
5201 case SVGA3D_RS_LOCALVIEWER: /* SVGA3dBool */
5202 renderState = D3DRS_LOCALVIEWER;
5203 val = pRenderState[i].uintValue;
5204 break;
5205
5206 case SVGA3D_RS_ZVISIBLE: /* SVGA3dBool */
5207 AssertFailed();
5208 /*
5209 renderState = D3DRS_ZVISIBLE;
5210 val = pRenderState[i].uintValue;
5211 */
5212 break;
5213
5214 case SVGA3D_RS_CLIPPING: /* SVGA3dBool */
5215 renderState = D3DRS_CLIPPING;
5216 val = pRenderState[i].uintValue;
5217 break;
5218
5219 case SVGA3D_RS_WRAP0: /* SVGA3dWrapFlags */
5220 glTexParameter GL_TEXTURE_WRAP_S
5221 Assert(SVGA3D_WRAPCOORD_3 == D3DWRAPCOORD_3);
5222 renderState = D3DRS_WRAP0;
5223 val = pRenderState[i].uintValue;
5224 break;
5225
5226 case SVGA3D_RS_WRAP1: /* SVGA3dWrapFlags */
5227 glTexParameter GL_TEXTURE_WRAP_T
5228 renderState = D3DRS_WRAP1;
5229 val = pRenderState[i].uintValue;
5230 break;
5231
5232 case SVGA3D_RS_WRAP2: /* SVGA3dWrapFlags */
5233 glTexParameter GL_TEXTURE_WRAP_R
5234 renderState = D3DRS_WRAP2;
5235 val = pRenderState[i].uintValue;
5236 break;
5237
5238
5239 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
5240 renderState = D3DRS_SEPARATEALPHABLENDENABLE;
5241 val = pRenderState[i].uintValue;
5242 break;
5243
5244
5245 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
5246 renderState = D3DRS_BLENDOPALPHA;
5247 val = pRenderState[i].uintValue;
5248 break;
5249
5250 case SVGA3D_RS_TRANSPARENCYANTIALIAS: /* SVGA3dTransparencyAntialiasType */
5251 AssertFailed();
5252 /*
5253 renderState = D3DRS_TRANSPARENCYANTIALIAS;
5254 val = pRenderState[i].uintValue;
5255 */
5256 break;
5257
5258#endif
5259 default:
5260 AssertFailed();
5261 break;
5262 }
5263
5264 if (enableCap != ~(GLenum)0)
5265 {
5266 if (val)
5267 glEnable(enableCap);
5268 else
5269 glDisable(enableCap);
5270 }
5271 }
5272
5273 return VINF_SUCCESS;
5274}
5275
5276static DECLCALLBACK(int) vmsvga3dBackSetRenderTarget(PVGASTATECC pThisCC, uint32_t cid, SVGA3dRenderTargetType type, SVGA3dSurfaceImageId target)
5277{
5278 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
5279
5280 AssertReturn(pState, VERR_NO_MEMORY);
5281 AssertReturn((unsigned)type < SVGA3D_RT_MAX, VERR_INVALID_PARAMETER);
5282
5283 LogFunc(("cid=%u type=%x sid=%u\n", cid, type, target.sid));
5284
5285 PVMSVGA3DCONTEXT pContext;
5286 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
5287 AssertRCReturn(rc, rc);
5288
5289 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5290
5291 /* Save for vm state save/restore. */
5292 pContext->state.aRenderTargets[type] = target.sid;
5293
5294 if (target.sid == SVGA3D_INVALID_ID)
5295 {
5296 /* Disable render target. */
5297 switch (type)
5298 {
5299 case SVGA3D_RT_DEPTH:
5300 case SVGA3D_RT_STENCIL:
5301 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
5302 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5303 break;
5304
5305 case SVGA3D_RT_COLOR0:
5306 case SVGA3D_RT_COLOR1:
5307 case SVGA3D_RT_COLOR2:
5308 case SVGA3D_RT_COLOR3:
5309 case SVGA3D_RT_COLOR4:
5310 case SVGA3D_RT_COLOR5:
5311 case SVGA3D_RT_COLOR6:
5312 case SVGA3D_RT_COLOR7:
5313 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, 0, 0, 0);
5314 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5315 break;
5316
5317 default:
5318 AssertFailedReturn(VERR_INVALID_PARAMETER);
5319 }
5320 return VINF_SUCCESS;
5321 }
5322
5323 PVMSVGA3DSURFACE pRenderTarget;
5324 rc = vmsvga3dSurfaceFromSid(pState, target.sid, &pRenderTarget);
5325 AssertRCReturn(rc, rc);
5326
5327 switch (type)
5328 {
5329 case SVGA3D_RT_DEPTH:
5330 case SVGA3D_RT_STENCIL:
5331#if 1
5332 /* A texture surface can be used as a render target to fill it and later on used as a texture. */
5333 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
5334 {
5335 LogFunc(("create depth texture to be used as render target; surface id=%x type=%d format=%d -> create texture\n",
5336 target.sid, pRenderTarget->f.s.surface1Flags, pRenderTarget->format));
5337 rc = vmsvga3dBackCreateTexture(pThisCC, pContext, cid, pRenderTarget);
5338 AssertRCReturn(rc, rc);
5339 }
5340
5341 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
5342 Assert(!pRenderTarget->fDirty);
5343
5344 pRenderTarget->f.s.surface1Flags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
5345
5346 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER,
5347 (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT,
5348 GL_TEXTURE_2D, pRenderTarget->oglId.texture, target.mipmap);
5349 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5350#else
5351 AssertReturn(target.mipmap == 0, VERR_INVALID_PARAMETER);
5352 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
5353 {
5354 Log(("vmsvga3dSetRenderTarget: create renderbuffer to be used as render target; surface id=%x type=%d format=%d\n", target.sid, pRenderTarget->f.s.surface1Flags, pRenderTarget->internalFormatGL));
5355 pContext = &pState->SharedCtx;
5356 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5357
5358 pState->ext.glGenRenderbuffers(1, &pRenderTarget->oglId.renderbuffer);
5359 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5360 pSurface->enmOGLResType = VMSVGA3D_OGLRESTYPE_RENDERBUFFER;
5361
5362 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
5363 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5364
5365 pState->ext.glRenderbufferStorage(GL_RENDERBUFFER,
5366 pRenderTarget->internalFormatGL,
5367 pRenderTarget->paMipmapLevels[0].mipmapSize.width,
5368 pRenderTarget->paMipmapLevels[0].mipmapSize.height);
5369 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5370
5371 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, OPENGL_INVALID_ID);
5372 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5373
5374 pContext = pState->papContexts[cid];
5375 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5376 }
5377
5378 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
5379 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5380 Assert(!pRenderTarget->fDirty);
5381 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
5382
5383 pRenderTarget->f.s.surface1Flags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
5384
5385 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
5386 (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT,
5387 GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
5388 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5389#endif
5390 break;
5391
5392 case SVGA3D_RT_COLOR0:
5393 case SVGA3D_RT_COLOR1:
5394 case SVGA3D_RT_COLOR2:
5395 case SVGA3D_RT_COLOR3:
5396 case SVGA3D_RT_COLOR4:
5397 case SVGA3D_RT_COLOR5:
5398 case SVGA3D_RT_COLOR6:
5399 case SVGA3D_RT_COLOR7:
5400 {
5401 /* A texture surface can be used as a render target to fill it and later on used as a texture. */
5402 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
5403 {
5404 Log(("vmsvga3dSetRenderTarget: create texture to be used as render target; surface id=%x type=%d format=%d -> create texture\n", target.sid, pRenderTarget->f.s.surface1Flags, pRenderTarget->format));
5405 rc = vmsvga3dBackCreateTexture(pThisCC, pContext, cid, pRenderTarget);
5406 AssertRCReturn(rc, rc);
5407 }
5408
5409 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
5410 Assert(!pRenderTarget->fDirty);
5411
5412 pRenderTarget->f.s.surface1Flags |= SVGA3D_SURFACE_HINT_RENDERTARGET;
5413
5414 GLenum textarget;
5415 if (pRenderTarget->f.s.surface1Flags & SVGA3D_SURFACE_CUBEMAP)
5416 textarget = vmsvga3dCubemapFaceFromIndex(target.face);
5417 else
5418 textarget = GL_TEXTURE_2D;
5419 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0,
5420 textarget, pRenderTarget->oglId.texture, target.mipmap);
5421 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5422
5423#ifdef DEBUG
5424 GLenum status = pState->ext.glCheckFramebufferStatus(GL_FRAMEBUFFER);
5425 if (status != GL_FRAMEBUFFER_COMPLETE)
5426 Log(("vmsvga3dSetRenderTarget: WARNING: glCheckFramebufferStatus returned %x\n", status));
5427#endif
5428 /** @todo use glDrawBuffers too? */
5429 break;
5430 }
5431
5432 default:
5433 AssertFailedReturn(VERR_INVALID_PARAMETER);
5434 }
5435
5436 return VINF_SUCCESS;
5437}
5438
5439#if 0
5440/**
5441 * Convert SVGA texture combiner value to its D3D equivalent
5442 */
5443static DWORD vmsvga3dTextureCombiner2D3D(uint32_t value)
5444{
5445 switch (value)
5446 {
5447 case SVGA3D_TC_DISABLE:
5448 return D3DTOP_DISABLE;
5449 case SVGA3D_TC_SELECTARG1:
5450 return D3DTOP_SELECTARG1;
5451 case SVGA3D_TC_SELECTARG2:
5452 return D3DTOP_SELECTARG2;
5453 case SVGA3D_TC_MODULATE:
5454 return D3DTOP_MODULATE;
5455 case SVGA3D_TC_ADD:
5456 return D3DTOP_ADD;
5457 case SVGA3D_TC_ADDSIGNED:
5458 return D3DTOP_ADDSIGNED;
5459 case SVGA3D_TC_SUBTRACT:
5460 return D3DTOP_SUBTRACT;
5461 case SVGA3D_TC_BLENDTEXTUREALPHA:
5462 return D3DTOP_BLENDTEXTUREALPHA;
5463 case SVGA3D_TC_BLENDDIFFUSEALPHA:
5464 return D3DTOP_BLENDDIFFUSEALPHA;
5465 case SVGA3D_TC_BLENDCURRENTALPHA:
5466 return D3DTOP_BLENDCURRENTALPHA;
5467 case SVGA3D_TC_BLENDFACTORALPHA:
5468 return D3DTOP_BLENDFACTORALPHA;
5469 case SVGA3D_TC_MODULATE2X:
5470 return D3DTOP_MODULATE2X;
5471 case SVGA3D_TC_MODULATE4X:
5472 return D3DTOP_MODULATE4X;
5473 case SVGA3D_TC_DSDT:
5474 AssertFailed(); /** @todo ??? */
5475 return D3DTOP_DISABLE;
5476 case SVGA3D_TC_DOTPRODUCT3:
5477 return D3DTOP_DOTPRODUCT3;
5478 case SVGA3D_TC_BLENDTEXTUREALPHAPM:
5479 return D3DTOP_BLENDTEXTUREALPHAPM;
5480 case SVGA3D_TC_ADDSIGNED2X:
5481 return D3DTOP_ADDSIGNED2X;
5482 case SVGA3D_TC_ADDSMOOTH:
5483 return D3DTOP_ADDSMOOTH;
5484 case SVGA3D_TC_PREMODULATE:
5485 return D3DTOP_PREMODULATE;
5486 case SVGA3D_TC_MODULATEALPHA_ADDCOLOR:
5487 return D3DTOP_MODULATEALPHA_ADDCOLOR;
5488 case SVGA3D_TC_MODULATECOLOR_ADDALPHA:
5489 return D3DTOP_MODULATECOLOR_ADDALPHA;
5490 case SVGA3D_TC_MODULATEINVALPHA_ADDCOLOR:
5491 return D3DTOP_MODULATEINVALPHA_ADDCOLOR;
5492 case SVGA3D_TC_MODULATEINVCOLOR_ADDALPHA:
5493 return D3DTOP_MODULATEINVCOLOR_ADDALPHA;
5494 case SVGA3D_TC_BUMPENVMAPLUMINANCE:
5495 return D3DTOP_BUMPENVMAPLUMINANCE;
5496 case SVGA3D_TC_MULTIPLYADD:
5497 return D3DTOP_MULTIPLYADD;
5498 case SVGA3D_TC_LERP:
5499 return D3DTOP_LERP;
5500 default:
5501 AssertFailed();
5502 return D3DTOP_DISABLE;
5503 }
5504}
5505
5506/**
5507 * Convert SVGA texture arg data value to its D3D equivalent
5508 */
5509static DWORD vmsvga3dTextureArgData2D3D(uint32_t value)
5510{
5511 switch (value)
5512 {
5513 case SVGA3D_TA_CONSTANT:
5514 return D3DTA_CONSTANT;
5515 case SVGA3D_TA_PREVIOUS:
5516 return D3DTA_CURRENT; /* current = previous */
5517 case SVGA3D_TA_DIFFUSE:
5518 return D3DTA_DIFFUSE;
5519 case SVGA3D_TA_TEXTURE:
5520 return D3DTA_TEXTURE;
5521 case SVGA3D_TA_SPECULAR:
5522 return D3DTA_SPECULAR;
5523 default:
5524 AssertFailed();
5525 return 0;
5526 }
5527}
5528
5529/**
5530 * Convert SVGA texture transform flag value to its D3D equivalent
5531 */
5532static DWORD vmsvga3dTextTransformFlags2D3D(uint32_t value)
5533{
5534 switch (value)
5535 {
5536 case SVGA3D_TEX_TRANSFORM_OFF:
5537 return D3DTTFF_DISABLE;
5538 case SVGA3D_TEX_TRANSFORM_S:
5539 return D3DTTFF_COUNT1; /** @todo correct? */
5540 case SVGA3D_TEX_TRANSFORM_T:
5541 return D3DTTFF_COUNT2; /** @todo correct? */
5542 case SVGA3D_TEX_TRANSFORM_R:
5543 return D3DTTFF_COUNT3; /** @todo correct? */
5544 case SVGA3D_TEX_TRANSFORM_Q:
5545 return D3DTTFF_COUNT4; /** @todo correct? */
5546 case SVGA3D_TEX_PROJECTED:
5547 return D3DTTFF_PROJECTED;
5548 default:
5549 AssertFailed();
5550 return 0;
5551 }
5552}
5553#endif
5554
5555static GLenum vmsvga3dTextureAddress2OGL(SVGA3dTextureAddress value)
5556{
5557 switch (value)
5558 {
5559 case SVGA3D_TEX_ADDRESS_WRAP:
5560 return GL_REPEAT;
5561 case SVGA3D_TEX_ADDRESS_MIRROR:
5562 return GL_MIRRORED_REPEAT;
5563 case SVGA3D_TEX_ADDRESS_CLAMP:
5564 return GL_CLAMP_TO_EDGE;
5565 case SVGA3D_TEX_ADDRESS_BORDER:
5566 return GL_CLAMP_TO_BORDER;
5567 case SVGA3D_TEX_ADDRESS_MIRRORONCE:
5568 AssertFailed();
5569 return GL_CLAMP_TO_EDGE_SGIS; /** @todo correct? */
5570
5571 case SVGA3D_TEX_ADDRESS_EDGE:
5572 case SVGA3D_TEX_ADDRESS_INVALID:
5573 default:
5574 AssertFailed();
5575 return GL_REPEAT; /* default */
5576 }
5577}
5578
5579static GLenum vmsvga3dTextureFilter2OGL(SVGA3dTextureFilter value)
5580{
5581 switch (value)
5582 {
5583 case SVGA3D_TEX_FILTER_NONE:
5584 case SVGA3D_TEX_FILTER_LINEAR:
5585 case SVGA3D_TEX_FILTER_ANISOTROPIC: /* Anisotropic filtering is controlled by SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL */
5586 return GL_LINEAR;
5587 case SVGA3D_TEX_FILTER_NEAREST:
5588 return GL_NEAREST;
5589 case SVGA3D_TEX_FILTER_FLATCUBIC: // Deprecated, not implemented
5590 case SVGA3D_TEX_FILTER_GAUSSIANCUBIC: // Deprecated, not implemented
5591 case SVGA3D_TEX_FILTER_PYRAMIDALQUAD: // Not currently implemented
5592 case SVGA3D_TEX_FILTER_GAUSSIANQUAD: // Not currently implemented
5593 default:
5594 AssertFailed();
5595 return GL_LINEAR; /* default */
5596 }
5597}
5598
5599#if 0 /* unused */
5600static uint32_t vmsvga3dSVGA3dColor2RGBA(SVGA3dColor value)
5601{
5602 /* flip the red and blue bytes */
5603 uint8_t blue = value & 0xff;
5604 uint8_t red = (value >> 16) & 0xff;
5605 return (value & 0xff00ff00) | red | (blue << 16);
5606}
5607#endif
5608
5609static DECLCALLBACK(int) vmsvga3dBackSetTextureState(PVGASTATECC pThisCC, uint32_t cid, uint32_t cTextureStates, SVGA3dTextureState *pTextureState)
5610{
5611 GLenum val = ~(GLenum)0; /* Shut up MSC. */
5612 GLenum currentStage = ~(GLenum)0;
5613 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
5614 AssertReturn(pState, VERR_NO_MEMORY);
5615
5616 Log(("vmsvga3dSetTextureState %x cTextureState=%d\n", cid, cTextureStates));
5617
5618 PVMSVGA3DCONTEXT pContext;
5619 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
5620 AssertRCReturn(rc, rc);
5621
5622 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5623
5624 /* Which texture is active for the current stage. Needed to use right OpenGL target when setting parameters. */
5625 PVMSVGA3DSURFACE pCurrentTextureSurface = NULL;
5626
5627 for (uint32_t i = 0; i < cTextureStates; ++i)
5628 {
5629 GLenum textureType = ~(GLenum)0;
5630#if 0
5631 GLenum samplerType = ~(GLenum)0;
5632#endif
5633
5634 LogFunc(("cid=%u stage=%d type=%s (%x) val=%x\n",
5635 cid, pTextureState[i].stage, vmsvga3dTextureStateToString(pTextureState[i].name), pTextureState[i].name, pTextureState[i].value));
5636
5637 /* Record the texture state for vm state saving. */
5638 if ( pTextureState[i].stage < RT_ELEMENTS(pContext->state.aTextureStates)
5639 && (unsigned)pTextureState[i].name < RT_ELEMENTS(pContext->state.aTextureStates[0]))
5640 {
5641 pContext->state.aTextureStates[pTextureState[i].stage][pTextureState[i].name] = pTextureState[i];
5642 }
5643
5644 /* Activate the right texture unit for subsequent texture state changes. */
5645 if (pTextureState[i].stage != currentStage || i == 0)
5646 {
5647 /** @todo Is this the appropriate limit for all kinds of textures? It is the
5648 * size of aSidActiveTextures and for binding/unbinding we cannot exceed it. */
5649 if (pTextureState[i].stage < RT_ELEMENTS(pContext->state.aTextureStates))
5650 {
5651 pState->ext.glActiveTexture(GL_TEXTURE0 + pTextureState[i].stage);
5652 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5653 currentStage = pTextureState[i].stage;
5654 }
5655 else
5656 {
5657 AssertMsgFailed(("pTextureState[%d].stage=%#x name=%#x\n", i, pTextureState[i].stage, pTextureState[i].name));
5658 continue;
5659 }
5660
5661 if (pContext->aSidActiveTextures[currentStage] != SVGA3D_INVALID_ID)
5662 {
5663 rc = vmsvga3dSurfaceFromSid(pState, pContext->aSidActiveTextures[currentStage], &pCurrentTextureSurface);
5664 AssertRCReturn(rc, rc);
5665 }
5666 else
5667 pCurrentTextureSurface = NULL; /* Make sure that no stale pointer is used. */
5668 }
5669
5670 switch (pTextureState[i].name)
5671 {
5672 case SVGA3D_TS_BUMPENVMAT00: /* float */
5673 case SVGA3D_TS_BUMPENVMAT01: /* float */
5674 case SVGA3D_TS_BUMPENVMAT10: /* float */
5675 case SVGA3D_TS_BUMPENVMAT11: /* float */
5676 case SVGA3D_TS_BUMPENVLSCALE: /* float */
5677 case SVGA3D_TS_BUMPENVLOFFSET: /* float */
5678 Log(("vmsvga3dSetTextureState: bump mapping texture options not supported!!\n"));
5679 break;
5680
5681 case SVGA3D_TS_COLOROP: /* SVGA3dTextureCombiner */
5682 case SVGA3D_TS_COLORARG0: /* SVGA3dTextureArgData */
5683 case SVGA3D_TS_COLORARG1: /* SVGA3dTextureArgData */
5684 case SVGA3D_TS_COLORARG2: /* SVGA3dTextureArgData */
5685 case SVGA3D_TS_ALPHAOP: /* SVGA3dTextureCombiner */
5686 case SVGA3D_TS_ALPHAARG0: /* SVGA3dTextureArgData */
5687 case SVGA3D_TS_ALPHAARG1: /* SVGA3dTextureArgData */
5688 case SVGA3D_TS_ALPHAARG2: /* SVGA3dTextureArgData */
5689 /** @todo not used by MesaGL */
5690 Log(("vmsvga3dSetTextureState: colorop/alphaop not yet supported!!\n"));
5691 break;
5692#if 0
5693
5694 case SVGA3D_TS_TEXCOORDINDEX: /* uint32_t */
5695 textureType = D3DTSS_TEXCOORDINDEX;
5696 val = pTextureState[i].value;
5697 break;
5698
5699 case SVGA3D_TS_TEXTURETRANSFORMFLAGS: /* SVGA3dTexTransformFlags */
5700 textureType = D3DTSS_TEXTURETRANSFORMFLAGS;
5701 val = vmsvga3dTextTransformFlags2D3D(pTextureState[i].value);
5702 break;
5703#endif
5704
5705 case SVGA3D_TS_BIND_TEXTURE: /* SVGA3dSurfaceId */
5706 {
5707 uint32_t const sid = pTextureState[i].value;
5708
5709 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture sid=%u replacing sid=%u\n",
5710 currentStage, sid, pContext->aSidActiveTextures[currentStage]));
5711
5712 /* Only if texture actually changed. */ /// @todo needs testing.
5713 if (pContext->aSidActiveTextures[currentStage] != sid)
5714 {
5715 if (pCurrentTextureSurface)
5716 {
5717 /* Unselect the currently associated texture. */
5718 glBindTexture(pCurrentTextureSurface->targetGL, 0);
5719 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5720
5721 if (currentStage < 8)
5722 {
5723 /* Necessary for the fixed pipeline. */
5724 glDisable(pCurrentTextureSurface->targetGL);
5725 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5726 }
5727
5728 pCurrentTextureSurface = NULL;
5729 }
5730
5731 if (sid == SVGA3D_INVALID_ID)
5732 {
5733 Assert(pCurrentTextureSurface == NULL);
5734 }
5735 else
5736 {
5737 PVMSVGA3DSURFACE pSurface;
5738 rc = vmsvga3dSurfaceFromSid(pState, sid, &pSurface);
5739 AssertRCReturn(rc, rc);
5740
5741 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture sid=%u (%d,%d) replacing sid=%u\n",
5742 currentStage, sid, pSurface->paMipmapLevels[0].mipmapSize.width,
5743 pSurface->paMipmapLevels[0].mipmapSize.height, pContext->aSidActiveTextures[currentStage]));
5744
5745 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
5746 {
5747 Log(("CreateTexture (%d,%d) levels=%d\n",
5748 pSurface->paMipmapLevels[0].mipmapSize.width, pSurface->paMipmapLevels[0].mipmapSize.height, pSurface->cLevels));
5749 rc = vmsvga3dBackCreateTexture(pThisCC, pContext, cid, pSurface);
5750 AssertRCReturn(rc, rc);
5751 }
5752
5753 glBindTexture(pSurface->targetGL, pSurface->oglId.texture);
5754 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5755
5756 if (currentStage < 8)
5757 {
5758 /* Necessary for the fixed pipeline. */
5759 glEnable(pSurface->targetGL);
5760 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5761 }
5762
5763 /* Remember the currently active texture. */
5764 pCurrentTextureSurface = pSurface;
5765
5766 /* Recreate the texture state as glBindTexture resets them all (sigh). */
5767 for (uint32_t iStage = 0; iStage < RT_ELEMENTS(pContext->state.aTextureStates); iStage++)
5768 {
5769 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aTextureStates[0]); j++)
5770 {
5771 SVGA3dTextureState *pTextureStateIter = &pContext->state.aTextureStates[iStage][j];
5772
5773 if ( pTextureStateIter->name != SVGA3D_TS_INVALID
5774 && pTextureStateIter->name != SVGA3D_TS_BIND_TEXTURE)
5775 vmsvga3dBackSetTextureState(pThisCC, pContext->id, 1, pTextureStateIter);
5776 }
5777 }
5778 }
5779
5780 pContext->aSidActiveTextures[currentStage] = sid;
5781 }
5782
5783 /* Finished; continue with the next one. */
5784 continue;
5785 }
5786
5787 case SVGA3D_TS_ADDRESSW: /* SVGA3dTextureAddress */
5788 textureType = GL_TEXTURE_WRAP_R; /* R = W */
5789 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5790 break;
5791
5792 case SVGA3D_TS_ADDRESSU: /* SVGA3dTextureAddress */
5793 textureType = GL_TEXTURE_WRAP_S; /* S = U */
5794 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5795 break;
5796
5797 case SVGA3D_TS_ADDRESSV: /* SVGA3dTextureAddress */
5798 textureType = GL_TEXTURE_WRAP_T; /* T = V */
5799 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5800 break;
5801
5802 case SVGA3D_TS_MIPFILTER: /* SVGA3dTextureFilter */
5803 case SVGA3D_TS_MINFILTER: /* SVGA3dTextureFilter */
5804 {
5805 uint32_t mipFilter = pContext->state.aTextureStates[currentStage][SVGA3D_TS_MIPFILTER].value;
5806 uint32_t minFilter = pContext->state.aTextureStates[currentStage][SVGA3D_TS_MINFILTER].value;
5807
5808 /* If SVGA3D_TS_MIPFILTER is set to NONE, then use SVGA3D_TS_MIPFILTER, otherwise SVGA3D_TS_MIPFILTER enables mipmap minification. */
5809 textureType = GL_TEXTURE_MIN_FILTER;
5810 if (mipFilter != SVGA3D_TEX_FILTER_NONE)
5811 {
5812 if (minFilter == SVGA3D_TEX_FILTER_NEAREST)
5813 {
5814 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
5815 val = GL_NEAREST_MIPMAP_LINEAR;
5816 else
5817 val = GL_NEAREST_MIPMAP_NEAREST;
5818 }
5819 else
5820 {
5821 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
5822 val = GL_LINEAR_MIPMAP_LINEAR;
5823 else
5824 val = GL_LINEAR_MIPMAP_NEAREST;
5825 }
5826 }
5827 else
5828 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)minFilter);
5829 break;
5830 }
5831
5832 case SVGA3D_TS_MAGFILTER: /* SVGA3dTextureFilter */
5833 textureType = GL_TEXTURE_MAG_FILTER;
5834 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)pTextureState[i].value);
5835 Assert(val == GL_NEAREST || val == GL_LINEAR);
5836 break;
5837
5838 case SVGA3D_TS_BORDERCOLOR: /* SVGA3dColor */
5839 {
5840 GLfloat color[4]; /* red, green, blue, alpha */
5841 vmsvgaColor2GLFloatArray(pTextureState[i].value, &color[0], &color[1], &color[2], &color[3]);
5842
5843 GLenum targetGL;
5844 if (pCurrentTextureSurface)
5845 targetGL = pCurrentTextureSurface->targetGL;
5846 else
5847 {
5848 /* No texture bound, assume 2D. */
5849 targetGL = GL_TEXTURE_2D;
5850 }
5851
5852 glTexParameterfv(targetGL, GL_TEXTURE_BORDER_COLOR, color); /* Identical; default 0.0 identical too */
5853 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5854 break;
5855 }
5856
5857 case SVGA3D_TS_TEXTURE_LOD_BIAS: /* float */
5858 {
5859 GLenum targetGL;
5860 if (pCurrentTextureSurface)
5861 targetGL = pCurrentTextureSurface->targetGL;
5862 else
5863 {
5864 /* No texture bound, assume 2D. */
5865 targetGL = GL_TEXTURE_2D;
5866 }
5867
5868 glTexParameterf(targetGL, GL_TEXTURE_LOD_BIAS, pTextureState[i].floatValue); /* Identical; default 0.0 identical too */
5869 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5870 break;
5871 }
5872
5873 case SVGA3D_TS_TEXTURE_MIPMAP_LEVEL: /* uint32_t */
5874 textureType = GL_TEXTURE_BASE_LEVEL;
5875 val = pTextureState[i].value;
5876 break;
5877
5878 case SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL: /* uint32_t */
5879 if (pState->caps.fTextureFilterAnisotropicSupported)
5880 {
5881 textureType = GL_TEXTURE_MAX_ANISOTROPY_EXT;
5882 val = RT_MIN((GLint)pTextureState[i].value, pState->caps.maxTextureAnisotropy);
5883 } /* otherwise ignore. */
5884 break;
5885
5886#if 0
5887 case SVGA3D_TS_GAMMA: /* float */
5888 samplerType = D3DSAMP_SRGBTEXTURE;
5889 /* Boolean in D3D */
5890 if (pTextureState[i].floatValue == 1.0f)
5891 val = FALSE;
5892 else
5893 val = TRUE;
5894 break;
5895#endif
5896 /* Internal commands, that don't map directly to the SetTextureStageState API. */
5897 case SVGA3D_TS_TEXCOORDGEN: /* SVGA3dTextureCoordGen */
5898 AssertFailed();
5899 break;
5900
5901 default:
5902 //AssertFailed();
5903 break;
5904 }
5905
5906 if (textureType != ~(GLenum)0)
5907 {
5908 GLenum targetGL;
5909 if (pCurrentTextureSurface)
5910 targetGL = pCurrentTextureSurface->targetGL;
5911 else
5912 {
5913 /* No texture bound, assume 2D. */
5914 targetGL = GL_TEXTURE_2D;
5915 }
5916
5917 switch (pTextureState[i].name)
5918 {
5919 case SVGA3D_TS_MINFILTER:
5920 case SVGA3D_TS_MAGFILTER:
5921 {
5922 if (pState->caps.fTextureFilterAnisotropicSupported)
5923 {
5924 uint32_t const anisotropyLevel = (SVGA3dTextureFilter)pTextureState[i].value == SVGA3D_TEX_FILTER_ANISOTROPIC
5925 ? RT_MAX(1, pContext->state.aTextureStates[currentStage][SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL].value)
5926 : 1;
5927 glTexParameteri(targetGL, GL_TEXTURE_MAX_ANISOTROPY_EXT, RT_MIN((GLint)anisotropyLevel, pState->caps.maxTextureAnisotropy));
5928 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5929 }
5930 } break;
5931
5932 default: break;
5933 }
5934
5935 glTexParameteri(targetGL, textureType, val);
5936 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5937 }
5938 }
5939
5940 return VINF_SUCCESS;
5941}
5942
5943static DECLCALLBACK(int) vmsvga3dBackSetMaterial(PVGASTATECC pThisCC, uint32_t cid, SVGA3dFace face, SVGA3dMaterial *pMaterial)
5944{
5945 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
5946 AssertReturn(pState, VERR_NO_MEMORY);
5947
5948 LogFunc(("cid=%u face %d\n", cid, face));
5949
5950 PVMSVGA3DCONTEXT pContext;
5951 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
5952 AssertRCReturn(rc, rc);
5953
5954 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5955
5956 GLenum oglFace;
5957 switch (face)
5958 {
5959 case SVGA3D_FACE_NONE:
5960 case SVGA3D_FACE_FRONT:
5961 oglFace = GL_FRONT;
5962 break;
5963
5964 case SVGA3D_FACE_BACK:
5965 oglFace = GL_BACK;
5966 break;
5967
5968 case SVGA3D_FACE_FRONT_BACK:
5969 oglFace = GL_FRONT_AND_BACK;
5970 break;
5971
5972 default:
5973 AssertFailedReturn(VERR_INVALID_PARAMETER);
5974 }
5975
5976 /* Save for vm state save/restore. */
5977 pContext->state.aMaterial[face].fValid = true;
5978 pContext->state.aMaterial[face].material = *pMaterial;
5979 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_MATERIAL;
5980
5981 glMaterialfv(oglFace, GL_DIFFUSE, pMaterial->diffuse);
5982 glMaterialfv(oglFace, GL_AMBIENT, pMaterial->ambient);
5983 glMaterialfv(oglFace, GL_SPECULAR, pMaterial->specular);
5984 glMaterialfv(oglFace, GL_EMISSION, pMaterial->emissive);
5985 glMaterialfv(oglFace, GL_SHININESS, &pMaterial->shininess);
5986 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5987
5988 return VINF_SUCCESS;
5989}
5990
5991/** @todo Move into separate library as we are using logic from Wine here. */
5992static DECLCALLBACK(int) vmsvga3dBackSetLightData(PVGASTATECC pThisCC, uint32_t cid, uint32_t index, SVGA3dLightData *pData)
5993{
5994 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
5995 AssertReturn(pState, VERR_NO_MEMORY);
5996
5997 LogFunc(("vmsvga3dSetLightData cid=%u index=%d type=%d\n", cid, index, pData->type));
5998 ASSERT_GUEST_RETURN(index < SVGA3D_MAX_LIGHTS, VERR_INVALID_PARAMETER);
5999
6000 PVMSVGA3DCONTEXT pContext;
6001 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
6002 AssertRCReturn(rc, rc);
6003
6004 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6005
6006 /* Store for vm state save/restore */
6007 pContext->state.aLightData[index].fValidData = true;
6008 pContext->state.aLightData[index].data = *pData;
6009
6010 if ( pData->attenuation0 < 0.0f
6011 || pData->attenuation1 < 0.0f
6012 || pData->attenuation2 < 0.0f)
6013 {
6014 Log(("vmsvga3dSetLightData: invalid negative attenuation values!!\n"));
6015 return VINF_SUCCESS; /* ignore; could crash the GL driver */
6016 }
6017
6018 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d */
6019 glMatrixMode(GL_MODELVIEW);
6020 glPushMatrix();
6021 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
6022
6023 glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, pData->diffuse);
6024 glLightfv(GL_LIGHT0 + index, GL_SPECULAR, pData->specular);
6025 glLightfv(GL_LIGHT0 + index, GL_AMBIENT, pData->ambient);
6026
6027 float QuadAttenuation;
6028 if (pData->range * pData->range >= FLT_MIN)
6029 QuadAttenuation = 1.4f / (pData->range * pData->range);
6030 else
6031 QuadAttenuation = 0.0f;
6032
6033 switch (pData->type)
6034 {
6035 case SVGA3D_LIGHTTYPE_POINT:
6036 {
6037 GLfloat position[4];
6038
6039 position[0] = pData->position[0];
6040 position[1] = pData->position[1];
6041 position[2] = pData->position[2];
6042 position[3] = 1.0f;
6043
6044 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
6045 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6046
6047 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
6048 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6049
6050 /* Attenuation - Are these right? guessing... */
6051 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
6052 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6053
6054 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
6055 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6056
6057 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
6058 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6059
6060 /** @todo range */
6061 break;
6062 }
6063
6064 case SVGA3D_LIGHTTYPE_SPOT1:
6065 {
6066 GLfloat exponent;
6067 GLfloat position[4];
6068 const GLfloat pi = 4.0f * atanf(1.0f);
6069
6070 position[0] = pData->position[0];
6071 position[1] = pData->position[1];
6072 position[2] = pData->position[2];
6073 position[3] = 1.0f;
6074
6075 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
6076 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6077
6078 position[0] = pData->direction[0];
6079 position[1] = pData->direction[1];
6080 position[2] = pData->direction[2];
6081 position[3] = 1.0f;
6082
6083 glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, position);
6084 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6085
6086 /*
6087 * opengl-ish and d3d-ish spot lights use too different models for the
6088 * light "intensity" as a function of the angle towards the main light direction,
6089 * so we only can approximate very roughly.
6090 * however spot lights are rather rarely used in games (if ever used at all).
6091 * furthermore if still used, probably nobody pays attention to such details.
6092 */
6093 if (pData->falloff == 0)
6094 {
6095 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
6096 * falloff resp. exponent parameter as an exponent, so the spot light lighting
6097 * will always be 1.0 for both of them, and we don't have to care for the
6098 * rest of the rather complex calculation
6099 */
6100 exponent = 0.0f;
6101 }
6102 else
6103 {
6104 float rho = pData->theta + (pData->phi - pData->theta) / (2 * pData->falloff);
6105 if (rho < 0.0001f)
6106 rho = 0.0001f;
6107 exponent = -0.3f/log(cos(rho/2));
6108 }
6109 if (exponent > 128.0f)
6110 exponent = 128.0f;
6111
6112 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, exponent);
6113 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6114
6115 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, pData->phi * 90.0 / pi);
6116 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6117
6118 /* Attenuation - Are these right? guessing... */
6119 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
6120 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6121
6122 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
6123 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6124
6125 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
6126 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6127
6128 /** @todo range */
6129 break;
6130 }
6131
6132 case SVGA3D_LIGHTTYPE_DIRECTIONAL:
6133 {
6134 GLfloat position[4];
6135
6136 position[0] = -pData->direction[0];
6137 position[1] = -pData->direction[1];
6138 position[2] = -pData->direction[2];
6139 position[3] = 0.0f;
6140
6141 glLightfv(GL_LIGHT0 + index, GL_POSITION, position); /* Note gl uses w position of 0 for direction! */
6142 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6143
6144 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
6145 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6146
6147 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, 0.0f);
6148 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6149 break;
6150 }
6151
6152 case SVGA3D_LIGHTTYPE_SPOT2:
6153 default:
6154 Log(("Unsupported light type!!\n"));
6155 rc = VERR_INVALID_PARAMETER;
6156 break;
6157 }
6158
6159 /* Restore the modelview matrix */
6160 glPopMatrix();
6161
6162 return rc;
6163}
6164
6165static DECLCALLBACK(int) vmsvga3dBackSetLightEnabled(PVGASTATECC pThisCC, uint32_t cid, uint32_t index, uint32_t enabled)
6166{
6167 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
6168 AssertReturn(pState, VERR_NO_MEMORY);
6169
6170 LogFunc(("cid=%u %d -> %d\n", cid, index, enabled));
6171
6172 PVMSVGA3DCONTEXT pContext;
6173 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
6174 AssertRCReturn(rc, rc);
6175
6176 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6177
6178 /* Store for vm state save/restore */
6179 if (index < SVGA3D_MAX_LIGHTS)
6180 pContext->state.aLightData[index].fEnabled = !!enabled;
6181 else
6182 AssertFailed();
6183
6184 if (enabled)
6185 {
6186 if (index < SVGA3D_MAX_LIGHTS)
6187 {
6188 /* Load the default settings if none have been set yet. */
6189 if (!pContext->state.aLightData[index].fValidData)
6190 vmsvga3dBackSetLightData(pThisCC, cid, index, (SVGA3dLightData *)&vmsvga3d_default_light);
6191 }
6192 glEnable(GL_LIGHT0 + index);
6193 }
6194 else
6195 glDisable(GL_LIGHT0 + index);
6196
6197 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6198 return VINF_SUCCESS;
6199}
6200
6201static DECLCALLBACK(int) vmsvga3dBackSetViewPort(PVGASTATECC pThisCC, uint32_t cid, SVGA3dRect *pRect)
6202{
6203 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
6204 AssertReturn(pState, VERR_NO_MEMORY);
6205
6206 Log(("vmsvga3dSetViewPort cid=%u (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
6207
6208 PVMSVGA3DCONTEXT pContext;
6209 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
6210 AssertRCReturn(rc, rc);
6211
6212 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6213
6214 /* Save for vm state save/restore. */
6215 pContext->state.RectViewPort = *pRect;
6216 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VIEWPORT;
6217
6218 /** @todo y-inversion for partial viewport coordinates? */
6219 glViewport(pRect->x, pRect->y, pRect->w, pRect->h);
6220 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6221
6222 /* Reset the projection matrix as that relies on the viewport setting. */
6223 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
6224 vmsvga3dBackSetTransform(pThisCC, cid, SVGA3D_TRANSFORM_PROJECTION,
6225 pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
6226 else
6227 {
6228 float matrix[16];
6229
6230 /* identity matrix if no matrix set. */
6231 memset(matrix, 0, sizeof(matrix));
6232 matrix[0] = 1.0;
6233 matrix[5] = 1.0;
6234 matrix[10] = 1.0;
6235 matrix[15] = 1.0;
6236 vmsvga3dBackSetTransform(pThisCC, cid, SVGA3D_TRANSFORM_PROJECTION, matrix);
6237 }
6238
6239 return VINF_SUCCESS;
6240}
6241
6242static DECLCALLBACK(int) vmsvga3dBackSetClipPlane(PVGASTATECC pThisCC, uint32_t cid, uint32_t index, float plane[4])
6243{
6244 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
6245 AssertReturn(pState, VERR_NO_MEMORY);
6246 double oglPlane[4];
6247
6248 Log(("vmsvga3dSetClipPlane cid=%u %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)));
6249 AssertReturn(index < SVGA3D_NUM_CLIPPLANES, VERR_INVALID_PARAMETER);
6250
6251 PVMSVGA3DCONTEXT pContext;
6252 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
6253 AssertRCReturn(rc, rc);
6254
6255 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6256
6257 /* Store for vm state save/restore. */
6258 pContext->state.aClipPlane[index].fValid = true;
6259 memcpy(pContext->state.aClipPlane[index].plane, plane, sizeof(pContext->state.aClipPlane[index].plane));
6260
6261 /** @todo clip plane affected by model view in OpenGL & view in D3D + vertex shader -> not transformed (see Wine; state.c clipplane) */
6262 oglPlane[0] = (double)plane[0];
6263 oglPlane[1] = (double)plane[1];
6264 oglPlane[2] = (double)plane[2];
6265 oglPlane[3] = (double)plane[3];
6266
6267 glClipPlane(GL_CLIP_PLANE0 + index, oglPlane);
6268 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6269
6270 return VINF_SUCCESS;
6271}
6272
6273static DECLCALLBACK(int) vmsvga3dBackSetScissorRect(PVGASTATECC pThisCC, uint32_t cid, SVGA3dRect *pRect)
6274{
6275 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
6276 AssertReturn(pState, VERR_NO_MEMORY);
6277
6278 Log(("vmsvga3dSetScissorRect cid=%u (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
6279
6280 PVMSVGA3DCONTEXT pContext;
6281 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
6282 AssertRCReturn(rc, rc);
6283
6284 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6285
6286 /* Store for vm state save/restore. */
6287 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_SCISSORRECT;
6288 pContext->state.RectScissor = *pRect;
6289
6290 glScissor(pRect->x, pRect->y, pRect->w, pRect->h);
6291 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6292
6293 return VINF_SUCCESS;
6294}
6295
6296static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha)
6297{
6298 /* Convert byte color components to float (0-1.0) */
6299 *pAlpha = (GLfloat)(color >> 24) / 255.0;
6300 *pRed = (GLfloat)((color >> 16) & 0xff) / 255.0;
6301 *pGreen = (GLfloat)((color >> 8) & 0xff) / 255.0;
6302 *pBlue = (GLfloat)(color & 0xff) / 255.0;
6303}
6304
6305static DECLCALLBACK(int) vmsvga3dBackCommandClear(PVGASTATECC pThisCC, uint32_t cid, SVGA3dClearFlag clearFlag, uint32_t color, float depth, uint32_t stencil,
6306 uint32_t cRects, SVGA3dRect *pRect)
6307{
6308 GLbitfield mask = 0;
6309 GLbitfield restoreMask = 0;
6310 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
6311 AssertReturn(pState, VERR_NO_MEMORY);
6312 GLboolean fDepthWriteEnabled = GL_FALSE;
6313 GLboolean afColorWriteEnabled[4] = { GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE };
6314
6315 Log(("vmsvga3dCommandClear cid=%u clearFlag=%x color=%x depth=%d stencil=%x cRects=%d\n", cid, clearFlag, color, (uint32_t)(depth * 100.0), stencil, cRects));
6316
6317 PVMSVGA3DCONTEXT pContext;
6318 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
6319 AssertRCReturn(rc, rc);
6320
6321 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6322
6323 if (clearFlag & SVGA3D_CLEAR_COLOR)
6324 {
6325 GLfloat red, green, blue, alpha;
6326 vmsvgaColor2GLFloatArray(color, &red, &green, &blue, &alpha);
6327
6328 /* Set the color clear value. */
6329 glClearColor(red, green, blue, alpha);
6330 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6331
6332 mask |= GL_COLOR_BUFFER_BIT;
6333
6334 /* glClear will not clear the color buffer if writing is disabled. */
6335 glGetBooleanv(GL_COLOR_WRITEMASK, afColorWriteEnabled);
6336 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6337 if ( afColorWriteEnabled[0] == GL_FALSE
6338 || afColorWriteEnabled[1] == GL_FALSE
6339 || afColorWriteEnabled[2] == GL_FALSE
6340 || afColorWriteEnabled[3] == GL_FALSE)
6341 {
6342 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
6343 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6344
6345 restoreMask |= GL_COLOR_BUFFER_BIT;
6346 }
6347
6348 }
6349
6350 if (clearFlag & SVGA3D_CLEAR_STENCIL)
6351 {
6352 /** @todo possibly the same problem as with glDepthMask */
6353 glClearStencil(stencil);
6354 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6355
6356 mask |= GL_STENCIL_BUFFER_BIT;
6357 }
6358
6359 if (clearFlag & SVGA3D_CLEAR_DEPTH)
6360 {
6361 glClearDepth((GLdouble)depth);
6362 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6363
6364 mask |= GL_DEPTH_BUFFER_BIT;
6365
6366 /* glClear will not clear the depth buffer if writing is disabled. */
6367 glGetBooleanv(GL_DEPTH_WRITEMASK, &fDepthWriteEnabled);
6368 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6369 if (fDepthWriteEnabled == GL_FALSE)
6370 {
6371 glDepthMask(GL_TRUE);
6372 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6373
6374 restoreMask |= GL_DEPTH_BUFFER_BIT;
6375 }
6376 }
6377
6378 /* Save the current scissor test bit and scissor box. */
6379 glPushAttrib(GL_SCISSOR_BIT);
6380 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6381
6382 if (cRects)
6383 {
6384 glEnable(GL_SCISSOR_TEST);
6385 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6386
6387 for (uint32_t i = 0; i < cRects; ++i)
6388 {
6389 LogFunc(("rect [%d] %d,%d %dx%d)\n", i, pRect[i].x, pRect[i].y, pRect[i].w, pRect[i].h));
6390 glScissor(pRect[i].x, pRect[i].y, pRect[i].w, pRect[i].h);
6391 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6392
6393 glClear(mask);
6394 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6395 }
6396 }
6397 else
6398 {
6399 glDisable(GL_SCISSOR_TEST);
6400 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6401
6402 glClear(mask);
6403 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6404 }
6405
6406 /* Restore the old scissor test bit and box */
6407 glPopAttrib();
6408 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6409
6410 /* Restore the write states. */
6411 if (restoreMask & GL_COLOR_BUFFER_BIT)
6412 {
6413 glColorMask(afColorWriteEnabled[0],
6414 afColorWriteEnabled[1],
6415 afColorWriteEnabled[2],
6416 afColorWriteEnabled[3]);
6417 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6418 }
6419
6420 if (restoreMask & GL_DEPTH_BUFFER_BIT)
6421 {
6422 glDepthMask(fDepthWriteEnabled);
6423 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6424 }
6425
6426 return VINF_SUCCESS;
6427}
6428
6429/* Convert VMWare vertex declaration to its OpenGL equivalent. */
6430static int vmsvga3dVertexDecl2OGL(SVGA3dVertexArrayIdentity &identity, GLint &size, GLenum &type, GLboolean &normalized, uint32_t &cbAttrib)
6431{
6432 normalized = GL_FALSE;
6433 switch (identity.type)
6434 {
6435 case SVGA3D_DECLTYPE_FLOAT1:
6436 size = 1;
6437 type = GL_FLOAT;
6438 cbAttrib = sizeof(float);
6439 break;
6440 case SVGA3D_DECLTYPE_FLOAT2:
6441 size = 2;
6442 type = GL_FLOAT;
6443 cbAttrib = 2 * sizeof(float);
6444 break;
6445 case SVGA3D_DECLTYPE_FLOAT3:
6446 size = 3;
6447 type = GL_FLOAT;
6448 cbAttrib = 3 * sizeof(float);
6449 break;
6450 case SVGA3D_DECLTYPE_FLOAT4:
6451 size = 4;
6452 type = GL_FLOAT;
6453 cbAttrib = 4 * sizeof(float);
6454 break;
6455
6456 case SVGA3D_DECLTYPE_D3DCOLOR:
6457 size = GL_BGRA; /* @note requires GL_ARB_vertex_array_bgra */
6458 type = GL_UNSIGNED_BYTE;
6459 normalized = GL_TRUE; /* glVertexAttribPointer fails otherwise */
6460 cbAttrib = sizeof(uint32_t);
6461 break;
6462
6463 case SVGA3D_DECLTYPE_UBYTE4N:
6464 normalized = GL_TRUE;
6465 RT_FALL_THRU();
6466 case SVGA3D_DECLTYPE_UBYTE4:
6467 size = 4;
6468 type = GL_UNSIGNED_BYTE;
6469 cbAttrib = sizeof(uint32_t);
6470 break;
6471
6472 case SVGA3D_DECLTYPE_SHORT2N:
6473 normalized = GL_TRUE;
6474 RT_FALL_THRU();
6475 case SVGA3D_DECLTYPE_SHORT2:
6476 size = 2;
6477 type = GL_SHORT;
6478 cbAttrib = 2 * sizeof(uint16_t);
6479 break;
6480
6481 case SVGA3D_DECLTYPE_SHORT4N:
6482 normalized = GL_TRUE;
6483 RT_FALL_THRU();
6484 case SVGA3D_DECLTYPE_SHORT4:
6485 size = 4;
6486 type = GL_SHORT;
6487 cbAttrib = 4 * sizeof(uint16_t);
6488 break;
6489
6490 case SVGA3D_DECLTYPE_USHORT4N:
6491 normalized = GL_TRUE;
6492 size = 4;
6493 type = GL_UNSIGNED_SHORT;
6494 cbAttrib = 4 * sizeof(uint16_t);
6495 break;
6496
6497 case SVGA3D_DECLTYPE_USHORT2N:
6498 normalized = GL_TRUE;
6499 size = 2;
6500 type = GL_UNSIGNED_SHORT;
6501 cbAttrib = 2 * sizeof(uint16_t);
6502 break;
6503
6504 case SVGA3D_DECLTYPE_UDEC3:
6505 size = 3;
6506 type = GL_UNSIGNED_INT_2_10_10_10_REV; /** @todo correct? */
6507 cbAttrib = sizeof(uint32_t);
6508 break;
6509
6510 case SVGA3D_DECLTYPE_DEC3N:
6511 normalized = true;
6512 size = 3;
6513 type = GL_INT_2_10_10_10_REV; /** @todo correct? */
6514 cbAttrib = sizeof(uint32_t);
6515 break;
6516
6517 case SVGA3D_DECLTYPE_FLOAT16_2:
6518 size = 2;
6519 type = GL_HALF_FLOAT;
6520 cbAttrib = 2 * sizeof(uint16_t);
6521 break;
6522 case SVGA3D_DECLTYPE_FLOAT16_4:
6523 size = 4;
6524 type = GL_HALF_FLOAT;
6525 cbAttrib = 4 * sizeof(uint16_t);
6526 break;
6527 default:
6528 AssertFailedReturn(VERR_INVALID_PARAMETER);
6529 }
6530
6531 //pVertexElement->Method = identity.method;
6532 //pVertexElement->Usage = identity.usage;
6533
6534 return VINF_SUCCESS;
6535}
6536
6537static float vmsvga3dFloat16To32(uint16_t f16)
6538{
6539 /* From Wiki */
6540#ifndef INFINITY
6541 static uint32_t const sBitsINFINITY = UINT32_C(0x7f800000);
6542 #define INFINITY (*(float const *)&sBitsINFINITY)
6543#endif
6544#ifndef NAN
6545 static uint32_t const sBitsNAN = UINT32_C(0x7fc00000);
6546 #define NAN (*(float const *)&sBitsNAN)
6547#endif
6548
6549 uint16_t const s = (f16 >> UINT16_C(15)) & UINT16_C(0x1);
6550 uint16_t const e = (f16 >> UINT16_C(10)) & UINT16_C(0x1f);
6551 uint16_t const m = (f16 ) & UINT16_C(0x3ff);
6552
6553 float result = s ? 1.0f : -1.0f;
6554 if (e == 0)
6555 {
6556 if (m == 0)
6557 result *= 0.0f; /* zero, -0 */
6558 else
6559 result *= (float)m / 1024.0f / 16384.0f; /* subnormal numbers: sign * 2^-14 * 0.m */
6560 }
6561 else if (e == 0x1f)
6562 {
6563 if (m == 0)
6564 result *= INFINITY; /* +-infinity */
6565 else
6566 result = NAN; /* NAN */
6567 }
6568 else
6569 {
6570 result *= powf(2.0f, (float)e - 15.0f) * (1.0f + (float)m / 1024.0f); /* sign * 2^(e-15) * 1.m */
6571 }
6572
6573 return result;
6574}
6575
6576/* Set a vertex attribute according to VMSVGA vertex declaration. */
6577static int vmsvga3dSetVertexAttrib(PVMSVGA3DSTATE pState, GLuint index, SVGA3dVertexArrayIdentity const *pIdentity, GLvoid const *pv)
6578{
6579 switch (pIdentity->type)
6580 {
6581 case SVGA3D_DECLTYPE_FLOAT1:
6582 {
6583 /* "One-component float expanded to (float, 0, 0, 1)." */
6584 GLfloat const *p = (GLfloat *)pv;
6585 GLfloat const v[4] = { p[0], 0.0f, 0.0f, 1.0f };
6586 pState->ext.glVertexAttrib4fv(index, v);
6587 break;
6588 }
6589 case SVGA3D_DECLTYPE_FLOAT2:
6590 {
6591 /* "Two-component float expanded to (float, float, 0, 1)." */
6592 GLfloat const *p = (GLfloat *)pv;
6593 GLfloat const v[4] = { p[0], p[1], 0.0f, 1.0f };
6594 pState->ext.glVertexAttrib4fv(index, v);
6595 break;
6596 }
6597 case SVGA3D_DECLTYPE_FLOAT3:
6598 {
6599 /* "Three-component float expanded to (float, float, float, 1)." */
6600 GLfloat const *p = (GLfloat *)pv;
6601 GLfloat const v[4] = { p[0], p[1], p[2], 1.0f };
6602 pState->ext.glVertexAttrib4fv(index, v);
6603 break;
6604 }
6605 case SVGA3D_DECLTYPE_FLOAT4:
6606 pState->ext.glVertexAttrib4fv(index, (GLfloat const *)pv);
6607 break;
6608 case SVGA3D_DECLTYPE_D3DCOLOR:
6609 /** @todo Need to swap bytes? */
6610 pState->ext.glVertexAttrib4Nubv(index, (GLubyte const *)pv);
6611 break;
6612 case SVGA3D_DECLTYPE_UBYTE4:
6613 pState->ext.glVertexAttrib4ubv(index, (GLubyte const *)pv);
6614 break;
6615 case SVGA3D_DECLTYPE_SHORT2:
6616 {
6617 /* "Two-component, signed short expanded to (value, value, 0, 1)." */
6618 GLshort const *p = (GLshort const *)pv;
6619 GLshort const v[4] = { p[0], p[1], 0, 1 };
6620 pState->ext.glVertexAttrib4sv(index, v);
6621 break;
6622 }
6623 case SVGA3D_DECLTYPE_SHORT4:
6624 pState->ext.glVertexAttrib4sv(index, (GLshort const *)pv);
6625 break;
6626 case SVGA3D_DECLTYPE_UBYTE4N:
6627 pState->ext.glVertexAttrib4Nubv(index, (GLubyte const *)pv);
6628 break;
6629 case SVGA3D_DECLTYPE_SHORT2N:
6630 {
6631 /* "Normalized, two-component, signed short, expanded to (first short/32767.0, second short/32767.0, 0, 1)." */
6632 GLshort const *p = (GLshort const *)pv;
6633 GLshort const v[4] = { p[0], p[1], 0, 1 };
6634 pState->ext.glVertexAttrib4Nsv(index, v);
6635 break;
6636 }
6637 case SVGA3D_DECLTYPE_SHORT4N:
6638 pState->ext.glVertexAttrib4Nsv(index, (GLshort const *)pv);
6639 break;
6640 case SVGA3D_DECLTYPE_USHORT2N:
6641 {
6642 GLushort const *p = (GLushort const *)pv;
6643 GLushort const v[4] = { p[0], p[1], 0, 1 };
6644 pState->ext.glVertexAttrib4Nusv(index, v);
6645 break;
6646 }
6647 case SVGA3D_DECLTYPE_USHORT4N:
6648 pState->ext.glVertexAttrib4Nusv(index, (GLushort const *)pv);
6649 break;
6650 case SVGA3D_DECLTYPE_UDEC3:
6651 {
6652 /** @todo Test */
6653 /* "Three-component, unsigned, 10 10 10 format expanded to (value, value, value, 1)." */
6654 uint32_t const u32 = *(uint32_t *)pv;
6655 GLfloat const v[4] = { (float)(u32 & 0x3ff), (float)((u32 >> 10) & 0x3ff), (float)((u32 >> 20) & 0x3ff), 1.0f };
6656 pState->ext.glVertexAttrib4fv(index, v);
6657 break;
6658 }
6659 case SVGA3D_DECLTYPE_DEC3N:
6660 {
6661 /** @todo Test */
6662 /* "Three-component, signed, 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1)." */
6663 uint32_t const u32 = *(uint32_t *)pv;
6664 GLfloat const v[4] = { (float)(u32 & 0x3ff) / 511.0f, (float)((u32 >> 10) & 0x3ff) / 511.0f, (float)((u32 >> 20) & 0x3ff) / 511.0f, 1.0f };
6665 pState->ext.glVertexAttrib4fv(index, v);
6666 break;
6667 }
6668 case SVGA3D_DECLTYPE_FLOAT16_2:
6669 {
6670 /** @todo Test */
6671 /* "Two-component, 16-bit, floating point expanded to (value, value, 0, 1)." */
6672 uint16_t const *p = (uint16_t *)pv;
6673 GLfloat const v[4] = { vmsvga3dFloat16To32(p[0]), vmsvga3dFloat16To32(p[1]), 0.0f, 1.0f };
6674 pState->ext.glVertexAttrib4fv(index, v);
6675 break;
6676 }
6677 case SVGA3D_DECLTYPE_FLOAT16_4:
6678 {
6679 /** @todo Test */
6680 uint16_t const *p = (uint16_t *)pv;
6681 GLfloat const v[4] = { vmsvga3dFloat16To32(p[0]), vmsvga3dFloat16To32(p[1]),
6682 vmsvga3dFloat16To32(p[2]), vmsvga3dFloat16To32(p[3]) };
6683 pState->ext.glVertexAttrib4fv(index, v);
6684 break;
6685 }
6686 default:
6687 AssertFailedReturn(VERR_INVALID_PARAMETER);
6688 }
6689
6690 return VINF_SUCCESS;
6691}
6692
6693/* Convert VMWare primitive type to its OpenGL equivalent. */
6694/* Calculate the vertex count based on the primitive type and nr of primitives. */
6695static int vmsvga3dPrimitiveType2OGL(SVGA3dPrimitiveType PrimitiveType, GLenum *pMode, uint32_t cPrimitiveCount, uint32_t *pcVertices)
6696{
6697 switch (PrimitiveType)
6698 {
6699 case SVGA3D_PRIMITIVE_TRIANGLELIST:
6700 *pMode = GL_TRIANGLES;
6701 *pcVertices = cPrimitiveCount * 3;
6702 break;
6703 case SVGA3D_PRIMITIVE_POINTLIST:
6704 *pMode = GL_POINTS;
6705 *pcVertices = cPrimitiveCount;
6706 break;
6707 case SVGA3D_PRIMITIVE_LINELIST:
6708 *pMode = GL_LINES;
6709 *pcVertices = cPrimitiveCount * 2;
6710 break;
6711 case SVGA3D_PRIMITIVE_LINESTRIP:
6712 *pMode = GL_LINE_STRIP;
6713 *pcVertices = cPrimitiveCount + 1;
6714 break;
6715 case SVGA3D_PRIMITIVE_TRIANGLESTRIP:
6716 *pMode = GL_TRIANGLE_STRIP;
6717 *pcVertices = cPrimitiveCount + 2;
6718 break;
6719 case SVGA3D_PRIMITIVE_TRIANGLEFAN:
6720 *pMode = GL_TRIANGLE_FAN;
6721 *pcVertices = cPrimitiveCount + 2;
6722 break;
6723 default:
6724 return VERR_INVALID_PARAMETER;
6725 }
6726 return VINF_SUCCESS;
6727}
6728
6729static int vmsvga3dResetTransformMatrices(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext)
6730{
6731 int rc;
6732
6733 /* Reset the view matrix (also takes the world matrix into account). */
6734 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid == true)
6735 rc = vmsvga3dBackSetTransform(pThisCC, pContext->id, SVGA3D_TRANSFORM_VIEW,
6736 pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
6737 else
6738 {
6739 float matrix[16];
6740
6741 /* identity matrix if no matrix set. */
6742 memset(matrix, 0, sizeof(matrix));
6743 matrix[0] = 1.0;
6744 matrix[5] = 1.0;
6745 matrix[10] = 1.0;
6746 matrix[15] = 1.0;
6747 rc = vmsvga3dBackSetTransform(pThisCC, pContext->id, SVGA3D_TRANSFORM_VIEW, matrix);
6748 }
6749
6750 /* Reset the projection matrix. */
6751 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
6752 {
6753 rc = vmsvga3dBackSetTransform(pThisCC, pContext->id, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
6754 }
6755 else
6756 {
6757 float matrix[16];
6758
6759 /* identity matrix if no matrix set. */
6760 memset(matrix, 0, sizeof(matrix));
6761 matrix[0] = 1.0;
6762 matrix[5] = 1.0;
6763 matrix[10] = 1.0;
6764 matrix[15] = 1.0;
6765 rc = vmsvga3dBackSetTransform(pThisCC, pContext->id, SVGA3D_TRANSFORM_PROJECTION, matrix);
6766 }
6767 AssertRC(rc);
6768 return rc;
6769}
6770
6771static int vmsvga3dDrawPrimitivesProcessVertexDecls(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext,
6772 uint32_t iVertexDeclBase, uint32_t numVertexDecls,
6773 SVGA3dVertexDecl *pVertexDecl,
6774 SVGA3dVertexDivisor const *paVertexDivisors)
6775{
6776 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
6777 unsigned const sidVertex = pVertexDecl[0].array.surfaceId;
6778
6779 PVMSVGA3DSURFACE pVertexSurface;
6780 int rc = vmsvga3dSurfaceFromSid(pState, sidVertex, &pVertexSurface);
6781 AssertRCReturn(rc, rc);
6782
6783 Log(("vmsvga3dDrawPrimitives: vertex surface sid=%u\n", sidVertex));
6784
6785 /* Create and/or bind the vertex buffer. */
6786 if (pVertexSurface->oglId.buffer == OPENGL_INVALID_ID)
6787 {
6788 Log(("vmsvga3dDrawPrimitives: create vertex buffer fDirty=%d size=%x bytes\n", pVertexSurface->fDirty, pVertexSurface->paMipmapLevels[0].cbSurface));
6789 PVMSVGA3DCONTEXT pSavedCtx = pContext;
6790 pContext = &pState->SharedCtx;
6791 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6792
6793 pState->ext.glGenBuffers(1, &pVertexSurface->oglId.buffer);
6794 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6795 pVertexSurface->enmOGLResType = VMSVGA3D_OGLRESTYPE_BUFFER;
6796
6797 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
6798 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6799
6800 Assert(pVertexSurface->fDirty);
6801 /** @todo rethink usage dynamic/static */
6802 pState->ext.glBufferData(GL_ARRAY_BUFFER, pVertexSurface->paMipmapLevels[0].cbSurface, pVertexSurface->paMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
6803 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6804
6805 pVertexSurface->paMipmapLevels[0].fDirty = false;
6806 pVertexSurface->fDirty = false;
6807
6808 pVertexSurface->f.s.surface1Flags |= SVGA3D_SURFACE_HINT_VERTEXBUFFER;
6809
6810 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, OPENGL_INVALID_ID);
6811 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6812
6813 pContext = pSavedCtx;
6814 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6815 }
6816
6817 Assert(pVertexSurface->fDirty == false);
6818 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
6819 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6820
6821 /* Setup the vertex declarations. */
6822 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6823 {
6824 GLint size;
6825 GLenum type;
6826 GLboolean normalized;
6827 uint32_t cbAttrib;
6828 GLuint index = iVertexDeclBase + iVertex;
6829
6830 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));
6831
6832 rc = vmsvga3dVertexDecl2OGL(pVertexDecl[iVertex].identity, size, type, normalized, cbAttrib);
6833 AssertRCReturn(rc, rc);
6834
6835 ASSERT_GUEST_RETURN( pVertexSurface->paMipmapLevels[0].cbSurface >= pVertexDecl[iVertex].array.offset
6836 && pVertexSurface->paMipmapLevels[0].cbSurface - pVertexDecl[iVertex].array.offset >= cbAttrib,
6837 VERR_INVALID_PARAMETER);
6838 RT_UNTRUSTED_VALIDATED_FENCE();
6839
6840 if (pContext->state.shidVertex != SVGA_ID_INVALID)
6841 {
6842 /* Use numbered vertex arrays (or attributes) when shaders are active. */
6843 if (pVertexDecl[iVertex].array.stride)
6844 {
6845 pState->ext.glEnableVertexAttribArray(index);
6846 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6847 pState->ext.glVertexAttribPointer(index, size, type, normalized, pVertexDecl[iVertex].array.stride,
6848 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6849 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6850
6851 GLuint divisor = paVertexDivisors && paVertexDivisors[index].instanceData ? 1 : 0;
6852 pState->ext.glVertexAttribDivisor(index, divisor);
6853 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6854
6855 /** @todo case SVGA3D_DECLUSAGE_COLOR: color component order not identical!! test GL_BGRA!! */
6856 }
6857 else
6858 {
6859 /*
6860 * D3D and OpenGL have a different meaning of value zero for the vertex array stride:
6861 * - D3D (VMSVGA): "use a zero stride to tell the runtime not to increment the vertex buffer offset."
6862 * - OpenGL: "If stride is 0, the generic vertex attributes are understood to be tightly packed in the array."
6863 * VMSVGA uses the D3D semantics.
6864 *
6865 * Use glVertexAttrib in order to tell OpenGL to reuse the zero stride attributes for each vertex.
6866 */
6867 pState->ext.glDisableVertexAttribArray(index);
6868 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6869
6870 const GLvoid *v = (uint8_t *)pVertexSurface->paMipmapLevels[0].pSurfaceData + pVertexDecl[iVertex].array.offset;
6871 vmsvga3dSetVertexAttrib(pState, index, &pVertexDecl[iVertex].identity, v);
6872 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6873 }
6874 }
6875 else
6876 {
6877 if (pVertexDecl[iVertex].array.stride == 0)
6878 {
6879 /* Zero stride means that the attribute pointer must not be increased.
6880 * See comment about stride in vmsvga3dDrawPrimitives.
6881 */
6882 LogRelMax(8, ("VMSVGA: Warning: zero stride array in fixed function pipeline\n"));
6883 AssertFailed();
6884 }
6885
6886 /* Use the predefined selection of vertex streams for the fixed pipeline. */
6887 switch (pVertexDecl[iVertex].identity.usage)
6888 {
6889 case SVGA3D_DECLUSAGE_POSITIONT:
6890 case SVGA3D_DECLUSAGE_POSITION:
6891 {
6892 glEnableClientState(GL_VERTEX_ARRAY);
6893 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6894 glVertexPointer(size, type, pVertexDecl[iVertex].array.stride,
6895 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6896 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6897 break;
6898 }
6899 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
6900 AssertFailed();
6901 break;
6902 case SVGA3D_DECLUSAGE_BLENDINDICES:
6903 AssertFailed();
6904 break;
6905 case SVGA3D_DECLUSAGE_NORMAL:
6906 glEnableClientState(GL_NORMAL_ARRAY);
6907 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6908 glNormalPointer(type, pVertexDecl[iVertex].array.stride,
6909 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6910 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6911 break;
6912 case SVGA3D_DECLUSAGE_PSIZE:
6913 AssertFailed();
6914 break;
6915 case SVGA3D_DECLUSAGE_TEXCOORD:
6916 /* Specify the affected texture unit. */
6917#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
6918 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6919#else
6920 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6921#endif
6922 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
6923 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6924 glTexCoordPointer(size, type, pVertexDecl[iVertex].array.stride,
6925 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6926 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6927 break;
6928 case SVGA3D_DECLUSAGE_TANGENT:
6929 AssertFailed();
6930 break;
6931 case SVGA3D_DECLUSAGE_BINORMAL:
6932 AssertFailed();
6933 break;
6934 case SVGA3D_DECLUSAGE_TESSFACTOR:
6935 AssertFailed();
6936 break;
6937 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! test GL_BGRA!! */
6938 glEnableClientState(GL_COLOR_ARRAY);
6939 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6940 glColorPointer(size, type, pVertexDecl[iVertex].array.stride,
6941 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6942 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6943 break;
6944 case SVGA3D_DECLUSAGE_FOG:
6945 glEnableClientState(GL_FOG_COORD_ARRAY);
6946 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6947 pState->ext.glFogCoordPointer(type, pVertexDecl[iVertex].array.stride,
6948 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6949 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6950 break;
6951 case SVGA3D_DECLUSAGE_DEPTH:
6952 AssertFailed();
6953 break;
6954 case SVGA3D_DECLUSAGE_SAMPLE:
6955 AssertFailed();
6956 break;
6957 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6958 }
6959 }
6960
6961#ifdef LOG_ENABLED
6962 if (pVertexDecl[iVertex].array.stride == 0)
6963 Log(("vmsvga3dDrawPrimitives: stride == 0! Can be valid\n"));
6964#endif
6965 }
6966
6967 return VINF_SUCCESS;
6968}
6969
6970static int vmsvga3dDrawPrimitivesCleanupVertexDecls(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase,
6971 uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
6972{
6973 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
6974
6975 /* Clean up the vertex declarations. */
6976 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6977 {
6978 if (pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT)
6979 {
6980 /* Reset the transformation matrices in case of a switch back from pretransformed mode. */
6981 Log(("vmsvga3dDrawPrimitivesCleanupVertexDecls: reset world and projection matrices after transformation reset (pre-transformed -> transformed)\n"));
6982 vmsvga3dResetTransformMatrices(pThisCC, pContext);
6983 }
6984
6985 if (pContext->state.shidVertex != SVGA_ID_INVALID)
6986 {
6987 /* Use numbered vertex arrays when shaders are active. */
6988 pState->ext.glVertexAttribDivisor(iVertexDeclBase + iVertex, 0);
6989 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6990 pState->ext.glDisableVertexAttribArray(iVertexDeclBase + iVertex);
6991 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6992 }
6993 else
6994 {
6995 /* Use the predefined selection of vertex streams for the fixed pipeline. */
6996 switch (pVertexDecl[iVertex].identity.usage)
6997 {
6998 case SVGA3D_DECLUSAGE_POSITION:
6999 case SVGA3D_DECLUSAGE_POSITIONT:
7000 glDisableClientState(GL_VERTEX_ARRAY);
7001 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7002 break;
7003 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
7004 break;
7005 case SVGA3D_DECLUSAGE_BLENDINDICES:
7006 break;
7007 case SVGA3D_DECLUSAGE_NORMAL:
7008 glDisableClientState(GL_NORMAL_ARRAY);
7009 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7010 break;
7011 case SVGA3D_DECLUSAGE_PSIZE:
7012 break;
7013 case SVGA3D_DECLUSAGE_TEXCOORD:
7014 /* Specify the affected texture unit. */
7015#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
7016 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
7017#else
7018 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
7019#endif
7020 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
7021 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7022 break;
7023 case SVGA3D_DECLUSAGE_TANGENT:
7024 break;
7025 case SVGA3D_DECLUSAGE_BINORMAL:
7026 break;
7027 case SVGA3D_DECLUSAGE_TESSFACTOR:
7028 break;
7029 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! */
7030 glDisableClientState(GL_COLOR_ARRAY);
7031 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7032 break;
7033 case SVGA3D_DECLUSAGE_FOG:
7034 glDisableClientState(GL_FOG_COORD_ARRAY);
7035 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7036 break;
7037 case SVGA3D_DECLUSAGE_DEPTH:
7038 break;
7039 case SVGA3D_DECLUSAGE_SAMPLE:
7040 break;
7041 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
7042 }
7043 }
7044 }
7045 /* Unbind the vertex buffer after usage. */
7046 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
7047 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7048 return VINF_SUCCESS;
7049}
7050
7051static DECLCALLBACK(int) vmsvga3dBackDrawPrimitives(PVGASTATECC pThisCC, uint32_t cid, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl,
7052 uint32_t numRanges, SVGA3dPrimitiveRange *pRange, uint32_t cVertexDivisor,
7053 SVGA3dVertexDivisor *pVertexDivisor)
7054{
7055 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
7056 AssertReturn(pState, VERR_INTERNAL_ERROR);
7057 uint32_t iCurrentVertex;
7058
7059 Log(("vmsvga3dDrawPrimitives cid=%u numVertexDecls=%d numRanges=%d, cVertexDivisor=%d\n", cid, numVertexDecls, numRanges, cVertexDivisor));
7060
7061 /* Caller already check these, but it cannot hurt to check again... */
7062 AssertReturn(numVertexDecls && numVertexDecls <= SVGA3D_MAX_VERTEX_ARRAYS, VERR_INVALID_PARAMETER);
7063 AssertReturn(numRanges && numRanges <= SVGA3D_MAX_DRAW_PRIMITIVE_RANGES, VERR_INVALID_PARAMETER);
7064 AssertReturn(!cVertexDivisor || cVertexDivisor == numVertexDecls, VERR_INVALID_PARAMETER);
7065
7066 if (!cVertexDivisor)
7067 pVertexDivisor = NULL; /* Be sure. */
7068
7069 PVMSVGA3DCONTEXT pContext;
7070 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
7071 AssertRCReturn(rc, rc);
7072
7073 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
7074
7075 /* Check for pretransformed vertex declarations. */
7076 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
7077 {
7078 switch (pVertexDecl[iVertex].identity.usage)
7079 {
7080 case SVGA3D_DECLUSAGE_POSITIONT:
7081 Log(("ShaderSetPositionTransformed: (%d,%d)\n", pContext->state.RectViewPort.w, pContext->state.RectViewPort.h));
7082 RT_FALL_THRU();
7083 case SVGA3D_DECLUSAGE_POSITION:
7084 ShaderSetPositionTransformed(pContext->pShaderContext, pContext->state.RectViewPort.w,
7085 pContext->state.RectViewPort.h,
7086 pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT);
7087 break;
7088 default: /* Shut up MSC. */ break;
7089 }
7090 }
7091
7092 /* Flush any shader changes; after (!) checking the vertex declarations to deal with pre-transformed vertices. */
7093 if (pContext->pShaderContext)
7094 {
7095 uint32_t rtHeight = 0;
7096
7097 if (pContext->state.aRenderTargets[SVGA3D_RT_COLOR0] != SVGA_ID_INVALID)
7098 {
7099 PVMSVGA3DSURFACE pRenderTarget;
7100 rc = vmsvga3dSurfaceFromSid(pState, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0], &pRenderTarget);
7101 AssertRCReturn(rc, rc);
7102
7103 rtHeight = pRenderTarget->paMipmapLevels[0].mipmapSize.height;
7104 }
7105
7106 ShaderUpdateState(pContext->pShaderContext, rtHeight);
7107 }
7108
7109 /* Try to figure out if instancing is used.
7110 * Support simple instancing case with one set of indexed data and one set per-instance data.
7111 */
7112 uint32_t cInstances = 0;
7113 for (uint32_t iVertexDivisor = 0; iVertexDivisor < cVertexDivisor; ++iVertexDivisor)
7114 {
7115 if (pVertexDivisor[iVertexDivisor].indexedData)
7116 {
7117 if (cInstances == 0)
7118 cInstances = pVertexDivisor[iVertexDivisor].count;
7119 else
7120 Assert(cInstances == pVertexDivisor[iVertexDivisor].count);
7121 }
7122 else if (pVertexDivisor[iVertexDivisor].instanceData)
7123 {
7124 Assert(pVertexDivisor[iVertexDivisor].count == 1);
7125 }
7126 }
7127
7128 /* Process all vertex declarations. Each vertex buffer is represented by one stream. */
7129 iCurrentVertex = 0;
7130 while (iCurrentVertex < numVertexDecls)
7131 {
7132 uint32_t sidVertex = SVGA_ID_INVALID;
7133 uint32_t iVertex;
7134
7135 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
7136 {
7137 if ( sidVertex != SVGA_ID_INVALID
7138 && pVertexDecl[iVertex].array.surfaceId != sidVertex
7139 )
7140 break;
7141 sidVertex = pVertexDecl[iVertex].array.surfaceId;
7142 }
7143
7144 rc = vmsvga3dDrawPrimitivesProcessVertexDecls(pThisCC, pContext, iCurrentVertex, iVertex - iCurrentVertex,
7145 &pVertexDecl[iCurrentVertex], pVertexDivisor);
7146 AssertRCReturn(rc, rc);
7147
7148 iCurrentVertex = iVertex;
7149 }
7150
7151 /* Now draw the primitives. */
7152 for (unsigned iPrimitive = 0; iPrimitive < numRanges; iPrimitive++)
7153 {
7154 GLenum modeDraw;
7155 unsigned const sidIndex = pRange[iPrimitive].indexArray.surfaceId;
7156 PVMSVGA3DSURFACE pIndexSurface = NULL;
7157 unsigned cVertices;
7158
7159 Log(("Primitive %d: type %s\n", iPrimitive, vmsvga3dPrimitiveType2String(pRange[iPrimitive].primType)));
7160 rc = vmsvga3dPrimitiveType2OGL(pRange[iPrimitive].primType, &modeDraw, pRange[iPrimitive].primitiveCount, &cVertices);
7161 if (RT_FAILURE(rc))
7162 {
7163 AssertRC(rc);
7164 goto internal_error;
7165 }
7166
7167 if (sidIndex != SVGA3D_INVALID_ID)
7168 {
7169 AssertMsg(pRange[iPrimitive].indexWidth == sizeof(uint32_t) || pRange[iPrimitive].indexWidth == sizeof(uint16_t), ("Unsupported primitive width %d\n", pRange[iPrimitive].indexWidth));
7170
7171 rc = vmsvga3dSurfaceFromSid(pState, sidIndex, &pIndexSurface);
7172 if (RT_FAILURE(rc))
7173 {
7174 AssertRC(rc);
7175 goto internal_error;
7176 }
7177
7178 Log(("vmsvga3dDrawPrimitives: index surface sid=%u\n", sidIndex));
7179
7180 if (pIndexSurface->oglId.buffer == OPENGL_INVALID_ID)
7181 {
7182 Log(("vmsvga3dDrawPrimitives: create index buffer fDirty=%d size=%x bytes\n", pIndexSurface->fDirty, pIndexSurface->paMipmapLevels[0].cbSurface));
7183 pContext = &pState->SharedCtx;
7184 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
7185
7186 pState->ext.glGenBuffers(1, &pIndexSurface->oglId.buffer);
7187 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7188 pIndexSurface->enmOGLResType = VMSVGA3D_OGLRESTYPE_BUFFER;
7189
7190 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
7191 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7192
7193 Assert(pIndexSurface->fDirty);
7194
7195 /** @todo rethink usage dynamic/static */
7196 pState->ext.glBufferData(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->paMipmapLevels[0].cbSurface, pIndexSurface->paMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
7197 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7198
7199 pIndexSurface->paMipmapLevels[0].fDirty = false;
7200 pIndexSurface->fDirty = false;
7201
7202 pIndexSurface->f.s.surface1Flags |= SVGA3D_SURFACE_HINT_INDEXBUFFER;
7203
7204 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, OPENGL_INVALID_ID);
7205 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7206
7207 pContext = pState->papContexts[cid];
7208 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
7209 }
7210 Assert(pIndexSurface->fDirty == false);
7211
7212 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
7213 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7214 }
7215
7216 if (!pIndexSurface)
7217 {
7218 /* Render without an index buffer */
7219 Log(("DrawPrimitive %d cPrimitives=%d cVertices=%d index index bias=%d cInstances=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pRange[iPrimitive].indexBias, cInstances));
7220 if (cInstances == 0)
7221 {
7222 glDrawArrays(modeDraw, pRange[iPrimitive].indexBias, cVertices);
7223 }
7224 else
7225 {
7226 pState->ext.glDrawArraysInstanced(modeDraw, pRange[iPrimitive].indexBias, cVertices, cInstances);
7227 }
7228 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7229 }
7230 else
7231 {
7232 Assert(pRange[iPrimitive].indexWidth == pRange[iPrimitive].indexArray.stride);
7233
7234 GLenum indexType;
7235 switch (pRange[iPrimitive].indexWidth)
7236 {
7237 case 1: indexType = GL_UNSIGNED_BYTE; break;
7238 case 2: indexType = GL_UNSIGNED_SHORT; break;
7239 default: AssertMsgFailed(("indexWidth %d\n", pRange[iPrimitive].indexWidth));
7240 RT_FALL_THROUGH();
7241 case 4: indexType = GL_UNSIGNED_INT; break;
7242 }
7243
7244 Log(("DrawIndexedPrimitive %d cPrimitives=%d cVertices=%d hint.first=%d hint.last=%d index offset=%d primitivecount=%d index width=%d index bias=%d cInstances=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pVertexDecl[0].rangeHint.first, pVertexDecl[0].rangeHint.last, pRange[iPrimitive].indexArray.offset, pRange[iPrimitive].primitiveCount, pRange[iPrimitive].indexWidth, pRange[iPrimitive].indexBias, cInstances));
7245 if (cInstances == 0)
7246 {
7247 /* Render with an index buffer */
7248 if (pRange[iPrimitive].indexBias == 0)
7249 glDrawElements(modeDraw,
7250 cVertices,
7251 indexType,
7252 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset); /* byte offset in indices buffer */
7253 else
7254 pState->ext.glDrawElementsBaseVertex(modeDraw,
7255 cVertices,
7256 indexType,
7257 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
7258 pRange[iPrimitive].indexBias); /* basevertex */
7259 }
7260 else
7261 {
7262 /* Render with an index buffer */
7263 if (pRange[iPrimitive].indexBias == 0)
7264 pState->ext.glDrawElementsInstanced(modeDraw,
7265 cVertices,
7266 indexType,
7267 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
7268 cInstances);
7269 else
7270 pState->ext.glDrawElementsInstancedBaseVertex(modeDraw,
7271 cVertices,
7272 indexType,
7273 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
7274 cInstances,
7275 pRange[iPrimitive].indexBias); /* basevertex */
7276 }
7277 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7278
7279 /* Unbind the index buffer after usage. */
7280 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
7281 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7282 }
7283 }
7284
7285internal_error:
7286
7287 /* Deactivate the vertex declarations. */
7288 iCurrentVertex = 0;
7289 while (iCurrentVertex < numVertexDecls)
7290 {
7291 uint32_t sidVertex = SVGA_ID_INVALID;
7292 uint32_t iVertex;
7293
7294 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
7295 {
7296 if ( sidVertex != SVGA_ID_INVALID
7297 && pVertexDecl[iVertex].array.surfaceId != sidVertex
7298 )
7299 break;
7300 sidVertex = pVertexDecl[iVertex].array.surfaceId;
7301 }
7302
7303 rc = vmsvga3dDrawPrimitivesCleanupVertexDecls(pThisCC, pContext, iCurrentVertex,
7304 iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
7305 AssertRCReturn(rc, rc);
7306
7307 iCurrentVertex = iVertex;
7308 }
7309
7310#ifdef DEBUG
7311 /* Check whether 'activeTexture' on texture unit 'i' matches what we expect. */
7312 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTextures); ++i)
7313 {
7314 if (pContext->aSidActiveTextures[i] != SVGA3D_INVALID_ID)
7315 {
7316 PVMSVGA3DSURFACE pTexture;
7317 int rc2 = vmsvga3dSurfaceFromSid(pState, pContext->aSidActiveTextures[i], &pTexture);
7318 AssertContinue(RT_SUCCESS(rc2));
7319
7320 GLint activeTextureUnit = 0;
7321 glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureUnit);
7322 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
7323
7324 pState->ext.glActiveTexture(GL_TEXTURE0 + i);
7325 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
7326
7327 GLint activeTexture = 0;
7328 glGetIntegerv(pTexture->bindingGL, &activeTexture);
7329 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
7330
7331 pState->ext.glActiveTexture(activeTextureUnit);
7332 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
7333
7334 AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture,
7335 ("%d vs %d unit %d (active unit %d) sid=%u\n", pTexture->oglId.texture, activeTexture, i,
7336 activeTextureUnit - GL_TEXTURE0, pContext->aSidActiveTextures[i]));
7337 }
7338 }
7339#endif
7340
7341#if 0
7342 /* Dump render target to a bitmap. */
7343 if (pContext->state.aRenderTargets[SVGA3D_RT_COLOR0] != SVGA3D_INVALID_ID)
7344 {
7345 vmsvga3dUpdateHeapBuffersForSurfaces(pThisCC, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0]);
7346 PVMSVGA3DSURFACE pSurface;
7347 int rc2 = vmsvga3dSurfaceFromSid(pState, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0], &pSurface);
7348 if (RT_SUCCESS(rc2))
7349 vmsvga3dInfoSurfaceToBitmap(NULL, pSurface, "bmpgl", "rt", "-post");
7350# if 0
7351 /* Stage 0 texture. */
7352 if (pContext->aSidActiveTextures[0] != SVGA3D_INVALID_ID)
7353 {
7354 vmsvga3dUpdateHeapBuffersForSurfaces(pThisCC, pContext->aSidActiveTextures[0]);
7355 rc2 = vmsvga3dSurfaceFromSid(pState, pContext->aSidActiveTextures[0], &pSurface);
7356 if (RT_SUCCESS(rc2))
7357 vmsvga3dInfoSurfaceToBitmap(NULL, pSurface, "bmpgl", "rt", "-post-tx");
7358 }
7359# endif
7360 }
7361#endif
7362
7363 return rc;
7364}
7365
7366
7367static DECLCALLBACK(int) vmsvga3dBackShaderDefine(PVGASTATECC pThisCC, uint32_t cid, uint32_t shid, SVGA3dShaderType type, uint32_t cbData, uint32_t *pShaderData)
7368{
7369 PVMSVGA3DSHADER pShader;
7370 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
7371 AssertReturn(pState, VERR_NO_MEMORY);
7372
7373 Log(("vmsvga3dShaderDefine cid=%u shid=%d type=%s cbData=0x%x\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cbData));
7374
7375 PVMSVGA3DCONTEXT pContext;
7376 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
7377 AssertRCReturn(rc, rc);
7378
7379 AssertReturn(shid < SVGA3D_MAX_SHADER_IDS, VERR_INVALID_PARAMETER);
7380
7381 rc = vmsvga3dShaderParse(type, cbData, pShaderData);
7382 if (RT_FAILURE(rc))
7383 {
7384 AssertRC(rc);
7385 vmsvga3dShaderLogRel("Failed to parse", type, cbData, pShaderData);
7386 return rc;
7387 }
7388
7389 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
7390
7391 if (type == SVGA3D_SHADERTYPE_VS)
7392 {
7393 if (shid >= pContext->cVertexShaders)
7394 {
7395 void *pvNew = RTMemRealloc(pContext->paVertexShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
7396 AssertReturn(pvNew, VERR_NO_MEMORY);
7397 pContext->paVertexShader = (PVMSVGA3DSHADER)pvNew;
7398 memset(&pContext->paVertexShader[pContext->cVertexShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cVertexShaders));
7399 for (uint32_t i = pContext->cVertexShaders; i < shid + 1; i++)
7400 pContext->paVertexShader[i].id = SVGA3D_INVALID_ID;
7401 pContext->cVertexShaders = shid + 1;
7402 }
7403 /* If one already exists with this id, then destroy it now. */
7404 if (pContext->paVertexShader[shid].id != SVGA3D_INVALID_ID)
7405 vmsvga3dBackShaderDestroy(pThisCC, cid, shid, pContext->paVertexShader[shid].type);
7406
7407 pShader = &pContext->paVertexShader[shid];
7408 }
7409 else
7410 {
7411 Assert(type == SVGA3D_SHADERTYPE_PS);
7412 if (shid >= pContext->cPixelShaders)
7413 {
7414 void *pvNew = RTMemRealloc(pContext->paPixelShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
7415 AssertReturn(pvNew, VERR_NO_MEMORY);
7416 pContext->paPixelShader = (PVMSVGA3DSHADER)pvNew;
7417 memset(&pContext->paPixelShader[pContext->cPixelShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cPixelShaders));
7418 for (uint32_t i = pContext->cPixelShaders; i < shid + 1; i++)
7419 pContext->paPixelShader[i].id = SVGA3D_INVALID_ID;
7420 pContext->cPixelShaders = shid + 1;
7421 }
7422 /* If one already exists with this id, then destroy it now. */
7423 if (pContext->paPixelShader[shid].id != SVGA3D_INVALID_ID)
7424 vmsvga3dBackShaderDestroy(pThisCC, cid, shid, pContext->paPixelShader[shid].type);
7425
7426 pShader = &pContext->paPixelShader[shid];
7427 }
7428
7429 memset(pShader, 0, sizeof(*pShader));
7430 pShader->id = shid;
7431 pShader->cid = cid;
7432 pShader->type = type;
7433 pShader->cbData = cbData;
7434 pShader->pShaderProgram = RTMemAllocZ(cbData);
7435 AssertReturn(pShader->pShaderProgram, VERR_NO_MEMORY);
7436 memcpy(pShader->pShaderProgram, pShaderData, cbData);
7437
7438#ifdef DUMP_SHADER_DISASSEMBLY
7439 LPD3DXBUFFER pDisassembly;
7440 HRESULT hr = D3DXDisassembleShader((const DWORD *)pShaderData, FALSE, NULL, &pDisassembly);
7441 if (hr == D3D_OK)
7442 {
7443 Log(("Shader disassembly:\n%s\n", pDisassembly->GetBufferPointer()));
7444 pDisassembly->Release();
7445 }
7446#endif
7447
7448 switch (type)
7449 {
7450 case SVGA3D_SHADERTYPE_VS:
7451 rc = ShaderCreateVertexShader(pContext->pShaderContext, (const uint32_t *)pShaderData, cbData, &pShader->u.pVertexShader);
7452 AssertRC(rc);
7453 break;
7454
7455 case SVGA3D_SHADERTYPE_PS:
7456 rc = ShaderCreatePixelShader(pContext->pShaderContext, (const uint32_t *)pShaderData, cbData, &pShader->u.pPixelShader);
7457 AssertRC(rc);
7458 break;
7459
7460 default:
7461 AssertFailedReturn(VERR_INVALID_PARAMETER);
7462 }
7463 if (rc != VINF_SUCCESS)
7464 {
7465 vmsvga3dShaderLogRel("Failed to create", type, cbData, pShaderData);
7466
7467 RTMemFree(pShader->pShaderProgram);
7468 memset(pShader, 0, sizeof(*pShader));
7469 pShader->id = SVGA3D_INVALID_ID;
7470 }
7471
7472 return rc;
7473}
7474
7475static DECLCALLBACK(int) vmsvga3dBackShaderDestroy(PVGASTATECC pThisCC, uint32_t cid, uint32_t shid, SVGA3dShaderType type)
7476{
7477 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
7478 AssertReturn(pState, VERR_NO_MEMORY);
7479 PVMSVGA3DSHADER pShader = NULL;
7480
7481 Log(("vmsvga3dShaderDestroy cid=%u shid=%d type=%s\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL"));
7482
7483 PVMSVGA3DCONTEXT pContext;
7484 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
7485 AssertRCReturn(rc, rc);
7486
7487 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
7488
7489 if (type == SVGA3D_SHADERTYPE_VS)
7490 {
7491 if ( shid < pContext->cVertexShaders
7492 && pContext->paVertexShader[shid].id == shid)
7493 {
7494 pShader = &pContext->paVertexShader[shid];
7495 if (pContext->state.shidVertex == shid)
7496 {
7497 rc = ShaderSetVertexShader(pContext->pShaderContext, NULL);
7498 AssertRC(rc);
7499 }
7500
7501 rc = ShaderDestroyVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
7502 AssertRC(rc);
7503 }
7504 }
7505 else
7506 {
7507 Assert(type == SVGA3D_SHADERTYPE_PS);
7508 if ( shid < pContext->cPixelShaders
7509 && pContext->paPixelShader[shid].id == shid)
7510 {
7511 pShader = &pContext->paPixelShader[shid];
7512 if (pContext->state.shidPixel == shid)
7513 {
7514 ShaderSetPixelShader(pContext->pShaderContext, NULL);
7515 AssertRC(rc);
7516 }
7517
7518 rc = ShaderDestroyPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
7519 AssertRC(rc);
7520 }
7521 }
7522
7523 if (pShader)
7524 {
7525 if (pShader->pShaderProgram)
7526 RTMemFree(pShader->pShaderProgram);
7527 memset(pShader, 0, sizeof(*pShader));
7528 pShader->id = SVGA3D_INVALID_ID;
7529 }
7530 else
7531 AssertFailedReturn(VERR_INVALID_PARAMETER);
7532
7533 return VINF_SUCCESS;
7534}
7535
7536static DECLCALLBACK(int) vmsvga3dBackShaderSet(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext, uint32_t cid, SVGA3dShaderType type, uint32_t shid)
7537{
7538 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
7539 AssertReturn(pState, VERR_NO_MEMORY);
7540 int rc;
7541
7542 Log(("vmsvga3dShaderSet cid=%u type=%s shid=%d\n", cid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", shid));
7543
7544 if (!pContext)
7545 {
7546 rc = vmsvga3dContextFromCid(pState, cid, &pContext);
7547 AssertRCReturn(rc, rc);
7548 }
7549
7550 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
7551
7552 if (type == SVGA3D_SHADERTYPE_VS)
7553 {
7554 /* Save for vm state save/restore. */
7555 pContext->state.shidVertex = shid;
7556 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VERTEXSHADER;
7557
7558 if ( shid < pContext->cVertexShaders
7559 && pContext->paVertexShader[shid].id == shid)
7560 {
7561 PVMSVGA3DSHADER pShader = &pContext->paVertexShader[shid];
7562 Assert(type == pShader->type);
7563
7564 rc = ShaderSetVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
7565 AssertRCReturn(rc, rc);
7566 }
7567 else
7568 if (shid == SVGA_ID_INVALID)
7569 {
7570 /* Unselect shader. */
7571 rc = ShaderSetVertexShader(pContext->pShaderContext, NULL);
7572 AssertRCReturn(rc, rc);
7573 }
7574 else
7575 AssertFailedReturn(VERR_INVALID_PARAMETER);
7576 }
7577 else
7578 {
7579 /* Save for vm state save/restore. */
7580 pContext->state.shidPixel = shid;
7581 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_PIXELSHADER;
7582
7583 Assert(type == SVGA3D_SHADERTYPE_PS);
7584 if ( shid < pContext->cPixelShaders
7585 && pContext->paPixelShader[shid].id == shid)
7586 {
7587 PVMSVGA3DSHADER pShader = &pContext->paPixelShader[shid];
7588 Assert(type == pShader->type);
7589
7590 rc = ShaderSetPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
7591 AssertRCReturn(rc, rc);
7592 }
7593 else
7594 if (shid == SVGA_ID_INVALID)
7595 {
7596 /* Unselect shader. */
7597 rc = ShaderSetPixelShader(pContext->pShaderContext, NULL);
7598 AssertRCReturn(rc, rc);
7599 }
7600 else
7601 AssertFailedReturn(VERR_INVALID_PARAMETER);
7602 }
7603
7604 return VINF_SUCCESS;
7605}
7606
7607static DECLCALLBACK(int) vmsvga3dBackShaderSetConst(PVGASTATECC pThisCC, uint32_t cid, uint32_t reg, SVGA3dShaderType type, SVGA3dShaderConstType ctype, uint32_t cRegisters, uint32_t *pValues)
7608{
7609 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
7610 AssertReturn(pState, VERR_NO_MEMORY);
7611
7612 Log(("vmsvga3dShaderSetConst cid=%u reg=%x type=%s cregs=%d ctype=%x\n", cid, reg, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cRegisters, ctype));
7613
7614 PVMSVGA3DCONTEXT pContext;
7615 int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
7616 AssertRCReturn(rc, rc);
7617
7618 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
7619
7620 for (uint32_t i = 0; i < cRegisters; i++)
7621 {
7622#ifdef LOG_ENABLED
7623 switch (ctype)
7624 {
7625 case SVGA3D_CONST_TYPE_FLOAT:
7626 {
7627 float *pValuesF = (float *)pValues;
7628 Log(("ConstantF %d: value=" FLOAT_FMT_STR ", " FLOAT_FMT_STR ", " FLOAT_FMT_STR ", " FLOAT_FMT_STR "\n",
7629 reg + i, FLOAT_FMT_ARGS(pValuesF[i*4 + 0]), FLOAT_FMT_ARGS(pValuesF[i*4 + 1]), FLOAT_FMT_ARGS(pValuesF[i*4 + 2]), FLOAT_FMT_ARGS(pValuesF[i*4 + 3])));
7630 break;
7631 }
7632
7633 case SVGA3D_CONST_TYPE_INT:
7634 Log(("ConstantI %d: value=%d, %d, %d, %d\n", reg + i, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]));
7635 break;
7636
7637 case SVGA3D_CONST_TYPE_BOOL:
7638 Log(("ConstantB %d: value=%d, %d, %d, %d\n", reg + i, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]));
7639 break;
7640
7641 default:
7642 AssertFailedReturn(VERR_INVALID_PARAMETER);
7643 }
7644#endif
7645 vmsvga3dSaveShaderConst(pContext, reg + i, type, ctype, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]);
7646 }
7647
7648 switch (type)
7649 {
7650 case SVGA3D_SHADERTYPE_VS:
7651 switch (ctype)
7652 {
7653 case SVGA3D_CONST_TYPE_FLOAT:
7654 rc = ShaderSetVertexShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
7655 break;
7656
7657 case SVGA3D_CONST_TYPE_INT:
7658 rc = ShaderSetVertexShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
7659 break;
7660
7661 case SVGA3D_CONST_TYPE_BOOL:
7662 rc = ShaderSetVertexShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
7663 break;
7664
7665 default:
7666 AssertFailedReturn(VERR_INVALID_PARAMETER);
7667 }
7668 AssertRCReturn(rc, rc);
7669 break;
7670
7671 case SVGA3D_SHADERTYPE_PS:
7672 switch (ctype)
7673 {
7674 case SVGA3D_CONST_TYPE_FLOAT:
7675 rc = ShaderSetPixelShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
7676 break;
7677
7678 case SVGA3D_CONST_TYPE_INT:
7679 rc = ShaderSetPixelShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
7680 break;
7681
7682 case SVGA3D_CONST_TYPE_BOOL:
7683 rc = ShaderSetPixelShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
7684 break;
7685
7686 default:
7687 AssertFailedReturn(VERR_INVALID_PARAMETER);
7688 }
7689 AssertRCReturn(rc, rc);
7690 break;
7691
7692 default:
7693 AssertFailedReturn(VERR_INVALID_PARAMETER);
7694 }
7695
7696 return VINF_SUCCESS;
7697}
7698
7699static DECLCALLBACK(int) vmsvga3dBackOcclusionQueryCreate(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext)
7700{
7701 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
7702 AssertReturn(pState->ext.glGenQueries, VERR_NOT_SUPPORTED);
7703 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
7704
7705 GLuint idQuery = 0;
7706 pState->ext.glGenQueries(1, &idQuery);
7707 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7708 AssertReturn(idQuery, VERR_INTERNAL_ERROR);
7709 pContext->occlusion.idQuery = idQuery;
7710 return VINF_SUCCESS;
7711}
7712
7713static DECLCALLBACK(int) vmsvga3dBackOcclusionQueryDelete(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext)
7714{
7715 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
7716 AssertReturn(pState->ext.glDeleteQueries, VERR_NOT_SUPPORTED);
7717 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
7718
7719 if (pContext->occlusion.idQuery)
7720 {
7721 pState->ext.glDeleteQueries(1, &pContext->occlusion.idQuery);
7722 }
7723 return VINF_SUCCESS;
7724}
7725
7726static DECLCALLBACK(int) vmsvga3dBackOcclusionQueryBegin(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext)
7727{
7728 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
7729 AssertReturn(pState->ext.glBeginQuery, VERR_NOT_SUPPORTED);
7730 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
7731
7732 pState->ext.glBeginQuery(GL_ANY_SAMPLES_PASSED, pContext->occlusion.idQuery);
7733 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7734 return VINF_SUCCESS;
7735}
7736
7737static DECLCALLBACK(int) vmsvga3dBackOcclusionQueryEnd(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext)
7738{
7739 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
7740 AssertReturn(pState->ext.glEndQuery, VERR_NOT_SUPPORTED);
7741 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
7742
7743 pState->ext.glEndQuery(GL_ANY_SAMPLES_PASSED);
7744 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7745 return VINF_SUCCESS;
7746}
7747
7748static DECLCALLBACK(int) vmsvga3dBackOcclusionQueryGetData(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext, uint32_t *pu32Pixels)
7749{
7750 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
7751 AssertReturn(pState->ext.glGetQueryObjectuiv, VERR_NOT_SUPPORTED);
7752 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
7753
7754 GLuint pixels = 0;
7755 pState->ext.glGetQueryObjectuiv(pContext->occlusion.idQuery, GL_QUERY_RESULT, &pixels);
7756 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7757
7758 *pu32Pixels = (uint32_t)pixels;
7759 return VINF_SUCCESS;
7760}
7761
7762/**
7763 * Worker for vmsvga3dUpdateHeapBuffersForSurfaces.
7764 *
7765 * This will allocate heap buffers if necessary, thus increasing the memory
7766 * usage of the process.
7767 *
7768 * @todo Would be interesting to share this code with the saved state code.
7769 *
7770 * @returns VBox status code.
7771 * @param pThisCC The VGA/VMSVGA context.
7772 * @param pSurface The surface to refresh the heap buffers for.
7773 */
7774static DECLCALLBACK(int) vmsvga3dBackSurfaceUpdateHeapBuffers(PVGASTATECC pThisCC, PVMSVGA3DSURFACE pSurface)
7775{
7776 PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
7777 AssertReturn(pState, VERR_INVALID_STATE);
7778
7779 /*
7780 * Currently we've got trouble retreving bit for DEPTHSTENCIL
7781 * surfaces both for OpenGL and D3D, so skip these here (don't
7782 * wast memory on them).
7783 */
7784 uint32_t const fSwitchFlags = pSurface->f.s.surface1Flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK;
7785 if ( fSwitchFlags != SVGA3D_SURFACE_HINT_DEPTHSTENCIL
7786 && fSwitchFlags != (SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_HINT_TEXTURE))
7787 {
7788 /*
7789 * Change OpenGL context to the one the surface is associated with.
7790 */
7791 PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
7792 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
7793
7794 /*
7795 * Work thru each mipmap level for each face.
7796 */
7797 for (uint32_t iFace = 0; iFace < pSurface->cFaces; iFace++)
7798 {
7799 PVMSVGA3DMIPMAPLEVEL pMipmapLevel = &pSurface->paMipmapLevels[iFace * pSurface->cLevels];
7800 for (uint32_t i = 0; i < pSurface->cLevels; i++, pMipmapLevel++)
7801 {
7802 if (VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurface))
7803 {
7804 Assert(pMipmapLevel->cbSurface);
7805 Assert(pMipmapLevel->cbSurface == pMipmapLevel->cbSurfacePlane * pMipmapLevel->mipmapSize.depth);
7806
7807 /*
7808 * Make sure we've got surface memory buffer.
7809 */
7810 uint8_t *pbDst = (uint8_t *)pMipmapLevel->pSurfaceData;
7811 if (!pbDst)
7812 {
7813 pMipmapLevel->pSurfaceData = pbDst = (uint8_t *)RTMemAllocZ(pMipmapLevel->cbSurface);
7814 AssertReturn(pbDst, VERR_NO_MEMORY);
7815 }
7816
7817 /*
7818 * OpenGL specifics.
7819 */
7820 switch (pSurface->enmOGLResType)
7821 {
7822 case VMSVGA3D_OGLRESTYPE_TEXTURE:
7823 {
7824 GLint activeTexture;
7825 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
7826 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
7827
7828 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
7829 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
7830
7831 /* Set row length and alignment of the output data. */
7832 VMSVGAPACKPARAMS SavedParams;
7833 vmsvga3dOglSetPackParams(pState, pContext, pSurface, &SavedParams);
7834
7835 glGetTexImage(GL_TEXTURE_2D,
7836 i,
7837 pSurface->formatGL,
7838 pSurface->typeGL,
7839 pbDst);
7840 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
7841
7842 vmsvga3dOglRestorePackParams(pState, pContext, pSurface, &SavedParams);
7843
7844 /* Restore the old active texture. */
7845 glBindTexture(GL_TEXTURE_2D, activeTexture);
7846 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
7847 break;
7848 }
7849
7850 case VMSVGA3D_OGLRESTYPE_BUFFER:
7851 {
7852 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pSurface->oglId.buffer);
7853 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7854
7855 void *pvSrc = pState->ext.glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
7856 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7857 if (RT_VALID_PTR(pvSrc))
7858 memcpy(pbDst, pvSrc, pMipmapLevel->cbSurface);
7859 else
7860 AssertPtr(pvSrc);
7861
7862 pState->ext.glUnmapBuffer(GL_ARRAY_BUFFER);
7863 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7864
7865 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
7866 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
7867 break;
7868 }
7869
7870 default:
7871 AssertMsgFailed(("%#x\n", fSwitchFlags));
7872 }
7873 }
7874 /* else: There is no data in hardware yet, so whatever we got is already current. */
7875 }
7876 }
7877 }
7878
7879 return VINF_SUCCESS;
7880}
7881
7882static DECLCALLBACK(int) vmsvga3dBackQueryInterface(PVGASTATECC pThisCC, char const *pszInterfaceName, void *pvInterfaceFuncs, size_t cbInterfaceFuncs)
7883{
7884 RT_NOREF(pThisCC);
7885
7886 int rc = VINF_SUCCESS;
7887 if (RTStrCmp(pszInterfaceName, VMSVGA3D_BACKEND_INTERFACE_NAME_3D) == 0)
7888 {
7889 if (cbInterfaceFuncs == sizeof(VMSVGA3DBACKENDFUNCS3D))
7890 {
7891 if (pvInterfaceFuncs)
7892 {
7893 VMSVGA3DBACKENDFUNCS3D *p = (VMSVGA3DBACKENDFUNCS3D *)pvInterfaceFuncs;
7894 p->pfnInit = vmsvga3dBackInit;
7895 p->pfnPowerOn = vmsvga3dBackPowerOn;
7896 p->pfnTerminate = vmsvga3dBackTerminate;
7897 p->pfnReset = vmsvga3dBackReset;
7898 p->pfnQueryCaps = vmsvga3dBackQueryCaps;
7899 p->pfnChangeMode = vmsvga3dBackChangeMode;
7900 p->pfnCreateTexture = vmsvga3dBackCreateTexture;
7901 p->pfnSurfaceDestroy = vmsvga3dBackSurfaceDestroy;
7902 p->pfnSurfaceInvalidateImage = vmsvga3dBackSurfaceInvalidateImage;
7903 p->pfnSurfaceCopy = vmsvga3dBackSurfaceCopy;
7904 p->pfnSurfaceDMACopyBox = vmsvga3dBackSurfaceDMACopyBox;
7905 p->pfnSurfaceStretchBlt = vmsvga3dBackSurfaceStretchBlt;
7906 p->pfnUpdateHostScreenViewport = vmsvga3dBackUpdateHostScreenViewport;
7907 p->pfnDefineScreen = vmsvga3dBackDefineScreen;
7908 p->pfnDestroyScreen = vmsvga3dBackDestroyScreen;
7909 p->pfnSurfaceBlitToScreen = vmsvga3dBackSurfaceBlitToScreen;
7910 p->pfnSurfaceUpdateHeapBuffers = vmsvga3dBackSurfaceUpdateHeapBuffers;
7911 }
7912 }
7913 else
7914 {
7915 AssertFailed();
7916 rc = VERR_INVALID_PARAMETER;
7917 }
7918 }
7919 else if (RTStrCmp(pszInterfaceName, VMSVGA3D_BACKEND_INTERFACE_NAME_VGPU9) == 0)
7920 {
7921 if (cbInterfaceFuncs == sizeof(VMSVGA3DBACKENDFUNCSVGPU9))
7922 {
7923 if (pvInterfaceFuncs)
7924 {
7925 VMSVGA3DBACKENDFUNCSVGPU9 *p = (VMSVGA3DBACKENDFUNCSVGPU9 *)pvInterfaceFuncs;
7926 p->pfnContextDefine = vmsvga3dBackContextDefine;
7927 p->pfnContextDestroy = vmsvga3dBackContextDestroy;
7928 p->pfnSetTransform = vmsvga3dBackSetTransform;
7929 p->pfnSetZRange = vmsvga3dBackSetZRange;
7930 p->pfnSetRenderState = vmsvga3dBackSetRenderState;
7931 p->pfnSetRenderTarget = vmsvga3dBackSetRenderTarget;
7932 p->pfnSetTextureState = vmsvga3dBackSetTextureState;
7933 p->pfnSetMaterial = vmsvga3dBackSetMaterial;
7934 p->pfnSetLightData = vmsvga3dBackSetLightData;
7935 p->pfnSetLightEnabled = vmsvga3dBackSetLightEnabled;
7936 p->pfnSetViewPort = vmsvga3dBackSetViewPort;
7937 p->pfnSetClipPlane = vmsvga3dBackSetClipPlane;
7938 p->pfnCommandClear = vmsvga3dBackCommandClear;
7939 p->pfnDrawPrimitives = vmsvga3dBackDrawPrimitives;
7940 p->pfnSetScissorRect = vmsvga3dBackSetScissorRect;
7941 p->pfnGenerateMipmaps = vmsvga3dBackGenerateMipmaps;
7942 p->pfnShaderDefine = vmsvga3dBackShaderDefine;
7943 p->pfnShaderDestroy = vmsvga3dBackShaderDestroy;
7944 p->pfnShaderSet = vmsvga3dBackShaderSet;
7945 p->pfnShaderSetConst = vmsvga3dBackShaderSetConst;
7946 p->pfnOcclusionQueryCreate = vmsvga3dBackOcclusionQueryCreate;
7947 p->pfnOcclusionQueryDelete = vmsvga3dBackOcclusionQueryDelete;
7948 p->pfnOcclusionQueryBegin = vmsvga3dBackOcclusionQueryBegin;
7949 p->pfnOcclusionQueryEnd = vmsvga3dBackOcclusionQueryEnd;
7950 p->pfnOcclusionQueryGetData = vmsvga3dBackOcclusionQueryGetData;
7951 }
7952 }
7953 else
7954 {
7955 AssertFailed();
7956 rc = VERR_INVALID_PARAMETER;
7957 }
7958 }
7959 else
7960 rc = VERR_NOT_IMPLEMENTED;
7961 return rc;
7962}
7963
7964
7965extern VMSVGA3DBACKENDDESC const g_BackendLegacy =
7966{
7967 "LEGACY",
7968 vmsvga3dBackQueryInterface
7969};
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