VirtualBox

source: vbox/trunk/src/VBox/Devices/Graphics/DevVGA-SVGA3d-ogl.cpp@ 69052

最後變更 在這個檔案從69052是 69046,由 vboxsync 提交於 7 年 前

Global: replace fall-through comments with RT_FALL_THRU().
bugref:8192: gcc warnings

  • 屬性 svn:eol-style 設為 native
  • 屬性 svn:keywords 設為 Author Date Id Revision
檔案大小: 260.3 KB
 
1/* $Id: DevVGA-SVGA3d-ogl.cpp 69046 2017-10-11 16:11:23Z vboxsync $ */
2/** @file
3 * DevVMWare - VMWare SVGA device
4 */
5
6/*
7 * Copyright (C) 2013-2016 Oracle Corporation
8 *
9 * This file is part of VirtualBox Open Source Edition (OSE), as
10 * available from http://www.alldomusa.eu.org. This file is free software;
11 * you can redistribute it and/or modify it under the terms of the GNU
12 * General Public License (GPL) as published by the Free Software
13 * Foundation, in version 2 as it comes in the "COPYING" file of the
14 * VirtualBox OSE distribution. VirtualBox OSE is distributed in the
15 * hope that it will be useful, but WITHOUT ANY WARRANTY of any kind.
16 */
17
18
19/*********************************************************************************************************************************
20* Header Files *
21*********************************************************************************************************************************/
22/* Enable to disassemble defined shaders. (Windows host only) */
23#if defined(RT_OS_WINDOWS) && defined(DEBUG) && 0 /* Disabled as we don't have the DirectX SDK avaible atm. */
24# define DUMP_SHADER_DISASSEMBLY
25#endif
26#ifdef DEBUG_bird
27//# define RTMEM_WRAP_TO_EF_APIS
28#endif
29#define LOG_GROUP LOG_GROUP_DEV_VMSVGA
30#include <VBox/vmm/pdmdev.h>
31#include <VBox/version.h>
32#include <VBox/err.h>
33#include <VBox/log.h>
34#include <VBox/vmm/pgm.h>
35
36#include <iprt/assert.h>
37#include <iprt/semaphore.h>
38#include <iprt/uuid.h>
39#include <iprt/mem.h>
40
41#include <VBoxVideo.h> /* required by DevVGA.h */
42
43/* should go BEFORE any other DevVGA include to make all DevVGA.h config defines be visible */
44#include "DevVGA.h"
45
46#include "DevVGA-SVGA.h"
47#include "DevVGA-SVGA3d.h"
48#include "DevVGA-SVGA3d-internal.h"
49
50#ifdef DUMP_SHADER_DISASSEMBLY
51# include <d3dx9shader.h>
52#endif
53
54#include <stdlib.h>
55#include <math.h>
56#include <float.h> /* FLT_MIN */
57
58
59/*********************************************************************************************************************************
60* Defined Constants And Macros *
61*********************************************************************************************************************************/
62#ifndef VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE
63# define VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE 1.0
64#endif
65
66#ifdef RT_OS_WINDOWS
67# define OGLGETPROCADDRESS wglGetProcAddress
68
69#elif defined(RT_OS_DARWIN)
70# include <dlfcn.h>
71# define OGLGETPROCADDRESS MyNSGLGetProcAddress
72/** Resolves an OpenGL symbol. */
73static void *MyNSGLGetProcAddress(const char *pszSymbol)
74{
75 /* Another copy in shaderapi.c. */
76 static void *s_pvImage = NULL;
77 if (s_pvImage == NULL)
78 s_pvImage = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY);
79 return s_pvImage ? dlsym(s_pvImage, pszSymbol) : NULL;
80}
81
82#else
83# define OGLGETPROCADDRESS(x) glXGetProcAddress((const GLubyte *)x)
84#endif
85
86/* Invert y-coordinate for OpenGL's bottom left origin. */
87#define D3D_TO_OGL_Y_COORD(ptrSurface, y_coordinate) (ptrSurface->pMipmapLevels[0].size.height - (y_coordinate))
88#define D3D_TO_OGL_Y_COORD_MIPLEVEL(ptrMipLevel, y_coordinate) (ptrMipLevel->size.height - (y_coordinate))
89
90//#define MANUAL_FLIP_SURFACE_DATA
91/* Enable to render the result of DrawPrimitive in a seperate window. */
92//#define DEBUG_GFX_WINDOW
93
94
95/**
96 * Macro for doing something and then checking for errors during initialization.
97 * Uses AssertLogRelMsg.
98 */
99#define VMSVGA3D_INIT_CHECKED(a_Expr) \
100 do \
101 { \
102 a_Expr; \
103 GLenum iGlError = glGetError(); \
104 AssertLogRelMsg(iGlError == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x\n", #a_Expr, iGlError)); \
105 } while (0)
106
107/**
108 * Macro for doing something and then checking for errors during initialization,
109 * doing the same in the other context when enabled.
110 *
111 * This will try both profiles in dual profile builds. Caller must be in the
112 * default context.
113 *
114 * Uses AssertLogRelMsg to indicate trouble.
115 */
116#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
117# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) \
118 do \
119 { \
120 for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
121 a_Expr; \
122 GLenum iGlError = glGetError(); \
123 if (iGlError != GL_NO_ERROR) \
124 { \
125 VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pOtherCtx); \
126 for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
127 a_Expr; \
128 GLenum iGlError2 = glGetError(); \
129 AssertLogRelMsg(iGlError2 == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x / %#x\n", #a_Expr, iGlError, iGlError2)); \
130 VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pContext); \
131 } \
132 } while (0)
133#else
134# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) VMSVGA3D_INIT_CHECKED(a_Expr)
135#endif
136
137
138/*********************************************************************************************************************************
139* Global Variables *
140*********************************************************************************************************************************/
141/* Define the default light parameters as specified by MSDN. */
142/** @todo move out; fetched from Wine */
143const SVGA3dLightData vmsvga3d_default_light =
144{
145 SVGA3D_LIGHTTYPE_DIRECTIONAL, /* type */
146 false, /* inWorldSpace */
147 { 1.0f, 1.0f, 1.0f, 0.0f }, /* diffuse r,g,b,a */
148 { 0.0f, 0.0f, 0.0f, 0.0f }, /* specular r,g,b,a */
149 { 0.0f, 0.0f, 0.0f, 0.0f }, /* ambient r,g,b,a, */
150 { 0.0f, 0.0f, 0.0f }, /* position x,y,z */
151 { 0.0f, 0.0f, 1.0f }, /* direction x,y,z */
152 0.0f, /* range */
153 0.0f, /* falloff */
154 0.0f, 0.0f, 0.0f, /* attenuation 0,1,2 */
155 0.0f, /* theta */
156 0.0f /* phi */
157};
158
159
160/*********************************************************************************************************************************
161* Internal Functions *
162*********************************************************************************************************************************/
163static int vmsvga3dContextDestroyOgl(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid);
164static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha);
165
166/* Generated by VBoxDef2LazyLoad from the VBoxSVGA3D.def and VBoxSVGA3DObjC.def files. */
167extern "C" int ExplicitlyLoadVBoxSVGA3D(bool fResolveAllImports, PRTERRINFO pErrInfo);
168
169
170/**
171 * Checks if the given OpenGL extension is supported.
172 *
173 * @returns true if supported, false if not.
174 * @param pState The VMSVGA3d state.
175 * @param rsMinGLVersion The OpenGL version that introduced this feature
176 * into the core.
177 * @param pszWantedExtension The name of the OpenGL extension we want padded
178 * with one space at each end.
179 * @remarks Init time only.
180 */
181static bool vmsvga3dCheckGLExtension(PVMSVGA3DSTATE pState, float rsMinGLVersion, const char *pszWantedExtension)
182{
183 RT_NOREF(rsMinGLVersion);
184 /* check padding. */
185 Assert(pszWantedExtension[0] == ' ');
186 Assert(pszWantedExtension[1] != ' ');
187 Assert(strchr(&pszWantedExtension[1], ' ') + 1 == strchr(pszWantedExtension, '\0'));
188
189 /* Look it up. */
190 bool fRet = false;
191 if (strstr(pState->pszExtensions, pszWantedExtension))
192 fRet = true;
193
194 /* Temporarily. Later start if (rsMinGLVersion != 0.0 && fActualGLVersion >= rsMinGLVersion) return true; */
195#ifdef RT_OS_DARWIN
196 AssertMsg( rsMinGLVersion == 0.0
197 || fRet == (pState->rsGLVersion >= rsMinGLVersion)
198 || VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE == 2.1,
199 ("%s actual:%d min:%d fRet=%d\n",
200 pszWantedExtension, (int)(pState->rsGLVersion * 10), (int)(rsMinGLVersion * 10), fRet));
201#else
202 AssertMsg(rsMinGLVersion == 0.0 || fRet == (pState->rsGLVersion >= rsMinGLVersion),
203 ("%s actual:%d min:%d fRet=%d\n",
204 pszWantedExtension, (int)(pState->rsGLVersion * 10), (int)(rsMinGLVersion * 10), fRet));
205#endif
206 return fRet;
207}
208
209
210/**
211 * Outputs GL_EXTENSIONS list to the release log.
212 */
213static void vmsvga3dLogRelExtensions(const char *pszPrefix, const char *pszExtensions)
214{
215 /* OpenGL 3.0 interface (glGetString(GL_EXTENSIONS) return NULL). */
216 bool fBuffered = RTLogRelSetBuffering(true);
217
218 /*
219 * Determin the column widths first.
220 */
221 size_t acchWidths[4] = { 1, 1, 1, 1 };
222 uint32_t i;
223 const char *psz = pszExtensions;
224 for (i = 0; ; i++)
225 {
226 while (*psz == ' ')
227 psz++;
228 if (!*psz)
229 break;
230
231 const char *pszEnd = strchr(psz, ' ');
232 AssertBreak(pszEnd);
233 size_t cch = pszEnd - psz;
234
235 uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
236 if (acchWidths[iColumn] < cch)
237 acchWidths[iColumn] = cch;
238
239 psz = pszEnd;
240 }
241
242 /*
243 * Output it.
244 */
245 LogRel(("VMSVGA3d: %sOpenGL extensions (%d):", pszPrefix, i));
246 psz = pszExtensions;
247 for (i = 0; ; i++)
248 {
249 while (*psz == ' ')
250 psz++;
251 if (!*psz)
252 break;
253
254 const char *pszEnd = strchr(psz, ' ');
255 AssertBreak(pszEnd);
256 size_t cch = pszEnd - psz;
257
258 uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
259 if (iColumn == 0)
260 LogRel(("\nVMSVGA3d: %-*.*s", acchWidths[iColumn], cch, psz));
261 else if (iColumn != RT_ELEMENTS(acchWidths) - 1)
262 LogRel((" %-*.*s", acchWidths[iColumn], cch, psz));
263 else
264 LogRel((" %.*s", cch, psz));
265
266 psz = pszEnd;
267 }
268
269 RTLogRelSetBuffering(fBuffered);
270 LogRel(("\n"));
271}
272
273/**
274 * Gathers the GL_EXTENSIONS list, storing it as a space padded list at
275 * @a ppszExtensions.
276 *
277 * @returns VINF_SUCCESS or VERR_NO_STR_MEMORY
278 * @param ppszExtensions Pointer to the string pointer. Free with RTStrFree.
279 * @param fGLProfileVersion The OpenGL profile version.
280 */
281static int vmsvga3dGatherExtensions(char **ppszExtensions, float fGLProfileVersion)
282{
283 int rc;
284 *ppszExtensions = NULL;
285
286 /*
287 * Try the old glGetString interface first.
288 */
289 const char *pszExtensions = (const char *)glGetString(GL_EXTENSIONS);
290 if (pszExtensions)
291 {
292 rc = RTStrAAppendExN(ppszExtensions, 3, " ", (size_t)1, pszExtensions, RTSTR_MAX, " ", (size_t)1);
293 AssertLogRelRCReturn(rc, rc);
294 }
295 else
296 {
297 /*
298 * The new interface where each extension string is retrieved separately.
299 * Note! Cannot use VMSVGA3D_INIT_CHECKED_GL_GET_INTEGER_VALUE here because
300 * the above GL_EXTENSIONS error lingers on darwin. sucks.
301 */
302#ifndef GL_NUM_EXTENSIONS
303# define GL_NUM_EXTENSIONS 0x821D
304#endif
305 GLint cExtensions = 1024;
306 glGetIntegerv(GL_NUM_EXTENSIONS, &cExtensions);
307 Assert(cExtensions != 1024);
308
309 PFNGLGETSTRINGIPROC pfnGlGetStringi = (PFNGLGETSTRINGIPROC)OGLGETPROCADDRESS("glGetStringi");
310 AssertLogRelReturn(pfnGlGetStringi, VERR_NOT_SUPPORTED);
311
312 rc = RTStrAAppend(ppszExtensions, " ");
313 for (GLint i = 0; RT_SUCCESS(rc) && i < cExtensions; i++)
314 {
315 const char *pszExt = (const char *)pfnGlGetStringi(GL_EXTENSIONS, i);
316 if (pszExt)
317 rc = RTStrAAppendExN(ppszExtensions, 2, pfnGlGetStringi(GL_EXTENSIONS, i), RTSTR_MAX, " ", (size_t)1);
318 }
319 AssertRCReturn(rc, rc);
320 }
321
322#if 1
323 /*
324 * Add extensions promoted into the core OpenGL profile.
325 */
326 static const struct
327 {
328 float fGLVersion;
329 const char *pszzExtensions;
330 } s_aPromotedExtensions[] =
331 {
332 {
333 1.1f,
334 " GL_EXT_vertex_array \0"
335 " GL_EXT_polygon_offset \0"
336 " GL_EXT_blend_logic_op \0"
337 " GL_EXT_texture \0"
338 " GL_EXT_copy_texture \0"
339 " GL_EXT_subtexture \0"
340 " GL_EXT_texture_object \0"
341 " GL_ARB_framebuffer_object \0"
342 " GL_ARB_map_buffer_range \0"
343 " GL_ARB_vertex_array_object \0"
344 "\0"
345 },
346 {
347 1.2f,
348 " EXT_texture3D \0"
349 " EXT_bgra \0"
350 " EXT_packed_pixels \0"
351 " EXT_rescale_normal \0"
352 " EXT_separate_specular_color \0"
353 " SGIS_texture_edge_clamp \0"
354 " SGIS_texture_lod \0"
355 " EXT_draw_range_elements \0"
356 "\0"
357 },
358 {
359 1.3f,
360 " GL_ARB_texture_compression \0"
361 " GL_ARB_texture_cube_map \0"
362 " GL_ARB_multisample \0"
363 " GL_ARB_multitexture \0"
364 " GL_ARB_texture_env_add \0"
365 " GL_ARB_texture_env_combine \0"
366 " GL_ARB_texture_env_dot3 \0"
367 " GL_ARB_texture_border_clamp \0"
368 " GL_ARB_transpose_matrix \0"
369 "\0"
370 },
371 {
372 1.5f,
373 " GL_SGIS_generate_mipmap \0"
374 /*" GL_NV_blend_equare \0"*/
375 " GL_ARB_depth_texture \0"
376 " GL_ARB_shadow \0"
377 " GL_EXT_fog_coord \0"
378 " GL_EXT_multi_draw_arrays \0"
379 " GL_ARB_point_parameters \0"
380 " GL_EXT_secondary_color \0"
381 " GL_EXT_blend_func_separate \0"
382 " GL_EXT_stencil_wrap \0"
383 " GL_ARB_texture_env_crossbar \0"
384 " GL_EXT_texture_lod_bias \0"
385 " GL_ARB_texture_mirrored_repeat \0"
386 " GL_ARB_window_pos \0"
387 "\0"
388 },
389 {
390 1.6f,
391 " GL_ARB_vertex_buffer_object \0"
392 " GL_ARB_occlusion_query \0"
393 " GL_EXT_shadow_funcs \0"
394 },
395 {
396 2.0f,
397 " GL_ARB_shader_objects \0" /*??*/
398 " GL_ARB_vertex_shader \0" /*??*/
399 " GL_ARB_fragment_shader \0" /*??*/
400 " GL_ARB_shading_language_100 \0" /*??*/
401 " GL_ARB_draw_buffers \0"
402 " GL_ARB_texture_non_power_of_two \0"
403 " GL_ARB_point_sprite \0"
404 " GL_ATI_separate_stencil \0"
405 " GL_EXT_stencil_two_side \0"
406 "\0"
407 },
408 {
409 2.1f,
410 " GL_ARB_pixel_buffer_object \0"
411 " GL_EXT_texture_sRGB \0"
412 "\0"
413 },
414 {
415 3.0f,
416 " GL_ARB_framebuffer_object \0"
417 " GL_ARB_map_buffer_range \0"
418 " GL_ARB_vertex_array_object \0"
419 "\0"
420 },
421 {
422 3.1f,
423 " GL_ARB_copy_buffer \0"
424 " GL_ARB_uniform_buffer_object \0"
425 "\0"
426 },
427 {
428 3.2f,
429 " GL_ARB_vertex_array_bgra \0"
430 " GL_ARB_draw_elements_base_vertex \0"
431 " GL_ARB_fragment_coord_conventions \0"
432 " GL_ARB_provoking_vertex \0"
433 " GL_ARB_seamless_cube_map \0"
434 " GL_ARB_texture_multisample \0"
435 " GL_ARB_depth_clamp \0"
436 " GL_ARB_sync \0"
437 " GL_ARB_geometry_shader4 \0" /*??*/
438 "\0"
439 },
440 {
441 3.3f,
442 " GL_ARB_blend_func_extended \0"
443 " GL_ARB_sampler_objects \0"
444 " GL_ARB_explicit_attrib_location \0"
445 " GL_ARB_occlusion_query2 \0"
446 " GL_ARB_shader_bit_encoding \0"
447 " GL_ARB_texture_rgb10_a2ui \0"
448 " GL_ARB_texture_swizzle \0"
449 " GL_ARB_timer_query \0"
450 " GL_ARB_vertex_type_2_10_10_10_rev \0"
451 "\0"
452 },
453 {
454 4.0f,
455 " GL_ARB_texture_query_lod \0"
456 " GL_ARB_draw_indirect \0"
457 " GL_ARB_gpu_shader5 \0"
458 " GL_ARB_gpu_shader_fp64 \0"
459 " GL_ARB_shader_subroutine \0"
460 " GL_ARB_tessellation_shader \0"
461 " GL_ARB_texture_buffer_object_rgb32 \0"
462 " GL_ARB_texture_cube_map_array \0"
463 " GL_ARB_texture_gather \0"
464 " GL_ARB_transform_feedback2 \0"
465 " GL_ARB_transform_feedback3 \0"
466 "\0"
467 },
468 {
469 4.1f,
470 " GL_ARB_ES2_compatibility \0"
471 " GL_ARB_get_program_binary \0"
472 " GL_ARB_separate_shader_objects \0"
473 " GL_ARB_shader_precision \0"
474 " GL_ARB_vertex_attrib_64bit \0"
475 " GL_ARB_viewport_array \0"
476 "\0"
477 }
478 };
479
480 uint32_t cPromoted = 0;
481 for (uint32_t i = 0; i < RT_ELEMENTS(s_aPromotedExtensions) && s_aPromotedExtensions[i].fGLVersion <= fGLProfileVersion; i++)
482 {
483 const char *pszExt = s_aPromotedExtensions[i].pszzExtensions;
484 while (*pszExt)
485 {
486# ifdef VBOX_STRICT
487 size_t cchExt = strlen(pszExt);
488 Assert(cchExt > 3);
489 Assert(pszExt[0] == ' ');
490 Assert(pszExt[1] != ' ');
491 Assert(pszExt[cchExt - 2] != ' ');
492 Assert(pszExt[cchExt - 1] == ' ');
493# endif
494
495 if (strstr(*ppszExtensions, pszExt) == NULL)
496 {
497 if (cPromoted++ == 0)
498 {
499 rc = RTStrAAppend(ppszExtensions, " <promoted-extensions:> <promoted-extensions:> <promoted-extensions:> ");
500 AssertRCReturn(rc, rc);
501 }
502
503 rc = RTStrAAppend(ppszExtensions, pszExt);
504 AssertRCReturn(rc, rc);
505 }
506
507 pszExt = strchr(pszExt, '\0') + 1;
508 }
509 }
510#endif
511
512 return VINF_SUCCESS;
513}
514
515/**
516 * @interface_method_impl{VBOXVMSVGASHADERIF,pfnSwitchInitProfile}
517 */
518static DECLCALLBACK(void) vmsvga3dShaderIfSwitchInitProfile(PVBOXVMSVGASHADERIF pThis, bool fOtherProfile)
519{
520#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
521 PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
522 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[fOtherProfile ? 2 : 1]);
523#else
524 NOREF(pThis);
525 NOREF(fOtherProfile);
526#endif
527}
528
529
530/**
531 * @interface_method_impl{VBOXVMSVGASHADERIF,pfnGetNextExtension}
532 */
533static DECLCALLBACK(bool) vmsvga3dShaderIfGetNextExtension(PVBOXVMSVGASHADERIF pThis, void **ppvEnumCtx,
534 char *pszBuf, size_t cbBuf, bool fOtherProfile)
535{
536 PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
537 const char *pszCur = *ppvEnumCtx ? (const char *)*ppvEnumCtx
538 : fOtherProfile ? pState->pszOtherExtensions : pState->pszExtensions;
539 while (*pszCur == ' ')
540 pszCur++;
541 if (!*pszCur)
542 return false;
543
544 const char *pszEnd = strchr(pszCur, ' ');
545 AssertReturn(pszEnd, false);
546 size_t cch = pszEnd - pszCur;
547 if (cch < cbBuf)
548 {
549 memcpy(pszBuf, pszCur, cch);
550 pszBuf[cch] = '\0';
551 }
552 else if (cbBuf > 0)
553 {
554 memcpy(pszBuf, "<overflow>", RT_MIN(sizeof("<overflow>"), cbBuf));
555 pszBuf[cbBuf - 1] = '\0';
556 }
557
558 *ppvEnumCtx = (void *)pszEnd;
559 return true;
560}
561
562
563/**
564 * Initializes the VMSVGA3D state during VGA device construction.
565 *
566 * Failure are generally not fatal, 3D support will just be disabled.
567 *
568 * @returns VBox status code.
569 * @param pThis The VGA device state where svga.p3dState will be modified.
570 */
571int vmsvga3dInit(PVGASTATE pThis)
572{
573 AssertCompile(GL_TRUE == 1);
574 AssertCompile(GL_FALSE == 0);
575
576 /*
577 * Load and resolve imports from the external shared libraries.
578 */
579 RTERRINFOSTATIC ErrInfo;
580 int rc = ExplicitlyLoadVBoxSVGA3D(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
581 if (RT_FAILURE(rc))
582 {
583 LogRel(("VMSVGA3d: Error loading VBoxSVGA3D and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
584 return rc;
585 }
586#ifdef RT_OS_DARWIN
587 rc = ExplicitlyLoadVBoxSVGA3DObjC(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
588 if (RT_FAILURE(rc))
589 {
590 LogRel(("VMSVGA3d: Error loading VBoxSVGA3DObjC and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
591 return rc;
592 }
593#endif
594
595 /*
596 * Allocate the state.
597 */
598 pThis->svga.p3dState = (PVMSVGA3DSTATE)RTMemAllocZ(sizeof(VMSVGA3DSTATE));
599 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
600
601#ifdef RT_OS_WINDOWS
602 /* Create event semaphore and async IO thread. */
603 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
604 rc = RTSemEventCreate(&pState->WndRequestSem);
605 if (RT_SUCCESS(rc))
606 {
607 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dWindowThread, pState->WndRequestSem, 0, RTTHREADTYPE_GUI, 0,
608 "VMSVGA3DWND");
609 if (RT_SUCCESS(rc))
610 return VINF_SUCCESS;
611
612 /* bail out. */
613 LogRel(("VMSVGA3d: RTThreadCreate failed: %Rrc\n", rc));
614 RTSemEventDestroy(pState->WndRequestSem);
615 }
616 else
617 LogRel(("VMSVGA3d: RTSemEventCreate failed: %Rrc\n", rc));
618 RTMemFree(pThis->svga.p3dState);
619 pThis->svga.p3dState = NULL;
620 return rc;
621#else
622 return VINF_SUCCESS;
623#endif
624}
625
626/* We must delay window creation until the PowerOn phase. Init is too early and will cause failures. */
627int vmsvga3dPowerOn(PVGASTATE pThis)
628{
629 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
630 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
631 PVMSVGA3DCONTEXT pContext;
632#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
633 PVMSVGA3DCONTEXT pOtherCtx;
634#endif
635 int rc;
636
637 if (pState->rsGLVersion != 0.0)
638 return VINF_SUCCESS; /* already initialized (load state) */
639
640 /*
641 * OpenGL function calls aren't possible without a valid current context, so create a fake one here.
642 */
643 rc = vmsvga3dContextDefineOgl(pThis, 1, VMSVGA3D_DEF_CTX_F_INIT);
644 AssertRCReturn(rc, rc);
645
646 pContext = pState->papContexts[1];
647 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
648
649 LogRel(("VMSVGA3d: OpenGL version: %s\n"
650 "VMSVGA3d: OpenGL Vendor: %s\n"
651 "VMSVGA3d: OpenGL Renderer: %s\n"
652 "VMSVGA3d: OpenGL shader language version: %s\n",
653 glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
654 glGetString(GL_SHADING_LANGUAGE_VERSION)));
655
656 rc = vmsvga3dGatherExtensions(&pState->pszExtensions, VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE);
657 AssertRCReturn(rc, rc);
658 vmsvga3dLogRelExtensions("", pState->pszExtensions);
659
660 pState->rsGLVersion = atof((const char *)glGetString(GL_VERSION));
661
662
663#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
664 /*
665 * Get the extension list for the alternative profile so we can better
666 * figure out the shader model and stuff.
667 */
668 rc = vmsvga3dContextDefineOgl(pThis, 2, VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
669 AssertLogRelRCReturn(rc, rc);
670 pContext = pState->papContexts[1]; /* Array may have been reallocated. */
671
672 pOtherCtx = pState->papContexts[2];
673 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
674
675 LogRel(("VMSVGA3d: Alternative OpenGL version: %s\n"
676 "VMSVGA3d: Alternative OpenGL Vendor: %s\n"
677 "VMSVGA3d: Alternative OpenGL Renderer: %s\n"
678 "VMSVGA3d: Alternative OpenGL shader language version: %s\n",
679 glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
680 glGetString(GL_SHADING_LANGUAGE_VERSION)));
681
682 rc = vmsvga3dGatherExtensions(&pState->pszOtherExtensions, VBOX_VMSVGA3D_OTHER_OGL_PROFILE);
683 AssertRCReturn(rc, rc);
684 vmsvga3dLogRelExtensions("Alternative ", pState->pszOtherExtensions);
685
686 pState->rsOtherGLVersion = atof((const char *)glGetString(GL_VERSION));
687
688 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
689#else
690 pState->pszOtherExtensions = (char *)"";
691 pState->rsOtherGLVersion = pState->rsGLVersion;
692#endif
693
694
695 if (vmsvga3dCheckGLExtension(pState, 3.0f, " GL_ARB_framebuffer_object "))
696 {
697 pState->ext.glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)OGLGETPROCADDRESS("glIsRenderbuffer");
698 pState->ext.glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)OGLGETPROCADDRESS("glBindRenderbuffer");
699 pState->ext.glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)OGLGETPROCADDRESS("glDeleteRenderbuffers");
700 pState->ext.glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)OGLGETPROCADDRESS("glGenRenderbuffers");
701 pState->ext.glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)OGLGETPROCADDRESS("glRenderbufferStorage");
702 pState->ext.glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)OGLGETPROCADDRESS("glGetRenderbufferParameteriv");
703 pState->ext.glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)OGLGETPROCADDRESS("glIsFramebuffer");
704 pState->ext.glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)OGLGETPROCADDRESS("glBindFramebuffer");
705 pState->ext.glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)OGLGETPROCADDRESS("glDeleteFramebuffers");
706 pState->ext.glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)OGLGETPROCADDRESS("glGenFramebuffers");
707 pState->ext.glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)OGLGETPROCADDRESS("glCheckFramebufferStatus");
708 pState->ext.glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)OGLGETPROCADDRESS("glFramebufferTexture1D");
709 pState->ext.glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)OGLGETPROCADDRESS("glFramebufferTexture2D");
710 pState->ext.glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)OGLGETPROCADDRESS("glFramebufferTexture3D");
711 pState->ext.glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)OGLGETPROCADDRESS("glFramebufferRenderbuffer");
712 pState->ext.glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)OGLGETPROCADDRESS("glGetFramebufferAttachmentParameteriv");
713 pState->ext.glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)OGLGETPROCADDRESS("glGenerateMipmap");
714 pState->ext.glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)OGLGETPROCADDRESS("glBlitFramebuffer");
715 pState->ext.glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)OGLGETPROCADDRESS("glRenderbufferStorageMultisample");
716 pState->ext.glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)OGLGETPROCADDRESS("glFramebufferTextureLayer");
717 }
718 pState->ext.glPointParameterf = (PFNGLPOINTPARAMETERFPROC)OGLGETPROCADDRESS("glPointParameterf");
719 AssertMsgReturn(pState->ext.glPointParameterf, ("glPointParameterf missing"), VERR_NOT_IMPLEMENTED);
720#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x102
721 pState->ext.glBlendColor = (PFNGLBLENDCOLORPROC)OGLGETPROCADDRESS("glBlendColor");
722 AssertMsgReturn(pState->ext.glBlendColor, ("glBlendColor missing"), VERR_NOT_IMPLEMENTED);
723 pState->ext.glBlendEquation = (PFNGLBLENDEQUATIONPROC)OGLGETPROCADDRESS("glBlendEquation");
724 AssertMsgReturn(pState->ext.glBlendEquation, ("glBlendEquation missing"), VERR_NOT_IMPLEMENTED);
725#endif
726 pState->ext.glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)OGLGETPROCADDRESS("glBlendEquationSeparate");
727 AssertMsgReturn(pState->ext.glBlendEquationSeparate, ("glBlendEquationSeparate missing"), VERR_NOT_IMPLEMENTED);
728 pState->ext.glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)OGLGETPROCADDRESS("glBlendFuncSeparate");
729 AssertMsgReturn(pState->ext.glBlendFuncSeparate, ("glBlendFuncSeparate missing"), VERR_NOT_IMPLEMENTED);
730 pState->ext.glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)OGLGETPROCADDRESS("glStencilOpSeparate");
731 AssertMsgReturn(pState->ext.glStencilOpSeparate, ("glStencilOpSeparate missing"), VERR_NOT_IMPLEMENTED);
732 pState->ext.glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)OGLGETPROCADDRESS("glStencilFuncSeparate");
733 AssertMsgReturn(pState->ext.glStencilFuncSeparate, ("glStencilFuncSeparate missing"), VERR_NOT_IMPLEMENTED);
734 pState->ext.glBindBuffer = (PFNGLBINDBUFFERPROC)OGLGETPROCADDRESS("glBindBuffer");
735 AssertMsgReturn(pState->ext.glBindBuffer, ("glBindBuffer missing"), VERR_NOT_IMPLEMENTED);
736 pState->ext.glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)OGLGETPROCADDRESS("glDeleteBuffers");
737 AssertMsgReturn(pState->ext.glDeleteBuffers, ("glDeleteBuffers missing"), VERR_NOT_IMPLEMENTED);
738 pState->ext.glGenBuffers = (PFNGLGENBUFFERSPROC)OGLGETPROCADDRESS("glGenBuffers");
739 AssertMsgReturn(pState->ext.glGenBuffers, ("glGenBuffers missing"), VERR_NOT_IMPLEMENTED);
740 pState->ext.glBufferData = (PFNGLBUFFERDATAPROC)OGLGETPROCADDRESS("glBufferData");
741 AssertMsgReturn(pState->ext.glBufferData, ("glBufferData missing"), VERR_NOT_IMPLEMENTED);
742 pState->ext.glMapBuffer = (PFNGLMAPBUFFERPROC)OGLGETPROCADDRESS("glMapBuffer");
743 AssertMsgReturn(pState->ext.glMapBuffer, ("glMapBuffer missing"), VERR_NOT_IMPLEMENTED);
744 pState->ext.glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)OGLGETPROCADDRESS("glUnmapBuffer");
745 AssertMsgReturn(pState->ext.glUnmapBuffer, ("glUnmapBuffer missing"), VERR_NOT_IMPLEMENTED);
746 pState->ext.glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)OGLGETPROCADDRESS("glEnableVertexAttribArray");
747 AssertMsgReturn(pState->ext.glEnableVertexAttribArray, ("glEnableVertexAttribArray missing"), VERR_NOT_IMPLEMENTED);
748 pState->ext.glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)OGLGETPROCADDRESS("glDisableVertexAttribArray");
749 AssertMsgReturn(pState->ext.glDisableVertexAttribArray, ("glDisableVertexAttribArray missing"), VERR_NOT_IMPLEMENTED);
750 pState->ext.glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)OGLGETPROCADDRESS("glVertexAttribPointer");
751 AssertMsgReturn(pState->ext.glVertexAttribPointer, ("glVertexAttribPointer missing"), VERR_NOT_IMPLEMENTED);
752 pState->ext.glFogCoordPointer = (PFNGLFOGCOORDPOINTERPROC)OGLGETPROCADDRESS("glFogCoordPointer");
753 AssertMsgReturn(pState->ext.glFogCoordPointer, ("glFogCoordPointer missing"), VERR_NOT_IMPLEMENTED);
754 pState->ext.glActiveTexture = (PFNGLACTIVETEXTUREPROC)OGLGETPROCADDRESS("glActiveTexture");
755 AssertMsgReturn(pState->ext.glActiveTexture, ("glActiveTexture missing"), VERR_NOT_IMPLEMENTED);
756#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x103
757 pState->ext.glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)OGLGETPROCADDRESS("glClientActiveTexture");
758 AssertMsgReturn(pState->ext.glClientActiveTexture, ("glClientActiveTexture missing"), VERR_NOT_IMPLEMENTED);
759#endif
760 pState->ext.glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)OGLGETPROCADDRESS("glGetProgramivARB");
761 AssertMsgReturn(pState->ext.glGetProgramivARB, ("glGetProgramivARB missing"), VERR_NOT_IMPLEMENTED);
762
763 /* OpenGL 3.2 core */
764 if (vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_draw_elements_base_vertex "))
765 {
766 pState->ext.glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)OGLGETPROCADDRESS("glDrawElementsBaseVertex");
767 pState->ext.glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)OGLGETPROCADDRESS("glDrawElementsInstancedBaseVertex");
768 }
769 else
770 LogRel(("VMSVGA3d: missing extension GL_ARB_draw_elements_base_vertex\n"));
771
772 /* OpenGL 3.2 core */
773 if (vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_provoking_vertex "))
774 {
775 pState->ext.glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)OGLGETPROCADDRESS("glProvokingVertex");
776 }
777 else
778 LogRel(("VMSVGA3d: missing extension GL_ARB_provoking_vertex\n"));
779
780 /* Extension support */
781#if defined(RT_OS_DARWIN)
782 /** @todo OpenGL version history suggest this, verify... */
783 pState->ext.fEXT_stencil_two_side = vmsvga3dCheckGLExtension(pState, 2.0f, " GL_EXT_stencil_two_side ");
784#else
785 pState->ext.fEXT_stencil_two_side = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_stencil_two_side ");
786#endif
787
788 /*
789 * Initialize the capabilities with sensible defaults.
790 */
791 pState->caps.maxActiveLights = 1;
792 pState->caps.maxTextureBufferSize = 65536;
793 pState->caps.maxTextures = 1;
794 pState->caps.maxClipDistances = 4;
795 pState->caps.maxColorAttachments = 1;
796 pState->caps.maxRectangleTextureSize = 2048;
797 pState->caps.maxTextureAnisotropy = 2;
798 pState->caps.maxVertexShaderInstructions = 1024;
799 pState->caps.maxFragmentShaderInstructions = 1024;
800 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_NONE;
801 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_NONE;
802 pState->caps.flPointSize[0] = 1;
803 pState->caps.flPointSize[1] = 1;
804
805 /*
806 * Query capabilities
807 */
808 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_LIGHTS, &pState->caps.maxActiveLights));
809 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &pState->caps.maxTextureBufferSize));
810 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &pState->caps.maxTextures));
811#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE /* The alternative profile has a higher number here (ati/darwin). */
812 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
813 VMSVGA3D_INIT_CHECKED_BOTH(pState, pOtherCtx, pContext, glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
814 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
815#else
816 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
817#endif
818 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &pState->caps.maxColorAttachments));
819 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE, &pState->caps.maxRectangleTextureSize));
820 VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &pState->caps.maxTextureAnisotropy));
821 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pState->caps.flPointSize));
822
823 if (pState->ext.glGetProgramivARB)
824 {
825 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
826 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
827 &pState->caps.maxFragmentShaderTemps));
828 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
829 pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
830 &pState->caps.maxFragmentShaderInstructions));
831 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
832 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
833 &pState->caps.maxVertexShaderTemps));
834 VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
835 pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
836 &pState->caps.maxVertexShaderInstructions));
837 }
838 pState->caps.fS3TCSupported = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_texture_compression_s3tc ");
839
840 /* http://http://www.opengl.org/wiki/Detecting_the_Shader_Model
841 * ARB Assembly Language
842 * These are done through testing the presence of extensions. You should test them in this order:
843 * GL_NV_gpu_program4: SM 4.0 or better.
844 * GL_NV_vertex_program3: SM 3.0 or better.
845 * GL_ARB_fragment_program: SM 2.0 or better.
846 * ATI does not support higher than SM 2.0 functionality in assembly shaders.
847 *
848 */
849 /** @todo distinguish between vertex and pixel shaders??? */
850 const char *pszShadingLanguageVersion = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
851 float v = pszShadingLanguageVersion ? atof(pszShadingLanguageVersion) : 0.0f;
852 if (v >= 3.30f)
853 {
854 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40;
855 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40;
856 }
857 else
858 if (v >= 1.20f)
859 {
860 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20;
861 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20;
862 }
863 else
864 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_gpu_program4 ")
865 || strstr(pState->pszOtherExtensions, " GL_NV_gpu_program4 "))
866 {
867 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40;
868 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40;
869 }
870 else
871 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_vertex_program3 ")
872 || strstr(pState->pszOtherExtensions, " GL_NV_vertex_program3 ")
873 || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_shader_texture_lod ") /* Wine claims this suggests SM 3.0 support */
874 || strstr(pState->pszOtherExtensions, " GL_ARB_shader_texture_lod ")
875 )
876 {
877 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_30;
878 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_30;
879 }
880 else
881 if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_fragment_program ")
882 || strstr(pState->pszOtherExtensions, " GL_ARB_fragment_program "))
883 {
884 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20;
885 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20;
886 }
887 else
888 {
889 LogRel(("VMSVGA3D: WARNING: unknown support for assembly shaders!!\n"));
890 pState->caps.vertexShaderVersion = SVGA3DVSVERSION_11;
891 pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_11;
892 }
893
894 if (!vmsvga3dCheckGLExtension(pState, 3.2f, " GL_ARB_vertex_array_bgra "))
895 {
896 /** @todo Intel drivers don't support this extension! */
897 LogRel(("VMSVGA3D: WARNING: Missing required extension GL_ARB_vertex_array_bgra (d3dcolor)!!!\n"));
898 }
899#if 0
900 SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND = 11,
901 SVGA3D_DEVCAP_QUERY_TYPES = 15,
902 SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING = 16,
903 SVGA3D_DEVCAP_MAX_POINT_SIZE = 17,
904 SVGA3D_DEVCAP_MAX_SHADER_TEXTURES = 18,
905 SVGA3D_DEVCAP_MAX_VOLUME_EXTENT = 21,
906 SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT = 22,
907 SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO = 23,
908 SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY = 24,
909 SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT = 25,
910 SVGA3D_DEVCAP_MAX_VERTEX_INDEX = 26,
911 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS = 28,
912 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS = 29,
913 SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS = 30,
914 SVGA3D_DEVCAP_TEXTURE_OPS = 31,
915 SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8 = 32,
916 SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8 = 33,
917 SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10 = 34,
918 SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5 = 35,
919 SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5 = 36,
920 SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4 = 37,
921 SVGA3D_DEVCAP_SURFACEFMT_R5G6B5 = 38,
922 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16 = 39,
923 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8 = 40,
924 SVGA3D_DEVCAP_SURFACEFMT_ALPHA8 = 41,
925 SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8 = 42,
926 SVGA3D_DEVCAP_SURFACEFMT_Z_D16 = 43,
927 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8 = 44,
928 SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8 = 45,
929 SVGA3D_DEVCAP_SURFACEFMT_DXT1 = 46,
930 SVGA3D_DEVCAP_SURFACEFMT_DXT2 = 47,
931 SVGA3D_DEVCAP_SURFACEFMT_DXT3 = 48,
932 SVGA3D_DEVCAP_SURFACEFMT_DXT4 = 49,
933 SVGA3D_DEVCAP_SURFACEFMT_DXT5 = 50,
934 SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8 = 51,
935 SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10 = 52,
936 SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8 = 53,
937 SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8 = 54,
938 SVGA3D_DEVCAP_SURFACEFMT_CxV8U8 = 55,
939 SVGA3D_DEVCAP_SURFACEFMT_R_S10E5 = 56,
940 SVGA3D_DEVCAP_SURFACEFMT_R_S23E8 = 57,
941 SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5 = 58,
942 SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8 = 59,
943 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5 = 60,
944 SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8 = 61,
945 SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES = 63,
946 SVGA3D_DEVCAP_SURFACEFMT_V16U16 = 65,
947 SVGA3D_DEVCAP_SURFACEFMT_G16R16 = 66,
948 SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16 = 67,
949 SVGA3D_DEVCAP_SURFACEFMT_UYVY = 68,
950 SVGA3D_DEVCAP_SURFACEFMT_YUY2 = 69,
951 SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES = 70,
952 SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES = 71,
953 SVGA3D_DEVCAP_ALPHATOCOVERAGE = 72,
954 SVGA3D_DEVCAP_SUPERSAMPLE = 73,
955 SVGA3D_DEVCAP_AUTOGENMIPMAPS = 74,
956 SVGA3D_DEVCAP_SURFACEFMT_NV12 = 75,
957 SVGA3D_DEVCAP_SURFACEFMT_AYUV = 76,
958 SVGA3D_DEVCAP_SURFACEFMT_Z_DF16 = 79,
959 SVGA3D_DEVCAP_SURFACEFMT_Z_DF24 = 80,
960 SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT = 81,
961 SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM = 82,
962 SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM = 83,
963#endif
964
965 LogRel(("VMSVGA3d: Capabilities:\n"));
966 LogRel(("VMSVGA3d: maxActiveLights=%-2d maxTextures=%-2d maxTextureBufferSize=%d\n",
967 pState->caps.maxActiveLights, pState->caps.maxTextures, pState->caps.maxTextureBufferSize));
968 LogRel(("VMSVGA3d: maxClipDistances=%-2d maxColorAttachments=%-2d maxClipDistances=%d\n",
969 pState->caps.maxClipDistances, pState->caps.maxColorAttachments, pState->caps.maxClipDistances));
970 LogRel(("VMSVGA3d: maxColorAttachments=%-2d maxTextureAnisotropy=%-2d maxRectangleTextureSize=%d\n",
971 pState->caps.maxColorAttachments, pState->caps.maxTextureAnisotropy, pState->caps.maxRectangleTextureSize));
972 LogRel(("VMSVGA3d: maxVertexShaderTemps=%-2d maxVertexShaderInstructions=%d maxFragmentShaderInstructions=%d\n",
973 pState->caps.maxVertexShaderTemps, pState->caps.maxVertexShaderInstructions, pState->caps.maxFragmentShaderInstructions));
974 LogRel(("VMSVGA3d: maxFragmentShaderTemps=%d flPointSize={%d.%02u, %d.%02u}\n",
975 pState->caps.maxFragmentShaderTemps,
976 (int)pState->caps.flPointSize[0], (int)(pState->caps.flPointSize[0] * 100) % 100,
977 (int)pState->caps.flPointSize[1], (int)(pState->caps.flPointSize[1] * 100) % 100));
978 LogRel(("VMSVGA3d: fragmentShaderVersion=%-2d vertexShaderVersion=%-2d fS3TCSupported=%d\n",
979 pState->caps.fragmentShaderVersion, pState->caps.vertexShaderVersion, pState->caps.fS3TCSupported));
980
981
982 /* Initialize the shader library. */
983 pState->ShaderIf.pfnSwitchInitProfile = vmsvga3dShaderIfSwitchInitProfile;
984 pState->ShaderIf.pfnGetNextExtension = vmsvga3dShaderIfGetNextExtension;
985 rc = ShaderInitLib(&pState->ShaderIf);
986 AssertRC(rc);
987
988 /* Cleanup */
989 rc = vmsvga3dContextDestroy(pThis, 1);
990 AssertRC(rc);
991#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
992 rc = vmsvga3dContextDestroy(pThis, 2);
993 AssertRC(rc);
994#endif
995
996 if ( pState->rsGLVersion < 3.0
997 && pState->rsOtherGLVersion < 3.0 /* darwin: legacy profile hack */)
998 {
999 LogRel(("VMSVGA3d: unsupported OpenGL version; minimum is 3.0\n"));
1000 return VERR_NOT_IMPLEMENTED;
1001 }
1002 if ( !pState->ext.glIsRenderbuffer
1003 || !pState->ext.glBindRenderbuffer
1004 || !pState->ext.glDeleteRenderbuffers
1005 || !pState->ext.glGenRenderbuffers
1006 || !pState->ext.glRenderbufferStorage
1007 || !pState->ext.glGetRenderbufferParameteriv
1008 || !pState->ext.glIsFramebuffer
1009 || !pState->ext.glBindFramebuffer
1010 || !pState->ext.glDeleteFramebuffers
1011 || !pState->ext.glGenFramebuffers
1012 || !pState->ext.glCheckFramebufferStatus
1013 || !pState->ext.glFramebufferTexture1D
1014 || !pState->ext.glFramebufferTexture2D
1015 || !pState->ext.glFramebufferTexture3D
1016 || !pState->ext.glFramebufferRenderbuffer
1017 || !pState->ext.glGetFramebufferAttachmentParameteriv
1018 || !pState->ext.glGenerateMipmap
1019 || !pState->ext.glBlitFramebuffer
1020 || !pState->ext.glRenderbufferStorageMultisample
1021 || !pState->ext.glFramebufferTextureLayer)
1022 {
1023 LogRel(("VMSVGA3d: missing required OpenGL extension; aborting\n"));
1024 return VERR_NOT_IMPLEMENTED;
1025 }
1026
1027#ifdef DEBUG_DEBUG_GFX_WINDOW_TEST_CONTEXT
1028 pState->idTestContext = SVGA_ID_INVALID;
1029#endif
1030 return VINF_SUCCESS;
1031}
1032
1033int vmsvga3dReset(PVGASTATE pThis)
1034{
1035 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1036 AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
1037
1038 /* Destroy all leftover surfaces. */
1039 for (uint32_t i = 0; i < pState->cSurfaces; i++)
1040 {
1041 if (pState->papSurfaces[i]->id != SVGA3D_INVALID_ID)
1042 vmsvga3dSurfaceDestroy(pThis, pState->papSurfaces[i]->id);
1043 }
1044
1045 /* Destroy all leftover contexts. */
1046 for (uint32_t i = 0; i < pState->cContexts; i++)
1047 {
1048 if (pState->papContexts[i]->id != SVGA3D_INVALID_ID)
1049 vmsvga3dContextDestroy(pThis, pState->papContexts[i]->id);
1050 }
1051
1052 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1053 vmsvga3dContextDestroyOgl(pThis, &pState->SharedCtx, VMSVGA3D_SHARED_CTX_ID);
1054
1055 return VINF_SUCCESS;
1056}
1057
1058int vmsvga3dTerminate(PVGASTATE pThis)
1059{
1060 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1061 AssertReturn(pState, VERR_WRONG_ORDER);
1062 int rc;
1063
1064 rc = vmsvga3dReset(pThis);
1065 AssertRCReturn(rc, rc);
1066
1067 /* Terminate the shader library. */
1068 rc = ShaderDestroyLib();
1069 AssertRC(rc);
1070
1071#ifdef RT_OS_WINDOWS
1072 /* Terminate the window creation thread. */
1073 rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_EXIT, 0, 0);
1074 AssertRCReturn(rc, rc);
1075
1076 RTSemEventDestroy(pState->WndRequestSem);
1077#elif defined(RT_OS_DARWIN)
1078
1079#elif defined(RT_OS_LINUX)
1080 /* signal to the thread that it is supposed to exit */
1081 pState->bTerminate = true;
1082 /* wait for it to terminate */
1083 rc = RTThreadWait(pState->pWindowThread, 10000, NULL);
1084 AssertRC(rc);
1085 XCloseDisplay(pState->display);
1086#endif
1087
1088 RTStrFree(pState->pszExtensions);
1089 pState->pszExtensions = NULL;
1090#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
1091 RTStrFree(pState->pszOtherExtensions);
1092#endif
1093 pState->pszOtherExtensions = NULL;
1094
1095 return VINF_SUCCESS;
1096}
1097
1098
1099void vmsvga3dUpdateHostScreenViewport(PVGASTATE pThis, uint32_t idScreen, VMSVGAVIEWPORT const *pOldViewport)
1100{
1101 /** @todo Move the visible framebuffer content here, don't wait for the guest to
1102 * redraw it. */
1103
1104#ifdef RT_OS_DARWIN
1105 RT_NOREF(pOldViewport);
1106 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1107 if ( pState
1108 && idScreen == 0
1109 && pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
1110 {
1111 vmsvga3dCocoaViewUpdateViewport(pState->SharedCtx.cocoaView);
1112 }
1113#else
1114 RT_NOREF(pThis, idScreen, pOldViewport);
1115#endif
1116}
1117
1118
1119/**
1120 * Worker for vmsvga3dQueryCaps that figures out supported operations for a
1121 * given surface format capability.
1122 *
1123 * @returns Supported/indented operations (SVGA3DFORMAT_OP_XXX).
1124 * @param idx3dCaps The SVGA3D_CAPS_XXX value of the surface format.
1125 *
1126 * @remarks See fromat_cap_table in svga_format.c (mesa/gallium) for a reference
1127 * of implicit guest expectations:
1128 * http://cgit.freedesktop.org/mesa/mesa/tree/src/gallium/drivers/svga/svga_format.c
1129 */
1130static uint32_t vmsvga3dGetSurfaceFormatSupport(uint32_t idx3dCaps)
1131{
1132 uint32_t result = 0;
1133
1134 /** @todo missing:
1135 *
1136 * SVGA3DFORMAT_OP_PIXELSIZE
1137 */
1138
1139 switch (idx3dCaps)
1140 {
1141 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1142 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1143 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1144 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1145 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1146 | SVGA3DFORMAT_OP_DISPLAYMODE /* Should not be set for alpha formats. */
1147 | SVGA3DFORMAT_OP_3DACCELERATION; /* implies OP_DISPLAYMODE */
1148 break;
1149
1150 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1151 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1152 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1153 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1154 result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
1155 | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
1156 | SVGA3DFORMAT_OP_SAME_FORMAT_UP_TO_ALPHA_RENDERTARGET;
1157 break;
1158 }
1159
1160 /** @todo check hardware caps! */
1161 switch (idx3dCaps)
1162 {
1163 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1164 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1165 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1166 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1167 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1168 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1169 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1170 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1171 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1172 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1173 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1174 result |= SVGA3DFORMAT_OP_TEXTURE
1175 | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET
1176 | SVGA3DFORMAT_OP_OFFSCREENPLAIN
1177 | SVGA3DFORMAT_OP_SAME_FORMAT_RENDERTARGET
1178 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1179 | SVGA3DFORMAT_OP_CUBETEXTURE
1180 | SVGA3DFORMAT_OP_SRGBREAD
1181 | SVGA3DFORMAT_OP_SRGBWRITE;
1182 break;
1183
1184 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1185 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1186 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1187 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1188 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1189 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1190 result |= SVGA3DFORMAT_OP_ZSTENCIL
1191 | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH
1192 | SVGA3DFORMAT_OP_TEXTURE /* Necessary for Ubuntu Unity */;
1193 break;
1194
1195 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1196 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1197 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1198 result |= SVGA3DFORMAT_OP_TEXTURE
1199 | SVGA3DFORMAT_OP_VOLUMETEXTURE
1200 | SVGA3DFORMAT_OP_CUBETEXTURE
1201 | SVGA3DFORMAT_OP_SRGBREAD;
1202 break;
1203
1204 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1205 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1206 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1207 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1208 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1209 break;
1210
1211 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1212 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1213 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1214 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1215 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1216 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1217 break;
1218
1219 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1220 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1221 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1222
1223 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1224 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1225 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1226 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1227 break;
1228 }
1229 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1230
1231 return result;
1232}
1233
1234#if 0 /* unused */
1235static uint32_t vmsvga3dGetDepthFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps)
1236{
1237 RT_NOREF(pState3D, idx3dCaps);
1238
1239 /** @todo test this somehow */
1240 uint32_t result = SVGA3DFORMAT_OP_ZSTENCIL | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH;
1241
1242 Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
1243 return result;
1244}
1245#endif
1246
1247
1248int vmsvga3dQueryCaps(PVGASTATE pThis, uint32_t idx3dCaps, uint32_t *pu32Val)
1249{
1250 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1251 AssertReturn(pState, VERR_NO_MEMORY);
1252 int rc = VINF_SUCCESS;
1253
1254 *pu32Val = 0;
1255
1256 /*
1257 * The capabilities access by current (2015-03-01) linux sources (gallium,
1258 * vmwgfx, xorg-video-vmware) are annotated, caps without xref annotations
1259 * aren't access.
1260 */
1261
1262 switch (idx3dCaps)
1263 {
1264 /* Linux: vmwgfx_fifo.c in kmod; only used with SVGA_CAP_GBOBJECTS. */
1265 case SVGA3D_DEVCAP_3D:
1266 *pu32Val = 1; /* boolean? */
1267 break;
1268
1269 case SVGA3D_DEVCAP_MAX_LIGHTS:
1270 *pu32Val = pState->caps.maxActiveLights;
1271 break;
1272
1273 case SVGA3D_DEVCAP_MAX_TEXTURES:
1274 *pu32Val = pState->caps.maxTextures;
1275 break;
1276
1277 case SVGA3D_DEVCAP_MAX_CLIP_PLANES:
1278 *pu32Val = pState->caps.maxClipDistances;
1279 break;
1280
1281 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1282 case SVGA3D_DEVCAP_VERTEX_SHADER_VERSION:
1283 *pu32Val = pState->caps.vertexShaderVersion;
1284 break;
1285
1286 case SVGA3D_DEVCAP_VERTEX_SHADER:
1287 /* boolean? */
1288 *pu32Val = (pState->caps.vertexShaderVersion != SVGA3DVSVERSION_NONE);
1289 break;
1290
1291 /* Linux: svga_screen.c in gallium; 3.0 or later required. */
1292 case SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION:
1293 *pu32Val = pState->caps.fragmentShaderVersion;
1294 break;
1295
1296 case SVGA3D_DEVCAP_FRAGMENT_SHADER:
1297 /* boolean? */
1298 *pu32Val = (pState->caps.fragmentShaderVersion != SVGA3DPSVERSION_NONE);
1299 break;
1300
1301 case SVGA3D_DEVCAP_S23E8_TEXTURES:
1302 case SVGA3D_DEVCAP_S10E5_TEXTURES:
1303 /* Must be obsolete by now; surface format caps specify the same thing. */
1304 rc = VERR_INVALID_PARAMETER;
1305 break;
1306
1307 case SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND:
1308 break;
1309
1310 /*
1311 * 2. The BUFFER_FORMAT capabilities are deprecated, and they always
1312 * return TRUE. Even on physical hardware that does not support
1313 * these formats natively, the SVGA3D device will provide an emulation
1314 * which should be invisible to the guest OS.
1315 */
1316 case SVGA3D_DEVCAP_D16_BUFFER_FORMAT:
1317 case SVGA3D_DEVCAP_D24S8_BUFFER_FORMAT:
1318 case SVGA3D_DEVCAP_D24X8_BUFFER_FORMAT:
1319 *pu32Val = 1;
1320 break;
1321
1322 case SVGA3D_DEVCAP_QUERY_TYPES:
1323 break;
1324
1325 case SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING:
1326 break;
1327
1328 /* Linux: svga_screen.c in gallium; capped at 80.0, default 1.0. */
1329 case SVGA3D_DEVCAP_MAX_POINT_SIZE:
1330 AssertCompile(sizeof(uint32_t) == sizeof(float));
1331 *(float *)pu32Val = pState->caps.flPointSize[1];
1332 break;
1333
1334 case SVGA3D_DEVCAP_MAX_SHADER_TEXTURES:
1335 /** @todo ?? */
1336 rc = VERR_INVALID_PARAMETER;
1337 break;
1338
1339 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_2D_LEVELS); have default if missing. */
1340 case SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH:
1341 case SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT:
1342 *pu32Val = pState->caps.maxRectangleTextureSize;
1343 break;
1344
1345 /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_3D_LEVELS); have default if missing. */
1346 case SVGA3D_DEVCAP_MAX_VOLUME_EXTENT:
1347 //*pu32Val = pCaps->MaxVolumeExtent;
1348 break;
1349
1350 case SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT:
1351 *pu32Val = 32768; /* hardcoded in Wine */
1352 break;
1353
1354 case SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO:
1355 //*pu32Val = pCaps->MaxTextureAspectRatio;
1356 break;
1357
1358 /* Linux: svga_screen.c in gallium (for PIPE_CAPF_MAX_TEXTURE_ANISOTROPY); defaults to 4.0. */
1359 case SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY:
1360 *pu32Val = pState->caps.maxTextureAnisotropy;
1361 break;
1362
1363 case SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT:
1364 case SVGA3D_DEVCAP_MAX_VERTEX_INDEX:
1365 *pu32Val = 0xFFFFF; /* hardcoded in Wine */
1366 break;
1367
1368 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_INSTRUCTIONS); defaults to 512. */
1369 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS:
1370 *pu32Val = pState->caps.maxVertexShaderInstructions;
1371 break;
1372
1373 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS:
1374 *pu32Val = pState->caps.maxFragmentShaderInstructions;
1375 break;
1376
1377 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1378 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS:
1379 *pu32Val = pState->caps.maxVertexShaderTemps;
1380 break;
1381
1382 /* Linux: svga_screen.c in gallium (for PIPE_SHADER_FRAGMENT/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
1383 case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS:
1384 *pu32Val = pState->caps.maxFragmentShaderTemps;
1385 break;
1386
1387 case SVGA3D_DEVCAP_TEXTURE_OPS:
1388 break;
1389
1390 case SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES:
1391 break;
1392
1393 case SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES:
1394 break;
1395
1396 case SVGA3D_DEVCAP_ALPHATOCOVERAGE:
1397 break;
1398
1399 case SVGA3D_DEVCAP_SUPERSAMPLE:
1400 break;
1401
1402 case SVGA3D_DEVCAP_AUTOGENMIPMAPS:
1403 //*pu32Val = !!(pCaps->Caps2 & D3DCAPS2_CANAUTOGENMIPMAP);
1404 break;
1405
1406 case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES:
1407 break;
1408
1409 case SVGA3D_DEVCAP_MAX_RENDER_TARGETS: /** @todo same thing? */
1410 case SVGA3D_DEVCAP_MAX_SIMULTANEOUS_RENDER_TARGETS:
1411 *pu32Val = pState->caps.maxColorAttachments;
1412 break;
1413
1414 /*
1415 * This is the maximum number of SVGA context IDs that the guest
1416 * can define using SVGA_3D_CMD_CONTEXT_DEFINE.
1417 */
1418 case SVGA3D_DEVCAP_MAX_CONTEXT_IDS:
1419 *pu32Val = SVGA3D_MAX_CONTEXT_IDS;
1420 break;
1421
1422 /*
1423 * This is the maximum number of SVGA surface IDs that the guest
1424 * can define using SVGA_3D_CMD_SURFACE_DEFINE*.
1425 */
1426 case SVGA3D_DEVCAP_MAX_SURFACE_IDS:
1427 *pu32Val = SVGA3D_MAX_SURFACE_IDS;
1428 break;
1429
1430#if 0 /* Appeared more recently, not yet implemented. */
1431 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1432 case SVGA3D_DEVCAP_LINE_AA:
1433 break;
1434 /* Linux: svga_screen.c in gallium; defaults to FALSE. */
1435 case SVGA3D_DEVCAP_LINE_STIPPLE:
1436 break;
1437 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1438 case SVGA3D_DEVCAP_MAX_LINE_WIDTH:
1439 break;
1440 /* Linux: svga_screen.c in gallium; defaults to 1.0. */
1441 case SVGA3D_DEVCAP_MAX_AA_LINE_WIDTH:
1442 break;
1443#endif
1444
1445 /*
1446 * Supported surface formats.
1447 * Linux: svga_format.c in gallium, format_cap_table defines implicit expectations.
1448 */
1449 case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
1450 case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
1451 case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
1452 case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
1453 case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
1454 case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
1455 case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
1456 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
1457 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
1458 case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
1459 case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
1460 case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
1461 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
1462 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
1463 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
1464 case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
1465 case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
1466 case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
1467 *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
1468 break;
1469
1470 case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
1471 case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
1472 *pu32Val = 0; /* apparently not supported in OpenGL */
1473 break;
1474
1475 case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
1476 case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
1477 case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
1478 case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
1479 case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
1480 case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
1481 case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
1482 case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
1483 case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
1484 case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
1485 case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
1486 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
1487 case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
1488 case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
1489 case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
1490 case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
1491 case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
1492 case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
1493 case SVGA3D_DEVCAP_SURFACEFMT_NV12:
1494 case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
1495 *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
1496 break;
1497
1498 /* Linux: Not referenced in current sources. */
1499 case SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM:
1500 case SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM:
1501 Log(("CAPS: Unknown CAP %s\n", vmsvga3dGetCapString(idx3dCaps)));
1502 rc = VERR_INVALID_PARAMETER;
1503 *pu32Val = 0;
1504 break;
1505
1506 default:
1507 Log(("CAPS: Unexpected CAP %d\n", idx3dCaps));
1508 rc = VERR_INVALID_PARAMETER;
1509 break;
1510 }
1511
1512 Log(("CAPS: %s - %x\n", vmsvga3dGetCapString(idx3dCaps), *pu32Val));
1513 return rc;
1514}
1515
1516/**
1517 * Convert SVGA format value to its OpenGL equivalent
1518 *
1519 * @remarks Clues to be had in format_texture_info table (wined3d/utils.c) with
1520 * help from wined3dformat_from_d3dformat().
1521 */
1522void vmsvga3dSurfaceFormat2OGL(PVMSVGA3DSURFACE pSurface, SVGA3dSurfaceFormat format)
1523{
1524 switch (format)
1525 {
1526 case SVGA3D_X8R8G8B8: /* D3DFMT_X8R8G8B8 - WINED3DFMT_B8G8R8X8_UNORM */
1527 pSurface->internalFormatGL = GL_RGB8;
1528 pSurface->formatGL = GL_BGRA;
1529 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1530 break;
1531 case SVGA3D_A8R8G8B8: /* D3DFMT_A8R8G8B8 - WINED3DFMT_B8G8R8A8_UNORM */
1532 pSurface->internalFormatGL = GL_RGBA8;
1533 pSurface->formatGL = GL_BGRA;
1534 pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
1535 break;
1536 case SVGA3D_R5G6B5: /* D3DFMT_R5G6B5 - WINED3DFMT_B5G6R5_UNORM */
1537 pSurface->internalFormatGL = GL_RGB5;
1538 pSurface->formatGL = GL_RGB;
1539 pSurface->typeGL = GL_UNSIGNED_SHORT_5_6_5;
1540 AssertMsgFailed(("Test me - SVGA3D_R5G6B5\n"));
1541 break;
1542 case SVGA3D_X1R5G5B5: /* D3DFMT_X1R5G5B5 - WINED3DFMT_B5G5R5X1_UNORM */
1543 pSurface->internalFormatGL = GL_RGB5;
1544 pSurface->formatGL = GL_BGRA;
1545 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1546 AssertMsgFailed(("Test me - SVGA3D_X1R5G5B5\n"));
1547 break;
1548 case SVGA3D_A1R5G5B5: /* D3DFMT_A1R5G5B5 - WINED3DFMT_B5G5R5A1_UNORM */
1549 pSurface->internalFormatGL = GL_RGB5_A1;
1550 pSurface->formatGL = GL_BGRA;
1551 pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1552 AssertMsgFailed(("Test me - SVGA3D_A1R5G5B5\n"));
1553 break;
1554 case SVGA3D_A4R4G4B4: /* D3DFMT_A4R4G4B4 - WINED3DFMT_B4G4R4A4_UNORM */
1555 pSurface->internalFormatGL = GL_RGBA4;
1556 pSurface->formatGL = GL_BGRA;
1557 pSurface->typeGL = GL_UNSIGNED_SHORT_4_4_4_4_REV;
1558 AssertMsgFailed(("Test me - SVGA3D_A4R4G4B4\n"));
1559 break;
1560
1561 case SVGA3D_Z_D32: /* D3DFMT_D32 - WINED3DFMT_D32_UNORM */
1562 pSurface->internalFormatGL = GL_DEPTH_COMPONENT32;
1563 pSurface->formatGL = GL_DEPTH_COMPONENT;
1564 pSurface->typeGL = GL_UNSIGNED_INT;
1565 break;
1566 case SVGA3D_Z_D16: /* D3DFMT_D16 - WINED3DFMT_D16_UNORM */
1567 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo Wine suggests GL_DEPTH_COMPONENT24. */
1568 pSurface->formatGL = GL_DEPTH_COMPONENT;
1569 pSurface->typeGL = GL_UNSIGNED_SHORT;
1570 //AssertMsgFailed(("Test me - SVGA3D_Z_D16\n"));
1571 break;
1572 case SVGA3D_Z_D24S8: /* D3DFMT_D24S8 - WINED3DFMT_D24_UNORM_S8_UINT */
1573 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1574 pSurface->formatGL = GL_DEPTH_STENCIL;
1575 pSurface->typeGL = GL_UNSIGNED_INT;
1576 break;
1577 case SVGA3D_Z_D15S1: /* D3DFMT_D15S1 - WINED3DFMT_S1_UINT_D15_UNORM */
1578 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo ??? */
1579 pSurface->formatGL = GL_DEPTH_STENCIL;
1580 pSurface->typeGL = GL_UNSIGNED_SHORT;
1581 /** @todo Wine sources hints at no hw support for this, so test this one! */
1582 AssertMsgFailed(("Test me - SVGA3D_Z_D15S1\n"));
1583 break;
1584 case SVGA3D_Z_D24X8: /* D3DFMT_D24X8 - WINED3DFMT_X8D24_UNORM */
1585 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1586 pSurface->formatGL = GL_DEPTH_COMPONENT;
1587 pSurface->typeGL = GL_UNSIGNED_INT;
1588 break;
1589
1590 /* Advanced D3D9 depth formats. */
1591 case SVGA3D_Z_DF16: /* D3DFMT_DF16? - not supported */
1592 pSurface->internalFormatGL = GL_DEPTH_COMPONENT16;
1593 pSurface->formatGL = GL_DEPTH_COMPONENT;
1594 pSurface->typeGL = GL_FLOAT;
1595 break;
1596
1597 case SVGA3D_Z_DF24: /* D3DFMT_DF24? - not supported */
1598 pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
1599 pSurface->formatGL = GL_DEPTH_COMPONENT;
1600 pSurface->typeGL = GL_FLOAT; /* ??? */
1601 break;
1602
1603 case SVGA3D_Z_D24S8_INT: /* D3DFMT_??? - not supported */
1604 pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
1605 pSurface->formatGL = GL_DEPTH_STENCIL;
1606 pSurface->typeGL = GL_INT; /* ??? */
1607 break;
1608
1609 case SVGA3D_DXT1: /* D3DFMT_DXT1 - WINED3DFMT_DXT1 */
1610 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1611#if 0
1612 pSurface->formatGL = GL_RGBA_S3TC; /* ??? */
1613 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1614#else /* wine suggests: */
1615 pSurface->formatGL = GL_RGBA;
1616 pSurface->typeGL = GL_UNSIGNED_BYTE;
1617 AssertMsgFailed(("Test me - SVGA3D_DXT1\n"));
1618#endif
1619 break;
1620
1621 case SVGA3D_DXT3: /* D3DFMT_DXT3 - WINED3DFMT_DXT3 */
1622 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
1623#if 0 /** @todo this needs testing... */
1624 pSurface->formatGL = GL_RGBA_S3TC; /* ??? */
1625 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1626#else /* wine suggests: */
1627 pSurface->formatGL = GL_RGBA;
1628 pSurface->typeGL = GL_UNSIGNED_BYTE;
1629 AssertMsgFailed(("Test me - SVGA3D_DXT3\n"));
1630#endif
1631 break;
1632
1633 case SVGA3D_DXT5: /* D3DFMT_DXT5 - WINED3DFMT_DXT5 */
1634 pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
1635#if 0 /** @todo this needs testing... */
1636 pSurface->formatGL = GL_RGBA_S3TC;
1637 pSurface->typeGL = GL_UNSIGNED_INT;
1638#else /* wine suggests: */
1639 pSurface->formatGL = GL_RGBA;
1640 pSurface->typeGL = GL_UNSIGNED_BYTE;
1641 AssertMsgFailed(("Test me - SVGA3D_DXT5\n"));
1642#endif
1643 break;
1644
1645 case SVGA3D_LUMINANCE8: /* D3DFMT_? - ? */
1646 pSurface->internalFormatGL = GL_LUMINANCE8_EXT;
1647 pSurface->formatGL = GL_LUMINANCE;
1648 pSurface->typeGL = GL_UNSIGNED_BYTE;
1649 break;
1650
1651 case SVGA3D_LUMINANCE16: /* D3DFMT_? - ? */
1652 pSurface->internalFormatGL = GL_LUMINANCE16_EXT;
1653 pSurface->formatGL = GL_LUMINANCE;
1654 pSurface->typeGL = GL_UNSIGNED_SHORT;
1655 break;
1656
1657 case SVGA3D_LUMINANCE4_ALPHA4: /* D3DFMT_? - ? */
1658 pSurface->internalFormatGL = GL_LUMINANCE4_ALPHA4_EXT;
1659 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1660 pSurface->typeGL = GL_UNSIGNED_BYTE;
1661 break;
1662
1663 case SVGA3D_LUMINANCE8_ALPHA8: /* D3DFMT_? - ? */
1664 pSurface->internalFormatGL = GL_LUMINANCE8_ALPHA8_EXT;
1665 pSurface->formatGL = GL_LUMINANCE_ALPHA;
1666 pSurface->typeGL = GL_UNSIGNED_BYTE; /* unsigned_short causes issues even though this type should be 16-bit */
1667 break;
1668
1669 case SVGA3D_ALPHA8: /* D3DFMT_A8? - WINED3DFMT_A8_UNORM? */
1670 pSurface->internalFormatGL = GL_ALPHA8_EXT;
1671 pSurface->formatGL = GL_ALPHA;
1672 pSurface->typeGL = GL_UNSIGNED_BYTE;
1673 break;
1674
1675#if 0
1676
1677 /* Bump-map formats */
1678 case SVGA3D_BUMPU8V8:
1679 return D3DFMT_V8U8;
1680 case SVGA3D_BUMPL6V5U5:
1681 return D3DFMT_L6V5U5;
1682 case SVGA3D_BUMPX8L8V8U8:
1683 return D3DFMT_X8L8V8U8;
1684 case SVGA3D_BUMPL8V8U8:
1685 /* No corresponding D3D9 equivalent. */
1686 AssertFailedReturn(D3DFMT_UNKNOWN);
1687 /* signed bump-map formats */
1688 case SVGA3D_V8U8:
1689 return D3DFMT_V8U8;
1690 case SVGA3D_Q8W8V8U8:
1691 return D3DFMT_Q8W8V8U8;
1692 case SVGA3D_CxV8U8:
1693 return D3DFMT_CxV8U8;
1694 /* mixed bump-map formats */
1695 case SVGA3D_X8L8V8U8:
1696 return D3DFMT_X8L8V8U8;
1697 case SVGA3D_A2W10V10U10:
1698 return D3DFMT_A2W10V10U10;
1699#endif
1700
1701 case SVGA3D_ARGB_S10E5: /* 16-bit floating-point ARGB */ /* D3DFMT_A16B16G16R16F - WINED3DFMT_R16G16B16A16_FLOAT */
1702 pSurface->internalFormatGL = GL_RGBA16F;
1703 pSurface->formatGL = GL_RGBA;
1704#if 0 /* bird: wine uses half float, sounds correct to me... */
1705 pSurface->typeGL = GL_FLOAT;
1706#else
1707 pSurface->typeGL = GL_HALF_FLOAT;
1708 AssertMsgFailed(("Test me - SVGA3D_ARGB_S10E5\n"));
1709#endif
1710 break;
1711
1712 case SVGA3D_ARGB_S23E8: /* 32-bit floating-point ARGB */ /* D3DFMT_A32B32G32R32F - WINED3DFMT_R32G32B32A32_FLOAT */
1713 pSurface->internalFormatGL = GL_RGBA32F;
1714 pSurface->formatGL = GL_RGBA;
1715 pSurface->typeGL = GL_FLOAT; /* ?? - same as wine, so probably correct */
1716 break;
1717
1718 case SVGA3D_A2R10G10B10: /* D3DFMT_A2R10G10B10 - WINED3DFMT_B10G10R10A2_UNORM */
1719 pSurface->internalFormatGL = GL_RGB10_A2; /* ?? - same as wine, so probably correct */
1720#if 0 /* bird: Wine uses GL_BGRA instead of GL_RGBA. */
1721 pSurface->formatGL = GL_RGBA;
1722#else
1723 pSurface->formatGL = GL_BGRA;
1724#endif
1725 pSurface->typeGL = GL_UNSIGNED_INT;
1726 AssertMsgFailed(("Test me - SVGA3D_A2R10G10B10\n"));
1727 break;
1728
1729
1730 /* Single- and dual-component floating point formats */
1731 case SVGA3D_R_S10E5: /* D3DFMT_R16F - WINED3DFMT_R16_FLOAT */
1732 pSurface->internalFormatGL = GL_R16F;
1733 pSurface->formatGL = GL_RED;
1734#if 0 /* bird: wine uses half float, sounds correct to me... */
1735 pSurface->typeGL = GL_FLOAT;
1736#else
1737 pSurface->typeGL = GL_HALF_FLOAT;
1738 AssertMsgFailed(("Test me - SVGA3D_R_S10E5\n"));
1739#endif
1740 break;
1741 case SVGA3D_R_S23E8: /* D3DFMT_R32F - WINED3DFMT_R32_FLOAT */
1742 pSurface->internalFormatGL = GL_R32F;
1743 pSurface->formatGL = GL_RG;
1744 pSurface->typeGL = GL_FLOAT;
1745 break;
1746 case SVGA3D_RG_S10E5: /* D3DFMT_G16R16F - WINED3DFMT_R16G16_FLOAT */
1747 pSurface->internalFormatGL = GL_RG16F;
1748 pSurface->formatGL = GL_RG;
1749#if 0 /* bird: wine uses half float, sounds correct to me... */
1750 pSurface->typeGL = GL_FLOAT;
1751#else
1752 pSurface->typeGL = GL_HALF_FLOAT;
1753 AssertMsgFailed(("Test me - SVGA3D_RG_S10E5\n"));
1754#endif
1755 break;
1756 case SVGA3D_RG_S23E8: /* D3DFMT_G32R32F - WINED3DFMT_R32G32_FLOAT */
1757 pSurface->internalFormatGL = GL_RG32F;
1758 pSurface->formatGL = GL_RG;
1759 pSurface->typeGL = GL_FLOAT;
1760 break;
1761
1762 /*
1763 * Any surface can be used as a buffer object, but SVGA3D_BUFFER is
1764 * the most efficient format to use when creating new surfaces
1765 * expressly for index or vertex data.
1766 */
1767 case SVGA3D_BUFFER:
1768 pSurface->internalFormatGL = -1;
1769 pSurface->formatGL = -1;
1770 pSurface->typeGL = -1;
1771 break;
1772
1773#if 0
1774 return D3DFMT_UNKNOWN;
1775
1776 case SVGA3D_V16U16:
1777 return D3DFMT_V16U16;
1778#endif
1779
1780 case SVGA3D_G16R16: /* D3DFMT_G16R16 - WINED3DFMT_R16G16_UNORM */
1781 pSurface->internalFormatGL = GL_RG16;
1782 pSurface->formatGL = GL_RG;
1783#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1784 pSurface->typeGL = GL_UNSIGNED_INT;
1785#else
1786 pSurface->typeGL = GL_UNSIGNED_SHORT;
1787 AssertMsgFailed(("test me - SVGA3D_G16R16\n"));
1788#endif
1789 break;
1790
1791 case SVGA3D_A16B16G16R16: /* D3DFMT_A16B16G16R16 - WINED3DFMT_R16G16B16A16_UNORM */
1792 pSurface->internalFormatGL = GL_RGBA16;
1793 pSurface->formatGL = GL_RGBA;
1794#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
1795 pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
1796#else
1797 pSurface->typeGL = GL_UNSIGNED_SHORT;
1798 AssertMsgFailed(("Test me - SVGA3D_A16B16G16R16\n"));
1799#endif
1800 break;
1801
1802#if 0
1803 /* Packed Video formats */
1804 case SVGA3D_UYVY:
1805 return D3DFMT_UYVY;
1806 case SVGA3D_YUY2:
1807 return D3DFMT_YUY2;
1808
1809 /* Planar video formats */
1810 case SVGA3D_NV12:
1811 return (D3DFORMAT)MAKEFOURCC('N', 'V', '1', '2');
1812
1813 /* Video format with alpha */
1814 case SVGA3D_AYUV:
1815 return (D3DFORMAT)MAKEFOURCC('A', 'Y', 'U', 'V');
1816
1817 case SVGA3D_BC4_UNORM:
1818 case SVGA3D_BC5_UNORM:
1819 /* Unknown; only in DX10 & 11 */
1820 break;
1821#endif
1822 default:
1823 AssertMsgFailed(("Unsupported format %d\n", format));
1824 break;
1825 }
1826}
1827
1828
1829#if 0
1830/**
1831 * Convert SVGA multi sample count value to its D3D equivalent
1832 */
1833D3DMULTISAMPLE_TYPE vmsvga3dMultipeSampleCount2D3D(uint32_t multisampleCount)
1834{
1835 AssertCompile(D3DMULTISAMPLE_2_SAMPLES == 2);
1836 AssertCompile(D3DMULTISAMPLE_16_SAMPLES == 16);
1837
1838 if (multisampleCount > 16)
1839 return D3DMULTISAMPLE_NONE;
1840
1841 /** @todo exact same mapping as d3d? */
1842 return (D3DMULTISAMPLE_TYPE)multisampleCount;
1843}
1844#endif
1845
1846/**
1847 * Destroy backend specific surface bits (part of SVGA_3D_CMD_SURFACE_DESTROY).
1848 *
1849 * @param pState The VMSVGA3d state.
1850 * @param pSurface The surface being destroyed.
1851 */
1852void vmsvga3dBackSurfaceDestroy(PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface)
1853{
1854 PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
1855 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
1856
1857 switch (pSurface->flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)
1858 {
1859 case SVGA3D_SURFACE_CUBEMAP:
1860 AssertFailed(); /** @todo destroy SVGA3D_SURFACE_CUBEMAP */
1861 break;
1862
1863 case SVGA3D_SURFACE_HINT_INDEXBUFFER | SVGA3D_SURFACE_HINT_VERTEXBUFFER:
1864 case SVGA3D_SURFACE_HINT_INDEXBUFFER:
1865 case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
1866 if (pSurface->oglId.buffer != OPENGL_INVALID_ID)
1867 {
1868 pState->ext.glDeleteBuffers(1, &pSurface->oglId.buffer);
1869 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1870 }
1871 break;
1872
1873 case SVGA3D_SURFACE_HINT_TEXTURE:
1874 case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
1875 if (pSurface->oglId.texture != OPENGL_INVALID_ID)
1876 {
1877 glDeleteTextures(1, &pSurface->oglId.texture);
1878 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1879 }
1880 break;
1881
1882 case SVGA3D_SURFACE_HINT_RENDERTARGET:
1883 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
1884 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_HINT_TEXTURE: /** @todo actual texture surface not supported */
1885 if (pSurface->oglId.renderbuffer != OPENGL_INVALID_ID)
1886 {
1887 pState->ext.glDeleteRenderbuffers(1, &pSurface->oglId.renderbuffer);
1888 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
1889 }
1890 break;
1891
1892 default:
1893 AssertMsg(!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurface), ("type=%x\n", (pSurface->flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)));
1894 break;
1895 }
1896}
1897
1898
1899int vmsvga3dSurfaceCopy(PVGASTATE pThis, SVGA3dSurfaceImageId dest, SVGA3dSurfaceImageId src, uint32_t cCopyBoxes, SVGA3dCopyBox *pBox)
1900{
1901 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
1902 uint32_t sidSrc = src.sid;
1903 uint32_t sidDest = dest.sid;
1904 int rc = VINF_SUCCESS;
1905
1906 AssertReturn(pState, VERR_NO_MEMORY);
1907 Assert(sidSrc < SVGA3D_MAX_SURFACE_IDS);
1908 AssertReturn(sidSrc < pState->cSurfaces && pState->papSurfaces[sidSrc]->id == sidSrc, VERR_INVALID_PARAMETER);
1909 Assert(sidDest < SVGA3D_MAX_SURFACE_IDS);
1910 AssertReturn(sidDest < pState->cSurfaces && pState->papSurfaces[sidDest]->id == sidDest, VERR_INVALID_PARAMETER);
1911
1912 for (uint32_t i = 0; i < cCopyBoxes; i++)
1913 {
1914 SVGA3dBox destBox, srcBox;
1915
1916 srcBox.x = pBox[i].srcx;
1917 srcBox.y = pBox[i].srcy;
1918 srcBox.z = pBox[i].srcz;
1919 srcBox.w = pBox[i].w;
1920 srcBox.h = pBox[i].h;
1921 srcBox.d = pBox[i].d;
1922
1923 destBox.x = pBox[i].x;
1924 destBox.y = pBox[i].y;
1925 destBox.z = pBox[i].z;
1926 destBox.w = pBox[i].w;
1927 destBox.h = pBox[i].h;
1928 destBox.d = pBox[i].d;
1929
1930 rc = vmsvga3dSurfaceStretchBlt(pThis, &dest, &destBox, &src, &srcBox, SVGA3D_STRETCH_BLT_LINEAR);
1931 AssertRCReturn(rc, rc);
1932 }
1933 return VINF_SUCCESS;
1934}
1935
1936
1937/**
1938 * Save texture unpacking parameters and loads those appropriate for the given
1939 * surface.
1940 *
1941 * @param pState The VMSVGA3D state structure.
1942 * @param pContext The active context.
1943 * @param pSurface The surface.
1944 * @param pSave Where to save stuff.
1945 */
1946void vmsvga3dOglSetUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
1947 PVMSVGAPACKPARAMS pSave)
1948{
1949 RT_NOREF(pState);
1950
1951 /*
1952 * Save (ignore errors, setting the defaults we want and avoids restore).
1953 */
1954 pSave->iAlignment = 1;
1955 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
1956 pSave->cxRow = 0;
1957 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
1958
1959#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
1960 pSave->cyImage = 0;
1961 glGetIntegerv(GL_UNPACK_IMAGE_HEIGHT, &pSave->cyImage);
1962 Assert(pSave->cyImage == 0);
1963
1964 pSave->fSwapBytes = GL_FALSE;
1965 glGetBooleanv(GL_UNPACK_SWAP_BYTES, &pSave->fSwapBytes);
1966 Assert(pSave->fSwapBytes == GL_FALSE);
1967
1968 pSave->fLsbFirst = GL_FALSE;
1969 glGetBooleanv(GL_UNPACK_LSB_FIRST, &pSave->fLsbFirst);
1970 Assert(pSave->fLsbFirst == GL_FALSE);
1971
1972 pSave->cSkipRows = 0;
1973 glGetIntegerv(GL_UNPACK_SKIP_ROWS, &pSave->cSkipRows);
1974 Assert(pSave->cSkipRows == 0);
1975
1976 pSave->cSkipPixels = 0;
1977 glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &pSave->cSkipPixels);
1978 Assert(pSave->cSkipPixels == 0);
1979
1980 pSave->cSkipImages = 0;
1981 glGetIntegerv(GL_UNPACK_SKIP_IMAGES, &pSave->cSkipImages);
1982 Assert(pSave->cSkipImages == 0);
1983
1984 VMSVGA3D_CLEAR_GL_ERRORS();
1985#endif
1986
1987 /*
1988 * Setup unpack.
1989 *
1990 * Note! We use 1 as alignment here because we currently don't do any
1991 * aligning of line pitches anywhere.
1992 */
1993 NOREF(pSurface);
1994 if (pSave->iAlignment != 1)
1995 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1), pState, pContext);
1996 if (pSave->cxRow != 0)
1997 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0), pState, pContext);
1998#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
1999 if (pSave->cyImage != 0)
2000 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0), pState, pContext);
2001 if (pSave->fSwapBytes != 0)
2002 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE), pState, pContext);
2003 if (pSave->fLsbFirst != 0)
2004 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE), pState, pContext);
2005 if (pSave->cSkipRows != 0)
2006 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, 0), pState, pContext);
2007 if (pSave->cSkipPixels != 0)
2008 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0), pState, pContext);
2009 if (pSave->cSkipImages != 0)
2010 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0), pState, pContext);
2011#endif
2012}
2013
2014
2015/**
2016 * Restores texture unpacking parameters.
2017 *
2018 * @param pState The VMSVGA3D state structure.
2019 * @param pContext The active context.
2020 * @param pSurface The surface.
2021 * @param pSave Where stuff was saved.
2022 */
2023void vmsvga3dOglRestoreUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2024 PCVMSVGAPACKPARAMS pSave)
2025{
2026 RT_NOREF(pState, pSurface);
2027
2028 if (pSave->iAlignment != 1)
2029 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2030 if (pSave->cxRow != 0)
2031 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2032#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2033 if (pSave->cyImage != 0)
2034 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2035 if (pSave->fSwapBytes != 0)
2036 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2037 if (pSave->fLsbFirst != 0)
2038 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2039 if (pSave->cSkipRows != 0)
2040 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2041 if (pSave->cSkipPixels != 0)
2042 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2043 if (pSave->cSkipImages != 0)
2044 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2045#endif
2046}
2047
2048
2049/**
2050 * Create D3D/OpenGL texture object for the specified surface.
2051 *
2052 * Surfaces are created when needed.
2053 *
2054 * @param pState The VMSVGA3d state.
2055 * @param pContext The context.
2056 * @param idAssociatedContext Probably the same as pContext->id.
2057 * @param pSurface The surface to create the texture for.
2058 */
2059int vmsvga3dBackCreateTexture(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext,
2060 PVMSVGA3DSURFACE pSurface)
2061{
2062 RT_NOREF(idAssociatedContext);
2063 GLint activeTexture = 0;
2064 uint32_t idPrevCtx = pState->idActiveContext;
2065 pContext = &pState->SharedCtx;
2066 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2067
2068 glGenTextures(1, &pSurface->oglId.texture);
2069 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2070 /** @todo Set the mip map generation filter settings. */
2071
2072 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2073 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2074
2075 /* Must bind texture to the current context in order to change it. */
2076 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2077 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2078
2079 /* Set the unpacking parameters. */
2080 VMSVGAPACKPARAMS SavedParams;
2081 vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams);
2082
2083 /* Set the mipmap base and max level paramters. */
2084 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2085 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2086 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, pSurface->faces[0].numMipLevels);
2087 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2088
2089 if (pSurface->fDirty)
2090 Log(("vmsvga3dBackCreateTexture: sync dirty texture\n"));
2091
2092 /* Always allocate and initialize all mipmap levels; non-initialized mipmap levels used as render targets cause failures. */
2093 for (uint32_t i = 0; i < pSurface->faces[0].numMipLevels; i++)
2094 {
2095 /* Allocate and initialize texture memory. Passing the zero filled pSurfaceData avoids
2096 exposing random host memory to the guest and helps a with the fedora 21 surface
2097 corruption issues (launchpad, background, search field, login). */
2098 if (pSurface->pMipmapLevels[i].fDirty)
2099 Log(("vmsvga3dBackCreateTexture: sync dirty texture mipmap level %d (pitch %x)\n", i, pSurface->pMipmapLevels[i].cbSurfacePitch));
2100
2101 glTexImage2D(GL_TEXTURE_2D,
2102 i,
2103 pSurface->internalFormatGL,
2104 pSurface->pMipmapLevels[i].size.width,
2105 pSurface->pMipmapLevels[i].size.height,
2106 0,
2107 pSurface->formatGL,
2108 pSurface->typeGL,
2109 pSurface->pMipmapLevels[i].pSurfaceData);
2110
2111 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2112
2113 pSurface->pMipmapLevels[i].fDirty = false;
2114 }
2115 pSurface->fDirty = false;
2116
2117 /* Restore unpacking parameters. */
2118 vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams);
2119
2120 /* Restore the old active texture. */
2121 glBindTexture(GL_TEXTURE_2D, activeTexture);
2122 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2123
2124 pSurface->flags |= SVGA3D_SURFACE_HINT_TEXTURE;
2125
2126 if (idPrevCtx < pState->cContexts && pState->papContexts[idPrevCtx]->id == idPrevCtx)
2127 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[idPrevCtx]);
2128 return VINF_SUCCESS;
2129}
2130
2131
2132/**
2133 * Backend worker for implementing SVGA_3D_CMD_SURFACE_STRETCHBLT.
2134 *
2135 * @returns VBox status code.
2136 * @param pThis The VGA device instance.
2137 * @param pState The VMSVGA3d state.
2138 * @param pDstSurface The destination host surface.
2139 * @param uDstMipmap The destination mipmap level (valid).
2140 * @param pDstBox The destination box.
2141 * @param pSrcSurface The source host surface.
2142 * @param uSrcMipmap The source mimap level (valid).
2143 * @param pSrcBox The source box.
2144 * @param enmMode The strecht blt mode .
2145 * @param pContext The VMSVGA3d context (already current for OGL).
2146 */
2147int vmsvga3dBackSurfaceStretchBlt(PVGASTATE pThis, PVMSVGA3DSTATE pState,
2148 PVMSVGA3DSURFACE pDstSurface, uint32_t uDstMipmap, SVGA3dBox const *pDstBox,
2149 PVMSVGA3DSURFACE pSrcSurface, uint32_t uSrcMipmap, SVGA3dBox const *pSrcBox,
2150 SVGA3dStretchBltMode enmMode, PVMSVGA3DCONTEXT pContext)
2151{
2152 RT_NOREF(pThis);
2153
2154 /* Activate the read and draw framebuffer objects. */
2155 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
2156 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2157 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, pContext->idDrawFramebuffer);
2158 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2159
2160 /* Bind the source and destination objects to the right place. */
2161 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
2162 pSrcSurface->oglId.texture, uSrcMipmap);
2163 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2164 pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
2165 pDstSurface->oglId.texture, uDstMipmap);
2166 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2167
2168 Log(("src conv. (%d,%d)(%d,%d); dest conv (%d,%d)(%d,%d)\n", pSrcBox->x, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y + pSrcBox->h),
2169 pSrcBox->x + pSrcBox->w, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y), pDstBox->x, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y + pDstBox->h),
2170 pDstBox->x + pDstBox->w, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y)));
2171
2172 pState->ext.glBlitFramebuffer(pSrcBox->x,
2173#ifdef MANUAL_FLIP_SURFACE_DATA
2174 D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y + pSrcBox->h), /* inclusive */
2175#else
2176 pSrcBox->y,
2177#endif
2178 pSrcBox->x + pSrcBox->w, /* exclusive. */
2179#ifdef MANUAL_FLIP_SURFACE_DATA
2180 D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y), /* exclusive */
2181#else
2182 pSrcBox->y + pSrcBox->h,
2183#endif
2184 pDstBox->x,
2185#ifdef MANUAL_FLIP_SURFACE_DATA
2186 D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y + pDstBox->h), /* inclusive. */
2187#else
2188 pDstBox->y,
2189#endif
2190 pDstBox->x + pDstBox->w, /* exclusive. */
2191#ifdef MANUAL_FLIP_SURFACE_DATA
2192 D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y), /* exclusive */
2193#else
2194 pDstBox->y + pDstBox->h,
2195#endif
2196 GL_COLOR_BUFFER_BIT,
2197 (enmMode == SVGA3D_STRETCH_BLT_POINT) ? GL_NEAREST : GL_LINEAR);
2198 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2199
2200 /* Reset the frame buffer association */
2201 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
2202 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2203
2204 return VINF_SUCCESS;
2205}
2206
2207/**
2208 * Save texture packing parameters and loads those appropriate for the given
2209 * surface.
2210 *
2211 * @param pState The VMSVGA3D state structure.
2212 * @param pContext The active context.
2213 * @param pSurface The surface.
2214 * @param pSave Where to save stuff.
2215 */
2216void vmsvga3dOglSetPackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2217 PVMSVGAPACKPARAMS pSave)
2218{
2219 RT_NOREF(pState);
2220 /*
2221 * Save (ignore errors, setting the defaults we want and avoids restore).
2222 */
2223 pSave->iAlignment = 1;
2224 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
2225 pSave->cxRow = 0;
2226 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
2227
2228#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2229 pSave->cyImage = 0;
2230 glGetIntegerv(GL_PACK_IMAGE_HEIGHT, &pSave->cyImage);
2231 Assert(pSave->cyImage == 0);
2232
2233 pSave->fSwapBytes = GL_FALSE;
2234 glGetBooleanv(GL_PACK_SWAP_BYTES, &pSave->fSwapBytes);
2235 Assert(pSave->fSwapBytes == GL_FALSE);
2236
2237 pSave->fLsbFirst = GL_FALSE;
2238 glGetBooleanv(GL_PACK_LSB_FIRST, &pSave->fLsbFirst);
2239 Assert(pSave->fLsbFirst == GL_FALSE);
2240
2241 pSave->cSkipRows = 0;
2242 glGetIntegerv(GL_PACK_SKIP_ROWS, &pSave->cSkipRows);
2243 Assert(pSave->cSkipRows == 0);
2244
2245 pSave->cSkipPixels = 0;
2246 glGetIntegerv(GL_PACK_SKIP_PIXELS, &pSave->cSkipPixels);
2247 Assert(pSave->cSkipPixels == 0);
2248
2249 pSave->cSkipImages = 0;
2250 glGetIntegerv(GL_PACK_SKIP_IMAGES, &pSave->cSkipImages);
2251 Assert(pSave->cSkipImages == 0);
2252
2253 VMSVGA3D_CLEAR_GL_ERRORS();
2254#endif
2255
2256 /*
2257 * Setup unpack.
2258 *
2259 * Note! We use 1 as alignment here because we currently don't do any
2260 * aligning of line pitches anywhere.
2261 */
2262 NOREF(pSurface);
2263 if (pSave->iAlignment != 1)
2264 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 1), pState, pContext);
2265 if (pSave->cxRow != 0)
2266 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, 0), pState, pContext);
2267#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2268 if (pSave->cyImage != 0)
2269 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0), pState, pContext);
2270 if (pSave->fSwapBytes != 0)
2271 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE), pState, pContext);
2272 if (pSave->fLsbFirst != 0)
2273 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, GL_FALSE), pState, pContext);
2274 if (pSave->cSkipRows != 0)
2275 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, 0), pState, pContext);
2276 if (pSave->cSkipPixels != 0)
2277 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, 0), pState, pContext);
2278 if (pSave->cSkipImages != 0)
2279 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, 0), pState, pContext);
2280#endif
2281}
2282
2283
2284/**
2285 * Restores texture packing parameters.
2286 *
2287 * @param pState The VMSVGA3D state structure.
2288 * @param pContext The active context.
2289 * @param pSurface The surface.
2290 * @param pSave Where stuff was saved.
2291 */
2292void vmsvga3dOglRestorePackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
2293 PCVMSVGAPACKPARAMS pSave)
2294{
2295 RT_NOREF(pState, pSurface);
2296 if (pSave->iAlignment != 1)
2297 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
2298 if (pSave->cxRow != 0)
2299 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
2300#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
2301 if (pSave->cyImage != 0)
2302 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
2303 if (pSave->fSwapBytes != 0)
2304 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
2305 if (pSave->fLsbFirst != 0)
2306 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
2307 if (pSave->cSkipRows != 0)
2308 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
2309 if (pSave->cSkipPixels != 0)
2310 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
2311 if (pSave->cSkipImages != 0)
2312 VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
2313#endif
2314}
2315
2316
2317/**
2318 * Backend worker for implementing SVGA_3D_CMD_SURFACE_DMA that copies one box.
2319 *
2320 * @returns Failure status code or @a rc.
2321 * @param pThis The VGA device instance data.
2322 * @param pState The VMSVGA3d state.
2323 * @param pSurface The host surface.
2324 * @param uHostMipmap The host mipmap level (valid).
2325 * @param GuestPtr The guest pointer.
2326 * @param cbSrcPitch The guest (?) pitch.
2327 * @param transfer The transfer direction.
2328 * @param pBox The box to copy.
2329 * @param pContext The context (for OpenGL).
2330 * @param rc The current rc for all boxes.
2331 * @param iBox The current box number (for Direct 3D).
2332 */
2333int vmsvga3dBackSurfaceDMACopyBox(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface, uint32_t uHostMipmap,
2334 SVGAGuestPtr GuestPtr, uint32_t cbSrcPitch, SVGA3dTransferType transfer,
2335 SVGA3dCopyBox const *pBox, PVMSVGA3DCONTEXT pContext, int rc, int iBox)
2336{
2337 RT_NOREF(iBox);
2338 PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->pMipmapLevels[uHostMipmap];
2339
2340 switch (pSurface->flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)
2341 {
2342 case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
2343 case SVGA3D_SURFACE_HINT_TEXTURE:
2344 case SVGA3D_SURFACE_HINT_RENDERTARGET:
2345 {
2346 uint32_t cbSurfacePitch;
2347 uint8_t *pDoubleBuffer, *pBufferStart;
2348 unsigned uDestOffset = 0;
2349
2350 pDoubleBuffer = (uint8_t *)RTMemAlloc(pMipLevel->cbSurface);
2351 AssertReturn(pDoubleBuffer, VERR_NO_MEMORY);
2352
2353 if (transfer == SVGA3D_READ_HOST_VRAM)
2354 {
2355 GLint activeTexture;
2356
2357 /* Must bind texture to the current context in order to read it. */
2358 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2359 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2360
2361 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2362 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2363
2364 /* Set row length and alignment of the input data. */
2365 VMSVGAPACKPARAMS SavedParams;
2366 vmsvga3dOglSetPackParams(pState, pContext, pSurface, &SavedParams);
2367
2368 glGetTexImage(GL_TEXTURE_2D,
2369 uHostMipmap,
2370 pSurface->formatGL,
2371 pSurface->typeGL,
2372 pDoubleBuffer);
2373 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2374
2375 vmsvga3dOglRestorePackParams(pState, pContext, pSurface, &SavedParams);
2376
2377 /* Restore the old active texture. */
2378 glBindTexture(GL_TEXTURE_2D, activeTexture);
2379 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2380
2381 uDestOffset = pBox->x * pSurface->cbBlock + pBox->y * pMipLevel->cbSurfacePitch;
2382 AssertReturnStmt( uDestOffset + pBox->w * pSurface->cbBlock + (pBox->h - 1) * pMipLevel->cbSurfacePitch
2383 <= pMipLevel->cbSurface,
2384 RTMemFree(pDoubleBuffer),
2385 VERR_INTERNAL_ERROR);
2386
2387 cbSurfacePitch = pMipLevel->cbSurfacePitch;
2388
2389#ifdef MANUAL_FLIP_SURFACE_DATA
2390 pBufferStart = pDoubleBuffer
2391 + pBox->x * pSurface->cbBlock
2392 + pMipLevel->cbSurface - pBox->y * cbSurfacePitch
2393 - cbSurfacePitch; /* flip image during copy */
2394#else
2395 pBufferStart = pDoubleBuffer + uDestOffset;
2396#endif
2397 }
2398 else
2399 {
2400 cbSurfacePitch = pBox->w * pSurface->cbBlock;
2401#ifdef MANUAL_FLIP_SURFACE_DATA
2402 pBufferStart = pDoubleBuffer + cbSurfacePitch * pBox->h - cbSurfacePitch; /* flip image during copy */
2403#else
2404 pBufferStart = pDoubleBuffer;
2405#endif
2406 }
2407
2408 rc = vmsvgaGMRTransfer(pThis,
2409 transfer,
2410 pBufferStart,
2411#ifdef MANUAL_FLIP_SURFACE_DATA
2412 -(int32_t)cbSurfacePitch,
2413#else
2414 (int32_t)cbSurfacePitch,
2415#endif
2416 GuestPtr,
2417 pBox->srcx * pSurface->cbBlock + pBox->srcy * cbSrcPitch,
2418 cbSrcPitch,
2419 pBox->w * pSurface->cbBlock,
2420 pBox->h);
2421 AssertRC(rc);
2422
2423 /* Update the opengl surface data. */
2424 if (transfer == SVGA3D_WRITE_HOST_VRAM)
2425 {
2426 GLint activeTexture = 0;
2427
2428 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2429 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2430
2431 /* Must bind texture to the current context in order to change it. */
2432 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2433 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2434
2435 Log(("vmsvga3dSurfaceDMA: copy texture mipmap level %d (pitch %x)\n", uHostMipmap, pMipLevel->cbSurfacePitch));
2436
2437 /* Set row length and alignment of the input data. */
2438 VMSVGAPACKPARAMS SavedParams;
2439 vmsvga3dOglSetUnpackParams(pState, pContext, pSurface, &SavedParams); /** @todo do we need to set ROW_LENGTH to w here? */
2440
2441 glTexSubImage2D(GL_TEXTURE_2D,
2442 uHostMipmap,
2443 pBox->x,
2444 pBox->y,
2445 pBox->w,
2446 pBox->h,
2447 pSurface->formatGL,
2448 pSurface->typeGL,
2449 pDoubleBuffer);
2450
2451 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2452
2453 /* Restore old values. */
2454 vmsvga3dOglRestoreUnpackParams(pState, pContext, pSurface, &SavedParams);
2455
2456 /* Restore the old active texture. */
2457 glBindTexture(GL_TEXTURE_2D, activeTexture);
2458 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2459 }
2460
2461 Log4(("first line:\n%.*Rhxd\n", pBox->w * pSurface->cbBlock, pDoubleBuffer));
2462
2463 /* Free the double buffer. */
2464 RTMemFree(pDoubleBuffer);
2465 break;
2466 }
2467
2468 case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
2469 AssertFailed(); /** @todo DMA SVGA3D_SURFACE_HINT_DEPTHSTENCIL */
2470 break;
2471
2472 case SVGA3D_SURFACE_HINT_VERTEXBUFFER | SVGA3D_SURFACE_HINT_INDEXBUFFER:
2473 case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
2474 case SVGA3D_SURFACE_HINT_INDEXBUFFER:
2475 {
2476 Assert(pBox->h == 1);
2477
2478 VMSVGA3D_CLEAR_GL_ERRORS();
2479 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pSurface->oglId.buffer);
2480 if (VMSVGA3D_GL_IS_SUCCESS(pContext))
2481 {
2482 GLenum enmGlTransfer = (transfer == SVGA3D_READ_HOST_VRAM) ? GL_READ_ONLY : GL_WRITE_ONLY;
2483 uint8_t *pbData = (uint8_t *)pState->ext.glMapBuffer(GL_ARRAY_BUFFER, enmGlTransfer);
2484 if (RT_LIKELY(pbData != NULL))
2485 {
2486#if defined(VBOX_STRICT) && defined(RT_OS_DARWIN)
2487 GLint cbStrictBufSize;
2488 glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &cbStrictBufSize);
2489 Assert(VMSVGA3D_GL_IS_SUCCESS(pContext));
2490 AssertMsg(cbStrictBufSize >= (int32_t)pMipLevel->cbSurface,
2491 ("cbStrictBufSize=%#x cbSurface=%#x pContext->id=%#x\n", (uint32_t)cbStrictBufSize, pMipLevel->cbSurface, pContext->id));
2492#endif
2493
2494 unsigned offDst = pBox->x * pSurface->cbBlock + pBox->y * pMipLevel->cbSurfacePitch;
2495 if (RT_LIKELY( offDst + pBox->w * pSurface->cbBlock + (pBox->h - 1) * pMipLevel->cbSurfacePitch
2496 <= pMipLevel->cbSurface))
2497 {
2498 Log(("Lock %s memory for rectangle (%d,%d)(%d,%d)\n",
2499 (pSurface->flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_VERTEXBUFFER ? "vertex" :
2500 (pSurface->flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_INDEXBUFFER ? "index" : "buffer",
2501 pBox->x, pBox->y, pBox->x + pBox->w, pBox->y + pBox->h));
2502
2503 rc = vmsvgaGMRTransfer(pThis,
2504 transfer,
2505 pbData + offDst,
2506 pMipLevel->cbSurfacePitch,
2507 GuestPtr,
2508 pBox->srcx * pSurface->cbBlock + pBox->srcy * cbSrcPitch,
2509 cbSrcPitch,
2510 pBox->w * pSurface->cbBlock,
2511 pBox->h);
2512 AssertRC(rc);
2513
2514 Log4(("first line:\n%.*Rhxd\n", cbSrcPitch, pbData));
2515 }
2516 else
2517 {
2518 AssertFailed();
2519 rc = VERR_INTERNAL_ERROR;
2520 }
2521
2522 pState->ext.glUnmapBuffer(GL_ARRAY_BUFFER);
2523 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2524 }
2525 else
2526 VMSVGA3D_GL_GET_AND_COMPLAIN(pState, pContext, ("glMapBuffer(GL_ARRAY_BUFFER, %#x) -> NULL\n", enmGlTransfer));
2527 }
2528 else
2529 VMSVGA3D_GL_COMPLAIN(pState, pContext, ("glBindBuffer(GL_ARRAY_BUFFER, %#x)\n", pSurface->oglId.buffer));
2530 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
2531 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2532 break;
2533 }
2534
2535 default:
2536 AssertFailed();
2537 break;
2538 }
2539
2540 return rc;
2541}
2542
2543
2544int vmsvga3dSurfaceBlitToScreen(PVGASTATE pThis, uint32_t dest, SVGASignedRect destRect, SVGA3dSurfaceImageId src, SVGASignedRect srcRect, uint32_t cRects, SVGASignedRect *pRect)
2545{
2546 /* Requires SVGA_FIFO_CAP_SCREEN_OBJECT support */
2547 Log(("vmsvga3dSurfaceBlitToScreen: dest=%d (%d,%d)(%d,%d) surface=%x (face=%d, mipmap=%d) (%d,%d)(%d,%d) cRects=%d\n", dest, destRect.left, destRect.top, destRect.right, destRect.bottom, src.sid, src.face, src.mipmap, srcRect.left, srcRect.top, srcRect.right, srcRect.bottom, cRects));
2548 for (uint32_t i = 0; i < cRects; i++)
2549 {
2550 Log(("vmsvga3dSurfaceBlitToScreen: clipping rect %d (%d,%d)(%d,%d)\n", i, pRect[i].left, pRect[i].top, pRect[i].right, pRect[i].bottom));
2551 }
2552
2553 /** @todo Only screen 0 for now. */
2554 AssertReturn(dest == 0, VERR_INTERNAL_ERROR);
2555 AssertReturn(src.mipmap == 0 && src.face == 0, VERR_INVALID_PARAMETER);
2556 /** @todo scaling */
2557 AssertReturn(destRect.right - destRect.left == srcRect.right - srcRect.left && destRect.bottom - destRect.top == srcRect.bottom - srcRect.top, VERR_INVALID_PARAMETER);
2558
2559 if (cRects == 0)
2560 {
2561 /* easy case; no clipping */
2562 SVGA3dCopyBox box;
2563 SVGA3dGuestImage dst;
2564
2565 box.x = destRect.left;
2566 box.y = destRect.top;
2567 box.z = 0;
2568 box.w = destRect.right - destRect.left;
2569 box.h = destRect.bottom - destRect.top;
2570 box.d = 1;
2571 box.srcx = srcRect.left;
2572 box.srcy = srcRect.top;
2573 box.srcz = 0;
2574
2575 dst.ptr.gmrId = SVGA_GMR_FRAMEBUFFER;
2576 dst.ptr.offset = 0;
2577 dst.pitch = pThis->svga.cbScanline;
2578
2579 int rc = vmsvga3dSurfaceDMA(pThis, dst, src, SVGA3D_READ_HOST_VRAM, 1, &box);
2580 AssertRCReturn(rc, rc);
2581
2582 vgaR3UpdateDisplay(pThis, box.x, box.y, box.w, box.h);
2583 return VINF_SUCCESS;
2584 }
2585 else
2586 {
2587 SVGA3dGuestImage dst;
2588 SVGA3dCopyBox box;
2589
2590 box.srcz = 0;
2591 box.z = 0;
2592 box.d = 1;
2593
2594 dst.ptr.gmrId = SVGA_GMR_FRAMEBUFFER;
2595 dst.ptr.offset = 0;
2596 dst.pitch = pThis->svga.cbScanline;
2597
2598 /** @todo merge into one SurfaceDMA call */
2599 for (uint32_t i = 0; i < cRects; i++)
2600 {
2601 /* The clipping rectangle is relative to the top-left corner of srcRect & destRect. Adjust here. */
2602 box.srcx = srcRect.left + pRect[i].left;
2603 box.srcy = srcRect.top + pRect[i].top;
2604
2605 box.x = pRect[i].left + destRect.left;
2606 box.y = pRect[i].top + destRect.top;
2607 box.z = 0;
2608 box.w = pRect[i].right - pRect[i].left;
2609 box.h = pRect[i].bottom - pRect[i].top;
2610
2611 int rc = vmsvga3dSurfaceDMA(pThis, dst, src, SVGA3D_READ_HOST_VRAM, 1, &box);
2612 AssertRCReturn(rc, rc);
2613
2614 vgaR3UpdateDisplay(pThis, box.x, box.y, box.w, box.h);
2615 }
2616
2617 return VINF_SUCCESS;
2618 }
2619}
2620
2621int vmsvga3dGenerateMipmaps(PVGASTATE pThis, uint32_t sid, SVGA3dTextureFilter filter)
2622{
2623 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
2624 PVMSVGA3DSURFACE pSurface;
2625 int rc = VINF_SUCCESS;
2626 PVMSVGA3DCONTEXT pContext;
2627 uint32_t cid;
2628 GLint activeTexture = 0;
2629
2630 AssertReturn(pState, VERR_NO_MEMORY);
2631 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
2632 AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER);
2633
2634 pSurface = pState->papSurfaces[sid];
2635
2636 Assert(filter != SVGA3D_TEX_FILTER_FLATCUBIC);
2637 Assert(filter != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
2638 pSurface->autogenFilter = filter;
2639
2640 Log(("vmsvga3dGenerateMipmaps: sid=%x filter=%d\n", sid, filter));
2641
2642 cid = SVGA3D_INVALID_ID;
2643 pContext = &pState->SharedCtx;
2644 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2645
2646 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
2647 {
2648 /* Unknown surface type; turn it into a texture. */
2649 Log(("vmsvga3dGenerateMipmaps: unknown src surface id=%x type=%d format=%d -> create texture\n", sid, pSurface->flags, pSurface->format));
2650 rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface);
2651 AssertRCReturn(rc, rc);
2652 }
2653 else
2654 {
2655 /** @todo new filter */
2656 AssertFailed();
2657 }
2658
2659 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
2660 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2661
2662 /* Must bind texture to the current context in order to change it. */
2663 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
2664 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2665
2666 /* Generate the mip maps. */
2667 pState->ext.glGenerateMipmap(GL_TEXTURE_2D);
2668 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2669
2670 /* Restore the old texture. */
2671 glBindTexture(GL_TEXTURE_2D, activeTexture);
2672 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
2673
2674 return VINF_SUCCESS;
2675}
2676
2677int vmsvga3dCommandPresent(PVGASTATE pThis, uint32_t sid, uint32_t cRects, SVGA3dCopyRect *pRect)
2678{
2679 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
2680 PVMSVGA3DSURFACE pSurface;
2681 PVMSVGA3DCONTEXT pContext;
2682 uint32_t cid;
2683
2684 AssertReturn(pState, VERR_NO_MEMORY);
2685 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
2686 AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER);
2687
2688 pSurface = pState->papSurfaces[sid];
2689
2690 Log(("vmsvga3dCommandPresent: sid=%x cRects=%d\n", sid, cRects));
2691 for (uint32_t i=0; i < cRects; i++)
2692 Log(("vmsvga3dCommandPresent: rectangle %d src=(%d,%d) (%d,%d)(%d,%d)\n", i, pRect[i].srcx, pRect[i].srcy, pRect[i].x, pRect[i].y, pRect[i].x + pRect[i].w, pRect[i].y + pRect[i].h));
2693
2694 pContext = &pState->SharedCtx;
2695 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
2696 cid = pContext->id;
2697 VMSVGA3D_CLEAR_GL_ERRORS();
2698
2699#if 0 /* Can't make sense of this. SVGA3dCopyRect doesn't allow scaling. non-blit-cube path change to not use it. */
2700 /*
2701 * Source surface different size?
2702 */
2703 RTRECT2 srcViewPort;
2704 if ( pSurface->pMipmapLevels[0].size.width != pThis->svga.uWidth
2705 || pSurface->pMipmapLevels[0].size.height != pThis->svga.uHeight)
2706 {
2707 float xMultiplier = (float)pSurface->pMipmapLevels[0].size.width / (float)pThis->svga.uWidth;
2708 float yMultiplier = (float)pSurface->pMipmapLevels[0].size.height / (float)pThis->svga.uHeight;
2709
2710 LogFlow(("size (%d vs %d, %d vs %d) multiplier (" FLOAT_FMT_STR ", " FLOAT_FMT_STR ")\n",
2711 pSurface->pMipmapLevels[0].size.width, pThis->svga.uWidth,
2712 pSurface->pMipmapLevels[0].size.height, pThis->svga.uHeight,
2713 FLOAT_FMT_ARGS(xMultiplier), FLOAT_FMT_ARGS(yMultiplier) ));
2714
2715 srcViewPort.x = (uint32_t)((float)pThis->svga.viewport.x * xMultiplier);
2716 srcViewPort.y = (uint32_t)((float)pThis->svga.viewport.y * yMultiplier);
2717 srcViewPort.cx = (uint32_t)((float)pThis->svga.viewport.cx * xMultiplier);
2718 srcViewPort.cy = (uint32_t)((float)pThis->svga.viewport.cy * yMultiplier);
2719 }
2720 else
2721 {
2722 srcViewPort.x = pThis->svga.viewport.x;
2723 srcViewPort.y = pThis->svga.viewport.y;
2724 srcViewPort.cx = pThis->svga.viewport.cx;
2725 srcViewPort.cy = pThis->svga.viewport.cy;
2726 }
2727 RTRECT SrcViewPortRect;
2728 SrcViewPortRect.xLeft = srcViewPort.x;
2729 SrcViewPortRect.xRight = srcViewPort.x + srcViewPort.cx;
2730 SrcViewPortRect.yBottom = srcViewPort.y;
2731 SrcViewPortRect.yTop = srcViewPort.y + srcViewPort.cy;
2732#endif
2733
2734
2735#if 0//ndef RT_OS_DARWIN /* blit-cube fails in this path... */
2736 /*
2737 * Note! this path is slightly faster than the glBlitFrameBuffer path below.
2738 */
2739 SVGA3dCopyRect rect;
2740 uint32_t oldVShader, oldPShader;
2741 GLint oldTextureId;
2742
2743 if (cRects == 0)
2744 {
2745 rect.x = rect.y = rect.srcx = rect.srcy = 0;
2746 rect.w = pSurface->pMipmapLevels[0].size.width;
2747 rect.h = pSurface->pMipmapLevels[0].size.height;
2748 pRect = &rect;
2749 cRects = 1;
2750 }
2751
2752 //glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
2753
2754#if 0
2755 glDisable(GL_CULL_FACE);
2756 glDisable(GL_BLEND);
2757 glDisable(GL_ALPHA_TEST);
2758 glDisable(GL_SCISSOR_TEST);
2759 glDisable(GL_STENCIL_TEST);
2760 glEnable(GL_DEPTH_TEST);
2761 glDepthFunc(GL_ALWAYS);
2762 glDepthMask(GL_TRUE);
2763 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2764 glViewport(0, 0, pSurface->pMipmapLevels[0].size.width, pSurface->pMipmapLevels[0].size.height);
2765#endif
2766
2767 VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTextureId), pState, pContext);
2768
2769 oldVShader = pContext->state.shidVertex;
2770 oldPShader = pContext->state.shidPixel;
2771 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_VS, SVGA_ID_INVALID);
2772 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_PS, SVGA_ID_INVALID);
2773
2774 /* Flush shader changes. */
2775 if (pContext->pShaderContext)
2776 ShaderUpdateState(pContext->pShaderContext, 0);
2777
2778 /* Activate the read and draw framebuffer objects. */
2779 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer), pState, pContext);
2780 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 /* back buffer */), pState, pContext);
2781
2782 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glActiveTexture(GL_TEXTURE0), pState, pContext);
2783 VMSVGA3D_ASSERT_GL_CALL(glEnable(GL_TEXTURE_2D), pState, pContext);;
2784 VMSVGA3D_ASSERT_GL_CALL(glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture), pState, pContext);
2785
2786 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR), pState, pContext);
2787 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR), pState, pContext);;
2788
2789#if 0
2790 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP), pState, pContext);;
2791 VMSVGA3D_ASSERT_GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP), pState, pContext);;
2792#endif
2793
2794 /* Reset the transformation matrices. */
2795 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_MODELVIEW), pState, pContext);
2796 VMSVGA3D_ASSERT_GL_CALL(glPushMatrix(), pState, pContext);
2797 VMSVGA3D_ASSERT_GL_CALL(glLoadIdentity(), pState, pContext);
2798 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_PROJECTION), pState, pContext);
2799 VMSVGA3D_ASSERT_GL_CALL(glPushMatrix(), pState, pContext);
2800 VMSVGA3D_ASSERT_GL_CALL(glLoadIdentity(), pState, pContext);
2801 VMSVGA3D_ASSERT_GL_CALL(glScalef(1.0f, -1.0f, 1.0f), pState, pContext);
2802 VMSVGA3D_ASSERT_GL_CALL(glOrtho(0, pThis->svga.uWidth, pThis->svga.uHeight, 0, 0.0, -1.0), pState, pContext);
2803
2804 for (uint32_t i = 0; i < cRects; i++)
2805 {
2806 float left, right, top, bottom; /* Texture coordinates */
2807 int vertexLeft, vertexRight, vertexTop, vertexBottom;
2808
2809 pRect[i].srcx = RT_MAX(pRect[i].srcx, (uint32_t)RT_MAX(srcViewPort.x, 0));
2810 pRect[i].srcy = RT_MAX(pRect[i].srcy, (uint32_t)RT_MAX(srcViewPort.y, 0));
2811 pRect[i].x = RT_MAX(pRect[i].x, pThis->svga.viewport.x) - pThis->svga.viewport.x;
2812 pRect[i].y = RT_MAX(pRect[i].y, pThis->svga.viewport.y) - pThis->svga.viewport.y;
2813 pRect[i].w = pThis->svga.viewport.cx;
2814 pRect[i].h = pThis->svga.viewport.cy;
2815
2816 if ( pRect[i].x + pRect[i].w <= pThis->svga.viewport.x
2817 || pThis->svga.viewport.x + pThis->svga.viewport.cx <= pRect[i].x
2818 || pRect[i].y + pRect[i].h <= pThis->svga.viewport.y
2819 || pThis->svga.viewport.y + pThis->svga.viewport.cy <= pRect[i].y)
2820 {
2821 /* Intersection is empty; skip */
2822 continue;
2823 }
2824
2825 left = pRect[i].srcx;
2826 right = pRect[i].srcx + pRect[i].w;
2827 top = pRect[i].srcy + pRect[i].h;
2828 bottom = pRect[i].srcy;
2829
2830 left /= pSurface->pMipmapLevels[0].size.width;
2831 right /= pSurface->pMipmapLevels[0].size.width;
2832 top /= pSurface->pMipmapLevels[0].size.height;
2833 bottom /= pSurface->pMipmapLevels[0].size.height;
2834
2835 vertexLeft = pRect[i].x;
2836 vertexRight = pRect[i].x + pRect[i].w;
2837 vertexTop = ((uint32_t)pThis->svga.uHeight >= pRect[i].y + pRect[i].h) ? pThis->svga.uHeight - pRect[i].y - pRect[i].h : 0;
2838 vertexBottom = pThis->svga.uHeight - pRect[i].y;
2839
2840 Log(("view port (%d,%d)(%d,%d)\n", srcViewPort.x, srcViewPort.y, srcViewPort.cx, srcViewPort.cy));
2841 Log(("vertex (%d,%d) (%d,%d) (%d,%d) (%d,%d)\n", vertexLeft, vertexBottom, vertexLeft, vertexTop, vertexRight, vertexTop, vertexRight, vertexBottom));
2842 Log(("texture (%d,%d) (%d,%d) (%d,%d) (%d,%d)\n", pRect[i].srcx, pSurface->pMipmapLevels[0].size.height - (pRect[i].srcy + pRect[i].h), pRect[i].srcx, pSurface->pMipmapLevels[0].size.height - pRect[i].srcy, pRect[i].srcx + pRect[i].w, pSurface->pMipmapLevels[0].size.height - pRect[i].srcy, pRect[i].srcx + pRect[i].w, pSurface->pMipmapLevels[0].size.height - (pRect[i].srcy + pRect[i].h)));
2843
2844 glBegin(GL_QUADS);
2845
2846 /* bottom left */
2847 glTexCoord2f(left, bottom);
2848 glVertex2i(vertexLeft, vertexBottom);
2849
2850 /* top left */
2851 glTexCoord2f(left, top);
2852 glVertex2i(vertexLeft, vertexTop);
2853
2854 /* top right */
2855 glTexCoord2f(right, top);
2856 glVertex2i(vertexRight, vertexTop);
2857
2858 /* bottom right */
2859 glTexCoord2f(right, bottom);
2860 glVertex2i(vertexRight, vertexBottom);
2861
2862 VMSVGA3D_ASSERT_GL_CALL(glEnd(), pState, pContext);
2863 }
2864
2865 /* Restore old settings. */
2866 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_PROJECTION), pState, pContext);
2867 VMSVGA3D_ASSERT_GL_CALL(glPopMatrix(), pState, pContext);
2868 VMSVGA3D_ASSERT_GL_CALL(glMatrixMode(GL_MODELVIEW), pState, pContext);
2869 VMSVGA3D_ASSERT_GL_CALL(glPopMatrix(), pState, pContext);
2870
2871 //VMSVGA3D_ASSERT_GL_CALL(glPopAttrib(), pState, pContext);
2872
2873 VMSVGA3D_ASSERT_GL_CALL(glBindTexture(GL_TEXTURE_2D, oldTextureId), pState, pContext);
2874 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_VS, oldVShader);
2875 vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_PS, oldPShader);
2876
2877#else
2878 /*
2879 * glBlitFramebuffer variant.
2880 */
2881 /* Activate the read and draw framebuffer objects. */
2882 pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
2883 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2884 pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 /* back buffer */);
2885 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2886
2887 /* Bind the source objects to the right place. */
2888 pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pSurface->oglId.texture, 0 /* level 0 */);
2889 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
2890
2891
2892 /* Read the destination viewport specs in one go to try avoid some unnecessary update races. */
2893 VMSVGAVIEWPORT const DstViewport = pThis->svga.viewport;
2894 ASMCompilerBarrier(); /* paranoia */
2895 Assert(DstViewport.yHighWC >= DstViewport.yLowWC);
2896
2897 /* If there are no recangles specified, just grab a screenful. */
2898 SVGA3dCopyRect DummyRect;
2899 if (cRects != 0)
2900 { /* likely */ }
2901 else
2902 {
2903 /** @todo Find the usecase for this or check what the original device does.
2904 * The original code was doing some scaling based on the surface
2905 * size... */
2906# ifdef DEBUG_bird
2907 AssertMsgFailed(("No rects to present. Who is doing that and what do they actually expect?\n"));
2908# endif
2909 DummyRect.x = DummyRect.srcx = 0;
2910 DummyRect.y = DummyRect.srcy = 0;
2911 DummyRect.w = pThis->svga.uWidth;
2912 DummyRect.h = pThis->svga.uHeight;
2913 cRects = 1;
2914 pRect = &DummyRect;
2915 }
2916
2917 /*
2918 * Blit the surface rectangle(s) to the back buffer.
2919 */
2920 uint32_t const cxSurface = pSurface->pMipmapLevels[0].size.width;
2921 uint32_t const cySurface = pSurface->pMipmapLevels[0].size.height;
2922 for (uint32_t i = 0; i < cRects; i++)
2923 {
2924 SVGA3dCopyRect ClippedRect = pRect[i];
2925
2926 /*
2927 * Do some sanity checking and limit width and height, all so we
2928 * don't need to think about wrap-arounds below.
2929 */
2930 if (RT_LIKELY( ClippedRect.w
2931 && ClippedRect.x < VMSVGA_MAX_X
2932 && ClippedRect.srcx < VMSVGA_MAX_X
2933 && ClippedRect.h
2934 && ClippedRect.y < VMSVGA_MAX_Y
2935 && ClippedRect.srcy < VMSVGA_MAX_Y
2936 ))
2937 { /* likely */ }
2938 else
2939 continue;
2940
2941 if (RT_LIKELY(ClippedRect.w < VMSVGA_MAX_X))
2942 { /* likely */ }
2943 else
2944 ClippedRect.w = VMSVGA_MAX_X;
2945 if (RT_LIKELY(ClippedRect.h < VMSVGA_MAX_Y))
2946 { /* likely */ }
2947 else
2948 ClippedRect.h = VMSVGA_MAX_Y;
2949
2950
2951 /*
2952 * Source surface clipping (paranoia). Straight forward.
2953 */
2954 if (RT_LIKELY(ClippedRect.srcx < cxSurface))
2955 { /* likely */ }
2956 else
2957 continue;
2958 if (RT_LIKELY(ClippedRect.srcx + ClippedRect.w <= cxSurface))
2959 { /* likely */ }
2960 else
2961 {
2962 AssertFailed(); /* remove if annoying. */
2963 ClippedRect.w = cxSurface - ClippedRect.srcx;
2964 }
2965
2966 if (RT_LIKELY(ClippedRect.srcy < cySurface))
2967 { /* likely */ }
2968 else
2969 continue;
2970 if (RT_LIKELY(ClippedRect.srcy + ClippedRect.h <= cySurface))
2971 { /* likely */ }
2972 else
2973 {
2974 AssertFailed(); /* remove if annoying. */
2975 ClippedRect.h = cySurface - ClippedRect.srcy;
2976 }
2977
2978 /*
2979 * Destination viewport clipping - real PITA.
2980 *
2981 * We have to take the following into account here:
2982 * - The source image is Y inverted.
2983 * - The destination framebuffer is in world and not window coordinates,
2984 * just like the source surface. This means working in the first quadrant.
2985 * - The viewport is in window coordinate, that is fourth quadrant and
2986 * negated Y values.
2987 * - The destination framebuffer is not scrolled, so we have to blit
2988 * what's visible into the top of the framebuffer.
2989 *
2990 *
2991 * To illustrate:
2992 *
2993 * source destination 0123456789
2994 * 8 ^---------- 8 ^---------- 0 ----------->
2995 * 7 | | 7 | | 1 | |
2996 * 6 | | 6 | ******* | 2 | ******* |
2997 * 5 | *** | 5 | * | 3 | * |
2998 * 4 | * | => 4 | * | => 4 | * |
2999 * 3 | * | 3 | *** | 5 | *** |
3000 * 2 | ******* | 2 | | 6 | |
3001 * 1 | | 1 | | 7 | |
3002 * 0 -----------> 0 -----------> 8 v----------
3003 * 0123456789 0123456789 Destination window
3004 *
3005 * From the above, it follows that a destination viewport given in
3006 * window coordinates matches the source exactly when srcy = srcx = 0.
3007 *
3008 * Example (Y only):
3009 * ySrc = 0
3010 * yDst = 0
3011 * cyCopy = 9
3012 * cyScreen = cyCopy
3013 * cySurface >= cyCopy
3014 * yViewport = 5
3015 * cyViewport = 2 (i.e. '| *** |'
3016 * '| |' )
3017 * yWCViewportHi = cxScreen - yViewport = 9 - 5 = 4
3018 * yWCViewportLow = cxScreen - yViewport - cyViewport = 4 - 2 = 2
3019 *
3020 * We can see from the illustration that the final result should be:
3021 * SrcRect = (0,7) (11, 5) (cy=2 from y=5)
3022 * DstRect = (0,2) (11, 4)
3023 *
3024 * Let's postpone the switching of SrcRect.yBottom/yTop to make it
3025 * easier to follow:
3026 * SrcRect = (0,5) (11, 7)
3027 *
3028 * From the top, Y values only:
3029 * 0. Copy = { .yDst = 0, .ySrc = 0, .cy = 9 }
3030 *
3031 * 1. CopyRect.yDst (=0) is lower than yWCViewportLow:
3032 * cyAdjust = yWCViewportLow - CopyRect.yDst = 2;
3033 * Copy.yDst += cyAdjust = 2;
3034 * Copy.ySrc = unchanged;
3035 * Copy.cx -= cyAdjust = 7;
3036 * => Copy = { .yDst = 2, .ySrc = 0, .cy = 7 }
3037 *
3038 * 2. CopyRect.yDst + CopyRect.cx (=9) is higher than yWCViewportHi:
3039 * cyAdjust = CopyRect.yDst + CopyRect.cx - yWCViewportHi = 9 - 4 = 5
3040 * Copy.yDst = unchanged;
3041 * Copy.ySrc += cyAdjust = 5;
3042 * Copy.cx -= cyAdjust = 2;
3043 * => Copy = { .yDst = 2, .ySrc = 5, .cy = 2 }
3044 *
3045 * Update: On darwin, it turns out that when we call [NSOpenGLContext updates]
3046 * when the view is resized, moved and otherwise messed with,
3047 * the visible part of the framebuffer is actually the bottom
3048 * one. It's easy to adjust for this, just have to adjust the
3049 * destination rectangle such that yBottom is zero.
3050 */
3051 /* X - no inversion, so kind of simple. */
3052 if (ClippedRect.x >= DstViewport.x)
3053 {
3054 if (ClippedRect.x + ClippedRect.w <= DstViewport.xRight)
3055 { /* typical */ }
3056 else if (ClippedRect.x < DstViewport.xRight)
3057 ClippedRect.w = DstViewport.xRight - ClippedRect.x;
3058 else
3059 continue;
3060 }
3061 else
3062 {
3063 uint32_t cxAdjust = DstViewport.x - ClippedRect.x;
3064 if (cxAdjust < ClippedRect.w)
3065 {
3066 ClippedRect.w -= cxAdjust;
3067 ClippedRect.x += cxAdjust;
3068 ClippedRect.srcx += cxAdjust;
3069 }
3070 else
3071 continue;
3072
3073 if (ClippedRect.x + ClippedRect.w <= DstViewport.xRight)
3074 { /* typical */ }
3075 else
3076 ClippedRect.w = DstViewport.xRight - ClippedRect.x;
3077 }
3078
3079 /* Y - complicated, see above. */
3080 if (ClippedRect.y >= DstViewport.yLowWC)
3081 {
3082 if (ClippedRect.y + ClippedRect.h <= DstViewport.yHighWC)
3083 { /* typical */ }
3084 else if (ClippedRect.y < DstViewport.yHighWC)
3085 {
3086 /* adjustment #2 */
3087 uint32_t cyAdjust = ClippedRect.y + ClippedRect.h - DstViewport.yHighWC;
3088 ClippedRect.srcy += cyAdjust;
3089 ClippedRect.h -= cyAdjust;
3090 }
3091 else
3092 continue;
3093 }
3094 else
3095 {
3096 /* adjustment #1 */
3097 uint32_t cyAdjust = DstViewport.yLowWC - ClippedRect.y;
3098 if (cyAdjust < ClippedRect.h)
3099 {
3100 ClippedRect.y += cyAdjust;
3101 ClippedRect.h -= cyAdjust;
3102 }
3103 else
3104 continue;
3105
3106 if (ClippedRect.y + ClippedRect.h <= DstViewport.yHighWC)
3107 { /* typical */ }
3108 else
3109 {
3110 /* adjustment #2 */
3111 cyAdjust = ClippedRect.y + ClippedRect.h - DstViewport.yHighWC;
3112 ClippedRect.srcy += cyAdjust;
3113 ClippedRect.h -= cyAdjust;
3114 }
3115 }
3116
3117 /* Calc source rectangle with y flipping wrt destination. */
3118 RTRECT SrcRect;
3119 SrcRect.xLeft = ClippedRect.srcx;
3120 SrcRect.xRight = ClippedRect.srcx + ClippedRect.w;
3121 SrcRect.yBottom = ClippedRect.srcy + ClippedRect.h;
3122 SrcRect.yTop = ClippedRect.srcy;
3123
3124 /* Calc destination rectangle. */
3125 RTRECT DstRect;
3126 DstRect.xLeft = ClippedRect.x;
3127 DstRect.xRight = ClippedRect.x + ClippedRect.w;
3128 DstRect.yBottom = ClippedRect.y;
3129 DstRect.yTop = ClippedRect.y + ClippedRect.h;
3130
3131 /* Adjust for viewport. */
3132 DstRect.xLeft -= DstViewport.x;
3133 DstRect.xRight -= DstViewport.x;
3134# ifdef RT_OS_DARWIN /* We actually seeing the bottom of the FB, not the top as on windows and X11. */
3135 DstRect.yTop -= DstRect.yBottom;
3136 DstRect.yBottom = 0;
3137# else
3138 DstRect.yBottom += DstViewport.y;
3139 DstRect.yTop += DstViewport.y;
3140# endif
3141
3142 Log(("SrcRect: (%d,%d)(%d,%d) DstRect: (%d,%d)(%d,%d)\n",
3143 SrcRect.xLeft, SrcRect.yBottom, SrcRect.xRight, SrcRect.yTop,
3144 DstRect.xLeft, DstRect.yBottom, DstRect.xRight, DstRect.yTop));
3145 pState->ext.glBlitFramebuffer(SrcRect.xLeft, SrcRect.yBottom, SrcRect.xRight, SrcRect.yTop,
3146 DstRect.xLeft, DstRect.yBottom, DstRect.xRight, DstRect.yTop,
3147 GL_COLOR_BUFFER_BIT, GL_LINEAR);
3148 }
3149
3150#endif
3151
3152 /*
3153 * Flip the front and back buffers.
3154 */
3155#ifdef RT_OS_WINDOWS
3156 BOOL fRef = SwapBuffers(pContext->hdc);
3157 AssertMsg(fRef, ("SwapBuffers failed with %d\n", GetLastError())); NOREF(fRef);
3158#elif defined(RT_OS_DARWIN)
3159 vmsvga3dCocoaSwapBuffers(pContext->cocoaView, pContext->cocoaContext);
3160#else
3161 /* show the window if not already done */
3162 if (!pContext->fMapped)
3163 {
3164 XMapWindow(pState->display, pContext->window);
3165 pContext->fMapped = true;
3166 }
3167 /* now swap the buffers, i.e. display the rendering result */
3168 glXSwapBuffers(pState->display, pContext->window);
3169#endif
3170
3171 /*
3172 * Now we can reset the frame buffer association. Doing it earlier means no
3173 * output on darwin.
3174 */
3175 VMSVGA3D_ASSERT_GL_CALL(pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer), pState, pContext);
3176 return VINF_SUCCESS;
3177}
3178
3179#ifdef RT_OS_LINUX
3180/**
3181 * X11 event handling thread.
3182 *
3183 * @returns VINF_SUCCESS (ignored)
3184 * @param hThreadSelf thread handle
3185 * @param pvUser pointer to pState structure
3186 */
3187DECLCALLBACK(int) vmsvga3dXEventThread(RTTHREAD hThreadSelf, void *pvUser)
3188{
3189 RT_NOREF(hThreadSelf);
3190 PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pvUser;
3191 while (!pState->bTerminate)
3192 {
3193 while (XPending(pState->display) > 0)
3194 {
3195 XEvent event;
3196 XNextEvent(pState->display, &event);
3197
3198 switch (event.type)
3199 {
3200 default:
3201 break;
3202 }
3203 }
3204 /* sleep for 16ms to not burn too many cycles */
3205 RTThreadSleep(16);
3206 }
3207 return VINF_SUCCESS;
3208}
3209#endif // RT_OS_LINUX
3210
3211
3212/**
3213 * Create a new 3d context
3214 *
3215 * @returns VBox status code.
3216 * @param pThis VGA device instance data.
3217 * @param cid Context id
3218 * @param fFlags VMSVGA3D_DEF_CTX_F_XXX.
3219 */
3220int vmsvga3dContextDefineOgl(PVGASTATE pThis, uint32_t cid, uint32_t fFlags)
3221{
3222 int rc;
3223 PVMSVGA3DCONTEXT pContext;
3224 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3225
3226 AssertReturn(pState, VERR_NO_MEMORY);
3227 AssertReturn( cid < SVGA3D_MAX_CONTEXT_IDS
3228 || (cid == VMSVGA3D_SHARED_CTX_ID && (fFlags & VMSVGA3D_DEF_CTX_F_SHARED_CTX)), VERR_INVALID_PARAMETER);
3229#if !defined(VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE) || !(defined(RT_OS_DARWIN))
3230 AssertReturn(!(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE), VERR_INTERNAL_ERROR_3);
3231#endif
3232
3233 Log(("vmsvga3dContextDefine id %x\n", cid));
3234#ifdef DEBUG_DEBUG_GFX_WINDOW_TEST_CONTEXT
3235 if (pState->idTestContext == SVGA_ID_INVALID)
3236 {
3237 pState->idTestContext = 207;
3238 rc = vmsvga3dContextDefine(pThis, pState->idTestContext);
3239 AssertRCReturn(rc, rc);
3240 }
3241#endif
3242
3243 if (cid == VMSVGA3D_SHARED_CTX_ID)
3244 pContext = &pState->SharedCtx;
3245 else
3246 {
3247 if (cid >= pState->cContexts)
3248 {
3249 /* Grow the array. */
3250 uint32_t cNew = RT_ALIGN(cid + 15, 16);
3251 void *pvNew = RTMemRealloc(pState->papContexts, sizeof(pState->papContexts[0]) * cNew);
3252 AssertReturn(pvNew, VERR_NO_MEMORY);
3253 pState->papContexts = (PVMSVGA3DCONTEXT *)pvNew;
3254 while (pState->cContexts < cNew)
3255 {
3256 pContext = (PVMSVGA3DCONTEXT)RTMemAllocZ(sizeof(*pContext));
3257 AssertReturn(pContext, VERR_NO_MEMORY);
3258 pContext->id = SVGA3D_INVALID_ID;
3259 pState->papContexts[pState->cContexts++] = pContext;
3260 }
3261 }
3262 /* If one already exists with this id, then destroy it now. */
3263 if (pState->papContexts[cid]->id != SVGA3D_INVALID_ID)
3264 vmsvga3dContextDestroy(pThis, cid);
3265
3266 pContext = pState->papContexts[cid];
3267 }
3268
3269 /*
3270 * Find or create the shared context if needed (necessary for sharing e.g. textures between contexts).
3271 */
3272 PVMSVGA3DCONTEXT pSharedCtx = NULL;
3273 if (!(fFlags & (VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_SHARED_CTX)))
3274 {
3275 pSharedCtx = &pState->SharedCtx;
3276 if (pSharedCtx->id != VMSVGA3D_SHARED_CTX_ID)
3277 {
3278 rc = vmsvga3dContextDefineOgl(pThis, VMSVGA3D_SHARED_CTX_ID, VMSVGA3D_DEF_CTX_F_SHARED_CTX);
3279 AssertLogRelRCReturn(rc, rc);
3280 }
3281 }
3282
3283 /*
3284 * Initialize the context.
3285 */
3286 memset(pContext, 0, sizeof(*pContext));
3287 pContext->id = cid;
3288 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTexture); i++)
3289 pContext->aSidActiveTexture[i] = SVGA3D_INVALID_ID;
3290
3291 pContext->sidRenderTarget = SVGA3D_INVALID_ID;
3292 pContext->state.shidVertex = SVGA3D_INVALID_ID;
3293 pContext->state.shidPixel = SVGA3D_INVALID_ID;
3294 pContext->idFramebuffer = OPENGL_INVALID_ID;
3295 pContext->idReadFramebuffer = OPENGL_INVALID_ID;
3296 pContext->idDrawFramebuffer = OPENGL_INVALID_ID;
3297
3298 rc = ShaderContextCreate(&pContext->pShaderContext);
3299 AssertRCReturn(rc, rc);
3300
3301 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->state.aRenderTargets); i++)
3302 pContext->state.aRenderTargets[i] = SVGA3D_INVALID_ID;
3303
3304 AssertReturn(pThis->svga.u64HostWindowId, VERR_INTERNAL_ERROR);
3305
3306#ifdef RT_OS_WINDOWS
3307 /* Create a context window. */
3308 CREATESTRUCT cs;
3309 cs.lpCreateParams = NULL;
3310 cs.dwExStyle = WS_EX_NOACTIVATE | WS_EX_NOPARENTNOTIFY | WS_EX_TRANSPARENT;
3311# ifdef DEBUG_GFX_WINDOW
3312 cs.lpszName = (char *)RTMemAllocZ(256);
3313 RTStrPrintf((char *)cs.lpszName, 256, "Context %d OpenGL Window", cid);
3314# else
3315 cs.lpszName = NULL;
3316# endif
3317 cs.lpszClass = 0;
3318# ifdef DEBUG_GFX_WINDOW
3319 cs.style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE | WS_CAPTION;
3320# else
3321 cs.style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_DISABLED | WS_CHILD | WS_VISIBLE;
3322# endif
3323 cs.x = 0;
3324 cs.y = 0;
3325 cs.cx = pThis->svga.uWidth;
3326 cs.cy = pThis->svga.uHeight;
3327 cs.hwndParent = (HWND)pThis->svga.u64HostWindowId;
3328 cs.hMenu = NULL;
3329 cs.hInstance = pState->hInstance;
3330
3331 rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_CREATEWINDOW, (WPARAM)&pContext->hwnd, (LPARAM)&cs);
3332 AssertRCReturn(rc, rc);
3333
3334 pContext->hdc = GetDC(pContext->hwnd);
3335 AssertMsgReturn(pContext->hdc, ("GetDC %x failed with %d\n", pContext->hwnd, GetLastError()), VERR_INTERNAL_ERROR);
3336
3337 PIXELFORMATDESCRIPTOR pfd = {
3338 sizeof(PIXELFORMATDESCRIPTOR), /* size of this pfd */
3339 1, /* version number */
3340 PFD_DRAW_TO_WINDOW | /* support window */
3341 PFD_DOUBLEBUFFER | /* support double buffering */
3342 PFD_SUPPORT_OPENGL, /* support OpenGL */
3343 PFD_TYPE_RGBA, /* RGBA type */
3344 24, /* 24-bit color depth */
3345 0, 0, 0, 0, 0, 0, /* color bits ignored */
3346 8, /* alpha buffer */
3347 0, /* shift bit ignored */
3348 0, /* no accumulation buffer */
3349 0, 0, 0, 0, /* accum bits ignored */
3350 16, /* set depth buffer */
3351 16, /* set stencil buffer */
3352 0, /* no auxiliary buffer */
3353 PFD_MAIN_PLANE, /* main layer */
3354 0, /* reserved */
3355 0, 0, 0 /* layer masks ignored */
3356 };
3357 int pixelFormat;
3358 BOOL ret;
3359
3360 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3361 /** @todo is this really necessary?? */
3362 pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
3363 AssertMsgReturn(pixelFormat != 0, ("ChoosePixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3364
3365 ret = SetPixelFormat(pContext->hdc, pixelFormat, &pfd);
3366 AssertMsgReturn(ret == TRUE, ("SetPixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
3367
3368 pContext->hglrc = wglCreateContext(pContext->hdc);
3369 AssertMsgReturn(pContext->hglrc, ("wglCreateContext %x failed with %d\n", pContext->hdc, GetLastError()), VERR_INTERNAL_ERROR);
3370
3371 if (pSharedCtx)
3372 {
3373 ret = wglShareLists(pSharedCtx->hglrc, pContext->hglrc);
3374 AssertMsg(ret == TRUE, ("wglShareLists(%p, %p) failed with %d\n", pSharedCtx->hglrc, pContext->hglrc, GetLastError()));
3375 }
3376
3377#elif defined(RT_OS_DARWIN)
3378 pContext->fOtherProfile = RT_BOOL(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
3379
3380 NativeNSOpenGLContextRef pShareContext = pSharedCtx ? pSharedCtx->cocoaContext : NULL;
3381 NativeNSViewRef pHostView = (NativeNSViewRef)pThis->svga.u64HostWindowId;
3382 vmsvga3dCocoaCreateViewAndContext(&pContext->cocoaView, &pContext->cocoaContext,
3383 pSharedCtx ? NULL : pHostView, /* Only attach one subview, the one we'll present in. */ /** @todo screen objects and stuff. */
3384 pThis->svga.uWidth, pThis->svga.uHeight,
3385 pShareContext, pContext->fOtherProfile);
3386
3387#else
3388 Window hostWindow = (Window)pThis->svga.u64HostWindowId;
3389
3390 if (pState->display == NULL)
3391 {
3392 /* get an X display and make sure we have glX 1.3 */
3393 pState->display = XOpenDisplay(0);
3394 Assert(pState->display);
3395 int glxMajor, glxMinor;
3396 Bool ret = glXQueryVersion(pState->display, &glxMajor, &glxMinor);
3397 AssertMsgReturn(ret && glxMajor == 1 && glxMinor >= 3, ("glX >=1.3 not present"), VERR_INTERNAL_ERROR);
3398 /* start our X event handling thread */
3399 rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dXEventThread, pState, 0, RTTHREADTYPE_GUI, RTTHREADFLAGS_WAITABLE, "VMSVGA3DXEVENT");
3400 if (RT_FAILURE(rc))
3401 {
3402 AssertMsgFailed(("%s: Async IO Thread creation for 3d window handling failed rc=%d\n", __FUNCTION__, rc));
3403 return rc;
3404 }
3405 }
3406 int attrib[] =
3407 {
3408 GLX_RGBA,
3409 GLX_RED_SIZE, 1,
3410 GLX_GREEN_SIZE, 1,
3411 GLX_BLUE_SIZE, 1,
3412 //GLX_ALPHA_SIZE, 1, this flips the bbos screen
3413 GLX_DOUBLEBUFFER,
3414 None
3415 };
3416 XVisualInfo *vi = glXChooseVisual(pState->display, DefaultScreen(pState->display), attrib);
3417 XSetWindowAttributes swa;
3418 swa.colormap = XCreateColormap(pState->display, XDefaultRootWindow(pState->display), vi->visual, AllocNone);
3419 swa.border_pixel = 0;
3420 swa.background_pixel = 0;
3421 swa.event_mask = StructureNotifyMask | ExposureMask;
3422 unsigned long flags = CWBorderPixel | CWBackPixel | CWColormap | CWEventMask;
3423 pContext->window = XCreateWindow(pState->display, hostWindow,//XDefaultRootWindow(pState->display),//hostWindow,
3424 0, 0, pThis->svga.uWidth, pThis->svga.uHeight,
3425 0, vi->depth, InputOutput,
3426 vi->visual, flags, &swa);
3427 AssertMsgReturn(pContext->window, ("XCreateWindow failed"), VERR_INTERNAL_ERROR);
3428 //uint32_t cardinal_alpha = (uint32_t) (0.5 * (uint32_t)-1); - unused
3429
3430 /* the window is hidden by default and only mapped when CommandPresent is executed on it */
3431
3432 GLXContext shareContext = pSharedCtx ? pSharedCtx->glxContext : NULL;
3433 pContext->glxContext = glXCreateContext(pState->display, vi, shareContext, GL_TRUE);
3434 AssertMsgReturn(pContext->glxContext, ("glXCreateContext failed"), VERR_INTERNAL_ERROR);
3435#endif
3436
3437 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3438
3439 /* NULL during the first PowerOn call. */
3440 if (pState->ext.glGenFramebuffers)
3441 {
3442 /* Create a framebuffer object for this context. */
3443 pState->ext.glGenFramebuffers(1, &pContext->idFramebuffer);
3444 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3445
3446 /* Bind the object to the framebuffer target. */
3447 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
3448 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3449
3450 /* Create read and draw framebuffer objects for this context. */
3451 pState->ext.glGenFramebuffers(1, &pContext->idReadFramebuffer);
3452 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3453
3454 pState->ext.glGenFramebuffers(1, &pContext->idDrawFramebuffer);
3455 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3456
3457 }
3458#if 0
3459 /** @todo move to shader lib!!! */
3460 /* Clear the screen */
3461 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3462
3463 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
3464 glClearIndex(0);
3465 glClearDepth(1);
3466 glClearStencil(0xffff);
3467 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
3468 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
3469 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
3470 if (pState->ext.glProvokingVertex)
3471 pState->ext.glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
3472 /** @todo move to shader lib!!! */
3473#endif
3474 return VINF_SUCCESS;
3475}
3476
3477
3478/**
3479 * Create a new 3d context
3480 *
3481 * @returns VBox status code.
3482 * @param pThis VGA device instance data.
3483 * @param cid Context id
3484 */
3485int vmsvga3dContextDefine(PVGASTATE pThis, uint32_t cid)
3486{
3487 return vmsvga3dContextDefineOgl(pThis, cid, 0/*fFlags*/);
3488}
3489
3490/**
3491 * Destroys a 3d context.
3492 *
3493 * @returns VBox status code.
3494 * @param pThis VGA device instance data.
3495 * @param pContext The context to destroy.
3496 * @param cid Context id
3497 */
3498static int vmsvga3dContextDestroyOgl(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid)
3499{
3500 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3501 AssertReturn(pState, VERR_NO_MEMORY);
3502 AssertReturn(pContext, VERR_INVALID_PARAMETER);
3503 AssertReturn(pContext->id == cid, VERR_INVALID_PARAMETER);
3504 Log(("vmsvga3dContextDestroyOgl id %x\n", cid));
3505
3506 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3507
3508 /* Destroy all leftover pixel shaders. */
3509 for (uint32_t i = 0; i < pContext->cPixelShaders; i++)
3510 {
3511 if (pContext->paPixelShader[i].id != SVGA3D_INVALID_ID)
3512 vmsvga3dShaderDestroy(pThis, pContext->paPixelShader[i].cid, pContext->paPixelShader[i].id, pContext->paPixelShader[i].type);
3513 }
3514 if (pContext->paPixelShader)
3515 RTMemFree(pContext->paPixelShader);
3516
3517 /* Destroy all leftover vertex shaders. */
3518 for (uint32_t i = 0; i < pContext->cVertexShaders; i++)
3519 {
3520 if (pContext->paVertexShader[i].id != SVGA3D_INVALID_ID)
3521 vmsvga3dShaderDestroy(pThis, pContext->paVertexShader[i].cid, pContext->paVertexShader[i].id, pContext->paVertexShader[i].type);
3522 }
3523 if (pContext->paVertexShader)
3524 RTMemFree(pContext->paVertexShader);
3525
3526 if (pContext->state.paVertexShaderConst)
3527 RTMemFree(pContext->state.paVertexShaderConst);
3528 if (pContext->state.paPixelShaderConst)
3529 RTMemFree(pContext->state.paPixelShaderConst);
3530
3531 if (pContext->pShaderContext)
3532 {
3533 int rc = ShaderContextDestroy(pContext->pShaderContext);
3534 AssertRC(rc);
3535 }
3536
3537 if (pContext->idFramebuffer != OPENGL_INVALID_ID)
3538 {
3539 /* Unbind the object from the framebuffer target. */
3540 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, 0 /* back buffer */);
3541 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3542 pState->ext.glDeleteFramebuffers(1, &pContext->idFramebuffer);
3543 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3544
3545 if (pContext->idReadFramebuffer != OPENGL_INVALID_ID)
3546 {
3547 pState->ext.glDeleteFramebuffers(1, &pContext->idReadFramebuffer);
3548 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3549 }
3550 if (pContext->idDrawFramebuffer != OPENGL_INVALID_ID)
3551 {
3552 pState->ext.glDeleteFramebuffers(1, &pContext->idDrawFramebuffer);
3553 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3554 }
3555 }
3556#ifdef RT_OS_WINDOWS
3557 wglMakeCurrent(pContext->hdc, NULL);
3558 wglDeleteContext(pContext->hglrc);
3559 ReleaseDC(pContext->hwnd, pContext->hdc);
3560
3561 /* Destroy the window we've created. */
3562 int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_DESTROYWINDOW, (WPARAM)pContext->hwnd, 0);
3563 AssertRC(rc);
3564#elif defined(RT_OS_DARWIN)
3565 vmsvga3dCocoaDestroyViewAndContext(pContext->cocoaView, pContext->cocoaContext);
3566#elif defined(RT_OS_LINUX)
3567 glXMakeCurrent(pState->display, None, NULL);
3568 glXDestroyContext(pState->display, pContext->glxContext);
3569 XDestroyWindow(pState->display, pContext->window);
3570#endif
3571
3572 memset(pContext, 0, sizeof(*pContext));
3573 pContext->id = SVGA3D_INVALID_ID;
3574
3575 VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
3576 return VINF_SUCCESS;
3577}
3578
3579/**
3580 * Destroy an existing 3d context
3581 *
3582 * @returns VBox status code.
3583 * @param pThis VGA device instance data.
3584 * @param cid Context id
3585 */
3586int vmsvga3dContextDestroy(PVGASTATE pThis, uint32_t cid)
3587{
3588 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3589 AssertReturn(pState, VERR_WRONG_ORDER);
3590
3591 /*
3592 * Resolve the context and hand it to the common worker function.
3593 */
3594 if ( cid < pState->cContexts
3595 && pState->papContexts[cid]->id == cid)
3596 return vmsvga3dContextDestroyOgl(pThis, pState->papContexts[cid], cid);
3597
3598 AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER);
3599 return VINF_SUCCESS;
3600}
3601
3602/**
3603 * Worker for vmsvga3dChangeMode that resizes a context.
3604 *
3605 * @param pThis The VGA device instance data.
3606 * @param pState The VMSVGA3d state.
3607 * @param pContext The context.
3608 */
3609static void vmsvga3dChangeModeOneContext(PVGASTATE pThis, PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
3610{
3611#ifdef RT_OS_WINDOWS
3612 /* Resize the window. */
3613 CREATESTRUCT cs;
3614 RT_ZERO(cs);
3615 cs.cx = pThis->svga.uWidth;
3616 cs.cy = pThis->svga.uHeight;
3617 int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_RESIZEWINDOW, (WPARAM)pContext->hwnd, (LPARAM)&cs);
3618 AssertRC(rc);
3619
3620#elif defined(RT_OS_DARWIN)
3621 RT_NOREF(pState);
3622 vmsvga3dCocoaViewSetSize(pContext->cocoaView, pThis->svga.uWidth, pThis->svga.uHeight);
3623
3624#elif defined(RT_OS_LINUX)
3625 XWindowChanges wc;
3626 wc.width = pThis->svga.uWidth;
3627 wc.height = pThis->svga.uHeight;
3628 XConfigureWindow(pState->display, pContext->window, CWWidth | CWHeight, &wc);
3629#endif
3630}
3631
3632/* Handle resize */
3633int vmsvga3dChangeMode(PVGASTATE pThis)
3634{
3635 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3636 AssertReturn(pState, VERR_NO_MEMORY);
3637
3638 /* Resize the shared context too. */
3639 if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
3640 vmsvga3dChangeModeOneContext(pThis, pState, &pState->SharedCtx);
3641
3642 /* Resize all active contexts. */
3643 for (uint32_t i = 0; i < pState->cContexts; i++)
3644 {
3645 PVMSVGA3DCONTEXT pContext = pState->papContexts[i];
3646 if (pContext->id != SVGA3D_INVALID_ID)
3647 vmsvga3dChangeModeOneContext(pThis, pState, pContext);
3648 }
3649
3650 return VINF_SUCCESS;
3651}
3652
3653
3654int vmsvga3dSetTransform(PVGASTATE pThis, uint32_t cid, SVGA3dTransformType type, float matrix[16])
3655{
3656 PVMSVGA3DCONTEXT pContext;
3657 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3658 AssertReturn(pState, VERR_NO_MEMORY);
3659 bool fModelViewChanged = false;
3660
3661 Log(("vmsvga3dSetTransform cid=%x %s\n", cid, vmsvgaTransformToString(type)));
3662
3663 if ( cid >= pState->cContexts
3664 || pState->papContexts[cid]->id != cid)
3665 {
3666 Log(("vmsvga3dSetTransform invalid context id!\n"));
3667 return VERR_INVALID_PARAMETER;
3668 }
3669 pContext = pState->papContexts[cid];
3670 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3671
3672 /* Save this matrix for vm state save/restore. */
3673 pContext->state.aTransformState[type].fValid = true;
3674 memcpy(pContext->state.aTransformState[type].matrix, matrix, sizeof(pContext->state.aTransformState[type].matrix));
3675 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_TRANSFORM;
3676
3677 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)));
3678 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)));
3679 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)));
3680 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)));
3681
3682 switch (type)
3683 {
3684 case SVGA3D_TRANSFORM_VIEW:
3685 /* View * World = Model View */
3686 glMatrixMode(GL_MODELVIEW);
3687 glLoadMatrixf(matrix);
3688 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].fValid)
3689 glMultMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].matrix);
3690 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3691 fModelViewChanged = true;
3692 break;
3693
3694 case SVGA3D_TRANSFORM_PROJECTION:
3695 {
3696 int rc = ShaderTransformProjection(pContext->state.RectViewPort.w, pContext->state.RectViewPort.h, matrix, false /* fPretransformed */);
3697 AssertRCReturn(rc, rc);
3698 break;
3699 }
3700
3701 case SVGA3D_TRANSFORM_TEXTURE0:
3702 glMatrixMode(GL_TEXTURE);
3703 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3704 glLoadMatrixf(matrix);
3705 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3706 break;
3707
3708 case SVGA3D_TRANSFORM_TEXTURE1:
3709 case SVGA3D_TRANSFORM_TEXTURE2:
3710 case SVGA3D_TRANSFORM_TEXTURE3:
3711 case SVGA3D_TRANSFORM_TEXTURE4:
3712 case SVGA3D_TRANSFORM_TEXTURE5:
3713 case SVGA3D_TRANSFORM_TEXTURE6:
3714 case SVGA3D_TRANSFORM_TEXTURE7:
3715 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_TEXTUREx transform!!\n"));
3716 return VERR_INVALID_PARAMETER;
3717
3718 case SVGA3D_TRANSFORM_WORLD:
3719 /* View * World = Model View */
3720 glMatrixMode(GL_MODELVIEW);
3721 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid)
3722 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
3723 else
3724 glLoadIdentity();
3725 glMultMatrixf(matrix);
3726 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3727 fModelViewChanged = true;
3728 break;
3729
3730 case SVGA3D_TRANSFORM_WORLD1:
3731 case SVGA3D_TRANSFORM_WORLD2:
3732 case SVGA3D_TRANSFORM_WORLD3:
3733 Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_WORLDx transform!!\n"));
3734 return VERR_INVALID_PARAMETER;
3735
3736 default:
3737 Log(("vmsvga3dSetTransform: unknown type!!\n"));
3738 return VERR_INVALID_PARAMETER;
3739 }
3740
3741 /* Apparently we need to reset the light and clip data after modifying the modelview matrix. */
3742 if (fModelViewChanged)
3743 {
3744 /* Reprogram the clip planes. */
3745 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aClipPlane); j++)
3746 {
3747 if (pContext->state.aClipPlane[j].fValid == true)
3748 vmsvga3dSetClipPlane(pThis, cid, j, pContext->state.aClipPlane[j].plane);
3749 }
3750
3751 /* Reprogram the light data. */
3752 for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aLightData); j++)
3753 {
3754 if (pContext->state.aLightData[j].fValidData == true)
3755 vmsvga3dSetLightData(pThis, cid, j, &pContext->state.aLightData[j].data);
3756 }
3757 }
3758
3759 return VINF_SUCCESS;
3760}
3761
3762int vmsvga3dSetZRange(PVGASTATE pThis, uint32_t cid, SVGA3dZRange zRange)
3763{
3764 PVMSVGA3DCONTEXT pContext;
3765 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3766 AssertReturn(pState, VERR_NO_MEMORY);
3767
3768 Log(("vmsvga3dSetZRange cid=%x min=%d max=%d\n", cid, (uint32_t)(zRange.min * 100.0), (uint32_t)(zRange.max * 100.0)));
3769
3770 if ( cid >= pState->cContexts
3771 || pState->papContexts[cid]->id != cid)
3772 {
3773 Log(("vmsvga3dSetZRange invalid context id!\n"));
3774 return VERR_INVALID_PARAMETER;
3775 }
3776 pContext = pState->papContexts[cid];
3777 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3778
3779 pContext->state.zRange = zRange;
3780 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_ZRANGE;
3781
3782 if (zRange.min < -1.0)
3783 zRange.min = -1.0;
3784 if (zRange.max > 1.0)
3785 zRange.max = 1.0;
3786
3787 glDepthRange((GLdouble)zRange.min, (GLdouble)zRange.max);
3788 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3789 return VINF_SUCCESS;
3790}
3791
3792/**
3793 * Convert SVGA blend op value to its OpenGL equivalent
3794 */
3795static GLenum vmsvga3dBlendOp2GL(uint32_t blendOp)
3796{
3797 switch (blendOp)
3798 {
3799 case SVGA3D_BLENDOP_ZERO:
3800 return GL_ZERO;
3801 case SVGA3D_BLENDOP_ONE:
3802 return GL_ONE;
3803 case SVGA3D_BLENDOP_SRCCOLOR:
3804 return GL_SRC_COLOR;
3805 case SVGA3D_BLENDOP_INVSRCCOLOR:
3806 return GL_ONE_MINUS_SRC_COLOR;
3807 case SVGA3D_BLENDOP_SRCALPHA:
3808 return GL_SRC_ALPHA;
3809 case SVGA3D_BLENDOP_INVSRCALPHA:
3810 return GL_ONE_MINUS_SRC_ALPHA;
3811 case SVGA3D_BLENDOP_DESTALPHA:
3812 return GL_DST_ALPHA;
3813 case SVGA3D_BLENDOP_INVDESTALPHA:
3814 return GL_ONE_MINUS_DST_ALPHA;
3815 case SVGA3D_BLENDOP_DESTCOLOR:
3816 return GL_DST_COLOR;
3817 case SVGA3D_BLENDOP_INVDESTCOLOR:
3818 return GL_ONE_MINUS_DST_COLOR;
3819 case SVGA3D_BLENDOP_SRCALPHASAT:
3820 return GL_SRC_ALPHA_SATURATE;
3821 case SVGA3D_BLENDOP_BLENDFACTOR:
3822 return GL_CONSTANT_ALPHA; /** @todo correct?? */
3823 case SVGA3D_BLENDOP_INVBLENDFACTOR:
3824 return GL_ONE_MINUS_CONSTANT_ALPHA; /** @todo correct?? */
3825 default:
3826 AssertFailed();
3827 return GL_ONE;
3828 }
3829}
3830
3831static GLenum vmsvga3dBlendEquation2GL(uint32_t blendEq)
3832{
3833 switch (blendEq)
3834 {
3835 case SVGA3D_BLENDEQ_ADD:
3836 return GL_FUNC_ADD;
3837 case SVGA3D_BLENDEQ_SUBTRACT:
3838 return GL_FUNC_SUBTRACT;
3839 case SVGA3D_BLENDEQ_REVSUBTRACT:
3840 return GL_FUNC_REVERSE_SUBTRACT;
3841 case SVGA3D_BLENDEQ_MINIMUM:
3842 return GL_MIN;
3843 case SVGA3D_BLENDEQ_MAXIMUM:
3844 return GL_MAX;
3845 default:
3846 AssertMsgFailed(("blendEq=%d (%#x)\n", blendEq, blendEq));
3847 return GL_FUNC_ADD;
3848 }
3849}
3850
3851static GLenum vmsvgaCmpFunc2GL(uint32_t cmpFunc)
3852{
3853 switch (cmpFunc)
3854 {
3855 case SVGA3D_CMP_NEVER:
3856 return GL_NEVER;
3857 case SVGA3D_CMP_LESS:
3858 return GL_LESS;
3859 case SVGA3D_CMP_EQUAL:
3860 return GL_EQUAL;
3861 case SVGA3D_CMP_LESSEQUAL:
3862 return GL_LEQUAL;
3863 case SVGA3D_CMP_GREATER:
3864 return GL_GREATER;
3865 case SVGA3D_CMP_NOTEQUAL:
3866 return GL_NOTEQUAL;
3867 case SVGA3D_CMP_GREATEREQUAL:
3868 return GL_GEQUAL;
3869 case SVGA3D_CMP_ALWAYS:
3870 return GL_ALWAYS;
3871 default:
3872 AssertFailed();
3873 return GL_LESS;
3874 }
3875}
3876
3877static GLenum vmsvgaStencipOp2GL(uint32_t stencilOp)
3878{
3879 switch (stencilOp)
3880 {
3881 case SVGA3D_STENCILOP_KEEP:
3882 return GL_KEEP;
3883 case SVGA3D_STENCILOP_ZERO:
3884 return GL_ZERO;
3885 case SVGA3D_STENCILOP_REPLACE:
3886 return GL_REPLACE;
3887 case SVGA3D_STENCILOP_INCRSAT:
3888 return GL_INCR_WRAP;
3889 case SVGA3D_STENCILOP_DECRSAT:
3890 return GL_DECR_WRAP;
3891 case SVGA3D_STENCILOP_INVERT:
3892 return GL_INVERT;
3893 case SVGA3D_STENCILOP_INCR:
3894 return GL_INCR;
3895 case SVGA3D_STENCILOP_DECR:
3896 return GL_DECR;
3897 default:
3898 AssertFailed();
3899 return GL_KEEP;
3900 }
3901}
3902
3903int vmsvga3dSetRenderState(PVGASTATE pThis, uint32_t cid, uint32_t cRenderStates, SVGA3dRenderState *pRenderState)
3904{
3905 uint32_t val = UINT32_MAX; /* Shut up MSC. */
3906 PVMSVGA3DCONTEXT pContext;
3907 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
3908 AssertReturn(pState, VERR_NO_MEMORY);
3909
3910 Log(("vmsvga3dSetRenderState cid=%x cRenderStates=%d\n", cid, cRenderStates));
3911
3912 if ( cid >= pState->cContexts
3913 || pState->papContexts[cid]->id != cid)
3914 {
3915 Log(("vmsvga3dSetRenderState invalid context id!\n"));
3916 return VERR_INVALID_PARAMETER;
3917 }
3918 pContext = pState->papContexts[cid];
3919 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
3920
3921 for (unsigned i = 0; i < cRenderStates; i++)
3922 {
3923 GLenum enableCap = ~(GLenum)0;
3924 Log(("vmsvga3dSetRenderState: cid=%x state=%s (%d) val=%x\n", cid, vmsvga3dGetRenderStateName(pRenderState[i].state), pRenderState[i].state, pRenderState[i].uintValue));
3925 /* Save the render state for vm state saving. */
3926 if (pRenderState[i].state < SVGA3D_RS_MAX)
3927 pContext->state.aRenderState[pRenderState[i].state] = pRenderState[i];
3928
3929 switch (pRenderState[i].state)
3930 {
3931 case SVGA3D_RS_ZENABLE: /* SVGA3dBool */
3932 enableCap = GL_DEPTH_TEST;
3933 val = pRenderState[i].uintValue;
3934 break;
3935
3936 case SVGA3D_RS_ZWRITEENABLE: /* SVGA3dBool */
3937 glDepthMask(!!pRenderState[i].uintValue);
3938 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3939 break;
3940
3941 case SVGA3D_RS_ALPHATESTENABLE: /* SVGA3dBool */
3942 enableCap = GL_ALPHA_TEST;
3943 val = pRenderState[i].uintValue;
3944 break;
3945
3946 case SVGA3D_RS_DITHERENABLE: /* SVGA3dBool */
3947 enableCap = GL_DITHER;
3948 val = pRenderState[i].uintValue;
3949 break;
3950
3951 case SVGA3D_RS_FOGENABLE: /* SVGA3dBool */
3952 enableCap = GL_FOG;
3953 val = pRenderState[i].uintValue;
3954 break;
3955
3956 case SVGA3D_RS_SPECULARENABLE: /* SVGA3dBool */
3957 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3958 break;
3959
3960 case SVGA3D_RS_LIGHTINGENABLE: /* SVGA3dBool */
3961 enableCap = GL_LIGHTING;
3962 val = pRenderState[i].uintValue;
3963 break;
3964
3965 case SVGA3D_RS_NORMALIZENORMALS: /* SVGA3dBool */
3966 /* not applicable */
3967 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
3968 break;
3969
3970 case SVGA3D_RS_POINTSPRITEENABLE: /* SVGA3dBool */
3971 enableCap = GL_POINT_SPRITE_ARB;
3972 val = pRenderState[i].uintValue;
3973 break;
3974
3975 case SVGA3D_RS_POINTSIZE: /* float */
3976 /** @todo we need to apply scaling for point sizes below the min or above the max; see Wine) */
3977 if (pRenderState[i].floatValue < pState->caps.flPointSize[0])
3978 pRenderState[i].floatValue = pState->caps.flPointSize[0];
3979 if (pRenderState[i].floatValue > pState->caps.flPointSize[1])
3980 pRenderState[i].floatValue = pState->caps.flPointSize[1];
3981
3982 glPointSize(pRenderState[i].floatValue);
3983 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3984 Log(("SVGA3D_RS_POINTSIZE: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3985 break;
3986
3987 case SVGA3D_RS_POINTSIZEMIN: /* float */
3988 pState->ext.glPointParameterf(GL_POINT_SIZE_MIN, pRenderState[i].floatValue);
3989 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3990 Log(("SVGA3D_RS_POINTSIZEMIN: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3991 break;
3992
3993 case SVGA3D_RS_POINTSIZEMAX: /* float */
3994 pState->ext.glPointParameterf(GL_POINT_SIZE_MAX, pRenderState[i].floatValue);
3995 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
3996 Log(("SVGA3D_RS_POINTSIZEMAX: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
3997 break;
3998
3999 case SVGA3D_RS_POINTSCALEENABLE: /* SVGA3dBool */
4000 case SVGA3D_RS_POINTSCALE_A: /* float */
4001 case SVGA3D_RS_POINTSCALE_B: /* float */
4002 case SVGA3D_RS_POINTSCALE_C: /* float */
4003 Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
4004 break;
4005
4006 case SVGA3D_RS_AMBIENT: /* SVGA3dColor */
4007 {
4008 GLfloat color[4]; /* red, green, blue, alpha */
4009
4010 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
4011
4012 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color);
4013 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4014 break;
4015 }
4016
4017 case SVGA3D_RS_CLIPPLANEENABLE: /* SVGA3dClipPlanes */
4018 {
4019 AssertCompile(SVGA3D_CLIPPLANE_MAX == (1 << 5));
4020 for (uint32_t j = 0; j <= 5; j++)
4021 {
4022 if (pRenderState[i].uintValue & RT_BIT(j))
4023 glEnable(GL_CLIP_PLANE0 + j);
4024 else
4025 glDisable(GL_CLIP_PLANE0 + j);
4026 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4027 }
4028 break;
4029 }
4030
4031 case SVGA3D_RS_FOGCOLOR: /* SVGA3dColor */
4032 {
4033 GLfloat color[4]; /* red, green, blue, alpha */
4034
4035 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
4036
4037 glFogfv(GL_FOG_COLOR, color);
4038 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4039 break;
4040 }
4041
4042 case SVGA3D_RS_FOGSTART: /* float */
4043 glFogf(GL_FOG_START, pRenderState[i].floatValue);
4044 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4045 break;
4046
4047 case SVGA3D_RS_FOGEND: /* float */
4048 glFogf(GL_FOG_END, pRenderState[i].floatValue);
4049 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4050 break;
4051
4052 case SVGA3D_RS_FOGDENSITY: /* float */
4053 glFogf(GL_FOG_DENSITY, pRenderState[i].floatValue);
4054 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4055 break;
4056
4057 case SVGA3D_RS_RANGEFOGENABLE: /* SVGA3dBool */
4058 glFogi(GL_FOG_COORD_SRC, (pRenderState[i].uintValue) ? GL_FOG_COORD : GL_FRAGMENT_DEPTH);
4059 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4060 break;
4061
4062 case SVGA3D_RS_FOGMODE: /* SVGA3dFogMode */
4063 {
4064 SVGA3dFogMode mode;
4065 mode.uintValue = pRenderState[i].uintValue;
4066
4067 enableCap = GL_FOG_MODE;
4068 switch (mode.s.function)
4069 {
4070 case SVGA3D_FOGFUNC_EXP:
4071 val = GL_EXP;
4072 break;
4073 case SVGA3D_FOGFUNC_EXP2:
4074 val = GL_EXP2;
4075 break;
4076 case SVGA3D_FOGFUNC_LINEAR:
4077 val = GL_LINEAR;
4078 break;
4079 default:
4080 AssertMsgFailedReturn(("Unexpected fog function %d\n", mode.s.function), VERR_INTERNAL_ERROR);
4081 break;
4082 }
4083
4084 /** @todo how to switch between vertex and pixel fog modes??? */
4085 Assert(mode.s.type == SVGA3D_FOGTYPE_PIXEL);
4086#if 0
4087 /* The fog type determines the render state. */
4088 switch (mode.s.type)
4089 {
4090 case SVGA3D_FOGTYPE_VERTEX:
4091 renderState = D3DRS_FOGVERTEXMODE;
4092 break;
4093 case SVGA3D_FOGTYPE_PIXEL:
4094 renderState = D3DRS_FOGTABLEMODE;
4095 break;
4096 default:
4097 AssertMsgFailedReturn(("Unexpected fog type %d\n", mode.s.type), VERR_INTERNAL_ERROR);
4098 break;
4099 }
4100#endif
4101
4102 /* Set the fog base to depth or range. */
4103 switch (mode.s.base)
4104 {
4105 case SVGA3D_FOGBASE_DEPTHBASED:
4106 glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
4107 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4108 break;
4109 case SVGA3D_FOGBASE_RANGEBASED:
4110 glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
4111 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4112 break;
4113 default:
4114 /* ignore */
4115 AssertMsgFailed(("Unexpected fog base %d\n", mode.s.base));
4116 break;
4117 }
4118 break;
4119 }
4120
4121 case SVGA3D_RS_FILLMODE: /* SVGA3dFillMode */
4122 {
4123 SVGA3dFillMode mode;
4124
4125 mode.uintValue = pRenderState[i].uintValue;
4126
4127 switch (mode.s.mode)
4128 {
4129 case SVGA3D_FILLMODE_POINT:
4130 val = GL_POINT;
4131 break;
4132 case SVGA3D_FILLMODE_LINE:
4133 val = GL_LINE;
4134 break;
4135 case SVGA3D_FILLMODE_FILL:
4136 val = GL_FILL;
4137 break;
4138 default:
4139 AssertMsgFailedReturn(("Unexpected fill mode %d\n", mode.s.mode), VERR_INTERNAL_ERROR);
4140 break;
4141 }
4142 /* @note only front and back faces */
4143 Assert(mode.s.face == SVGA3D_FACE_FRONT_BACK);
4144 glPolygonMode(GL_FRONT_AND_BACK, val);
4145 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4146 break;
4147 }
4148
4149 case SVGA3D_RS_SHADEMODE: /* SVGA3dShadeMode */
4150 switch (pRenderState[i].uintValue)
4151 {
4152 case SVGA3D_SHADEMODE_FLAT:
4153 val = GL_FLAT;
4154 break;
4155
4156 case SVGA3D_SHADEMODE_SMOOTH:
4157 val = GL_SMOOTH;
4158 break;
4159
4160 default:
4161 AssertMsgFailedReturn(("Unexpected shade mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
4162 break;
4163 }
4164
4165 glShadeModel(val);
4166 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4167 break;
4168
4169 case SVGA3D_RS_LINEPATTERN: /* SVGA3dLinePattern */
4170 /* No longer supported by d3d; mesagl comments suggest not all backends support it */
4171 /** @todo */
4172 Log(("WARNING: SVGA3D_RS_LINEPATTERN %x not supported!!\n", pRenderState[i].uintValue));
4173 /*
4174 renderState = D3DRS_LINEPATTERN;
4175 val = pRenderState[i].uintValue;
4176 */
4177 break;
4178
4179 case SVGA3D_RS_LINEAA: /* SVGA3dBool */
4180 enableCap = GL_LINE_SMOOTH;
4181 val = pRenderState[i].uintValue;
4182 break;
4183
4184 case SVGA3D_RS_LINEWIDTH: /* float */
4185 glLineWidth(pRenderState[i].floatValue);
4186 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4187 break;
4188
4189 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
4190 {
4191 /* Refresh the blending state based on the new enable setting. */
4192 SVGA3dRenderState renderstate[2];
4193
4194 renderstate[0].state = SVGA3D_RS_SRCBLEND;
4195 renderstate[0].uintValue = pContext->state.aRenderState[SVGA3D_RS_SRCBLEND].uintValue;
4196 renderstate[1].state = SVGA3D_RS_BLENDEQUATION;
4197 renderstate[1].uintValue = pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue;
4198
4199 int rc = vmsvga3dSetRenderState(pThis, cid, 2, renderstate);
4200 AssertRCReturn(rc, rc);
4201
4202 if (pContext->state.aRenderState[SVGA3D_RS_BLENDENABLE].uintValue != 0)
4203 continue; /* ignore if blend is already enabled */
4204 } RT_FALL_THRU();
4205
4206 case SVGA3D_RS_BLENDENABLE: /* SVGA3dBool */
4207 enableCap = GL_BLEND;
4208 val = pRenderState[i].uintValue;
4209 break;
4210
4211 case SVGA3D_RS_SRCBLENDALPHA: /* SVGA3dBlendOp */
4212 case SVGA3D_RS_DSTBLENDALPHA: /* SVGA3dBlendOp */
4213 case SVGA3D_RS_SRCBLEND: /* SVGA3dBlendOp */
4214 case SVGA3D_RS_DSTBLEND: /* SVGA3dBlendOp */
4215 {
4216 GLint srcRGB, srcAlpha, dstRGB, dstAlpha;
4217 GLint blendop = vmsvga3dBlendOp2GL(pRenderState[i].uintValue);
4218
4219 glGetIntegerv(GL_BLEND_SRC_RGB, &srcRGB);
4220 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4221 glGetIntegerv(GL_BLEND_DST_RGB, &dstRGB);
4222 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4223 glGetIntegerv(GL_BLEND_DST_ALPHA, &dstAlpha);
4224 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4225 glGetIntegerv(GL_BLEND_SRC_ALPHA, &srcAlpha);
4226 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4227
4228 switch (pRenderState[i].state)
4229 {
4230 case SVGA3D_RS_SRCBLEND:
4231 srcRGB = blendop;
4232 break;
4233 case SVGA3D_RS_DSTBLEND:
4234 dstRGB = blendop;
4235 break;
4236 case SVGA3D_RS_SRCBLENDALPHA:
4237 srcAlpha = blendop;
4238 break;
4239 case SVGA3D_RS_DSTBLENDALPHA:
4240 dstAlpha = blendop;
4241 break;
4242 default:
4243 /* not possible; shut up gcc */
4244 AssertFailed();
4245 break;
4246 }
4247
4248 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4249 pState->ext.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
4250 else
4251 glBlendFunc(srcRGB, dstRGB);
4252 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4253 break;
4254 }
4255
4256 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4257 case SVGA3D_RS_BLENDEQUATION: /* SVGA3dBlendEquation */
4258 if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
4259 pState->ext.glBlendEquationSeparate(vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue),
4260 vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATIONALPHA].uintValue));
4261 else
4262 {
4263#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
4264 glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4265#else
4266 pState->ext.glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
4267#endif
4268 }
4269 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4270 break;
4271
4272 case SVGA3D_RS_BLENDCOLOR: /* SVGA3dColor */
4273 {
4274 GLfloat red, green, blue, alpha;
4275
4276 vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &red, &green, &blue, &alpha);
4277
4278#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
4279 glBlendColor(red, green, blue, alpha);
4280#else
4281 pState->ext.glBlendColor(red, green, blue, alpha);
4282#endif
4283 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4284 break;
4285 }
4286
4287 case SVGA3D_RS_CULLMODE: /* SVGA3dFace */
4288 {
4289 GLenum mode = GL_BACK; /* default for OpenGL */
4290
4291 switch (pRenderState[i].uintValue)
4292 {
4293 case SVGA3D_FACE_NONE:
4294 break;
4295 case SVGA3D_FACE_FRONT:
4296 mode = GL_FRONT;
4297 break;
4298 case SVGA3D_FACE_BACK:
4299 mode = GL_BACK;
4300 break;
4301 case SVGA3D_FACE_FRONT_BACK:
4302 mode = GL_FRONT_AND_BACK;
4303 break;
4304 default:
4305 AssertMsgFailedReturn(("Unexpected cull mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
4306 break;
4307 }
4308 enableCap = GL_CULL_FACE;
4309 if (pRenderState[i].uintValue != SVGA3D_FACE_NONE)
4310 {
4311 glCullFace(mode);
4312 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4313 val = 1;
4314 }
4315 else
4316 val = 0;
4317 break;
4318 }
4319
4320 case SVGA3D_RS_ZFUNC: /* SVGA3dCmpFunc */
4321 glDepthFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue));
4322 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4323 break;
4324
4325 case SVGA3D_RS_ALPHAFUNC: /* SVGA3dCmpFunc */
4326 {
4327 GLclampf ref;
4328
4329 glGetFloatv(GL_ALPHA_TEST_REF, &ref);
4330 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4331 glAlphaFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref);
4332 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4333 break;
4334 }
4335
4336 case SVGA3D_RS_ALPHAREF: /* float (0.0 .. 1.0) */
4337 {
4338 GLint func;
4339
4340 glGetIntegerv(GL_ALPHA_TEST_FUNC, &func);
4341 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4342 glAlphaFunc(func, pRenderState[i].floatValue);
4343 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4344 break;
4345 }
4346
4347 case SVGA3D_RS_STENCILENABLE: /* SVGA3dBool */
4348 enableCap = GL_STENCIL_TEST;
4349 val = pRenderState[i].uintValue;
4350 break;
4351
4352 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4353 case SVGA3D_RS_STENCILREF: /* uint32_t */
4354 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4355 {
4356 GLint func, ref;
4357 GLuint mask;
4358
4359 glGetIntegerv(GL_STENCIL_FUNC, &func);
4360 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4361 glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask);
4362 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4363 glGetIntegerv(GL_STENCIL_REF, &ref);
4364 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4365
4366 switch (pRenderState[i].state)
4367 {
4368 case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
4369 func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue);
4370 break;
4371
4372 case SVGA3D_RS_STENCILREF: /* uint32_t */
4373 ref = pRenderState[i].uintValue;
4374 break;
4375
4376 case SVGA3D_RS_STENCILMASK: /* uint32_t */
4377 mask = pRenderState[i].uintValue;
4378 break;
4379
4380 default:
4381 /* not possible; shut up gcc */
4382 AssertFailed();
4383 break;
4384 }
4385
4386 glStencilFunc(func, ref, mask);
4387 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4388 break;
4389 }
4390
4391 case SVGA3D_RS_STENCILWRITEMASK: /* uint32_t */
4392 glStencilMask(pRenderState[i].uintValue);
4393 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4394 break;
4395
4396 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4397 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4398 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4399 {
4400 GLint sfail, dpfail, dppass;
4401 GLenum stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4402
4403 glGetIntegerv(GL_STENCIL_FAIL, &sfail);
4404 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4405 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &dpfail);
4406 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4407 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &dppass);
4408 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4409
4410 switch (pRenderState[i].state)
4411 {
4412 case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
4413 sfail = stencilop;
4414 break;
4415 case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
4416 dpfail = stencilop;
4417 break;
4418 case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
4419 dppass = stencilop;
4420 break;
4421 default:
4422 /* not possible; shut up gcc */
4423 AssertFailed();
4424 break;
4425 }
4426 glStencilOp(sfail, dpfail, dppass);
4427 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4428 break;
4429 }
4430
4431 case SVGA3D_RS_STENCILENABLE2SIDED: /* SVGA3dBool */
4432 /* @note GL_EXT_stencil_two_side required! */
4433 if (pState->ext.fEXT_stencil_two_side)
4434 {
4435 enableCap = GL_STENCIL_TEST_TWO_SIDE_EXT;
4436 val = pRenderState[i].uintValue;
4437 }
4438 else
4439 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_STENCILENABLE2SIDED\n"));
4440 break;
4441
4442 case SVGA3D_RS_CCWSTENCILFUNC: /* SVGA3dCmpFunc */
4443 {
4444 /** @todo SVGA3D_RS_STENCILFAIL/ZFAIL/PASS for front & back faces
4445 * SVGA3D_RS_CCWSTENCILFAIL/ZFAIL/PASS for back faces ??
4446 */
4447 GLint ref;
4448 GLuint mask;
4449
4450 glGetIntegerv(GL_STENCIL_BACK_VALUE_MASK, (GLint *)&mask);
4451 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4452 glGetIntegerv(GL_STENCIL_BACK_REF, &ref);
4453 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4454
4455 pState->ext.glStencilFuncSeparate(GL_BACK, vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref, mask);
4456 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4457 break;
4458 }
4459
4460 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4461 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4462 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4463 {
4464 /** @todo SVGA3D_RS_STENCILFAIL/ZFAIL/PASS for front & back faces
4465 * SVGA3D_RS_CCWSTENCILFAIL/ZFAIL/PASS for back faces ??
4466 */
4467 GLint sfail, dpfail, dppass;
4468 GLenum stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
4469
4470 glGetIntegerv(GL_STENCIL_BACK_FAIL, &sfail);
4471 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4472 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &dpfail);
4473 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4474 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &dppass);
4475 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4476
4477 switch (pRenderState[i].state)
4478 {
4479 case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
4480 sfail = stencilop;
4481 break;
4482 case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
4483 dpfail = stencilop;
4484 break;
4485 case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
4486 dppass = stencilop;
4487 break;
4488 default:
4489 /* not possible; shut up gcc */
4490 AssertFailed();
4491 break;
4492 }
4493 pState->ext.glStencilOpSeparate(GL_BACK, sfail, dpfail, dppass);
4494 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4495 break;
4496 }
4497
4498 case SVGA3D_RS_ZBIAS: /* float */
4499 /** @todo unknown meaning; depth bias is not identical
4500 renderState = D3DRS_DEPTHBIAS;
4501 val = pRenderState[i].uintValue;
4502 */
4503 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_ZBIAS\n"));
4504 break;
4505
4506 case SVGA3D_RS_DEPTHBIAS: /* float */
4507 {
4508 GLfloat factor;
4509
4510 /** @todo not sure if the d3d & ogl definitions are identical. */
4511
4512 /* Do not change the factor part. */
4513 glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &factor);
4514 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4515
4516 glPolygonOffset(factor, pRenderState[i].floatValue);
4517 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4518 break;
4519 }
4520
4521 case SVGA3D_RS_SLOPESCALEDEPTHBIAS: /* float */
4522 {
4523 GLfloat units;
4524
4525 /** @todo not sure if the d3d & ogl definitions are identical. */
4526
4527 /* Do not change the factor part. */
4528 glGetFloatv(GL_POLYGON_OFFSET_UNITS, &units);
4529 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4530
4531 glPolygonOffset(pRenderState[i].floatValue, units);
4532 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4533 break;
4534 }
4535
4536 case SVGA3D_RS_COLORWRITEENABLE: /* SVGA3dColorMask */
4537 {
4538 GLboolean red, green, blue, alpha;
4539 SVGA3dColorMask mask;
4540
4541 mask.uintValue = pRenderState[i].uintValue;
4542
4543 red = mask.s.red;
4544 green = mask.s.green;
4545 blue = mask.s.blue;
4546 alpha = mask.s.alpha;
4547
4548 glColorMask(red, green, blue, alpha);
4549 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4550 break;
4551 }
4552
4553 case SVGA3D_RS_COLORWRITEENABLE1: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4554 case SVGA3D_RS_COLORWRITEENABLE2: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4555 case SVGA3D_RS_COLORWRITEENABLE3: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
4556 Log(("vmsvga3dSetRenderState: WARNING SVGA3D_RS_COLORWRITEENABLEx not supported!!\n"));
4557 break;
4558
4559 case SVGA3D_RS_SCISSORTESTENABLE: /* SVGA3dBool */
4560 enableCap = GL_SCISSOR_TEST;
4561 val = pRenderState[i].uintValue;
4562 break;
4563
4564#if 0
4565 case SVGA3D_RS_DIFFUSEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4566 AssertCompile(D3DMCS_COLOR2 == SVGA3D_VERTEXMATERIAL_SPECULAR);
4567 renderState = D3DRS_DIFFUSEMATERIALSOURCE;
4568 val = pRenderState[i].uintValue;
4569 break;
4570
4571 case SVGA3D_RS_SPECULARMATERIALSOURCE: /* SVGA3dVertexMaterial */
4572 renderState = D3DRS_SPECULARMATERIALSOURCE;
4573 val = pRenderState[i].uintValue;
4574 break;
4575
4576 case SVGA3D_RS_AMBIENTMATERIALSOURCE: /* SVGA3dVertexMaterial */
4577 renderState = D3DRS_AMBIENTMATERIALSOURCE;
4578 val = pRenderState[i].uintValue;
4579 break;
4580
4581 case SVGA3D_RS_EMISSIVEMATERIALSOURCE: /* SVGA3dVertexMaterial */
4582 renderState = D3DRS_EMISSIVEMATERIALSOURCE;
4583 val = pRenderState[i].uintValue;
4584 break;
4585#endif
4586
4587 case SVGA3D_RS_WRAP3: /* SVGA3dWrapFlags */
4588 case SVGA3D_RS_WRAP4: /* SVGA3dWrapFlags */
4589 case SVGA3D_RS_WRAP5: /* SVGA3dWrapFlags */
4590 case SVGA3D_RS_WRAP6: /* SVGA3dWrapFlags */
4591 case SVGA3D_RS_WRAP7: /* SVGA3dWrapFlags */
4592 case SVGA3D_RS_WRAP8: /* SVGA3dWrapFlags */
4593 case SVGA3D_RS_WRAP9: /* SVGA3dWrapFlags */
4594 case SVGA3D_RS_WRAP10: /* SVGA3dWrapFlags */
4595 case SVGA3D_RS_WRAP11: /* SVGA3dWrapFlags */
4596 case SVGA3D_RS_WRAP12: /* SVGA3dWrapFlags */
4597 case SVGA3D_RS_WRAP13: /* SVGA3dWrapFlags */
4598 case SVGA3D_RS_WRAP14: /* SVGA3dWrapFlags */
4599 case SVGA3D_RS_WRAP15: /* SVGA3dWrapFlags */
4600 Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_WRAPx (x >= 3)\n"));
4601 break;
4602
4603 case SVGA3D_RS_LASTPIXEL: /* SVGA3dBool */
4604 case SVGA3D_RS_TWEENFACTOR: /* float */
4605 case SVGA3D_RS_INDEXEDVERTEXBLENDENABLE: /* SVGA3dBool */
4606 case SVGA3D_RS_VERTEXBLEND: /* SVGA3dVertexBlendFlags */
4607 Log(("vmsvga3dSetRenderState: WARNING not applicable!!\n"));
4608 break;
4609
4610 case SVGA3D_RS_MULTISAMPLEANTIALIAS: /* SVGA3dBool */
4611 enableCap = GL_MULTISAMPLE;
4612 val = pRenderState[i].uintValue;
4613 break;
4614
4615 case SVGA3D_RS_MULTISAMPLEMASK: /* uint32_t */
4616 case SVGA3D_RS_ANTIALIASEDLINEENABLE: /* SVGA3dBool */
4617 Log(("vmsvga3dSetRenderState: WARNING not applicable??!!\n"));
4618 break;
4619
4620 case SVGA3D_RS_COORDINATETYPE: /* SVGA3dCoordinateType */
4621 Assert(pRenderState[i].uintValue == SVGA3D_COORDINATE_LEFTHANDED);
4622 /** @todo setup a view matrix to scale the world space by -1 in the z-direction for right handed coordinates. */
4623 /*
4624 renderState = D3DRS_COORDINATETYPE;
4625 val = pRenderState[i].uintValue;
4626 */
4627 break;
4628
4629 case SVGA3D_RS_FRONTWINDING: /* SVGA3dFrontWinding */
4630 Assert(pRenderState[i].uintValue == SVGA3D_FRONTWINDING_CW);
4631 /* Invert the selected mode because of y-inversion (?) */
4632 glFrontFace((pRenderState[i].uintValue != SVGA3D_FRONTWINDING_CW) ? GL_CW : GL_CCW);
4633 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4634 break;
4635
4636 case SVGA3D_RS_OUTPUTGAMMA: /* float */
4637 //AssertFailed();
4638 /*
4639 D3DRS_SRGBWRITEENABLE ??
4640 renderState = D3DRS_OUTPUTGAMMA;
4641 val = pRenderState[i].uintValue;
4642 */
4643 break;
4644
4645#if 0
4646
4647 case SVGA3D_RS_VERTEXMATERIALENABLE: /* SVGA3dBool */
4648 //AssertFailed();
4649 renderState = D3DRS_INDEXEDVERTEXBLENDENABLE; /* correct?? */
4650 val = pRenderState[i].uintValue;
4651 break;
4652
4653 case SVGA3D_RS_TEXTUREFACTOR: /* SVGA3dColor */
4654 renderState = D3DRS_TEXTUREFACTOR;
4655 val = pRenderState[i].uintValue;
4656 break;
4657
4658 case SVGA3D_RS_LOCALVIEWER: /* SVGA3dBool */
4659 renderState = D3DRS_LOCALVIEWER;
4660 val = pRenderState[i].uintValue;
4661 break;
4662
4663 case SVGA3D_RS_ZVISIBLE: /* SVGA3dBool */
4664 AssertFailed();
4665 /*
4666 renderState = D3DRS_ZVISIBLE;
4667 val = pRenderState[i].uintValue;
4668 */
4669 break;
4670
4671 case SVGA3D_RS_CLIPPING: /* SVGA3dBool */
4672 renderState = D3DRS_CLIPPING;
4673 val = pRenderState[i].uintValue;
4674 break;
4675
4676 case SVGA3D_RS_WRAP0: /* SVGA3dWrapFlags */
4677 glTexParameter GL_TEXTURE_WRAP_S
4678 Assert(SVGA3D_WRAPCOORD_3 == D3DWRAPCOORD_3);
4679 renderState = D3DRS_WRAP0;
4680 val = pRenderState[i].uintValue;
4681 break;
4682
4683 case SVGA3D_RS_WRAP1: /* SVGA3dWrapFlags */
4684 glTexParameter GL_TEXTURE_WRAP_T
4685 renderState = D3DRS_WRAP1;
4686 val = pRenderState[i].uintValue;
4687 break;
4688
4689 case SVGA3D_RS_WRAP2: /* SVGA3dWrapFlags */
4690 glTexParameter GL_TEXTURE_WRAP_R
4691 renderState = D3DRS_WRAP2;
4692 val = pRenderState[i].uintValue;
4693 break;
4694
4695
4696 case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
4697 renderState = D3DRS_SEPARATEALPHABLENDENABLE;
4698 val = pRenderState[i].uintValue;
4699 break;
4700
4701
4702 case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
4703 renderState = D3DRS_BLENDOPALPHA;
4704 val = pRenderState[i].uintValue;
4705 break;
4706
4707 case SVGA3D_RS_TRANSPARENCYANTIALIAS: /* SVGA3dTransparencyAntialiasType */
4708 AssertFailed();
4709 /*
4710 renderState = D3DRS_TRANSPARENCYANTIALIAS;
4711 val = pRenderState[i].uintValue;
4712 */
4713 break;
4714
4715#endif
4716 default:
4717 AssertFailed();
4718 break;
4719 }
4720
4721 if (enableCap != ~(GLenum)0)
4722 {
4723 if (val)
4724 glEnable(enableCap);
4725 else
4726 glDisable(enableCap);
4727 }
4728 }
4729
4730 return VINF_SUCCESS;
4731}
4732
4733int vmsvga3dSetRenderTarget(PVGASTATE pThis, uint32_t cid, SVGA3dRenderTargetType type, SVGA3dSurfaceImageId target)
4734{
4735 PVMSVGA3DCONTEXT pContext;
4736 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
4737 PVMSVGA3DSURFACE pRenderTarget;
4738
4739 AssertReturn(pState, VERR_NO_MEMORY);
4740 AssertReturn(type < SVGA3D_RT_MAX, VERR_INVALID_PARAMETER);
4741 AssertReturn(target.face == 0, VERR_INVALID_PARAMETER);
4742
4743 Log(("vmsvga3dSetRenderTarget cid=%x type=%x surface id=%x\n", cid, type, target.sid));
4744
4745 if ( cid >= pState->cContexts
4746 || pState->papContexts[cid]->id != cid)
4747 {
4748 Log(("vmsvga3dSetRenderTarget invalid context id!\n"));
4749 return VERR_INVALID_PARAMETER;
4750 }
4751 pContext = pState->papContexts[cid];
4752 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4753
4754 /* Save for vm state save/restore. */
4755 pContext->state.aRenderTargets[type] = target.sid;
4756
4757 if (target.sid == SVGA3D_INVALID_ID)
4758 {
4759 /* Disable render target. */
4760 switch (type)
4761 {
4762 case SVGA3D_RT_DEPTH:
4763 case SVGA3D_RT_STENCIL:
4764 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
4765 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4766 break;
4767
4768 case SVGA3D_RT_COLOR0:
4769 case SVGA3D_RT_COLOR1:
4770 case SVGA3D_RT_COLOR2:
4771 case SVGA3D_RT_COLOR3:
4772 case SVGA3D_RT_COLOR4:
4773 case SVGA3D_RT_COLOR5:
4774 case SVGA3D_RT_COLOR6:
4775 case SVGA3D_RT_COLOR7:
4776 pContext->sidRenderTarget = SVGA3D_INVALID_ID;
4777 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, 0, 0, 0);
4778 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4779 break;
4780
4781 default:
4782 AssertFailedReturn(VERR_INVALID_PARAMETER);
4783 }
4784 return VINF_SUCCESS;
4785 }
4786
4787 AssertReturn(target.sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
4788 AssertReturn(target.sid < pState->cSurfaces && pState->papSurfaces[target.sid]->id == target.sid, VERR_INVALID_PARAMETER);
4789 pRenderTarget = pState->papSurfaces[target.sid];
4790
4791 switch (type)
4792 {
4793 case SVGA3D_RT_DEPTH:
4794 case SVGA3D_RT_STENCIL:
4795 AssertReturn(target.mipmap == 0, VERR_INVALID_PARAMETER);
4796 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4797 {
4798 Log(("vmsvga3dSetRenderTarget: create renderbuffer to be used as render target; surface id=%x type=%d format=%d\n", target.sid, pRenderTarget->flags, pRenderTarget->internalFormatGL));
4799 pContext = &pState->SharedCtx;
4800 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4801
4802 pState->ext.glGenRenderbuffers(1, &pRenderTarget->oglId.renderbuffer);
4803 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4804
4805 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4806 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4807
4808 pState->ext.glRenderbufferStorage(GL_RENDERBUFFER,
4809 pRenderTarget->internalFormatGL,
4810 pRenderTarget->pMipmapLevels[0].size.width,
4811 pRenderTarget->pMipmapLevels[0].size.height);
4812 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4813
4814 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, OPENGL_INVALID_ID);
4815 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4816
4817 pContext = pState->papContexts[cid];
4818 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
4819 pRenderTarget->idWeakContextAssociation = cid;
4820 }
4821
4822 pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4823 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4824 Assert(!pRenderTarget->fDirty);
4825 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4826
4827 pRenderTarget->flags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
4828
4829 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4830 (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT,
4831 GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
4832 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4833 break;
4834
4835 case SVGA3D_RT_COLOR0:
4836 case SVGA3D_RT_COLOR1:
4837 case SVGA3D_RT_COLOR2:
4838 case SVGA3D_RT_COLOR3:
4839 case SVGA3D_RT_COLOR4:
4840 case SVGA3D_RT_COLOR5:
4841 case SVGA3D_RT_COLOR6:
4842 case SVGA3D_RT_COLOR7:
4843 {
4844 /* A texture surface can be used as a render target to fill it and later on used as a texture. */
4845 if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
4846 {
4847 Log(("vmsvga3dSetRenderTarget: create texture to be used as render target; surface id=%x type=%d format=%d -> create texture\n", target.sid, pRenderTarget->flags, pRenderTarget->format));
4848 int rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pRenderTarget);
4849 AssertRCReturn(rc, rc);
4850 }
4851
4852 AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
4853 Assert(!pRenderTarget->fDirty);
4854
4855 pRenderTarget->flags |= SVGA3D_SURFACE_HINT_RENDERTARGET;
4856
4857 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, GL_TEXTURE_2D, pRenderTarget->oglId.texture, target.mipmap);
4858 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
4859
4860 pContext->sidRenderTarget = target.sid;
4861
4862#ifdef DEBUG
4863 GLenum status = pState->ext.glCheckFramebufferStatus(GL_FRAMEBUFFER);
4864 if (status != GL_FRAMEBUFFER_COMPLETE)
4865 Log(("vmsvga3dSetRenderTarget: WARNING: glCheckFramebufferStatus returned %x\n", status));
4866#endif
4867 /** @todo use glDrawBuffers too? */
4868 break;
4869 }
4870
4871 default:
4872 AssertFailedReturn(VERR_INVALID_PARAMETER);
4873 }
4874
4875 return VINF_SUCCESS;
4876}
4877
4878#if 0
4879/**
4880 * Convert SVGA texture combiner value to its D3D equivalent
4881 */
4882static DWORD vmsvga3dTextureCombiner2D3D(uint32_t value)
4883{
4884 switch (value)
4885 {
4886 case SVGA3D_TC_DISABLE:
4887 return D3DTOP_DISABLE;
4888 case SVGA3D_TC_SELECTARG1:
4889 return D3DTOP_SELECTARG1;
4890 case SVGA3D_TC_SELECTARG2:
4891 return D3DTOP_SELECTARG2;
4892 case SVGA3D_TC_MODULATE:
4893 return D3DTOP_MODULATE;
4894 case SVGA3D_TC_ADD:
4895 return D3DTOP_ADD;
4896 case SVGA3D_TC_ADDSIGNED:
4897 return D3DTOP_ADDSIGNED;
4898 case SVGA3D_TC_SUBTRACT:
4899 return D3DTOP_SUBTRACT;
4900 case SVGA3D_TC_BLENDTEXTUREALPHA:
4901 return D3DTOP_BLENDTEXTUREALPHA;
4902 case SVGA3D_TC_BLENDDIFFUSEALPHA:
4903 return D3DTOP_BLENDDIFFUSEALPHA;
4904 case SVGA3D_TC_BLENDCURRENTALPHA:
4905 return D3DTOP_BLENDCURRENTALPHA;
4906 case SVGA3D_TC_BLENDFACTORALPHA:
4907 return D3DTOP_BLENDFACTORALPHA;
4908 case SVGA3D_TC_MODULATE2X:
4909 return D3DTOP_MODULATE2X;
4910 case SVGA3D_TC_MODULATE4X:
4911 return D3DTOP_MODULATE4X;
4912 case SVGA3D_TC_DSDT:
4913 AssertFailed(); /** @todo ??? */
4914 return D3DTOP_DISABLE;
4915 case SVGA3D_TC_DOTPRODUCT3:
4916 return D3DTOP_DOTPRODUCT3;
4917 case SVGA3D_TC_BLENDTEXTUREALPHAPM:
4918 return D3DTOP_BLENDTEXTUREALPHAPM;
4919 case SVGA3D_TC_ADDSIGNED2X:
4920 return D3DTOP_ADDSIGNED2X;
4921 case SVGA3D_TC_ADDSMOOTH:
4922 return D3DTOP_ADDSMOOTH;
4923 case SVGA3D_TC_PREMODULATE:
4924 return D3DTOP_PREMODULATE;
4925 case SVGA3D_TC_MODULATEALPHA_ADDCOLOR:
4926 return D3DTOP_MODULATEALPHA_ADDCOLOR;
4927 case SVGA3D_TC_MODULATECOLOR_ADDALPHA:
4928 return D3DTOP_MODULATECOLOR_ADDALPHA;
4929 case SVGA3D_TC_MODULATEINVALPHA_ADDCOLOR:
4930 return D3DTOP_MODULATEINVALPHA_ADDCOLOR;
4931 case SVGA3D_TC_MODULATEINVCOLOR_ADDALPHA:
4932 return D3DTOP_MODULATEINVCOLOR_ADDALPHA;
4933 case SVGA3D_TC_BUMPENVMAPLUMINANCE:
4934 return D3DTOP_BUMPENVMAPLUMINANCE;
4935 case SVGA3D_TC_MULTIPLYADD:
4936 return D3DTOP_MULTIPLYADD;
4937 case SVGA3D_TC_LERP:
4938 return D3DTOP_LERP;
4939 default:
4940 AssertFailed();
4941 return D3DTOP_DISABLE;
4942 }
4943}
4944
4945/**
4946 * Convert SVGA texture arg data value to its D3D equivalent
4947 */
4948static DWORD vmsvga3dTextureArgData2D3D(uint32_t value)
4949{
4950 switch (value)
4951 {
4952 case SVGA3D_TA_CONSTANT:
4953 return D3DTA_CONSTANT;
4954 case SVGA3D_TA_PREVIOUS:
4955 return D3DTA_CURRENT; /* current = previous */
4956 case SVGA3D_TA_DIFFUSE:
4957 return D3DTA_DIFFUSE;
4958 case SVGA3D_TA_TEXTURE:
4959 return D3DTA_TEXTURE;
4960 case SVGA3D_TA_SPECULAR:
4961 return D3DTA_SPECULAR;
4962 default:
4963 AssertFailed();
4964 return 0;
4965 }
4966}
4967
4968/**
4969 * Convert SVGA texture transform flag value to its D3D equivalent
4970 */
4971static DWORD vmsvga3dTextTransformFlags2D3D(uint32_t value)
4972{
4973 switch (value)
4974 {
4975 case SVGA3D_TEX_TRANSFORM_OFF:
4976 return D3DTTFF_DISABLE;
4977 case SVGA3D_TEX_TRANSFORM_S:
4978 return D3DTTFF_COUNT1; /** @todo correct? */
4979 case SVGA3D_TEX_TRANSFORM_T:
4980 return D3DTTFF_COUNT2; /** @todo correct? */
4981 case SVGA3D_TEX_TRANSFORM_R:
4982 return D3DTTFF_COUNT3; /** @todo correct? */
4983 case SVGA3D_TEX_TRANSFORM_Q:
4984 return D3DTTFF_COUNT4; /** @todo correct? */
4985 case SVGA3D_TEX_PROJECTED:
4986 return D3DTTFF_PROJECTED;
4987 default:
4988 AssertFailed();
4989 return 0;
4990 }
4991}
4992#endif
4993
4994static GLenum vmsvga3dTextureAddress2OGL(SVGA3dTextureAddress value)
4995{
4996 switch (value)
4997 {
4998 case SVGA3D_TEX_ADDRESS_WRAP:
4999 return GL_REPEAT;
5000 case SVGA3D_TEX_ADDRESS_MIRROR:
5001 return GL_MIRRORED_REPEAT;
5002 case SVGA3D_TEX_ADDRESS_CLAMP:
5003 return GL_CLAMP_TO_EDGE;
5004 case SVGA3D_TEX_ADDRESS_BORDER:
5005 return GL_CLAMP_TO_BORDER;
5006 case SVGA3D_TEX_ADDRESS_MIRRORONCE:
5007 AssertFailed();
5008 return GL_CLAMP_TO_EDGE_SGIS; /** @todo correct? */
5009
5010 case SVGA3D_TEX_ADDRESS_EDGE:
5011 case SVGA3D_TEX_ADDRESS_INVALID:
5012 default:
5013 AssertFailed();
5014 return GL_REPEAT; /* default */
5015 }
5016}
5017
5018static GLenum vmsvga3dTextureFilter2OGL(SVGA3dTextureFilter value)
5019{
5020 switch (value)
5021 {
5022 case SVGA3D_TEX_FILTER_NONE:
5023 case SVGA3D_TEX_FILTER_LINEAR:
5024 return GL_LINEAR;
5025 case SVGA3D_TEX_FILTER_NEAREST:
5026 return GL_NEAREST;
5027 case SVGA3D_TEX_FILTER_ANISOTROPIC:
5028 /** @todo */
5029 case SVGA3D_TEX_FILTER_FLATCUBIC: // Deprecated, not implemented
5030 case SVGA3D_TEX_FILTER_GAUSSIANCUBIC: // Deprecated, not implemented
5031 case SVGA3D_TEX_FILTER_PYRAMIDALQUAD: // Not currently implemented
5032 case SVGA3D_TEX_FILTER_GAUSSIANQUAD: // Not currently implemented
5033 default:
5034 AssertFailed();
5035 return GL_LINEAR; /* default */
5036 }
5037}
5038
5039uint32_t vmsvga3dSVGA3dColor2RGBA(SVGA3dColor value)
5040{
5041 /* flip the red and blue bytes */
5042 uint8_t blue = value & 0xff;
5043 uint8_t red = (value >> 16) & 0xff;
5044 return (value & 0xff00ff00) | red | (blue << 16);
5045}
5046
5047int vmsvga3dSetTextureState(PVGASTATE pThis, uint32_t cid, uint32_t cTextureStates, SVGA3dTextureState *pTextureState)
5048{
5049 GLenum val = ~(GLenum)0; /* Shut up MSC. */
5050 GLenum currentStage = ~(GLenum)0;
5051 PVMSVGA3DCONTEXT pContext;
5052 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5053 AssertReturn(pState, VERR_NO_MEMORY);
5054
5055 Log(("vmsvga3dSetTextureState %x cTextureState=%d\n", cid, cTextureStates));
5056
5057 if ( cid >= pState->cContexts
5058 || pState->papContexts[cid]->id != cid)
5059 {
5060 Log(("vmsvga3dSetTextureState invalid context id!\n"));
5061 return VERR_INVALID_PARAMETER;
5062 }
5063 pContext = pState->papContexts[cid];
5064 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5065
5066 for (unsigned i = 0; i < cTextureStates; i++)
5067 {
5068 GLenum textureType = ~(GLenum)0;
5069#if 0
5070 GLenum samplerType = ~(GLenum)0;
5071#endif
5072
5073 Log(("vmsvga3dSetTextureState: cid=%x stage=%d type=%s (%x) val=%x\n", cid, pTextureState[i].stage, vmsvga3dTextureStateToString(pTextureState[i].name), pTextureState[i].name, pTextureState[i].value));
5074 /* Record the texture state for vm state saving. */
5075 if ( pTextureState[i].stage < SVGA3D_MAX_TEXTURE_STAGE
5076 && pTextureState[i].name < SVGA3D_TS_MAX)
5077 {
5078 pContext->state.aTextureState[pTextureState[i].stage][pTextureState[i].name] = pTextureState[i];
5079 }
5080
5081 /* Active the right texture unit for subsequent texture state changes. */
5082 if (pTextureState[i].stage != currentStage || i == 0)
5083 {
5084 /** @todo Is this the appropriate limit for all kinds of textures? It is the
5085 * size of aSidActiveTexture and for binding/unbinding we cannot exceed it. */
5086 if (pTextureState[i].stage < SVGA3D_MAX_TEXTURE_STAGE)
5087 {
5088 pState->ext.glActiveTexture(GL_TEXTURE0 + pTextureState[i].stage);
5089 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5090 currentStage = pTextureState[i].stage;
5091 }
5092 else
5093 {
5094 AssertMsgFailed(("pTextureState[%d].stage=%#x name=%#x\n", i, pTextureState[i].stage, pTextureState[i].name));
5095 continue;
5096 }
5097 }
5098
5099 switch (pTextureState[i].name)
5100 {
5101 case SVGA3D_TS_BUMPENVMAT00: /* float */
5102 case SVGA3D_TS_BUMPENVMAT01: /* float */
5103 case SVGA3D_TS_BUMPENVMAT10: /* float */
5104 case SVGA3D_TS_BUMPENVMAT11: /* float */
5105 case SVGA3D_TS_BUMPENVLSCALE: /* float */
5106 case SVGA3D_TS_BUMPENVLOFFSET: /* float */
5107 Log(("vmsvga3dSetTextureState: bump mapping texture options not supported!!\n"));
5108 break;
5109
5110 case SVGA3D_TS_COLOROP: /* SVGA3dTextureCombiner */
5111 case SVGA3D_TS_COLORARG0: /* SVGA3dTextureArgData */
5112 case SVGA3D_TS_COLORARG1: /* SVGA3dTextureArgData */
5113 case SVGA3D_TS_COLORARG2: /* SVGA3dTextureArgData */
5114 case SVGA3D_TS_ALPHAOP: /* SVGA3dTextureCombiner */
5115 case SVGA3D_TS_ALPHAARG0: /* SVGA3dTextureArgData */
5116 case SVGA3D_TS_ALPHAARG1: /* SVGA3dTextureArgData */
5117 case SVGA3D_TS_ALPHAARG2: /* SVGA3dTextureArgData */
5118 /** @todo not used by MesaGL */
5119 Log(("vmsvga3dSetTextureState: colorop/alphaop not yet supported!!\n"));
5120 break;
5121#if 0
5122
5123 case SVGA3D_TS_TEXCOORDINDEX: /* uint32_t */
5124 textureType = D3DTSS_TEXCOORDINDEX;
5125 val = pTextureState[i].value;
5126 break;
5127
5128 case SVGA3D_TS_TEXTURETRANSFORMFLAGS: /* SVGA3dTexTransformFlags */
5129 textureType = D3DTSS_TEXTURETRANSFORMFLAGS;
5130 val = vmsvga3dTextTransformFlags2D3D(pTextureState[i].value);
5131 break;
5132#endif
5133
5134 case SVGA3D_TS_BIND_TEXTURE: /* SVGA3dSurfaceId */
5135 if (pTextureState[i].value == SVGA3D_INVALID_ID)
5136 {
5137 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture surface id=%x replacing=%x\n",
5138 currentStage, pTextureState[i].value, pContext->aSidActiveTexture[currentStage]));
5139
5140 pContext->aSidActiveTexture[currentStage] = SVGA3D_INVALID_ID;
5141 /* Unselect the currently associated texture. */
5142 glBindTexture(GL_TEXTURE_2D, 0);
5143 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5144 /* Necessary for the fixed pipeline. */
5145 glDisable(GL_TEXTURE_2D);
5146 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5147 }
5148 else
5149 {
5150 uint32_t sid = pTextureState[i].value;
5151
5152 AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
5153 AssertReturn(sid < pState->cSurfaces && pState->papSurfaces[sid]->id == sid, VERR_INVALID_PARAMETER);
5154
5155 PVMSVGA3DSURFACE pSurface = pState->papSurfaces[sid];
5156
5157 Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture surface id=%x (%d,%d) replacing=%x\n",
5158 currentStage, pTextureState[i].value, pSurface->pMipmapLevels[0].size.width,
5159 pSurface->pMipmapLevels[0].size.height, pContext->aSidActiveTexture[currentStage]));
5160
5161 if (pSurface->oglId.texture == OPENGL_INVALID_ID)
5162 {
5163 Log(("CreateTexture (%d,%d) level=%d\n", pSurface->pMipmapLevels[0].size.width, pSurface->pMipmapLevels[0].size.height, pSurface->faces[0].numMipLevels));
5164 int rc = vmsvga3dBackCreateTexture(pState, pContext, cid, pSurface);
5165 AssertRCReturn(rc, rc);
5166 }
5167
5168 glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
5169 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5170
5171 /* Necessary for the fixed pipeline. */
5172 glEnable(GL_TEXTURE_2D);
5173 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5174
5175 if (pContext->aSidActiveTexture[currentStage] != sid)
5176 {
5177 /* Recreate the texture state as glBindTexture resets them all (sigh). */
5178 for (uint32_t iStage = 0; iStage < SVGA3D_MAX_TEXTURE_STAGE; iStage++)
5179 {
5180 for (uint32_t j = 0; j < SVGA3D_TS_MAX; j++)
5181 {
5182 SVGA3dTextureState *pTextureStateIter = &pContext->state.aTextureState[iStage][j];
5183
5184 if ( pTextureStateIter->name != SVGA3D_TS_INVALID
5185 && pTextureStateIter->name != SVGA3D_TS_BIND_TEXTURE)
5186 vmsvga3dSetTextureState(pThis, pContext->id, 1, pTextureStateIter);
5187 }
5188 }
5189 }
5190 pContext->aSidActiveTexture[currentStage] = sid;
5191 }
5192 /* Finished; continue with the next one. */
5193 continue;
5194
5195 case SVGA3D_TS_ADDRESSW: /* SVGA3dTextureAddress */
5196 textureType = GL_TEXTURE_WRAP_R; /* R = W */
5197 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5198 break;
5199
5200 case SVGA3D_TS_ADDRESSU: /* SVGA3dTextureAddress */
5201 textureType = GL_TEXTURE_WRAP_S; /* S = U */
5202 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5203 break;
5204
5205 case SVGA3D_TS_ADDRESSV: /* SVGA3dTextureAddress */
5206 textureType = GL_TEXTURE_WRAP_T; /* T = V */
5207 val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
5208 break;
5209
5210 case SVGA3D_TS_MIPFILTER: /* SVGA3dTextureFilter */
5211 case SVGA3D_TS_MINFILTER: /* SVGA3dTextureFilter */
5212 {
5213 uint32_t mipFilter = pContext->state.aTextureState[currentStage][SVGA3D_TS_MIPFILTER].value;
5214 uint32_t minFilter = pContext->state.aTextureState[currentStage][SVGA3D_TS_MINFILTER].value;
5215
5216 /* If SVGA3D_TS_MIPFILTER is set to NONE, then use SVGA3D_TS_MIPFILTER, otherwise SVGA3D_TS_MIPFILTER enables mipmap minification. */
5217 textureType = GL_TEXTURE_MIN_FILTER;
5218 if (mipFilter != SVGA3D_TEX_FILTER_NONE)
5219 {
5220 if (minFilter == SVGA3D_TEX_FILTER_NEAREST)
5221 {
5222 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
5223 val = GL_NEAREST_MIPMAP_LINEAR;
5224 else
5225 val = GL_NEAREST_MIPMAP_NEAREST;
5226 }
5227 else
5228 {
5229 if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
5230 val = GL_LINEAR_MIPMAP_LINEAR;
5231 else
5232 val = GL_LINEAR_MIPMAP_NEAREST;
5233 }
5234 }
5235 else
5236 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)minFilter);
5237 break;
5238 }
5239
5240 case SVGA3D_TS_MAGFILTER: /* SVGA3dTextureFilter */
5241 textureType = GL_TEXTURE_MAG_FILTER;
5242 val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)pTextureState[i].value);
5243 Assert(val == GL_NEAREST || val == GL_LINEAR);
5244 break;
5245
5246 case SVGA3D_TS_BORDERCOLOR: /* SVGA3dColor */
5247 {
5248 GLfloat color[4]; /* red, green, blue, alpha */
5249
5250 vmsvgaColor2GLFloatArray(pTextureState[i].value, &color[0], &color[1], &color[2], &color[3]);
5251
5252 glTexParameterfv(GL_TEXTURE_2D /** @todo flexible type */, GL_TEXTURE_BORDER_COLOR, color); /* Identical; default 0.0 identical too */
5253 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5254 break;
5255 }
5256
5257 case SVGA3D_TS_TEXTURE_LOD_BIAS: /* float */
5258 glTexParameterf(GL_TEXTURE_2D /** @todo flexible type */, GL_TEXTURE_LOD_BIAS, pTextureState[i].value); /* Identical; default 0.0 identical too */
5259 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5260 break;
5261
5262 case SVGA3D_TS_TEXTURE_MIPMAP_LEVEL: /* uint32_t */
5263 textureType = GL_TEXTURE_BASE_LEVEL;
5264 val = pTextureState[i].value;
5265 break;
5266
5267#if 0
5268 case SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL: /* uint32_t */
5269 samplerType = D3DSAMP_MAXANISOTROPY;
5270 val = pTextureState[i].value; /* Identical?? */
5271 break;
5272
5273 case SVGA3D_TS_GAMMA: /* float */
5274 samplerType = D3DSAMP_SRGBTEXTURE;
5275 /* Boolean in D3D */
5276 if (pTextureState[i].floatValue == 1.0f)
5277 val = FALSE;
5278 else
5279 val = TRUE;
5280 break;
5281#endif
5282 /* Internal commands, that don't map directly to the SetTextureStageState API. */
5283 case SVGA3D_TS_TEXCOORDGEN: /* SVGA3dTextureCoordGen */
5284 AssertFailed();
5285 break;
5286
5287 default:
5288 //AssertFailed();
5289 break;
5290 }
5291
5292 if (textureType != ~(GLenum)0)
5293 {
5294 glTexParameteri(GL_TEXTURE_2D /** @todo flexible type */, textureType, val);
5295 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5296 }
5297 }
5298
5299 return VINF_SUCCESS;
5300}
5301
5302int vmsvga3dSetMaterial(PVGASTATE pThis, uint32_t cid, SVGA3dFace face, SVGA3dMaterial *pMaterial)
5303{
5304 PVMSVGA3DCONTEXT pContext;
5305 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5306 AssertReturn(pState, VERR_NO_MEMORY);
5307 GLenum oglFace;
5308
5309 Log(("vmsvga3dSetMaterial cid=%x face %d\n", cid, face));
5310
5311 if ( cid >= pState->cContexts
5312 || pState->papContexts[cid]->id != cid)
5313 {
5314 Log(("vmsvga3dSetMaterial invalid context id!\n"));
5315 return VERR_INVALID_PARAMETER;
5316 }
5317 pContext = pState->papContexts[cid];
5318 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5319
5320 switch (face)
5321 {
5322 case SVGA3D_FACE_NONE:
5323 case SVGA3D_FACE_FRONT:
5324 oglFace = GL_FRONT;
5325 break;
5326
5327 case SVGA3D_FACE_BACK:
5328 oglFace = GL_BACK;
5329 break;
5330
5331 case SVGA3D_FACE_FRONT_BACK:
5332 oglFace = GL_FRONT_AND_BACK;
5333 break;
5334
5335 default:
5336 AssertFailedReturn(VERR_INVALID_PARAMETER);
5337 }
5338
5339 /* Save for vm state save/restore. */
5340 pContext->state.aMaterial[face].fValid = true;
5341 pContext->state.aMaterial[face].material = *pMaterial;
5342 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_MATERIAL;
5343
5344 glMaterialfv(oglFace, GL_DIFFUSE, pMaterial->diffuse);
5345 glMaterialfv(oglFace, GL_AMBIENT, pMaterial->ambient);
5346 glMaterialfv(oglFace, GL_SPECULAR, pMaterial->specular);
5347 glMaterialfv(oglFace, GL_EMISSION, pMaterial->emissive);
5348 glMaterialfv(oglFace, GL_SHININESS, &pMaterial->shininess);
5349 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5350
5351 return VINF_SUCCESS;
5352}
5353
5354/** @todo Move into separate library as we are using logic from Wine here. */
5355int vmsvga3dSetLightData(PVGASTATE pThis, uint32_t cid, uint32_t index, SVGA3dLightData *pData)
5356{
5357 PVMSVGA3DCONTEXT pContext;
5358 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5359 AssertReturn(pState, VERR_NO_MEMORY);
5360 float QuadAttenuation;
5361
5362 Log(("vmsvga3dSetLightData cid=%x index=%d type=%d\n", cid, index, pData->type));
5363
5364 if ( cid >= pState->cContexts
5365 || pState->papContexts[cid]->id != cid)
5366 {
5367 Log(("vmsvga3dSetLightData invalid context id!\n"));
5368 return VERR_INVALID_PARAMETER;
5369 }
5370 pContext = pState->papContexts[cid];
5371 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5372
5373 /* Store for vm state save/restore */
5374 if (index < SVGA3D_MAX_LIGHTS)
5375 {
5376 pContext->state.aLightData[index].fValidData = true;
5377 pContext->state.aLightData[index].data = *pData;
5378 }
5379 else
5380 AssertFailed();
5381
5382 if ( pData->attenuation0 < 0.0f
5383 || pData->attenuation1 < 0.0f
5384 || pData->attenuation2 < 0.0f)
5385 {
5386 Log(("vmsvga3dSetLightData: invalid negative attenuation values!!\n"));
5387 return VINF_SUCCESS; /* ignore; could crash the GL driver */
5388 }
5389
5390 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d */
5391 glMatrixMode(GL_MODELVIEW);
5392 glPushMatrix();
5393 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5394
5395 glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, pData->diffuse);
5396 glLightfv(GL_LIGHT0 + index, GL_SPECULAR, pData->specular);
5397 glLightfv(GL_LIGHT0 + index, GL_AMBIENT, pData->ambient);
5398
5399 if (pData->range * pData->range >= FLT_MIN)
5400 QuadAttenuation = 1.4f / (pData->range * pData->range);
5401 else
5402 QuadAttenuation = 0.0f;
5403
5404 switch (pData->type)
5405 {
5406 case SVGA3D_LIGHTTYPE_POINT:
5407 {
5408 GLfloat position[4];
5409
5410 position[0] = pData->position[0];
5411 position[1] = pData->position[1];
5412 position[2] = pData->position[2];
5413 position[3] = 1.0f;
5414
5415 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5416 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5417
5418 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5419 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5420
5421 /* Attenuation - Are these right? guessing... */
5422 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5423 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5424
5425 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5426 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5427
5428 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5429 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5430
5431 /** @todo range */
5432 break;
5433 }
5434
5435 case SVGA3D_LIGHTTYPE_SPOT1:
5436 {
5437 GLfloat exponent;
5438 GLfloat position[4];
5439 const GLfloat pi = 4.0f * atanf(1.0f);
5440
5441 position[0] = pData->position[0];
5442 position[1] = pData->position[1];
5443 position[2] = pData->position[2];
5444 position[3] = 1.0f;
5445
5446 glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
5447 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5448
5449 position[0] = pData->direction[0];
5450 position[1] = pData->direction[1];
5451 position[2] = pData->direction[2];
5452 position[3] = 1.0f;
5453
5454 glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, position);
5455 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5456
5457 /*
5458 * opengl-ish and d3d-ish spot lights use too different models for the
5459 * light "intensity" as a function of the angle towards the main light direction,
5460 * so we only can approximate very roughly.
5461 * however spot lights are rather rarely used in games (if ever used at all).
5462 * furthermore if still used, probably nobody pays attention to such details.
5463 */
5464 if (pData->falloff == 0)
5465 {
5466 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
5467 * falloff resp. exponent parameter as an exponent, so the spot light lighting
5468 * will always be 1.0 for both of them, and we don't have to care for the
5469 * rest of the rather complex calculation
5470 */
5471 exponent = 0.0f;
5472 }
5473 else
5474 {
5475 float rho = pData->theta + (pData->phi - pData->theta) / (2 * pData->falloff);
5476 if (rho < 0.0001f)
5477 rho = 0.0001f;
5478 exponent = -0.3f/log(cos(rho/2));
5479 }
5480 if (exponent > 128.0f)
5481 exponent = 128.0f;
5482
5483 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, exponent);
5484 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5485
5486 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, pData->phi * 90.0 / pi);
5487 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5488
5489 /* Attenuation - Are these right? guessing... */
5490 glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
5491 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5492
5493 glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
5494 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5495
5496 glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
5497 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5498
5499 /** @todo range */
5500 break;
5501 }
5502
5503 case SVGA3D_LIGHTTYPE_DIRECTIONAL:
5504 {
5505 GLfloat position[4];
5506
5507 position[0] = -pData->direction[0];
5508 position[1] = -pData->direction[1];
5509 position[2] = -pData->direction[2];
5510 position[3] = 0.0f;
5511
5512 glLightfv(GL_LIGHT0 + index, GL_POSITION, position); /* Note gl uses w position of 0 for direction! */
5513 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5514
5515 glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
5516 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5517
5518 glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, 0.0f);
5519 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
5520 break;
5521 }
5522
5523 case SVGA3D_LIGHTTYPE_SPOT2:
5524 default:
5525 Log(("Unsupported light type!!\n"));
5526 return VERR_INVALID_PARAMETER;
5527 }
5528
5529 /* Restore the modelview matrix */
5530 glPopMatrix();
5531
5532 return VINF_SUCCESS;
5533}
5534
5535int vmsvga3dSetLightEnabled(PVGASTATE pThis, uint32_t cid, uint32_t index, uint32_t enabled)
5536{
5537 PVMSVGA3DCONTEXT pContext;
5538 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5539 AssertReturn(pState, VERR_NO_MEMORY);
5540
5541 Log(("vmsvga3dSetLightEnabled cid=%x %d -> %d\n", cid, index, enabled));
5542
5543 if ( cid >= pState->cContexts
5544 || pState->papContexts[cid]->id != cid)
5545 {
5546 Log(("vmsvga3dSetLightEnabled invalid context id!\n"));
5547 return VERR_INVALID_PARAMETER;
5548 }
5549 pContext = pState->papContexts[cid];
5550 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5551
5552 /* Store for vm state save/restore */
5553 if (index < SVGA3D_MAX_LIGHTS)
5554 pContext->state.aLightData[index].fEnabled = !!enabled;
5555 else
5556 AssertFailed();
5557
5558 if (enabled)
5559 {
5560 /* Load the default settings if none have been set yet. */
5561 if (!pContext->state.aLightData[index].fValidData)
5562 vmsvga3dSetLightData(pThis, cid, index, (SVGA3dLightData *)&vmsvga3d_default_light);
5563 glEnable(GL_LIGHT0 + index);
5564 }
5565 else
5566 glDisable(GL_LIGHT0 + index);
5567
5568 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5569 return VINF_SUCCESS;
5570}
5571
5572int vmsvga3dSetViewPort(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5573{
5574 PVMSVGA3DCONTEXT pContext;
5575 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5576 AssertReturn(pState, VERR_NO_MEMORY);
5577
5578 Log(("vmsvga3dSetViewPort cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5579
5580 if ( cid >= pState->cContexts
5581 || pState->papContexts[cid]->id != cid)
5582 {
5583 Log(("vmsvga3dSetViewPort invalid context id!\n"));
5584 return VERR_INVALID_PARAMETER;
5585 }
5586 pContext = pState->papContexts[cid];
5587 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5588
5589 /* Save for vm state save/restore. */
5590 pContext->state.RectViewPort = *pRect;
5591 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VIEWPORT;
5592
5593 /** @todo y-inversion for partial viewport coordinates? */
5594 glViewport(pRect->x, pRect->y, pRect->w, pRect->h);
5595 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5596
5597 /* Reset the projection matrix as that relies on the viewport setting. */
5598 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5599 {
5600 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5601 }
5602 else
5603 {
5604 float matrix[16];
5605
5606 /* identity matrix if no matrix set. */
5607 memset(matrix, 0, sizeof(matrix));
5608 matrix[0] = 1.0;
5609 matrix[5] = 1.0;
5610 matrix[10] = 1.0;
5611 matrix[15] = 1.0;
5612 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, matrix);
5613 }
5614
5615 return VINF_SUCCESS;
5616}
5617
5618int vmsvga3dSetClipPlane(PVGASTATE pThis, uint32_t cid, uint32_t index, float plane[4])
5619{
5620 PVMSVGA3DCONTEXT pContext;
5621 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5622 AssertReturn(pState, VERR_NO_MEMORY);
5623 double oglPlane[4];
5624
5625 Log(("vmsvga3dSetClipPlane cid=%x %d (%d,%d)(%d,%d)\n", cid, index, (unsigned)(plane[0] * 100.0), (unsigned)(plane[1] * 100.0), (unsigned)(plane[2] * 100.0), (unsigned)(plane[3] * 100.0)));
5626 AssertReturn(index < SVGA3D_CLIPPLANE_MAX, VERR_INVALID_PARAMETER);
5627
5628 if ( cid >= pState->cContexts
5629 || pState->papContexts[cid]->id != cid)
5630 {
5631 Log(("vmsvga3dSetClipPlane invalid context id!\n"));
5632 return VERR_INVALID_PARAMETER;
5633 }
5634 pContext = pState->papContexts[cid];
5635 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5636
5637 /* Store for vm state save/restore. */
5638 pContext->state.aClipPlane[index].fValid = true;
5639 memcpy(pContext->state.aClipPlane[index].plane, plane, sizeof(pContext->state.aClipPlane[index].plane));
5640
5641 /** @todo clip plane affected by model view in OpenGL & view in D3D + vertex shader -> not transformed (see Wine; state.c clipplane) */
5642 oglPlane[0] = (double)plane[0];
5643 oglPlane[1] = (double)plane[1];
5644 oglPlane[2] = (double)plane[2];
5645 oglPlane[3] = (double)plane[3];
5646
5647 glClipPlane(GL_CLIP_PLANE0 + index, oglPlane);
5648 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5649
5650 return VINF_SUCCESS;
5651}
5652
5653int vmsvga3dSetScissorRect(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
5654{
5655 PVMSVGA3DCONTEXT pContext;
5656 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5657 AssertReturn(pState, VERR_NO_MEMORY);
5658
5659 Log(("vmsvga3dSetScissorRect cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
5660
5661 if ( cid >= pState->cContexts
5662 || pState->papContexts[cid]->id != cid)
5663 {
5664 Log(("vmsvga3dSetScissorRect invalid context id!\n"));
5665 return VERR_INVALID_PARAMETER;
5666 }
5667 pContext = pState->papContexts[cid];
5668 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5669
5670 /* Store for vm state save/restore. */
5671 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_SCISSORRECT;
5672 pContext->state.RectScissor = *pRect;
5673
5674 glScissor(pRect->x, pRect->y, pRect->w, pRect->h);
5675 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5676
5677 return VINF_SUCCESS;
5678}
5679
5680static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha)
5681{
5682 /* Convert byte color components to float (0-1.0) */
5683 *pAlpha = (GLfloat)(color >> 24) / 255.0;
5684 *pRed = (GLfloat)((color >> 16) & 0xff) / 255.0;
5685 *pGreen = (GLfloat)((color >> 8) & 0xff) / 255.0;
5686 *pBlue = (GLfloat)(color & 0xff) / 255.0;
5687}
5688
5689int vmsvga3dCommandClear(PVGASTATE pThis, uint32_t cid, SVGA3dClearFlag clearFlag, uint32_t color, float depth, uint32_t stencil,
5690 uint32_t cRects, SVGA3dRect *pRect)
5691{
5692 GLbitfield mask = 0;
5693 PVMSVGA3DCONTEXT pContext;
5694 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5695 AssertReturn(pState, VERR_NO_MEMORY);
5696 GLboolean fDepthWriteEnabled = GL_FALSE;
5697
5698 Log(("vmsvga3dCommandClear cid=%x clearFlag=%x color=%x depth=%d stencil=%x cRects=%d\n", cid, clearFlag, color, (uint32_t)(depth * 100.0), stencil, cRects));
5699
5700 if ( cid >= pState->cContexts
5701 || pState->papContexts[cid]->id != cid)
5702 {
5703 Log(("vmsvga3dCommandClear invalid context id!\n"));
5704 return VERR_INVALID_PARAMETER;
5705 }
5706 pContext = pState->papContexts[cid];
5707 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5708
5709 if (clearFlag & SVGA3D_CLEAR_COLOR)
5710 {
5711 GLfloat red, green, blue, alpha;
5712
5713 vmsvgaColor2GLFloatArray(color, &red, &green, &blue, &alpha);
5714
5715 /* Set the color clear value. */
5716 glClearColor(red, green, blue, alpha);
5717
5718 mask |= GL_COLOR_BUFFER_BIT;
5719 }
5720 if (clearFlag & SVGA3D_CLEAR_STENCIL)
5721 {
5722 /** @todo possibly the same problem as with glDepthMask */
5723 glClearStencil(stencil);
5724 mask |= GL_STENCIL_BUFFER_BIT;
5725 }
5726 if (clearFlag & SVGA3D_CLEAR_DEPTH)
5727 {
5728 glClearDepth((GLdouble)depth);
5729 mask |= GL_DEPTH_BUFFER_BIT;
5730
5731 /* glClear will not clear the depth buffer if writing is disabled. */
5732 glGetBooleanv(GL_DEPTH_WRITEMASK, &fDepthWriteEnabled);
5733 if (fDepthWriteEnabled == GL_FALSE)
5734 glDepthMask(GL_TRUE);
5735 }
5736
5737 if (cRects)
5738 {
5739 /* Save the current scissor test bit and scissor box. */
5740 glPushAttrib(GL_SCISSOR_BIT);
5741 glEnable(GL_SCISSOR_TEST);
5742 for (unsigned i=0; i < cRects; i++)
5743 {
5744 Log(("vmsvga3dCommandClear: rect %d (%d,%d)(%d,%d)\n", i, pRect[i].x, pRect[i].y, pRect[i].x + pRect[i].w, pRect[i].y + pRect[i].h));
5745 glScissor(pRect[i].x, pRect[i].y, pRect[i].w, pRect[i].h);
5746 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5747 glClear(mask);
5748 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5749 }
5750 /* Restore the old scissor test bit and box */
5751 glPopAttrib();
5752 }
5753 else
5754 {
5755 glClear(mask);
5756 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5757 }
5758
5759 /* Restore depth write state. */
5760 if ( (clearFlag & SVGA3D_CLEAR_DEPTH)
5761 && fDepthWriteEnabled == GL_FALSE)
5762 glDepthMask(GL_FALSE);
5763
5764 return VINF_SUCCESS;
5765}
5766
5767/* Convert VMWare vertex declaration to its OpenGL equivalent. */
5768int vmsvga3dVertexDecl2OGL(SVGA3dVertexArrayIdentity &identity, GLint &size, GLenum &type, GLboolean &normalized)
5769{
5770 normalized = GL_FALSE;
5771 switch (identity.type)
5772 {
5773 case SVGA3D_DECLTYPE_FLOAT1:
5774 size = 1;
5775 type = GL_FLOAT;
5776 break;
5777 case SVGA3D_DECLTYPE_FLOAT2:
5778 size = 2;
5779 type = GL_FLOAT;
5780 break;
5781 case SVGA3D_DECLTYPE_FLOAT3:
5782 size = 3;
5783 type = GL_FLOAT;
5784 break;
5785 case SVGA3D_DECLTYPE_FLOAT4:
5786 size = 4;
5787 type = GL_FLOAT;
5788 break;
5789
5790 case SVGA3D_DECLTYPE_D3DCOLOR:
5791 size = GL_BGRA; /* @note requires GL_ARB_vertex_array_bgra */
5792 type = GL_UNSIGNED_BYTE;
5793 normalized = GL_TRUE; /* glVertexAttribPointer fails otherwise */
5794 break;
5795
5796 case SVGA3D_DECLTYPE_UBYTE4N:
5797 normalized = GL_TRUE;
5798 RT_FALL_THRU();
5799 case SVGA3D_DECLTYPE_UBYTE4:
5800 size = 4;
5801 type = GL_UNSIGNED_BYTE;
5802 break;
5803
5804 case SVGA3D_DECLTYPE_SHORT2N:
5805 normalized = GL_TRUE;
5806 RT_FALL_THRU();
5807 case SVGA3D_DECLTYPE_SHORT2:
5808 size = 2;
5809 type = GL_SHORT;
5810 break;
5811
5812 case SVGA3D_DECLTYPE_SHORT4N:
5813 normalized = GL_TRUE;
5814 RT_FALL_THRU();
5815 case SVGA3D_DECLTYPE_SHORT4:
5816 size = 4;
5817 type = GL_SHORT;
5818 break;
5819
5820 case SVGA3D_DECLTYPE_USHORT4N:
5821 normalized = GL_TRUE;
5822 size = 4;
5823 type = GL_UNSIGNED_SHORT;
5824 break;
5825
5826 case SVGA3D_DECLTYPE_USHORT2N:
5827 normalized = GL_TRUE;
5828 size = 2;
5829 type = GL_UNSIGNED_SHORT;
5830 break;
5831
5832 case SVGA3D_DECLTYPE_UDEC3:
5833 size = 3;
5834 type = GL_UNSIGNED_INT_2_10_10_10_REV; /** @todo correct? */
5835 break;
5836
5837 case SVGA3D_DECLTYPE_DEC3N:
5838 normalized = true;
5839 size = 3;
5840 type = GL_INT_2_10_10_10_REV; /** @todo correct? */
5841 break;
5842
5843 case SVGA3D_DECLTYPE_FLOAT16_2:
5844 size = 2;
5845 type = GL_HALF_FLOAT;
5846 break;
5847 case SVGA3D_DECLTYPE_FLOAT16_4:
5848 size = 4;
5849 type = GL_HALF_FLOAT;
5850 break;
5851 default:
5852 AssertFailedReturn(VERR_INVALID_PARAMETER);
5853 }
5854
5855 //pVertexElement->Method = identity.method;
5856 //pVertexElement->Usage = identity.usage;
5857
5858 return VINF_SUCCESS;
5859}
5860
5861/* Convert VMWare primitive type to its OpenGL equivalent. */
5862/* Calculate the vertex count based on the primitive type and nr of primitives. */
5863int vmsvga3dPrimitiveType2OGL(SVGA3dPrimitiveType PrimitiveType, GLenum *pMode, uint32_t cPrimitiveCount, uint32_t *pcVertices)
5864{
5865 switch (PrimitiveType)
5866 {
5867 case SVGA3D_PRIMITIVE_TRIANGLELIST:
5868 *pMode = GL_TRIANGLES;
5869 *pcVertices = cPrimitiveCount * 3;
5870 break;
5871 case SVGA3D_PRIMITIVE_POINTLIST:
5872 *pMode = GL_POINTS;
5873 *pcVertices = cPrimitiveCount;
5874 break;
5875 case SVGA3D_PRIMITIVE_LINELIST:
5876 *pMode = GL_LINES;
5877 *pcVertices = cPrimitiveCount * 2;
5878 break;
5879 case SVGA3D_PRIMITIVE_LINESTRIP:
5880 *pMode = GL_LINE_STRIP;
5881 *pcVertices = cPrimitiveCount + 1;
5882 break;
5883 case SVGA3D_PRIMITIVE_TRIANGLESTRIP:
5884 *pMode = GL_TRIANGLE_STRIP;
5885 *pcVertices = cPrimitiveCount + 2;
5886 break;
5887 case SVGA3D_PRIMITIVE_TRIANGLEFAN:
5888 *pMode = GL_TRIANGLE_FAN;
5889 *pcVertices = cPrimitiveCount + 2;
5890 break;
5891 default:
5892 return VERR_INVALID_PARAMETER;
5893 }
5894 return VINF_SUCCESS;
5895}
5896
5897int vmsvga3dResetTransformMatrices(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext)
5898{
5899 int rc;
5900
5901 /* Reset the view matrix (also takes the world matrix into account). */
5902 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid == true)
5903 {
5904 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
5905 }
5906 else
5907 {
5908 float matrix[16];
5909
5910 /* identity matrix if no matrix set. */
5911 memset(matrix, 0, sizeof(matrix));
5912 matrix[0] = 1.0;
5913 matrix[5] = 1.0;
5914 matrix[10] = 1.0;
5915 matrix[15] = 1.0;
5916 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_VIEW, matrix);
5917 }
5918
5919 /* Reset the projection matrix. */
5920 if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
5921 {
5922 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
5923 }
5924 else
5925 {
5926 float matrix[16];
5927
5928 /* identity matrix if no matrix set. */
5929 memset(matrix, 0, sizeof(matrix));
5930 matrix[0] = 1.0;
5931 matrix[5] = 1.0;
5932 matrix[10] = 1.0;
5933 matrix[15] = 1.0;
5934 rc = vmsvga3dSetTransform(pThis, pContext->id, SVGA3D_TRANSFORM_PROJECTION, matrix);
5935 }
5936 AssertRC(rc);
5937 return rc;
5938}
5939
5940int vmsvga3dDrawPrimitivesProcessVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
5941{
5942 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
5943 unsigned sidVertex = pVertexDecl[0].array.surfaceId;
5944 PVMSVGA3DSURFACE pVertexSurface;
5945
5946 AssertReturn(sidVertex < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
5947 AssertReturn(sidVertex < pState->cSurfaces && pState->papSurfaces[sidVertex]->id == sidVertex, VERR_INVALID_PARAMETER);
5948
5949 pVertexSurface = pState->papSurfaces[sidVertex];
5950 Log(("vmsvga3dDrawPrimitives: vertex surface %x\n", sidVertex));
5951
5952 /* Create and/or bind the vertex buffer. */
5953 if (pVertexSurface->oglId.buffer == OPENGL_INVALID_ID)
5954 {
5955 Log(("vmsvga3dDrawPrimitives: create vertex buffer fDirty=%d size=%x bytes\n", pVertexSurface->fDirty, pVertexSurface->pMipmapLevels[0].cbSurface));
5956 PVMSVGA3DCONTEXT pSavedCtx = pContext;
5957 pContext = &pState->SharedCtx;
5958 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5959
5960 pState->ext.glGenBuffers(1, &pVertexSurface->oglId.buffer);
5961 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5962
5963 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
5964 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5965
5966 Assert(pVertexSurface->fDirty);
5967 /** @todo rethink usage dynamic/static */
5968 pState->ext.glBufferData(GL_ARRAY_BUFFER, pVertexSurface->pMipmapLevels[0].cbSurface, pVertexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
5969 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5970
5971 pVertexSurface->pMipmapLevels[0].fDirty = false;
5972 pVertexSurface->fDirty = false;
5973
5974 pVertexSurface->flags |= SVGA3D_SURFACE_HINT_VERTEXBUFFER;
5975
5976 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, OPENGL_INVALID_ID);
5977 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5978
5979 pContext = pSavedCtx;
5980 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
5981 }
5982
5983 Assert(pVertexSurface->fDirty == false);
5984 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
5985 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
5986
5987 /* Setup the vertex declarations. */
5988 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
5989 {
5990 GLint size;
5991 GLenum type;
5992 GLboolean normalized;
5993 GLuint index = iVertexDeclBase + iVertex;
5994
5995 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));
5996
5997 int rc = vmsvga3dVertexDecl2OGL(pVertexDecl[iVertex].identity, size, type, normalized);
5998 AssertRCReturn(rc, rc);
5999
6000 if (pContext->state.shidVertex != SVGA_ID_INVALID)
6001 {
6002 /* Use numbered vertex arrays when shaders are active. */
6003 pState->ext.glEnableVertexAttribArray(index);
6004 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6005 pState->ext.glVertexAttribPointer(index, size, type, normalized, pVertexDecl[iVertex].array.stride,
6006 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6007 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6008 /** @todo case SVGA3D_DECLUSAGE_COLOR: color component order not identical!! test GL_BGRA!! */
6009 }
6010 else
6011 {
6012 /* Use the predefined selection of vertex streams for the fixed pipeline. */
6013 switch (pVertexDecl[iVertex].identity.usage)
6014 {
6015 case SVGA3D_DECLUSAGE_POSITIONT:
6016 case SVGA3D_DECLUSAGE_POSITION:
6017 {
6018 glEnableClientState(GL_VERTEX_ARRAY);
6019 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6020 glVertexPointer(size, type, pVertexDecl[iVertex].array.stride,
6021 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6022 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6023 break;
6024 }
6025 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
6026 AssertFailed();
6027 break;
6028 case SVGA3D_DECLUSAGE_BLENDINDICES:
6029 AssertFailed();
6030 break;
6031 case SVGA3D_DECLUSAGE_NORMAL:
6032 glEnableClientState(GL_NORMAL_ARRAY);
6033 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6034 glNormalPointer(type, pVertexDecl[iVertex].array.stride,
6035 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6036 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6037 break;
6038 case SVGA3D_DECLUSAGE_PSIZE:
6039 AssertFailed();
6040 break;
6041 case SVGA3D_DECLUSAGE_TEXCOORD:
6042 /* Specify the affected texture unit. */
6043#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
6044 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6045#else
6046 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6047#endif
6048 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
6049 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6050 glTexCoordPointer(size, type, pVertexDecl[iVertex].array.stride,
6051 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6052 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6053 break;
6054 case SVGA3D_DECLUSAGE_TANGENT:
6055 AssertFailed();
6056 break;
6057 case SVGA3D_DECLUSAGE_BINORMAL:
6058 AssertFailed();
6059 break;
6060 case SVGA3D_DECLUSAGE_TESSFACTOR:
6061 AssertFailed();
6062 break;
6063 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! test GL_BGRA!! */
6064 glEnableClientState(GL_COLOR_ARRAY);
6065 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6066 glColorPointer(size, type, pVertexDecl[iVertex].array.stride,
6067 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6068 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6069 break;
6070 case SVGA3D_DECLUSAGE_FOG:
6071 glEnableClientState(GL_FOG_COORD_ARRAY);
6072 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6073 pState->ext.glFogCoordPointer(type, pVertexDecl[iVertex].array.stride,
6074 (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
6075 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6076 break;
6077 case SVGA3D_DECLUSAGE_DEPTH:
6078 AssertFailed();
6079 break;
6080 case SVGA3D_DECLUSAGE_SAMPLE:
6081 AssertFailed();
6082 break;
6083 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6084 }
6085 }
6086
6087#ifdef LOG_ENABLED
6088 if (pVertexDecl[iVertex].array.stride == 0)
6089 Log(("vmsvga3dDrawPrimitives: stride == 0! Can be valid\n"));
6090#endif
6091 }
6092
6093 return VINF_SUCCESS;
6094}
6095
6096int vmsvga3dDrawPrimitivesCleanupVertexDecls(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
6097{
6098 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6099
6100 /* Clean up the vertex declarations. */
6101 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6102 {
6103 if (pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT)
6104 {
6105 /* Reset the transformation matrices in case of a switch back from pretransformed mode. */
6106 Log(("vmsvga3dDrawPrimitivesCleanupVertexDecls: reset world and projection matrices after transformation reset (pre-transformed -> transformed)\n"));
6107 vmsvga3dResetTransformMatrices(pThis, pContext);
6108 }
6109
6110 if (pContext->state.shidVertex != SVGA_ID_INVALID)
6111 {
6112 /* Use numbered vertex arrays when shaders are active. */
6113 pState->ext.glDisableVertexAttribArray(iVertexDeclBase + iVertex);
6114 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6115 }
6116 else
6117 {
6118 /* Use the predefined selection of vertex streams for the fixed pipeline. */
6119 switch (pVertexDecl[iVertex].identity.usage)
6120 {
6121 case SVGA3D_DECLUSAGE_POSITION:
6122 case SVGA3D_DECLUSAGE_POSITIONT:
6123 glDisableClientState(GL_VERTEX_ARRAY);
6124 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6125 break;
6126 case SVGA3D_DECLUSAGE_BLENDWEIGHT:
6127 break;
6128 case SVGA3D_DECLUSAGE_BLENDINDICES:
6129 break;
6130 case SVGA3D_DECLUSAGE_NORMAL:
6131 glDisableClientState(GL_NORMAL_ARRAY);
6132 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6133 break;
6134 case SVGA3D_DECLUSAGE_PSIZE:
6135 break;
6136 case SVGA3D_DECLUSAGE_TEXCOORD:
6137 /* Specify the affected texture unit. */
6138#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
6139 glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6140#else
6141 pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
6142#endif
6143 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
6144 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6145 break;
6146 case SVGA3D_DECLUSAGE_TANGENT:
6147 break;
6148 case SVGA3D_DECLUSAGE_BINORMAL:
6149 break;
6150 case SVGA3D_DECLUSAGE_TESSFACTOR:
6151 break;
6152 case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! */
6153 glDisableClientState(GL_COLOR_ARRAY);
6154 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6155 break;
6156 case SVGA3D_DECLUSAGE_FOG:
6157 glDisableClientState(GL_FOG_COORD_ARRAY);
6158 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6159 break;
6160 case SVGA3D_DECLUSAGE_DEPTH:
6161 break;
6162 case SVGA3D_DECLUSAGE_SAMPLE:
6163 break;
6164 case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
6165 }
6166 }
6167 }
6168 /* Unbind the vertex buffer after usage. */
6169 pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
6170 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6171 return VINF_SUCCESS;
6172}
6173
6174int vmsvga3dDrawPrimitives(PVGASTATE pThis, uint32_t cid, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl,
6175 uint32_t numRanges, SVGA3dPrimitiveRange *pRange, uint32_t cVertexDivisor,
6176 SVGA3dVertexDivisor *pVertexDivisor)
6177{
6178 RT_NOREF(pVertexDivisor);
6179 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6180 AssertReturn(pState, VERR_INTERNAL_ERROR);
6181 PVMSVGA3DCONTEXT pContext;
6182 int rc = VERR_NOT_IMPLEMENTED;
6183 uint32_t iCurrentVertex;
6184
6185 Log(("vmsvga3dDrawPrimitives cid=%x numVertexDecls=%d numRanges=%d, cVertexDivisor=%d\n", cid, numVertexDecls, numRanges, cVertexDivisor));
6186
6187 AssertReturn(numVertexDecls && numVertexDecls <= SVGA3D_MAX_VERTEX_ARRAYS, VERR_INVALID_PARAMETER);
6188 AssertReturn(numRanges && numRanges <= SVGA3D_MAX_DRAW_PRIMITIVE_RANGES, VERR_INVALID_PARAMETER);
6189 AssertReturn(!cVertexDivisor || cVertexDivisor == numVertexDecls, VERR_INVALID_PARAMETER);
6190 /** @todo Non-zero cVertexDivisor */
6191 Assert(!cVertexDivisor);
6192
6193 if ( cid >= pState->cContexts
6194 || pState->papContexts[cid]->id != cid)
6195 {
6196 Log(("vmsvga3dDrawPrimitives invalid context id!\n"));
6197 return VERR_INVALID_PARAMETER;
6198 }
6199 pContext = pState->papContexts[cid];
6200 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6201
6202 /* Check for pretransformed vertex declarations. */
6203 for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
6204 {
6205 switch (pVertexDecl[iVertex].identity.usage)
6206 {
6207 case SVGA3D_DECLUSAGE_POSITIONT:
6208 Log(("ShaderSetPositionTransformed: (%d,%d)\n", pContext->state.RectViewPort.w, pContext->state.RectViewPort.h));
6209 RT_FALL_THRU();
6210 case SVGA3D_DECLUSAGE_POSITION:
6211 ShaderSetPositionTransformed(pContext->pShaderContext, pContext->state.RectViewPort.w,
6212 pContext->state.RectViewPort.h,
6213 pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT);
6214 break;
6215 default: /* Shut up MSC. */ break;
6216 }
6217 }
6218
6219 /* Flush any shader changes; after (!) checking the vertex declarations to deal with pre-transformed vertices. */
6220 if (pContext->pShaderContext)
6221 {
6222 uint32_t rtHeight = 0;
6223
6224 if (pContext->sidRenderTarget != SVGA_ID_INVALID)
6225 {
6226 PVMSVGA3DSURFACE pRenderTarget = pState->papSurfaces[pContext->sidRenderTarget];
6227 rtHeight = pRenderTarget->pMipmapLevels[0].size.height;
6228 }
6229
6230 ShaderUpdateState(pContext->pShaderContext, rtHeight);
6231 }
6232
6233 /* Process all vertex declarations. Each vertex buffer is represented by one stream. */
6234 iCurrentVertex = 0;
6235 while (iCurrentVertex < numVertexDecls)
6236 {
6237 uint32_t sidVertex = SVGA_ID_INVALID;
6238 uint32_t iVertex;
6239
6240 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6241 {
6242 if ( sidVertex != SVGA_ID_INVALID
6243 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6244 )
6245 break;
6246 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6247 }
6248
6249 rc = vmsvga3dDrawPrimitivesProcessVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
6250 AssertRCReturn(rc, rc);
6251
6252 iCurrentVertex = iVertex;
6253 }
6254
6255 /* Now draw the primitives. */
6256 for (unsigned iPrimitive = 0; iPrimitive < numRanges; iPrimitive++)
6257 {
6258 GLenum modeDraw;
6259 unsigned sidIndex = pRange[iPrimitive].indexArray.surfaceId;
6260 PVMSVGA3DSURFACE pIndexSurface = NULL;
6261 unsigned cVertices;
6262
6263 Log(("Primitive %d: type %s\n", iPrimitive, vmsvga3dPrimitiveType2String(pRange[iPrimitive].primType)));
6264 rc = vmsvga3dPrimitiveType2OGL(pRange[iPrimitive].primType, &modeDraw, pRange[iPrimitive].primitiveCount, &cVertices);
6265 if (RT_FAILURE(rc))
6266 {
6267 AssertRC(rc);
6268 goto internal_error;
6269 }
6270
6271 if (sidIndex != SVGA3D_INVALID_ID)
6272 {
6273 AssertMsg(pRange[iPrimitive].indexWidth == sizeof(uint32_t) || pRange[iPrimitive].indexWidth == sizeof(uint16_t), ("Unsupported primitive width %d\n", pRange[iPrimitive].indexWidth));
6274
6275 if ( sidIndex >= SVGA3D_MAX_SURFACE_IDS
6276 || sidIndex >= pState->cSurfaces
6277 || pState->papSurfaces[sidIndex]->id != sidIndex)
6278 {
6279 Assert(sidIndex < SVGA3D_MAX_SURFACE_IDS);
6280 Assert(sidIndex < pState->cSurfaces && pState->papSurfaces[sidIndex]->id == sidIndex);
6281 rc = VERR_INVALID_PARAMETER;
6282 goto internal_error;
6283 }
6284 pIndexSurface = pState->papSurfaces[sidIndex];
6285 Log(("vmsvga3dDrawPrimitives: index surface %x\n", sidIndex));
6286
6287 if (pIndexSurface->oglId.buffer == OPENGL_INVALID_ID)
6288 {
6289 Log(("vmsvga3dDrawPrimitives: create index buffer fDirty=%d size=%x bytes\n", pIndexSurface->fDirty, pIndexSurface->pMipmapLevels[0].cbSurface));
6290 pContext = &pState->SharedCtx;
6291 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6292
6293 pState->ext.glGenBuffers(1, &pIndexSurface->oglId.buffer);
6294 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6295
6296 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6297 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6298
6299 Assert(pIndexSurface->fDirty);
6300
6301 /** @todo rethink usage dynamic/static */
6302 pState->ext.glBufferData(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->pMipmapLevels[0].cbSurface, pIndexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
6303 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6304
6305 pIndexSurface->pMipmapLevels[0].fDirty = false;
6306 pIndexSurface->fDirty = false;
6307
6308 pIndexSurface->flags |= SVGA3D_SURFACE_HINT_INDEXBUFFER;
6309
6310 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, OPENGL_INVALID_ID);
6311 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6312
6313 pContext = pState->papContexts[cid];
6314 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6315 }
6316 Assert(pIndexSurface->fDirty == false);
6317
6318 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
6319 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6320 }
6321
6322 if (!pIndexSurface)
6323 {
6324 /* Render without an index buffer */
6325 Log(("DrawPrimitive %x cPrimitives=%d cVertices=%d index index bias=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pRange[iPrimitive].indexBias));
6326 glDrawArrays(modeDraw, pRange[iPrimitive].indexBias, cVertices);
6327 }
6328 else
6329 {
6330 GLenum indexType;
6331
6332 Assert(pRange[iPrimitive].indexBias >= 0); /** @todo indexBias */
6333 Assert(pRange[iPrimitive].indexWidth == pRange[iPrimitive].indexArray.stride);
6334
6335 if (pRange[iPrimitive].indexWidth == sizeof(uint8_t))
6336 {
6337 indexType = GL_UNSIGNED_BYTE;
6338 }
6339 else
6340 if (pRange[iPrimitive].indexWidth == sizeof(uint16_t))
6341 {
6342 indexType = GL_UNSIGNED_SHORT;
6343 }
6344 else
6345 {
6346 Assert(pRange[iPrimitive].indexWidth == sizeof(uint32_t));
6347 indexType = GL_UNSIGNED_INT;
6348 }
6349
6350 /* Render with an index buffer */
6351 Log(("DrawIndexedPrimitive %x cPrimitives=%d cVertices=%d hint.first=%d hint.last=%d index offset=%d primitivecount=%d index width=%d index bias=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pVertexDecl[0].rangeHint.first, pVertexDecl[0].rangeHint.last, pRange[iPrimitive].indexArray.offset, pRange[iPrimitive].primitiveCount, pRange[iPrimitive].indexWidth, pRange[iPrimitive].indexBias));
6352 if (pRange[iPrimitive].indexBias == 0)
6353 glDrawElements(modeDraw,
6354 cVertices,
6355 indexType,
6356 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset); /* byte offset in indices buffer */
6357 else
6358 pState->ext.glDrawElementsBaseVertex(modeDraw,
6359 cVertices,
6360 indexType,
6361 (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
6362 pRange[iPrimitive].indexBias); /* basevertex */
6363
6364 /* Unbind the index buffer after usage. */
6365 pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
6366 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6367 }
6368 VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
6369 }
6370
6371internal_error:
6372
6373 /* Deactivate the vertex declarations. */
6374 iCurrentVertex = 0;
6375 while (iCurrentVertex < numVertexDecls)
6376 {
6377 uint32_t sidVertex = SVGA_ID_INVALID;
6378 uint32_t iVertex;
6379
6380 for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
6381 {
6382 if ( sidVertex != SVGA_ID_INVALID
6383 && pVertexDecl[iVertex].array.surfaceId != sidVertex
6384 )
6385 break;
6386 sidVertex = pVertexDecl[iVertex].array.surfaceId;
6387 }
6388
6389 rc = vmsvga3dDrawPrimitivesCleanupVertexDecls(pThis, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
6390 AssertRCReturn(rc, rc);
6391
6392 iCurrentVertex = iVertex;
6393 }
6394#ifdef DEBUG
6395 for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTexture); i++)
6396 {
6397 if (pContext->aSidActiveTexture[i] != SVGA3D_INVALID_ID)
6398 {
6399 GLint activeTexture = 0;
6400 GLint activeTextureUnit = 0;
6401
6402 glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureUnit);
6403 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6404 pState->ext.glActiveTexture(GL_TEXTURE0 + i);
6405 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6406
6407 glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
6408 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6409 pState->ext.glActiveTexture(activeTextureUnit);
6410 VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
6411
6412# if 0 /* Aren't we checking whether 'activeTexture' on texture unit 'i' matches what we expected? This works if only one unit is active, but if both are it _will_ fail for one of them. */
6413 if (pContext->aSidActiveTexture[activeTextureUnit - GL_TEXTURE0] != SVGA3D_INVALID_ID)
6414 {
6415 PVMSVGA3DSURFACE pTexture;
6416 pTexture = pState->papSurfaces[pContext->aSidActiveTexture[activeTextureUnit - GL_TEXTURE0]];
6417
6418 AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture, ("%x vs %x unit %d - %d\n", pTexture->oglId.texture, activeTexture, i, activeTextureUnit - GL_TEXTURE0));
6419 }
6420# else
6421 PVMSVGA3DSURFACE pTexture = pState->papSurfaces[pContext->aSidActiveTexture[i]];
6422 AssertMsg(pTexture->id == pContext->aSidActiveTexture[i], ("%x vs %x\n", pTexture->id == pContext->aSidActiveTexture[i]));
6423 AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture,
6424 ("%x vs %x unit %d (active unit %d) sid=%x\n", pTexture->oglId.texture, activeTexture, i,
6425 activeTextureUnit - GL_TEXTURE0, pContext->aSidActiveTexture[i]));
6426# endif
6427 }
6428 }
6429#endif
6430
6431#ifdef DEBUG_GFX_WINDOW
6432 if (pContext->sidRenderTarget)
6433 {
6434 SVGA3dCopyRect rect;
6435
6436 rect.srcx = rect.srcy = rect.x = rect.y = 0;
6437 rect.w = pContext->state.RectViewPort.w;
6438 rect.h = pContext->state.RectViewPort.h;
6439 vmsvga3dCommandPresent(pThis, pContext->sidRenderTarget, 0, NULL);
6440 }
6441#endif
6442
6443 return rc;
6444}
6445
6446
6447int vmsvga3dShaderDefine(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type, uint32_t cbData, uint32_t *pShaderData)
6448{
6449 PVMSVGA3DCONTEXT pContext;
6450 PVMSVGA3DSHADER pShader;
6451 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6452 AssertReturn(pState, VERR_NO_MEMORY);
6453 int rc;
6454
6455 Log(("vmsvga3dShaderDefine cid=%x shid=%x type=%s cbData=%x\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cbData));
6456 Log3(("shader code:\n%.*Rhxd\n", cbData, pShaderData));
6457
6458 if ( cid >= pState->cContexts
6459 || pState->papContexts[cid]->id != cid)
6460 {
6461 Log(("vmsvga3dShaderDefine invalid context id!\n"));
6462 return VERR_INVALID_PARAMETER;
6463 }
6464 pContext = pState->papContexts[cid];
6465 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6466
6467 AssertReturn(shid < SVGA3D_MAX_SHADER_IDS, VERR_INVALID_PARAMETER);
6468 if (type == SVGA3D_SHADERTYPE_VS)
6469 {
6470 if (shid >= pContext->cVertexShaders)
6471 {
6472 void *pvNew = RTMemRealloc(pContext->paVertexShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6473 AssertReturn(pvNew, VERR_NO_MEMORY);
6474 pContext->paVertexShader = (PVMSVGA3DSHADER)pvNew;
6475 memset(&pContext->paVertexShader[pContext->cVertexShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cVertexShaders));
6476 for (uint32_t i = pContext->cVertexShaders; i < shid + 1; i++)
6477 pContext->paVertexShader[i].id = SVGA3D_INVALID_ID;
6478 pContext->cVertexShaders = shid + 1;
6479 }
6480 /* If one already exists with this id, then destroy it now. */
6481 if (pContext->paVertexShader[shid].id != SVGA3D_INVALID_ID)
6482 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paVertexShader[shid].type);
6483
6484 pShader = &pContext->paVertexShader[shid];
6485 }
6486 else
6487 {
6488 Assert(type == SVGA3D_SHADERTYPE_PS);
6489 if (shid >= pContext->cPixelShaders)
6490 {
6491 void *pvNew = RTMemRealloc(pContext->paPixelShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
6492 AssertReturn(pvNew, VERR_NO_MEMORY);
6493 pContext->paPixelShader = (PVMSVGA3DSHADER)pvNew;
6494 memset(&pContext->paPixelShader[pContext->cPixelShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cPixelShaders));
6495 for (uint32_t i = pContext->cPixelShaders; i < shid + 1; i++)
6496 pContext->paPixelShader[i].id = SVGA3D_INVALID_ID;
6497 pContext->cPixelShaders = shid + 1;
6498 }
6499 /* If one already exists with this id, then destroy it now. */
6500 if (pContext->paPixelShader[shid].id != SVGA3D_INVALID_ID)
6501 vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paPixelShader[shid].type);
6502
6503 pShader = &pContext->paPixelShader[shid];
6504 }
6505
6506 memset(pShader, 0, sizeof(*pShader));
6507 pShader->id = shid;
6508 pShader->cid = cid;
6509 pShader->type = type;
6510 pShader->cbData = cbData;
6511 pShader->pShaderProgram = RTMemAllocZ(cbData);
6512 AssertReturn(pShader->pShaderProgram, VERR_NO_MEMORY);
6513 memcpy(pShader->pShaderProgram, pShaderData, cbData);
6514
6515#ifdef DUMP_SHADER_DISASSEMBLY
6516 LPD3DXBUFFER pDisassembly;
6517 HRESULT hr = D3DXDisassembleShader((const DWORD *)pShaderData, FALSE, NULL, &pDisassembly);
6518 if (hr == D3D_OK)
6519 {
6520 Log(("Shader disassembly:\n%s\n", pDisassembly->GetBufferPointer()));
6521 pDisassembly->Release();
6522 }
6523#endif
6524
6525 switch (type)
6526 {
6527 case SVGA3D_SHADERTYPE_VS:
6528 rc = ShaderCreateVertexShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pVertexShader);
6529 break;
6530
6531 case SVGA3D_SHADERTYPE_PS:
6532 rc = ShaderCreatePixelShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pPixelShader);
6533 break;
6534
6535 default:
6536 AssertFailedReturn(VERR_INVALID_PARAMETER);
6537 }
6538 if (rc != VINF_SUCCESS)
6539 {
6540 RTMemFree(pShader->pShaderProgram);
6541 memset(pShader, 0, sizeof(*pShader));
6542 pShader->id = SVGA3D_INVALID_ID;
6543 }
6544
6545 return rc;
6546}
6547
6548int vmsvga3dShaderDestroy(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type)
6549{
6550 PVMSVGA3DCONTEXT pContext;
6551 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6552 AssertReturn(pState, VERR_NO_MEMORY);
6553 PVMSVGA3DSHADER pShader = NULL;
6554 int rc;
6555
6556 Log(("vmsvga3dShaderDestroy cid=%x shid=%x type=%s\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL"));
6557
6558 if ( cid >= pState->cContexts
6559 || pState->papContexts[cid]->id != cid)
6560 {
6561 Log(("vmsvga3dShaderDestroy invalid context id!\n"));
6562 return VERR_INVALID_PARAMETER;
6563 }
6564 pContext = pState->papContexts[cid];
6565 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6566
6567 if (type == SVGA3D_SHADERTYPE_VS)
6568 {
6569 if ( shid < pContext->cVertexShaders
6570 && pContext->paVertexShader[shid].id == shid)
6571 {
6572 pShader = &pContext->paVertexShader[shid];
6573 rc = ShaderDestroyVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6574 AssertRC(rc);
6575 }
6576 }
6577 else
6578 {
6579 Assert(type == SVGA3D_SHADERTYPE_PS);
6580 if ( shid < pContext->cPixelShaders
6581 && pContext->paPixelShader[shid].id == shid)
6582 {
6583 pShader = &pContext->paPixelShader[shid];
6584 rc = ShaderDestroyPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6585 AssertRC(rc);
6586 }
6587 }
6588
6589 if (pShader)
6590 {
6591 if (pShader->pShaderProgram)
6592 RTMemFree(pShader->pShaderProgram);
6593 memset(pShader, 0, sizeof(*pShader));
6594 pShader->id = SVGA3D_INVALID_ID;
6595 }
6596 else
6597 AssertFailedReturn(VERR_INVALID_PARAMETER);
6598
6599 return VINF_SUCCESS;
6600}
6601
6602int vmsvga3dShaderSet(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext, uint32_t cid, SVGA3dShaderType type, uint32_t shid)
6603{
6604 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6605 AssertReturn(pState, VERR_NO_MEMORY);
6606 int rc;
6607
6608 Log(("vmsvga3dShaderSet cid=%x type=%s shid=%d\n", cid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", shid));
6609
6610 if ( !pContext
6611 && cid < pState->cContexts
6612 && pState->papContexts[cid]->id == cid)
6613 pContext = pState->papContexts[cid];
6614 else if (!pContext)
6615 {
6616 AssertMsgFailed(("cid=%#x cContexts=%#x\n", cid, pState->cContexts));
6617 Log(("vmsvga3dShaderSet invalid context id!\n"));
6618 return VERR_INVALID_PARAMETER;
6619 }
6620 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6621
6622 if (type == SVGA3D_SHADERTYPE_VS)
6623 {
6624 /* Save for vm state save/restore. */
6625 pContext->state.shidVertex = shid;
6626 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VERTEXSHADER;
6627
6628 if ( shid < pContext->cVertexShaders
6629 && pContext->paVertexShader[shid].id == shid)
6630 {
6631 PVMSVGA3DSHADER pShader = &pContext->paVertexShader[shid];
6632 Assert(type == pShader->type);
6633
6634 rc = ShaderSetVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
6635 AssertRCReturn(rc, rc);
6636 }
6637 else
6638 if (shid == SVGA_ID_INVALID)
6639 {
6640 /* Unselect shader. */
6641 rc = ShaderSetVertexShader(pContext->pShaderContext, NULL);
6642 AssertRCReturn(rc, rc);
6643 }
6644 else
6645 AssertFailedReturn(VERR_INVALID_PARAMETER);
6646 }
6647 else
6648 {
6649 /* Save for vm state save/restore. */
6650 pContext->state.shidPixel = shid;
6651 pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_PIXELSHADER;
6652
6653 Assert(type == SVGA3D_SHADERTYPE_PS);
6654 if ( shid < pContext->cPixelShaders
6655 && pContext->paPixelShader[shid].id == shid)
6656 {
6657 PVMSVGA3DSHADER pShader = &pContext->paPixelShader[shid];
6658 Assert(type == pShader->type);
6659
6660 rc = ShaderSetPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
6661 AssertRCReturn(rc, rc);
6662 }
6663 else
6664 if (shid == SVGA_ID_INVALID)
6665 {
6666 /* Unselect shader. */
6667 rc = ShaderSetPixelShader(pContext->pShaderContext, NULL);
6668 AssertRCReturn(rc, rc);
6669 }
6670 else
6671 AssertFailedReturn(VERR_INVALID_PARAMETER);
6672 }
6673
6674 return VINF_SUCCESS;
6675}
6676
6677int vmsvga3dShaderSetConst(PVGASTATE pThis, uint32_t cid, uint32_t reg, SVGA3dShaderType type, SVGA3dShaderConstType ctype, uint32_t cRegisters, uint32_t *pValues)
6678{
6679 PVMSVGA3DCONTEXT pContext;
6680 PVMSVGA3DSTATE pState = pThis->svga.p3dState;
6681 AssertReturn(pState, VERR_NO_MEMORY);
6682 int rc;
6683
6684 Log(("vmsvga3dShaderSetConst cid=%x reg=%x type=%s cregs=%d ctype=%x\n", cid, reg, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cRegisters, ctype));
6685
6686 if ( cid >= pState->cContexts
6687 || pState->papContexts[cid]->id != cid)
6688 {
6689 Log(("vmsvga3dShaderSetConst invalid context id!\n"));
6690 return VERR_INVALID_PARAMETER;
6691 }
6692 pContext = pState->papContexts[cid];
6693 VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
6694
6695 for (uint32_t i = 0; i < cRegisters; i++)
6696 {
6697#ifdef LOG_ENABLED
6698 switch (ctype)
6699 {
6700 case SVGA3D_CONST_TYPE_FLOAT:
6701 {
6702 float *pValuesF = (float *)pValues;
6703 Log(("Constant %d: value=%d-%d-%d-%d\n", reg + i, (int)(pValuesF[i*4 + 0] * 100.0), (int)(pValuesF[i*4 + 1] * 100.0), (int)(pValuesF[i*4 + 2] * 100.0), (int)(pValuesF[i*4 + 3] * 100.0)));
6704 break;
6705 }
6706
6707 case SVGA3D_CONST_TYPE_INT:
6708 Log(("Constant %d: value=%x-%x-%x-%x\n", reg + i, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]));
6709 break;
6710
6711 case SVGA3D_CONST_TYPE_BOOL:
6712 Log(("Constant %d: value=%x-%x-%x-%x\n", reg + i, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]));
6713 break;
6714 }
6715#endif
6716 vmsvga3dSaveShaderConst(pContext, reg + i, type, ctype, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]);
6717 }
6718
6719 switch (type)
6720 {
6721 case SVGA3D_SHADERTYPE_VS:
6722 switch (ctype)
6723 {
6724 case SVGA3D_CONST_TYPE_FLOAT:
6725 rc = ShaderSetVertexShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6726 break;
6727
6728 case SVGA3D_CONST_TYPE_INT:
6729 rc = ShaderSetVertexShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6730 break;
6731
6732 case SVGA3D_CONST_TYPE_BOOL:
6733 rc = ShaderSetVertexShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6734 break;
6735
6736 default:
6737 AssertFailedReturn(VERR_INVALID_PARAMETER);
6738 }
6739 AssertRCReturn(rc, rc);
6740 break;
6741
6742 case SVGA3D_SHADERTYPE_PS:
6743 switch (ctype)
6744 {
6745 case SVGA3D_CONST_TYPE_FLOAT:
6746 rc = ShaderSetPixelShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
6747 break;
6748
6749 case SVGA3D_CONST_TYPE_INT:
6750 rc = ShaderSetPixelShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
6751 break;
6752
6753 case SVGA3D_CONST_TYPE_BOOL:
6754 rc = ShaderSetPixelShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
6755 break;
6756
6757 default:
6758 AssertFailedReturn(VERR_INVALID_PARAMETER);
6759 }
6760 AssertRCReturn(rc, rc);
6761 break;
6762
6763 default:
6764 AssertFailedReturn(VERR_INVALID_PARAMETER);
6765 }
6766
6767 return VINF_SUCCESS;
6768}
6769
6770
6771int vmsvga3dQueryBegin(PVGASTATE pThis, uint32_t cid, SVGA3dQueryType type)
6772{
6773 RT_NOREF(pThis, cid, type);
6774 AssertFailed();
6775 return VERR_NOT_IMPLEMENTED;
6776}
6777
6778int vmsvga3dQueryEnd(PVGASTATE pThis, uint32_t cid, SVGA3dQueryType type, SVGAGuestPtr guestResult)
6779{
6780 RT_NOREF(pThis, cid, type, guestResult);
6781 AssertFailed();
6782 return VERR_NOT_IMPLEMENTED;
6783}
6784
6785int vmsvga3dQueryWait(PVGASTATE pThis, uint32_t cid, SVGA3dQueryType type, SVGAGuestPtr guestResult)
6786{
6787 RT_NOREF(pThis, cid, type, guestResult);
6788 AssertFailed();
6789 return VERR_NOT_IMPLEMENTED;
6790}
6791
注意: 瀏覽 TracBrowser 來幫助您使用儲存庫瀏覽器

© 2025 Oracle Support Privacy / Do Not Sell My Info Terms of Use Trademark Policy Automated Access Etiquette