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Diffstat (limited to 'src/VBox/Devices/Graphics/DevVGA-SVGA3d-savedstate.cpp')
-rw-r--r--src/VBox/Devices/Graphics/DevVGA-SVGA3d-savedstate.cpp1033
1 files changed, 1033 insertions, 0 deletions
diff --git a/src/VBox/Devices/Graphics/DevVGA-SVGA3d-savedstate.cpp b/src/VBox/Devices/Graphics/DevVGA-SVGA3d-savedstate.cpp
new file mode 100644
index 00000000..a03d4a85
--- /dev/null
+++ b/src/VBox/Devices/Graphics/DevVGA-SVGA3d-savedstate.cpp
@@ -0,0 +1,1033 @@
+/* $Id: DevVGA-SVGA3d-savedstate.cpp $ */
+/** @file
+ * DevSVGA3d - VMWare SVGA device, 3D parts - Saved state and assocated stuff.
+ */
+
+/*
+ * Copyright (C) 2013-2019 Oracle Corporation
+ *
+ * This file is part of VirtualBox Open Source Edition (OSE), as
+ * available from http://www.virtualbox.org. This file is free software;
+ * you can redistribute it and/or modify it under the terms of the GNU
+ * General Public License (GPL) as published by the Free Software
+ * Foundation, in version 2 as it comes in the "COPYING" file of the
+ * VirtualBox OSE distribution. VirtualBox OSE is distributed in the
+ * hope that it will be useful, but WITHOUT ANY WARRANTY of any kind.
+ */
+
+
+/*********************************************************************************************************************************
+* Header Files *
+*********************************************************************************************************************************/
+#define LOG_GROUP LOG_GROUP_DEV_VMSVGA
+#include <VBox/vmm/pdmdev.h>
+#include <iprt/errcore.h>
+#include <VBox/log.h>
+
+#include <iprt/assert.h>
+#include <iprt/mem.h>
+
+#include <VBox/vmm/pgm.h> /* required by DevVGA.h */
+#include <VBoxVideo.h> /* required by DevVGA.h */
+
+/* should go BEFORE any other DevVGA include to make all DevVGA.h config defines be visible */
+#include "DevVGA.h"
+
+#include "DevVGA-SVGA.h"
+#include "DevVGA-SVGA3d.h"
+#define VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS
+#include "DevVGA-SVGA3d-internal.h"
+
+
+
+/**
+ * Reinitializes an active context.
+ *
+ * @returns VBox status code.
+ * @param pThis The VMSVGA device state.
+ * @param pContext The freshly loaded context to reinitialize.
+ */
+static int vmsvga3dLoadReinitContext(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext)
+{
+ int rc;
+ uint32_t cid = pContext->id;
+ Assert(cid != SVGA3D_INVALID_ID);
+
+ /* First set the render targets as they change the internal state (reset viewport etc) */
+ Log(("vmsvga3dLoadReinitContext: Recreate render targets BEGIN [cid=%#x]\n", cid));
+ for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aRenderTargets); j++)
+ {
+ if (pContext->state.aRenderTargets[j] != SVGA3D_INVALID_ID)
+ {
+ SVGA3dSurfaceImageId target;
+
+ target.sid = pContext->state.aRenderTargets[j];
+ target.face = 0;
+ target.mipmap = 0;
+ rc = vmsvga3dSetRenderTarget(pThis, cid, (SVGA3dRenderTargetType)j, target);
+ AssertRCReturn(rc, rc);
+ }
+ }
+ Log(("vmsvga3dLoadReinitContext: Recreate render targets END\n"));
+
+ /* Recreate the render state */
+ Log(("vmsvga3dLoadReinitContext: Recreate render state BEGIN\n"));
+ for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aRenderState); j++)
+ {
+ SVGA3dRenderState *pRenderState = &pContext->state.aRenderState[j];
+
+ if (pRenderState->state != SVGA3D_RS_INVALID)
+ vmsvga3dSetRenderState(pThis, pContext->id, 1, pRenderState);
+ }
+ Log(("vmsvga3dLoadReinitContext: Recreate render state END\n"));
+
+ /* Recreate the texture state */
+ Log(("vmsvga3dLoadReinitContext: Recreate texture state BEGIN\n"));
+ for (uint32_t iStage = 0; iStage < RT_ELEMENTS(pContext->state.aTextureStates); ++iStage)
+ {
+ for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aTextureStates[0]); ++j)
+ {
+ SVGA3dTextureState *pTextureState = &pContext->state.aTextureStates[iStage][j];
+
+ if (pTextureState->name != SVGA3D_TS_INVALID)
+ vmsvga3dSetTextureState(pThis, pContext->id, 1, pTextureState);
+ }
+ }
+ Log(("vmsvga3dLoadReinitContext: Recreate texture state END\n"));
+
+ /* Reprogram the clip planes. */
+ for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aClipPlane); j++)
+ {
+ if (pContext->state.aClipPlane[j].fValid == true)
+ vmsvga3dSetClipPlane(pThis, cid, j, pContext->state.aClipPlane[j].plane);
+ }
+
+ /* Reprogram the light data. */
+ for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aLightData); j++)
+ {
+ if (pContext->state.aLightData[j].fValidData == true)
+ vmsvga3dSetLightData(pThis, cid, j, &pContext->state.aLightData[j].data);
+ if (pContext->state.aLightData[j].fEnabled)
+ vmsvga3dSetLightEnabled(pThis, cid, j, true);
+ }
+
+ /* Recreate the transform state. */
+ if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_TRANSFORM)
+ {
+ for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aTransformState); j++)
+ {
+ if (pContext->state.aTransformState[j].fValid == true)
+ vmsvga3dSetTransform(pThis, cid, (SVGA3dTransformType)j, pContext->state.aTransformState[j].matrix);
+ }
+ }
+
+ /* Reprogram the material data. */
+ if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_MATERIAL)
+ {
+ for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aMaterial); j++)
+ {
+ if (pContext->state.aMaterial[j].fValid == true)
+ vmsvga3dSetMaterial(pThis, cid, (SVGA3dFace)j, &pContext->state.aMaterial[j].material);
+ }
+ }
+
+ if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_SCISSORRECT)
+ vmsvga3dSetScissorRect(pThis, cid, &pContext->state.RectScissor);
+ if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_ZRANGE)
+ vmsvga3dSetZRange(pThis, cid, pContext->state.zRange);
+ if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_VIEWPORT)
+ vmsvga3dSetViewPort(pThis, cid, &pContext->state.RectViewPort);
+ if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_VERTEXSHADER)
+ vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_VS, pContext->state.shidVertex);
+ if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_PIXELSHADER)
+ vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_PS, pContext->state.shidPixel);
+
+ Log(("vmsvga3dLoadReinitContext: returns [cid=%#x]\n", cid));
+ return VINF_SUCCESS;
+}
+
+int vmsvga3dLoadExec(PVGASTATE pThis, PSSMHANDLE pSSM, uint32_t uVersion, uint32_t uPass)
+{
+ RT_NOREF(uPass);
+ PVMSVGA3DSTATE pState = pThis->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+ int rc;
+ uint32_t cContexts, cSurfaces;
+ LogFlow(("vmsvga3dLoadExec:\n"));
+
+#ifndef RT_OS_DARWIN /** @todo r=bird: this is normally done on the EMT, so for DARWIN we do that when loading saved state too now. See DevVGA-SVGA.cpp */
+ /* Must initialize now as the recreation calls below rely on an initialized 3d subsystem. */
+ vmsvga3dPowerOn(pThis);
+#endif
+
+ /* Get the generic 3d state first. */
+ rc = SSMR3GetStructEx(pSSM, pState, sizeof(*pState), 0, g_aVMSVGA3DSTATEFields, NULL);
+ AssertRCReturn(rc, rc);
+
+ cContexts = pState->cContexts;
+ cSurfaces = pState->cSurfaces;
+ pState->cContexts = 0;
+ pState->cSurfaces = 0;
+
+ /* Fetch all active contexts. */
+ for (uint32_t i = 0; i < cContexts; i++)
+ {
+ PVMSVGA3DCONTEXT pContext;
+ uint32_t cid;
+
+ /* Get the context id */
+ rc = SSMR3GetU32(pSSM, &cid);
+ AssertRCReturn(rc, rc);
+
+ if (cid != SVGA3D_INVALID_ID)
+ {
+ uint32_t cPixelShaderConst, cVertexShaderConst, cPixelShaders, cVertexShaders;
+ LogFlow(("vmsvga3dLoadExec: Loading cid=%#x\n", cid));
+
+#ifdef VMSVGA3D_OPENGL
+ if (cid == VMSVGA3D_SHARED_CTX_ID)
+ {
+ i--; /* Not included in cContexts. */
+ pContext = &pState->SharedCtx;
+ if (pContext->id != VMSVGA3D_SHARED_CTX_ID)
+ {
+ rc = vmsvga3dContextDefineOgl(pThis, VMSVGA3D_SHARED_CTX_ID, VMSVGA3D_DEF_CTX_F_SHARED_CTX);
+ AssertRCReturn(rc, rc);
+ }
+ }
+ else
+#endif
+ {
+ rc = vmsvga3dContextDefine(pThis, cid);
+ AssertRCReturn(rc, rc);
+
+ pContext = pState->papContexts[i];
+ }
+ AssertReturn(pContext->id == cid, VERR_INTERNAL_ERROR);
+
+ rc = SSMR3GetStructEx(pSSM, pContext, sizeof(*pContext), 0, g_aVMSVGA3DCONTEXTFields, NULL);
+ AssertRCReturn(rc, rc);
+
+ cPixelShaders = pContext->cPixelShaders;
+ cVertexShaders = pContext->cVertexShaders;
+ cPixelShaderConst = pContext->state.cPixelShaderConst;
+ cVertexShaderConst = pContext->state.cVertexShaderConst;
+ pContext->cPixelShaders = 0;
+ pContext->cVertexShaders = 0;
+ pContext->state.cPixelShaderConst = 0;
+ pContext->state.cVertexShaderConst = 0;
+
+ /* Fetch all pixel shaders. */
+ for (uint32_t j = 0; j < cPixelShaders; j++)
+ {
+ VMSVGA3DSHADER shader;
+ uint32_t shid;
+
+ /* Fetch the id first. */
+ rc = SSMR3GetU32(pSSM, &shid);
+ AssertRCReturn(rc, rc);
+
+ if (shid != SVGA3D_INVALID_ID)
+ {
+ uint32_t *pData;
+
+ /* Fetch a copy of the shader struct. */
+ rc = SSMR3GetStructEx(pSSM, &shader, sizeof(shader), 0, g_aVMSVGA3DSHADERFields, NULL);
+ AssertRCReturn(rc, rc);
+
+ pData = (uint32_t *)RTMemAlloc(shader.cbData);
+ AssertReturn(pData, VERR_NO_MEMORY);
+
+ rc = SSMR3GetMem(pSSM, pData, shader.cbData);
+ AssertRCReturn(rc, rc);
+
+ rc = vmsvga3dShaderDefine(pThis, cid, shid, shader.type, shader.cbData, pData);
+ AssertRCReturn(rc, rc);
+
+ RTMemFree(pData);
+ }
+ }
+
+ /* Fetch all vertex shaders. */
+ for (uint32_t j = 0; j < cVertexShaders; j++)
+ {
+ VMSVGA3DSHADER shader;
+ uint32_t shid;
+
+ /* Fetch the id first. */
+ rc = SSMR3GetU32(pSSM, &shid);
+ AssertRCReturn(rc, rc);
+
+ if (shid != SVGA3D_INVALID_ID)
+ {
+ uint32_t *pData;
+
+ /* Fetch a copy of the shader struct. */
+ rc = SSMR3GetStructEx(pSSM, &shader, sizeof(shader), 0, g_aVMSVGA3DSHADERFields, NULL);
+ AssertRCReturn(rc, rc);
+
+ pData = (uint32_t *)RTMemAlloc(shader.cbData);
+ AssertReturn(pData, VERR_NO_MEMORY);
+
+ rc = SSMR3GetMem(pSSM, pData, shader.cbData);
+ AssertRCReturn(rc, rc);
+
+ rc = vmsvga3dShaderDefine(pThis, cid, shid, shader.type, shader.cbData, pData);
+ AssertRCReturn(rc, rc);
+
+ RTMemFree(pData);
+ }
+ }
+
+ /* Fetch pixel shader constants. */
+ for (uint32_t j = 0; j < cPixelShaderConst; j++)
+ {
+ VMSVGASHADERCONST ShaderConst;
+
+ rc = SSMR3GetStructEx(pSSM, &ShaderConst, sizeof(ShaderConst), 0, g_aVMSVGASHADERCONSTFields, NULL);
+ AssertRCReturn(rc, rc);
+
+ if (ShaderConst.fValid)
+ {
+ rc = vmsvga3dShaderSetConst(pThis, cid, j, SVGA3D_SHADERTYPE_PS, ShaderConst.ctype, 1, ShaderConst.value);
+ AssertRCReturn(rc, rc);
+ }
+ }
+
+ /* Fetch vertex shader constants. */
+ for (uint32_t j = 0; j < cVertexShaderConst; j++)
+ {
+ VMSVGASHADERCONST ShaderConst;
+
+ rc = SSMR3GetStructEx(pSSM, &ShaderConst, sizeof(ShaderConst), 0, g_aVMSVGASHADERCONSTFields, NULL);
+ AssertRCReturn(rc, rc);
+
+ if (ShaderConst.fValid)
+ {
+ rc = vmsvga3dShaderSetConst(pThis, cid, j, SVGA3D_SHADERTYPE_VS, ShaderConst.ctype, 1, ShaderConst.value);
+ AssertRCReturn(rc, rc);
+ }
+ }
+
+ if (uVersion >= VGA_SAVEDSTATE_VERSION_VMSVGA_TEX_STAGES)
+ {
+ /* Load texture stage and samplers state. */
+
+ /* Number of stages/samplers. */
+ uint32_t cStages;
+ rc = SSMR3GetU32(pSSM, &cStages);
+ AssertRCReturn(rc, rc);
+
+ /* Number of states. */
+ uint32_t cTextureStates;
+ rc = SSMR3GetU32(pSSM, &cTextureStates);
+ AssertRCReturn(rc, rc);
+
+ for (uint32_t iStage = 0; iStage < cStages; ++iStage)
+ {
+ for (uint32_t j = 0; j < cTextureStates; ++j)
+ {
+ SVGA3dTextureState textureState;
+ SSMR3GetU32(pSSM, &textureState.stage);
+ uint32_t u32Name;
+ SSMR3GetU32(pSSM, &u32Name);
+ textureState.name = (SVGA3dTextureStateName)u32Name;
+ rc = SSMR3GetU32(pSSM, &textureState.value);
+ AssertRCReturn(rc, rc);
+
+ if ( iStage < RT_ELEMENTS(pContext->state.aTextureStates)
+ && j < RT_ELEMENTS(pContext->state.aTextureStates[0]))
+ {
+ pContext->state.aTextureStates[iStage][j] = textureState;
+ }
+ }
+ }
+ }
+
+ if (uVersion >= VGA_SAVEDSTATE_VERSION_VMSVGA)
+ {
+ VMSVGA3DQUERY query;
+ RT_ZERO(query);
+
+ rc = SSMR3GetStructEx(pSSM, &query, sizeof(query), 0, g_aVMSVGA3DQUERYFields, NULL);
+ AssertRCReturn(rc, rc);
+
+ switch (query.enmQueryState)
+ {
+ case VMSVGA3DQUERYSTATE_BUILDING:
+ /* Start collecting data. */
+ vmsvga3dQueryBegin(pThis, cid, SVGA3D_QUERYTYPE_OCCLUSION);
+ /* Partial result. */
+ pContext->occlusion.u32QueryResult = query.u32QueryResult;
+ break;
+
+ case VMSVGA3DQUERYSTATE_ISSUED:
+ /* Guest ended the query but did not read result. Result is restored. */
+ query.enmQueryState = VMSVGA3DQUERYSTATE_SIGNALED;
+ RT_FALL_THRU();
+ case VMSVGA3DQUERYSTATE_SIGNALED:
+ /* Create the query object. */
+ vmsvga3dOcclusionQueryCreate(pState, pContext);
+
+ /* Update result and state. */
+ pContext->occlusion.enmQueryState = query.enmQueryState;
+ pContext->occlusion.u32QueryResult = query.u32QueryResult;
+ break;
+
+ default:
+ AssertFailed();
+ RT_FALL_THRU();
+ case VMSVGA3DQUERYSTATE_NULL:
+ RT_ZERO(pContext->occlusion);
+ break;
+ }
+ }
+ }
+ }
+
+#ifdef VMSVGA3D_OPENGL
+ /* Make the shared context the current one. */
+ if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, &pState->SharedCtx);
+#endif
+
+ /* Fetch all surfaces. */
+ for (uint32_t i = 0; i < cSurfaces; i++)
+ {
+ uint32_t sid;
+
+ /* Fetch the id first. */
+ rc = SSMR3GetU32(pSSM, &sid);
+ AssertRCReturn(rc, rc);
+
+ if (sid != SVGA3D_INVALID_ID)
+ {
+ VMSVGA3DSURFACE surface;
+ LogFlow(("vmsvga3dLoadExec: Loading sid=%#x\n", sid));
+
+ /* Fetch the surface structure first. */
+ rc = SSMR3GetStructEx(pSSM, &surface, sizeof(surface), 0, g_aVMSVGA3DSURFACEFields, NULL);
+ AssertRCReturn(rc, rc);
+
+ {
+ uint32_t cMipLevels = surface.faces[0].numMipLevels * surface.cFaces;
+ PVMSVGA3DMIPMAPLEVEL pMipmapLevel = (PVMSVGA3DMIPMAPLEVEL)RTMemAlloc(cMipLevels * sizeof(VMSVGA3DMIPMAPLEVEL));
+ AssertReturn(pMipmapLevel, VERR_NO_MEMORY);
+ SVGA3dSize *pMipmapLevelSize = (SVGA3dSize *)RTMemAlloc(cMipLevels * sizeof(SVGA3dSize));
+ AssertReturn(pMipmapLevelSize, VERR_NO_MEMORY);
+
+ /* Load the mip map level info. */
+ for (uint32_t face=0; face < surface.cFaces; face++)
+ {
+ for (uint32_t j = 0; j < surface.faces[0].numMipLevels; j++)
+ {
+ uint32_t idx = j + face * surface.faces[0].numMipLevels;
+ /* Load the mip map level struct. */
+ rc = SSMR3GetStructEx(pSSM, &pMipmapLevel[idx], sizeof(pMipmapLevel[idx]), 0, g_aVMSVGA3DMIPMAPLEVELFields, NULL);
+ AssertRCReturn(rc, rc);
+
+ pMipmapLevelSize[idx] = pMipmapLevel[idx].mipmapSize;
+ }
+ }
+
+ rc = vmsvga3dSurfaceDefine(pThis, sid, surface.surfaceFlags, surface.format, surface.faces, surface.multiSampleCount, surface.autogenFilter, cMipLevels, pMipmapLevelSize);
+ AssertRCReturn(rc, rc);
+
+ RTMemFree(pMipmapLevelSize);
+ RTMemFree(pMipmapLevel);
+ }
+
+ PVMSVGA3DSURFACE pSurface = pState->papSurfaces[sid];
+ Assert(pSurface->id == sid);
+
+ pSurface->fDirty = false;
+
+ /* Load the mip map level data. */
+ for (uint32_t j = 0; j < pSurface->faces[0].numMipLevels * pSurface->cFaces; j++)
+ {
+ PVMSVGA3DMIPMAPLEVEL pMipmapLevel = &pSurface->pMipmapLevels[j];
+ bool fDataPresent = false;
+
+ /* vmsvga3dSurfaceDefine already allocated the surface data buffer. */
+ Assert(pMipmapLevel->cbSurface);
+ AssertReturn(pMipmapLevel->pSurfaceData, VERR_INTERNAL_ERROR);
+
+ /* Fetch the data present boolean first. */
+ rc = SSMR3GetBool(pSSM, &fDataPresent);
+ AssertRCReturn(rc, rc);
+
+ Log(("Surface sid=%x: load mipmap level %d with %x bytes data (present=%d).\n", sid, j, pMipmapLevel->cbSurface, fDataPresent));
+
+ if (fDataPresent)
+ {
+ rc = SSMR3GetMem(pSSM, pMipmapLevel->pSurfaceData, pMipmapLevel->cbSurface);
+ AssertRCReturn(rc, rc);
+ pMipmapLevel->fDirty = true;
+ pSurface->fDirty = true;
+ }
+ else
+ {
+ pMipmapLevel->fDirty = false;
+ }
+ }
+ }
+ }
+
+#ifdef VMSVGA3D_OPENGL
+ /* Reinitialize the shared context. */
+ LogFlow(("vmsvga3dLoadExec: pState->SharedCtx.id=%#x\n", pState->SharedCtx.id));
+ if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
+ {
+ rc = vmsvga3dLoadReinitContext(pThis, &pState->SharedCtx);
+ AssertRCReturn(rc, rc);
+ }
+#endif
+
+ /* Reinitialize all active contexts. */
+ for (uint32_t i = 0; i < pState->cContexts; i++)
+ {
+ PVMSVGA3DCONTEXT pContext = pState->papContexts[i];
+ if (pContext->id != SVGA3D_INVALID_ID)
+ {
+ rc = vmsvga3dLoadReinitContext(pThis, pContext);
+ AssertRCReturn(rc, rc);
+ }
+ }
+
+ LogFlow(("vmsvga3dLoadExec: return success\n"));
+ return VINF_SUCCESS;
+}
+
+
+static int vmsvga3dSaveContext(PVGASTATE pThis, PSSMHANDLE pSSM, PVMSVGA3DCONTEXT pContext)
+{
+ PVMSVGA3DSTATE pState = pThis->svga.p3dState;
+ uint32_t cid = pContext->id;
+
+ /* Save the id first. */
+ int rc = SSMR3PutU32(pSSM, cid);
+ AssertRCReturn(rc, rc);
+
+ if (cid != SVGA3D_INVALID_ID)
+ {
+ /* Save a copy of the context structure first. */
+ rc = SSMR3PutStructEx(pSSM, pContext, sizeof(*pContext), 0, g_aVMSVGA3DCONTEXTFields, NULL);
+ AssertRCReturn(rc, rc);
+
+ /* Save all pixel shaders. */
+ for (uint32_t j = 0; j < pContext->cPixelShaders; j++)
+ {
+ PVMSVGA3DSHADER pShader = &pContext->paPixelShader[j];
+
+ /* Save the id first. */
+ rc = SSMR3PutU32(pSSM, pShader->id);
+ AssertRCReturn(rc, rc);
+
+ if (pShader->id != SVGA3D_INVALID_ID)
+ {
+ uint32_t cbData = pShader->cbData;
+
+ /* Save a copy of the shader struct. */
+ rc = SSMR3PutStructEx(pSSM, pShader, sizeof(*pShader), 0, g_aVMSVGA3DSHADERFields, NULL);
+ AssertRCReturn(rc, rc);
+
+ Log(("Save pixelshader shid=%d with %x bytes code.\n", pShader->id, cbData));
+ rc = SSMR3PutMem(pSSM, pShader->pShaderProgram, cbData);
+ AssertRCReturn(rc, rc);
+ }
+ }
+
+ /* Save all vertex shaders. */
+ for (uint32_t j = 0; j < pContext->cVertexShaders; j++)
+ {
+ PVMSVGA3DSHADER pShader = &pContext->paVertexShader[j];
+
+ /* Save the id first. */
+ rc = SSMR3PutU32(pSSM, pShader->id);
+ AssertRCReturn(rc, rc);
+
+ if (pShader->id != SVGA3D_INVALID_ID)
+ {
+ uint32_t cbData = pShader->cbData;
+
+ /* Save a copy of the shader struct. */
+ rc = SSMR3PutStructEx(pSSM, pShader, sizeof(*pShader), 0, g_aVMSVGA3DSHADERFields, NULL);
+ AssertRCReturn(rc, rc);
+
+ Log(("Save vertex shader shid=%d with %x bytes code.\n", pShader->id, cbData));
+ /* Fetch the shader code and save it. */
+ rc = SSMR3PutMem(pSSM, pShader->pShaderProgram, cbData);
+ AssertRCReturn(rc, rc);
+ }
+ }
+
+ /* Save pixel shader constants. */
+ for (uint32_t j = 0; j < pContext->state.cPixelShaderConst; j++)
+ {
+ rc = SSMR3PutStructEx(pSSM, &pContext->state.paPixelShaderConst[j], sizeof(pContext->state.paPixelShaderConst[j]), 0, g_aVMSVGASHADERCONSTFields, NULL);
+ AssertRCReturn(rc, rc);
+ }
+
+ /* Save vertex shader constants. */
+ for (uint32_t j = 0; j < pContext->state.cVertexShaderConst; j++)
+ {
+ rc = SSMR3PutStructEx(pSSM, &pContext->state.paVertexShaderConst[j], sizeof(pContext->state.paVertexShaderConst[j]), 0, g_aVMSVGASHADERCONSTFields, NULL);
+ AssertRCReturn(rc, rc);
+ }
+
+ /* Save texture stage and samplers state. */
+
+ /* Number of stages/samplers. */
+ rc = SSMR3PutU32(pSSM, RT_ELEMENTS(pContext->state.aTextureStates));
+ AssertRCReturn(rc, rc);
+
+ /* Number of texture states. */
+ rc = SSMR3PutU32(pSSM, RT_ELEMENTS(pContext->state.aTextureStates[0]));
+ AssertRCReturn(rc, rc);
+
+ for (uint32_t iStage = 0; iStage < RT_ELEMENTS(pContext->state.aTextureStates); ++iStage)
+ {
+ for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aTextureStates[0]); ++j)
+ {
+ SVGA3dTextureState *pTextureState = &pContext->state.aTextureStates[iStage][j];
+
+ SSMR3PutU32(pSSM, pTextureState->stage);
+ SSMR3PutU32(pSSM, pTextureState->name);
+ rc = SSMR3PutU32(pSSM, pTextureState->value);
+ AssertRCReturn(rc, rc);
+ }
+ }
+
+ /* Occlusion query. */
+ if (!VMSVGA3DQUERY_EXISTS(&pContext->occlusion))
+ {
+ pContext->occlusion.enmQueryState = VMSVGA3DQUERYSTATE_NULL;
+ }
+
+ switch (pContext->occlusion.enmQueryState)
+ {
+ case VMSVGA3DQUERYSTATE_BUILDING:
+ /* Stop collecting data. Fetch partial result. Save result. */
+ vmsvga3dOcclusionQueryEnd(pState, pContext);
+ RT_FALL_THRU();
+ case VMSVGA3DQUERYSTATE_ISSUED:
+ /* Fetch result. Save result. */
+ pContext->occlusion.u32QueryResult = 0;
+ vmsvga3dOcclusionQueryGetData(pState, pContext, &pContext->occlusion.u32QueryResult);
+ RT_FALL_THRU();
+ case VMSVGA3DQUERYSTATE_SIGNALED:
+ /* Save result. Nothing to do here. */
+ break;
+
+ default:
+ AssertFailed();
+ RT_FALL_THRU();
+ case VMSVGA3DQUERYSTATE_NULL:
+ pContext->occlusion.enmQueryState = VMSVGA3DQUERYSTATE_NULL;
+ pContext->occlusion.u32QueryResult = 0;
+ break;
+ }
+
+ rc = SSMR3PutStructEx(pSSM, &pContext->occlusion, sizeof(pContext->occlusion), 0, g_aVMSVGA3DQUERYFields, NULL);
+ AssertRCReturn(rc, rc);
+ }
+
+ return VINF_SUCCESS;
+}
+
+int vmsvga3dSaveExec(PVGASTATE pThis, PSSMHANDLE pSSM)
+{
+ PVMSVGA3DSTATE pState = pThis->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+ int rc;
+
+ /* Save a copy of the generic 3d state first. */
+ rc = SSMR3PutStructEx(pSSM, pState, sizeof(*pState), 0, g_aVMSVGA3DSTATEFields, NULL);
+ AssertRCReturn(rc, rc);
+
+#ifdef VMSVGA3D_OPENGL
+ /* Save the shared context. */
+ if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
+ {
+ rc = vmsvga3dSaveContext(pThis, pSSM, &pState->SharedCtx);
+ AssertRCReturn(rc, rc);
+ }
+#endif
+
+ /* Save all active contexts. */
+ for (uint32_t i = 0; i < pState->cContexts; i++)
+ {
+ rc = vmsvga3dSaveContext(pThis, pSSM, pState->papContexts[i]);
+ AssertRCReturn(rc, rc);
+ }
+
+ /* Save all active surfaces. */
+ for (uint32_t sid = 0; sid < pState->cSurfaces; sid++)
+ {
+ PVMSVGA3DSURFACE pSurface = pState->papSurfaces[sid];
+
+ /* Save the id first. */
+ rc = SSMR3PutU32(pSSM, pSurface->id);
+ AssertRCReturn(rc, rc);
+
+ if (pSurface->id != SVGA3D_INVALID_ID)
+ {
+ /* Save a copy of the surface structure first. */
+ rc = SSMR3PutStructEx(pSSM, pSurface, sizeof(*pSurface), 0, g_aVMSVGA3DSURFACEFields, NULL);
+ AssertRCReturn(rc, rc);
+
+ /* Save the mip map level info. */
+ for (uint32_t face=0; face < pSurface->cFaces; face++)
+ {
+ for (uint32_t i = 0; i < pSurface->faces[0].numMipLevels; i++)
+ {
+ uint32_t idx = i + face * pSurface->faces[0].numMipLevels;
+ PVMSVGA3DMIPMAPLEVEL pMipmapLevel = &pSurface->pMipmapLevels[idx];
+
+ /* Save a copy of the mip map level struct. */
+ rc = SSMR3PutStructEx(pSSM, pMipmapLevel, sizeof(*pMipmapLevel), 0, g_aVMSVGA3DMIPMAPLEVELFields, NULL);
+ AssertRCReturn(rc, rc);
+ }
+ }
+
+ /* Save the mip map level data. */
+ for (uint32_t face=0; face < pSurface->cFaces; face++)
+ {
+ for (uint32_t i = 0; i < pSurface->faces[0].numMipLevels; i++)
+ {
+ uint32_t idx = i + face * pSurface->faces[0].numMipLevels;
+ PVMSVGA3DMIPMAPLEVEL pMipmapLevel = &pSurface->pMipmapLevels[idx];
+
+ Log(("Surface sid=%d: save mipmap level %d with %x bytes data.\n", sid, i, pMipmapLevel->cbSurface));
+
+#ifdef VMSVGA3D_DIRECT3D
+ if (!pSurface->u.pSurface)
+#else
+ if (pSurface->oglId.texture == OPENGL_INVALID_ID)
+#endif
+ {
+ if (pMipmapLevel->fDirty)
+ {
+ /* Data follows */
+ rc = SSMR3PutBool(pSSM, true);
+ AssertRCReturn(rc, rc);
+
+ Assert(pMipmapLevel->cbSurface);
+ rc = SSMR3PutMem(pSSM, pMipmapLevel->pSurfaceData, pMipmapLevel->cbSurface);
+ AssertRCReturn(rc, rc);
+ }
+ else
+ {
+ /* No data follows */
+ rc = SSMR3PutBool(pSSM, false);
+ AssertRCReturn(rc, rc);
+ }
+ }
+ else
+ {
+#ifdef VMSVGA3D_DIRECT3D
+ void *pData;
+ bool fRenderTargetTexture = false;
+ bool fTexture = false;
+ bool fSkipSave = false;
+ HRESULT hr;
+
+ Assert(pMipmapLevel->cbSurface);
+ pData = RTMemAllocZ(pMipmapLevel->cbSurface);
+ AssertReturn(pData, VERR_NO_MEMORY);
+
+ switch (pSurface->enmD3DResType)
+ {
+ case VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE:
+ case VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE:
+ AssertFailed(); /// @todo
+ fSkipSave = true;
+ break;
+ case VMSVGA3D_D3DRESTYPE_SURFACE:
+ case VMSVGA3D_D3DRESTYPE_TEXTURE:
+ {
+ if (pSurface->surfaceFlags & SVGA3D_SURFACE_HINT_DEPTHSTENCIL)
+ {
+ /** @todo unable to easily fetch depth surface data in d3d 9 */
+ fSkipSave = true;
+ break;
+ }
+
+ fTexture = (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_TEXTURE);
+ fRenderTargetTexture = fTexture && (pSurface->surfaceFlags & SVGA3D_SURFACE_HINT_RENDERTARGET);
+
+ D3DLOCKED_RECT LockedRect;
+
+ if (fTexture)
+ {
+ if (pSurface->bounce.pTexture)
+ {
+ if ( !pSurface->fDirty
+ && fRenderTargetTexture
+ && i == 0 /* only the first time */)
+ {
+ IDirect3DSurface9 *pSrc, *pDest;
+
+ /** @todo stricter checks for associated context */
+ uint32_t cid = pSurface->idAssociatedContext;
+ if ( cid >= pState->cContexts
+ || pState->papContexts[cid]->id != cid)
+ {
+ Log(("vmsvga3dSaveExec invalid context id (%x - %x)!\n", cid, (cid >= pState->cContexts) ? -1 : pState->papContexts[cid]->id));
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+ }
+ PVMSVGA3DCONTEXT pContext = pState->papContexts[cid];
+
+ hr = pSurface->bounce.pTexture->GetSurfaceLevel(i, &pDest);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSaveExec: GetSurfaceLevel failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ hr = pSurface->u.pTexture->GetSurfaceLevel(i, &pSrc);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSaveExec: GetSurfaceLevel failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ hr = pContext->pDevice->GetRenderTargetData(pSrc, pDest);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSaveExec: GetRenderTargetData failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ pSrc->Release();
+ pDest->Release();
+ }
+
+ hr = pSurface->bounce.pTexture->LockRect(i, /* texture level */
+ &LockedRect,
+ NULL,
+ D3DLOCK_READONLY);
+ }
+ else
+ hr = pSurface->u.pTexture->LockRect(i, /* texture level */
+ &LockedRect,
+ NULL,
+ D3DLOCK_READONLY);
+ }
+ else
+ hr = pSurface->u.pSurface->LockRect(&LockedRect,
+ NULL,
+ D3DLOCK_READONLY);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSaveExec: LockRect failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ /* Copy the data one line at a time in case the internal pitch is different. */
+ for (uint32_t j = 0; j < pMipmapLevel->cBlocksY; ++j)
+ {
+ uint8_t *pu8Dst = (uint8_t *)pData + j * pMipmapLevel->cbSurfacePitch;
+ const uint8_t *pu8Src = (uint8_t *)LockedRect.pBits + j * LockedRect.Pitch;
+ memcpy(pu8Dst, pu8Src, pMipmapLevel->cbSurfacePitch);
+ }
+
+ if (fTexture)
+ {
+ if (pSurface->bounce.pTexture)
+ {
+ hr = pSurface->bounce.pTexture->UnlockRect(i);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSaveExec: UnlockRect failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+ else
+ hr = pSurface->u.pTexture->UnlockRect(i);
+ }
+ else
+ hr = pSurface->u.pSurface->UnlockRect();
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSaveExec: UnlockRect failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ break;
+ }
+
+ case VMSVGA3D_D3DRESTYPE_VERTEX_BUFFER:
+ case VMSVGA3D_D3DRESTYPE_INDEX_BUFFER:
+ {
+ /* Current type of the buffer. */
+ const bool fVertex = (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_VERTEX_BUFFER);
+
+ uint8_t *pD3DData;
+
+ if (fVertex)
+ hr = pSurface->u.pVertexBuffer->Lock(0, 0, (void **)&pD3DData, D3DLOCK_READONLY);
+ else
+ hr = pSurface->u.pIndexBuffer->Lock(0, 0, (void **)&pD3DData, D3DLOCK_READONLY);
+ AssertMsg(hr == D3D_OK, ("vmsvga3dSaveExec: Lock %s failed with %x\n", (fVertex) ? "vertex" : "index", hr));
+
+ memcpy(pData, pD3DData, pMipmapLevel->cbSurface);
+
+ if (fVertex)
+ hr = pSurface->u.pVertexBuffer->Unlock();
+ else
+ hr = pSurface->u.pIndexBuffer->Unlock();
+ AssertMsg(hr == D3D_OK, ("vmsvga3dSaveExec: Unlock %s failed with %x\n", (fVertex) ? "vertex" : "index", hr));
+ break;
+ }
+
+ default:
+ AssertFailed();
+ break;
+ }
+
+ if (!fSkipSave)
+ {
+ /* Data follows */
+ rc = SSMR3PutBool(pSSM, true);
+ AssertRCReturn(rc, rc);
+
+ /* And write the surface data. */
+ rc = SSMR3PutMem(pSSM, pData, pMipmapLevel->cbSurface);
+ AssertRCReturn(rc, rc);
+ }
+ else
+ {
+ /* No data follows */
+ rc = SSMR3PutBool(pSSM, false);
+ AssertRCReturn(rc, rc);
+ }
+
+ RTMemFree(pData);
+#elif defined(VMSVGA3D_OPENGL)
+ void *pData = NULL;
+
+ PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ Assert(pMipmapLevel->cbSurface);
+
+ switch (pSurface->surfaceFlags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)
+ {
+ default:
+ AssertFailed();
+ RT_FALL_THRU();
+ case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
+ case SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_HINT_TEXTURE:
+ /** @todo fetch data from the renderbuffer */
+ /* No data follows */
+ rc = SSMR3PutBool(pSSM, false);
+ AssertRCReturn(rc, rc);
+ break;
+
+ case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
+ case SVGA3D_SURFACE_HINT_TEXTURE:
+ case SVGA3D_SURFACE_HINT_RENDERTARGET:
+ {
+ GLint activeTexture;
+
+ pData = RTMemAllocZ(pMipmapLevel->cbSurface);
+ AssertReturn(pData, VERR_NO_MEMORY);
+
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ /* Set row length and alignment of the output data. */
+ VMSVGAPACKPARAMS SavedParams;
+ vmsvga3dOglSetPackParams(pState, pContext, pSurface, &SavedParams);
+
+ glGetTexImage(GL_TEXTURE_2D,
+ i,
+ pSurface->formatGL,
+ pSurface->typeGL,
+ pData);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ vmsvga3dOglRestorePackParams(pState, pContext, pSurface, &SavedParams);
+
+ /* Data follows */
+ rc = SSMR3PutBool(pSSM, true);
+ AssertRCReturn(rc, rc);
+
+ /* And write the surface data. */
+ rc = SSMR3PutMem(pSSM, pData, pMipmapLevel->cbSurface);
+ AssertRCReturn(rc, rc);
+
+ /* Restore the old active texture. */
+ glBindTexture(GL_TEXTURE_2D, activeTexture);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ break;
+ }
+
+ case SVGA3D_SURFACE_HINT_VERTEXBUFFER | SVGA3D_SURFACE_HINT_INDEXBUFFER:
+ case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
+ case SVGA3D_SURFACE_HINT_INDEXBUFFER:
+ {
+ uint8_t *pBufferData;
+
+ pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pSurface->oglId.buffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ pBufferData = (uint8_t *)pState->ext.glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ Assert(pBufferData);
+
+ /* Data follows */
+ rc = SSMR3PutBool(pSSM, true);
+ AssertRCReturn(rc, rc);
+
+ /* And write the surface data. */
+ rc = SSMR3PutMem(pSSM, pBufferData, pMipmapLevel->cbSurface);
+ AssertRCReturn(rc, rc);
+
+ pState->ext.glUnmapBuffer(GL_ARRAY_BUFFER);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ }
+ }
+ if (pData)
+ RTMemFree(pData);
+#else
+#error "Unexpected 3d backend"
+#endif
+ }
+ }
+ }
+ }
+ }
+ return VINF_SUCCESS;
+}
+
+int vmsvga3dSaveShaderConst(PVMSVGA3DCONTEXT pContext, uint32_t reg, SVGA3dShaderType type, SVGA3dShaderConstType ctype,
+ uint32_t val1, uint32_t val2, uint32_t val3, uint32_t val4)
+{
+ /* Choose a sane upper limit. */
+ AssertReturn(reg < _32K, VERR_INVALID_PARAMETER);
+
+ if (type == SVGA3D_SHADERTYPE_VS)
+ {
+ if (pContext->state.cVertexShaderConst <= reg)
+ {
+ pContext->state.paVertexShaderConst = (PVMSVGASHADERCONST)RTMemRealloc(pContext->state.paVertexShaderConst, sizeof(VMSVGASHADERCONST) * (reg + 1));
+ AssertReturn(pContext->state.paVertexShaderConst, VERR_NO_MEMORY);
+ for (uint32_t i = pContext->state.cVertexShaderConst; i < reg + 1; i++)
+ pContext->state.paVertexShaderConst[i].fValid = false;
+ pContext->state.cVertexShaderConst = reg + 1;
+ }
+
+ pContext->state.paVertexShaderConst[reg].fValid = true;
+ pContext->state.paVertexShaderConst[reg].ctype = ctype;
+ pContext->state.paVertexShaderConst[reg].value[0] = val1;
+ pContext->state.paVertexShaderConst[reg].value[1] = val2;
+ pContext->state.paVertexShaderConst[reg].value[2] = val3;
+ pContext->state.paVertexShaderConst[reg].value[3] = val4;
+ }
+ else
+ {
+ Assert(type == SVGA3D_SHADERTYPE_PS);
+ if (pContext->state.cPixelShaderConst <= reg)
+ {
+ pContext->state.paPixelShaderConst = (PVMSVGASHADERCONST)RTMemRealloc(pContext->state.paPixelShaderConst, sizeof(VMSVGASHADERCONST) * (reg + 1));
+ AssertReturn(pContext->state.paPixelShaderConst, VERR_NO_MEMORY);
+ for (uint32_t i = pContext->state.cPixelShaderConst; i < reg + 1; i++)
+ pContext->state.paPixelShaderConst[i].fValid = false;
+ pContext->state.cPixelShaderConst = reg + 1;
+ }
+
+ pContext->state.paPixelShaderConst[reg].fValid = true;
+ pContext->state.paPixelShaderConst[reg].ctype = ctype;
+ pContext->state.paPixelShaderConst[reg].value[0] = val1;
+ pContext->state.paPixelShaderConst[reg].value[1] = val2;
+ pContext->state.paPixelShaderConst[reg].value[2] = val3;
+ pContext->state.paPixelShaderConst[reg].value[3] = val4;
+ }
+
+ return VINF_SUCCESS;
+}
+