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-rw-r--r--src/VBox/Devices/Graphics/DevVGA-SVGA3d-ogl.cpp7967
1 files changed, 7967 insertions, 0 deletions
diff --git a/src/VBox/Devices/Graphics/DevVGA-SVGA3d-ogl.cpp b/src/VBox/Devices/Graphics/DevVGA-SVGA3d-ogl.cpp
new file mode 100644
index 00000000..2175d2ca
--- /dev/null
+++ b/src/VBox/Devices/Graphics/DevVGA-SVGA3d-ogl.cpp
@@ -0,0 +1,7967 @@
+/* $Id: DevVGA-SVGA3d-ogl.cpp $ */
+/** @file
+ * DevVMWare - VMWare SVGA device
+ */
+
+/*
+ * Copyright (C) 2013-2023 Oracle and/or its affiliates.
+ *
+ * This file is part of VirtualBox base platform packages, as
+ * available from https://www.virtualbox.org.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation, in version 3 of the
+ * License.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, see <https://www.gnu.org/licenses>.
+ *
+ * SPDX-License-Identifier: GPL-3.0-only
+ */
+
+
+/*********************************************************************************************************************************
+* Header Files *
+*********************************************************************************************************************************/
+/* Enable to disassemble defined shaders. (Windows host only) */
+#if defined(RT_OS_WINDOWS) && defined(DEBUG) && 0 /* Disabled as we don't have the DirectX SDK avaible atm. */
+# define DUMP_SHADER_DISASSEMBLY
+#endif
+#ifdef DEBUG_bird
+//# define RTMEM_WRAP_TO_EF_APIS
+#endif
+#define LOG_GROUP LOG_GROUP_DEV_VMSVGA
+#define GL_SILENCE_DEPRECATION /* shut up deprecated warnings on darwin (10.15 sdk) */
+#include <VBox/vmm/pdmdev.h>
+#include <VBox/version.h>
+#include <VBox/err.h>
+#include <VBox/log.h>
+#include <VBox/vmm/pgm.h>
+#include <VBox/AssertGuest.h>
+
+#include <iprt/assert.h>
+#include <iprt/semaphore.h>
+#include <iprt/uuid.h>
+#include <iprt/mem.h>
+
+#include <VBoxVideo.h> /* required by DevVGA.h */
+#include <VBoxVideo3D.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"
+#include "DevVGA-SVGA3d-internal.h"
+
+#ifdef DUMP_SHADER_DISASSEMBLY
+# include <d3dx9shader.h>
+#endif
+
+#include <stdlib.h>
+#include <math.h>
+#include <float.h> /* FLT_MIN */
+
+
+/*********************************************************************************************************************************
+* Defined Constants And Macros *
+*********************************************************************************************************************************/
+#ifndef VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE
+# define VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE 1.0
+#endif
+
+#ifdef VMSVGA3D_DYNAMIC_LOAD
+# define OGLGETPROCADDRESS glLdrGetProcAddress
+#else
+#ifdef RT_OS_WINDOWS
+# define OGLGETPROCADDRESS MyWinGetProcAddress
+DECLINLINE(PROC) MyWinGetProcAddress(const char *pszSymbol)
+{
+ /* Khronos: [on failure] "some implementations will return other values. 1, 2, and 3 are used, as well as -1". */
+ PROC p = wglGetProcAddress(pszSymbol);
+ if (RT_VALID_PTR(p))
+ return p;
+ return 0;
+}
+#elif defined(RT_OS_DARWIN)
+# include <dlfcn.h>
+# define OGLGETPROCADDRESS MyNSGLGetProcAddress
+/** Resolves an OpenGL symbol. */
+static void *MyNSGLGetProcAddress(const char *pszSymbol)
+{
+ /* Another copy in shaderapi.c. */
+ static void *s_pvImage = NULL;
+ if (s_pvImage == NULL)
+ s_pvImage = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY);
+ return s_pvImage ? dlsym(s_pvImage, pszSymbol) : NULL;
+}
+
+#else
+# define OGLGETPROCADDRESS(x) glXGetProcAddress((const GLubyte *)x)
+#endif
+#endif
+
+/* Invert y-coordinate for OpenGL's bottom left origin. */
+#define D3D_TO_OGL_Y_COORD(ptrSurface, y_coordinate) (ptrSurface->paMipmapLevels[0].mipmapSize.height - (y_coordinate))
+#define D3D_TO_OGL_Y_COORD_MIPLEVEL(ptrMipLevel, y_coordinate) (ptrMipLevel->size.height - (y_coordinate))
+
+/**
+ * Macro for doing something and then checking for errors during initialization.
+ * Uses AssertLogRelMsg.
+ */
+#define VMSVGA3D_INIT_CHECKED(a_Expr) \
+ do \
+ { \
+ a_Expr; \
+ GLenum iGlError = glGetError(); \
+ AssertLogRelMsg(iGlError == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x\n", #a_Expr, iGlError)); \
+ } while (0)
+
+/**
+ * Macro for doing something and then checking for errors during initialization,
+ * doing the same in the other context when enabled.
+ *
+ * This will try both profiles in dual profile builds. Caller must be in the
+ * default context.
+ *
+ * Uses AssertLogRelMsg to indicate trouble.
+ */
+#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
+# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) \
+ do \
+ { \
+ for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
+ a_Expr; \
+ GLenum iGlError = glGetError(); \
+ if (iGlError != GL_NO_ERROR) \
+ { \
+ VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pOtherCtx); \
+ for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
+ a_Expr; \
+ GLenum iGlError2 = glGetError(); \
+ AssertLogRelMsg(iGlError2 == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x / %#x\n", #a_Expr, iGlError, iGlError2)); \
+ VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pContext); \
+ } \
+ } while (0)
+#else
+# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) VMSVGA3D_INIT_CHECKED(a_Expr)
+#endif
+
+
+/*********************************************************************************************************************************
+* Global Variables *
+*********************************************************************************************************************************/
+/* Define the default light parameters as specified by MSDN. */
+/** @todo move out; fetched from Wine */
+const SVGA3dLightData vmsvga3d_default_light =
+{
+ SVGA3D_LIGHTTYPE_DIRECTIONAL, /* type */
+ false, /* inWorldSpace */
+ { 1.0f, 1.0f, 1.0f, 0.0f }, /* diffuse r,g,b,a */
+ { 0.0f, 0.0f, 0.0f, 0.0f }, /* specular r,g,b,a */
+ { 0.0f, 0.0f, 0.0f, 0.0f }, /* ambient r,g,b,a, */
+ { 0.0f, 0.0f, 0.0f }, /* position x,y,z */
+ { 0.0f, 0.0f, 1.0f }, /* direction x,y,z */
+ 0.0f, /* range */
+ 0.0f, /* falloff */
+ 0.0f, 0.0f, 0.0f, /* attenuation 0,1,2 */
+ 0.0f, /* theta */
+ 0.0f /* phi */
+};
+
+
+/*********************************************************************************************************************************
+* Internal Functions *
+*********************************************************************************************************************************/
+static int vmsvga3dContextDestroyOgl(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext, uint32_t cid);
+static DECLCALLBACK(int) vmsvga3dBackContextDestroy(PVGASTATECC pThisCC, uint32_t cid);
+static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha);
+static DECLCALLBACK(int) vmsvga3dBackSetLightData(PVGASTATECC pThisCC, uint32_t cid, uint32_t index, SVGA3dLightData *pData);
+static DECLCALLBACK(int) vmsvga3dBackSetClipPlane(PVGASTATECC pThisCC, uint32_t cid, uint32_t index, float plane[4]);
+static DECLCALLBACK(int) vmsvga3dBackShaderDestroy(PVGASTATECC pThisCC, uint32_t cid, uint32_t shid, SVGA3dShaderType type);
+static DECLCALLBACK(int) vmsvga3dBackOcclusionQueryDelete(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext);
+static DECLCALLBACK(int) vmsvga3dBackCreateTexture(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext, PVMSVGA3DSURFACE pSurface);
+
+/* Generated by VBoxDef2LazyLoad from the VBoxSVGA3D.def and VBoxSVGA3DObjC.def files. */
+extern "C" int ExplicitlyLoadVBoxSVGA3D(bool fResolveAllImports, PRTERRINFO pErrInfo);
+
+
+/**
+ * Checks if the given OpenGL extension is supported.
+ *
+ * @returns true if supported, false if not.
+ * @param pState The VMSVGA3d state.
+ * @param rsMinGLVersion The OpenGL version that introduced this feature
+ * into the core.
+ * @param pszWantedExtension The name of the OpenGL extension we want padded
+ * with one space at each end.
+ * @remarks Init time only.
+ */
+static bool vmsvga3dCheckGLExtension(PVMSVGA3DSTATE pState, float rsMinGLVersion, const char *pszWantedExtension)
+{
+ RT_NOREF(rsMinGLVersion);
+ /* check padding. */
+ Assert(pszWantedExtension[0] == ' ');
+ Assert(pszWantedExtension[1] != ' ');
+ Assert(strchr(&pszWantedExtension[1], ' ') + 1 == strchr(pszWantedExtension, '\0'));
+
+ /* Look it up. */
+ bool fRet = false;
+ if (strstr(pState->pszExtensions, pszWantedExtension))
+ fRet = true;
+
+ /* Temporarily. Later start if (rsMinGLVersion != 0.0 && fActualGLVersion >= rsMinGLVersion) return true; */
+#ifdef RT_OS_DARWIN
+ AssertMsg( rsMinGLVersion == 0.0
+ || fRet == (pState->rsGLVersion >= rsMinGLVersion)
+ || VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE == 2.1,
+ ("%s actual:%d min:%d fRet=%d\n",
+ pszWantedExtension, (int)(pState->rsGLVersion * 10), (int)(rsMinGLVersion * 10), fRet));
+#else
+ AssertMsg(rsMinGLVersion == 0.0 || fRet == (pState->rsGLVersion >= rsMinGLVersion),
+ ("%s actual:%d min:%d fRet=%d\n",
+ pszWantedExtension, (int)(pState->rsGLVersion * 10), (int)(rsMinGLVersion * 10), fRet));
+#endif
+ return fRet;
+}
+
+
+/**
+ * Outputs GL_EXTENSIONS list to the release log.
+ */
+static void vmsvga3dLogRelExtensions(const char *pszPrefix, const char *pszExtensions)
+{
+ /* OpenGL 3.0 interface (glGetString(GL_EXTENSIONS) return NULL). */
+ bool fBuffered = RTLogRelSetBuffering(true);
+
+ /*
+ * Determin the column widths first.
+ */
+ size_t acchWidths[4] = { 1, 1, 1, 1 };
+ uint32_t i;
+ const char *psz = pszExtensions;
+ for (i = 0; ; i++)
+ {
+ while (*psz == ' ')
+ psz++;
+ if (!*psz)
+ break;
+
+ const char *pszEnd = strchr(psz, ' ');
+ AssertBreak(pszEnd);
+ size_t cch = pszEnd - psz;
+
+ uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
+ if (acchWidths[iColumn] < cch)
+ acchWidths[iColumn] = cch;
+
+ psz = pszEnd;
+ }
+
+ /*
+ * Output it.
+ */
+ LogRel(("VMSVGA3d: %sOpenGL extensions (%d):", pszPrefix, i));
+ psz = pszExtensions;
+ for (i = 0; ; i++)
+ {
+ while (*psz == ' ')
+ psz++;
+ if (!*psz)
+ break;
+
+ const char *pszEnd = strchr(psz, ' ');
+ AssertBreak(pszEnd);
+ size_t cch = pszEnd - psz;
+
+ uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
+ if (iColumn == 0)
+ LogRel(("\nVMSVGA3d: %-*.*s", acchWidths[iColumn], cch, psz));
+ else if (iColumn != RT_ELEMENTS(acchWidths) - 1)
+ LogRel((" %-*.*s", acchWidths[iColumn], cch, psz));
+ else
+ LogRel((" %.*s", cch, psz));
+
+ psz = pszEnd;
+ }
+
+ RTLogRelSetBuffering(fBuffered);
+ LogRel(("\n"));
+}
+
+/**
+ * Gathers the GL_EXTENSIONS list, storing it as a space padded list at
+ * @a ppszExtensions.
+ *
+ * @returns VINF_SUCCESS or VERR_NO_STR_MEMORY
+ * @param ppszExtensions Pointer to the string pointer. Free with RTStrFree.
+ * @param fGLProfileVersion The OpenGL profile version.
+ */
+static int vmsvga3dGatherExtensions(char **ppszExtensions, float fGLProfileVersion)
+{
+ int rc;
+ *ppszExtensions = NULL;
+
+ /*
+ * Try the old glGetString interface first.
+ */
+ const char *pszExtensions = (const char *)glGetString(GL_EXTENSIONS);
+ if (pszExtensions)
+ {
+ rc = RTStrAAppendExN(ppszExtensions, 3, " ", (size_t)1, pszExtensions, RTSTR_MAX, " ", (size_t)1);
+ AssertLogRelRCReturn(rc, rc);
+ }
+ else
+ {
+ /*
+ * The new interface where each extension string is retrieved separately.
+ * Note! Cannot use VMSVGA3D_INIT_CHECKED_GL_GET_INTEGER_VALUE here because
+ * the above GL_EXTENSIONS error lingers on darwin. sucks.
+ */
+#ifndef GL_NUM_EXTENSIONS
+# define GL_NUM_EXTENSIONS 0x821D
+#endif
+ GLint cExtensions = 1024;
+ glGetIntegerv(GL_NUM_EXTENSIONS, &cExtensions);
+ Assert(cExtensions != 1024);
+
+ PFNGLGETSTRINGIPROC pfnGlGetStringi = (PFNGLGETSTRINGIPROC)OGLGETPROCADDRESS("glGetStringi");
+ AssertLogRelReturn(pfnGlGetStringi, VERR_NOT_SUPPORTED);
+
+ rc = RTStrAAppend(ppszExtensions, " ");
+ for (GLint i = 0; RT_SUCCESS(rc) && i < cExtensions; i++)
+ {
+ const char *pszExt = (const char *)pfnGlGetStringi(GL_EXTENSIONS, i);
+ if (pszExt)
+ rc = RTStrAAppendExN(ppszExtensions, 2, pfnGlGetStringi(GL_EXTENSIONS, i), RTSTR_MAX, " ", (size_t)1);
+ }
+ AssertRCReturn(rc, rc);
+ }
+
+#if 1
+ /*
+ * Add extensions promoted into the core OpenGL profile.
+ */
+ static const struct
+ {
+ float fGLVersion;
+ const char *pszzExtensions;
+ } s_aPromotedExtensions[] =
+ {
+ {
+ 1.1f,
+ " GL_EXT_vertex_array \0"
+ " GL_EXT_polygon_offset \0"
+ " GL_EXT_blend_logic_op \0"
+ " GL_EXT_texture \0"
+ " GL_EXT_copy_texture \0"
+ " GL_EXT_subtexture \0"
+ " GL_EXT_texture_object \0"
+ " GL_ARB_framebuffer_object \0"
+ " GL_ARB_map_buffer_range \0"
+ " GL_ARB_vertex_array_object \0"
+ "\0"
+ },
+ {
+ 1.2f,
+ " EXT_texture3D \0"
+ " EXT_bgra \0"
+ " EXT_packed_pixels \0"
+ " EXT_rescale_normal \0"
+ " EXT_separate_specular_color \0"
+ " SGIS_texture_edge_clamp \0"
+ " SGIS_texture_lod \0"
+ " EXT_draw_range_elements \0"
+ "\0"
+ },
+ {
+ 1.3f,
+ " GL_ARB_texture_compression \0"
+ " GL_ARB_texture_cube_map \0"
+ " GL_ARB_multisample \0"
+ " GL_ARB_multitexture \0"
+ " GL_ARB_texture_env_add \0"
+ " GL_ARB_texture_env_combine \0"
+ " GL_ARB_texture_env_dot3 \0"
+ " GL_ARB_texture_border_clamp \0"
+ " GL_ARB_transpose_matrix \0"
+ "\0"
+ },
+ {
+ 1.5f,
+ " GL_SGIS_generate_mipmap \0"
+ /*" GL_NV_blend_equare \0"*/
+ " GL_ARB_depth_texture \0"
+ " GL_ARB_shadow \0"
+ " GL_EXT_fog_coord \0"
+ " GL_EXT_multi_draw_arrays \0"
+ " GL_ARB_point_parameters \0"
+ " GL_EXT_secondary_color \0"
+ " GL_EXT_blend_func_separate \0"
+ " GL_EXT_stencil_wrap \0"
+ " GL_ARB_texture_env_crossbar \0"
+ " GL_EXT_texture_lod_bias \0"
+ " GL_ARB_texture_mirrored_repeat \0"
+ " GL_ARB_window_pos \0"
+ "\0"
+ },
+ {
+ 1.6f,
+ " GL_ARB_vertex_buffer_object \0"
+ " GL_ARB_occlusion_query \0"
+ " GL_EXT_shadow_funcs \0"
+ },
+ {
+ 2.0f,
+ " GL_ARB_shader_objects \0" /*??*/
+ " GL_ARB_vertex_shader \0" /*??*/
+ " GL_ARB_fragment_shader \0" /*??*/
+ " GL_ARB_shading_language_100 \0" /*??*/
+ " GL_ARB_draw_buffers \0"
+ " GL_ARB_texture_non_power_of_two \0"
+ " GL_ARB_point_sprite \0"
+ " GL_ATI_separate_stencil \0"
+ " GL_EXT_stencil_two_side \0"
+ "\0"
+ },
+ {
+ 2.1f,
+ " GL_ARB_pixel_buffer_object \0"
+ " GL_EXT_texture_sRGB \0"
+ "\0"
+ },
+ {
+ 3.0f,
+ " GL_ARB_framebuffer_object \0"
+ " GL_ARB_map_buffer_range \0"
+ " GL_ARB_vertex_array_object \0"
+ "\0"
+ },
+ {
+ 3.1f,
+ " GL_ARB_copy_buffer \0"
+ " GL_ARB_uniform_buffer_object \0"
+ "\0"
+ },
+ {
+ 3.2f,
+ " GL_ARB_vertex_array_bgra \0"
+ " GL_ARB_draw_elements_base_vertex \0"
+ " GL_ARB_fragment_coord_conventions \0"
+ " GL_ARB_provoking_vertex \0"
+ " GL_ARB_seamless_cube_map \0"
+ " GL_ARB_texture_multisample \0"
+ " GL_ARB_depth_clamp \0"
+ " GL_ARB_sync \0"
+ " GL_ARB_geometry_shader4 \0" /*??*/
+ "\0"
+ },
+ {
+ 3.3f,
+ " GL_ARB_blend_func_extended \0"
+ " GL_ARB_sampler_objects \0"
+ " GL_ARB_explicit_attrib_location \0"
+ " GL_ARB_occlusion_query2 \0"
+ " GL_ARB_shader_bit_encoding \0"
+ " GL_ARB_texture_rgb10_a2ui \0"
+ " GL_ARB_texture_swizzle \0"
+ " GL_ARB_timer_query \0"
+ " GL_ARB_vertex_type_2_10_10_10_rev \0"
+ "\0"
+ },
+ {
+ 4.0f,
+ " GL_ARB_texture_query_lod \0"
+ " GL_ARB_draw_indirect \0"
+ " GL_ARB_gpu_shader5 \0"
+ " GL_ARB_gpu_shader_fp64 \0"
+ " GL_ARB_shader_subroutine \0"
+ " GL_ARB_tessellation_shader \0"
+ " GL_ARB_texture_buffer_object_rgb32 \0"
+ " GL_ARB_texture_cube_map_array \0"
+ " GL_ARB_texture_gather \0"
+ " GL_ARB_transform_feedback2 \0"
+ " GL_ARB_transform_feedback3 \0"
+ "\0"
+ },
+ {
+ 4.1f,
+ " GL_ARB_ES2_compatibility \0"
+ " GL_ARB_get_program_binary \0"
+ " GL_ARB_separate_shader_objects \0"
+ " GL_ARB_shader_precision \0"
+ " GL_ARB_vertex_attrib_64bit \0"
+ " GL_ARB_viewport_array \0"
+ "\0"
+ }
+ };
+
+ uint32_t cPromoted = 0;
+ for (uint32_t i = 0; i < RT_ELEMENTS(s_aPromotedExtensions) && s_aPromotedExtensions[i].fGLVersion <= fGLProfileVersion; i++)
+ {
+ const char *pszExt = s_aPromotedExtensions[i].pszzExtensions;
+ while (*pszExt)
+ {
+# ifdef VBOX_STRICT
+ size_t cchExt = strlen(pszExt);
+ Assert(cchExt > 3);
+ Assert(pszExt[0] == ' ');
+ Assert(pszExt[1] != ' ');
+ Assert(pszExt[cchExt - 2] != ' ');
+ Assert(pszExt[cchExt - 1] == ' ');
+# endif
+
+ if (strstr(*ppszExtensions, pszExt) == NULL)
+ {
+ if (cPromoted++ == 0)
+ {
+ rc = RTStrAAppend(ppszExtensions, " <promoted-extensions:> <promoted-extensions:> <promoted-extensions:> ");
+ AssertRCReturn(rc, rc);
+ }
+
+ rc = RTStrAAppend(ppszExtensions, pszExt);
+ AssertRCReturn(rc, rc);
+ }
+
+ pszExt = strchr(pszExt, '\0') + 1;
+ }
+ }
+#endif
+
+ return VINF_SUCCESS;
+}
+
+/** Check whether this is an Intel GL driver.
+ *
+ * @returns true if this seems to be some Intel graphics.
+ */
+static bool vmsvga3dIsVendorIntel(void)
+{
+ return RTStrNICmp((char *)glGetString(GL_VENDOR), "Intel", 5) == 0;
+}
+
+/**
+ * @interface_method_impl{VBOXVMSVGASHADERIF,pfnSwitchInitProfile}
+ */
+static DECLCALLBACK(void) vmsvga3dShaderIfSwitchInitProfile(PVBOXVMSVGASHADERIF pThis, bool fOtherProfile)
+{
+#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
+ PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[fOtherProfile ? 2 : 1]);
+#else
+ NOREF(pThis);
+ NOREF(fOtherProfile);
+#endif
+}
+
+
+/**
+ * @interface_method_impl{VBOXVMSVGASHADERIF,pfnGetNextExtension}
+ */
+static DECLCALLBACK(bool) vmsvga3dShaderIfGetNextExtension(PVBOXVMSVGASHADERIF pThis, void **ppvEnumCtx,
+ char *pszBuf, size_t cbBuf, bool fOtherProfile)
+{
+ PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
+ const char *pszCur = *ppvEnumCtx ? (const char *)*ppvEnumCtx
+ : fOtherProfile ? pState->pszOtherExtensions : pState->pszExtensions;
+ while (*pszCur == ' ')
+ pszCur++;
+ if (!*pszCur)
+ return false;
+
+ const char *pszEnd = strchr(pszCur, ' ');
+ AssertReturn(pszEnd, false);
+ size_t cch = pszEnd - pszCur;
+ if (cch < cbBuf)
+ {
+ memcpy(pszBuf, pszCur, cch);
+ pszBuf[cch] = '\0';
+ }
+ else if (cbBuf > 0)
+ {
+ memcpy(pszBuf, "<overflow>", RT_MIN(sizeof("<overflow>"), cbBuf));
+ pszBuf[cbBuf - 1] = '\0';
+ }
+
+ *ppvEnumCtx = (void *)pszEnd;
+ return true;
+}
+
+
+/**
+ * Initializes the VMSVGA3D state during VGA device construction.
+ *
+ * Failure are generally not fatal, 3D support will just be disabled.
+ *
+ * @returns VBox status code.
+ * @param pDevIns The device instance.
+ * @param pThis The shared VGA/VMSVGA state where svga.p3dState will be
+ * modified.
+ * @param pThisCC The VGA/VMSVGA state for ring-3.
+ */
+static DECLCALLBACK(int) vmsvga3dBackInit(PPDMDEVINS pDevIns, PVGASTATE pThis, PVGASTATECC pThisCC)
+{
+ int rc;
+ RT_NOREF(pDevIns, pThis, pThisCC);
+
+ AssertCompile(GL_TRUE == 1);
+ AssertCompile(GL_FALSE == 0);
+
+#ifdef VMSVGA3D_DYNAMIC_LOAD
+ rc = glLdrInit(pDevIns);
+ if (RT_FAILURE(rc))
+ {
+ LogRel(("VMSVGA3d: Error loading OpenGL library and resolving necessary functions: %Rrc\n", rc));
+ return rc;
+ }
+#endif
+
+ /*
+ * Load and resolve imports from the external shared libraries.
+ */
+ RTERRINFOSTATIC ErrInfo;
+ rc = ExplicitlyLoadVBoxSVGA3D(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
+ if (RT_FAILURE(rc))
+ {
+ LogRel(("VMSVGA3d: Error loading VBoxSVGA3D and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
+ return rc;
+ }
+#ifdef RT_OS_DARWIN
+ rc = ExplicitlyLoadVBoxSVGA3DObjC(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
+ if (RT_FAILURE(rc))
+ {
+ LogRel(("VMSVGA3d: Error loading VBoxSVGA3DObjC and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
+ return rc;
+ }
+#endif
+
+#ifdef RT_OS_WINDOWS
+ /* Create event semaphore and async IO thread. */
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ rc = RTSemEventCreate(&pState->WndRequestSem);
+ if (RT_SUCCESS(rc))
+ {
+ rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dWindowThread, pState->WndRequestSem, 0, RTTHREADTYPE_GUI, 0,
+ "VMSVGA3DWND");
+ if (RT_SUCCESS(rc))
+ return VINF_SUCCESS;
+
+ /* bail out. */
+ LogRel(("VMSVGA3d: RTThreadCreate failed: %Rrc\n", rc));
+ RTSemEventDestroy(pState->WndRequestSem);
+ }
+ else
+ LogRel(("VMSVGA3d: RTSemEventCreate failed: %Rrc\n", rc));
+ return rc;
+#else
+ return VINF_SUCCESS;
+#endif
+}
+
+static int vmsvga3dLoadGLFunctions(PVMSVGA3DSTATE pState)
+{
+ /* A strict approach to get a proc address as recommended by Khronos:
+ * - "If the function is a core OpenGL function, then we need to check the OpenGL version".
+ * - "If the function is an extension, we need to check to see if the extension is supported."
+ */
+
+/* Get a function address, return VERR_NOT_IMPLEMENTED on failure. */
+#define GLGETPROC_(ProcType, ProcName, NameSuffix) do { \
+ pState->ext.ProcName = (ProcType)OGLGETPROCADDRESS(#ProcName NameSuffix); \
+ AssertLogRelMsgReturn(pState->ext.ProcName, (#ProcName NameSuffix " missing"), VERR_NOT_IMPLEMENTED); \
+} while(0)
+
+/* Get an optional function address. LogRel on failure. */
+#define GLGETPROCOPT_(ProcType, ProcName, NameSuffix) do { \
+ pState->ext.ProcName = (ProcType)OGLGETPROCADDRESS(#ProcName NameSuffix); \
+ if (!pState->ext.ProcName) \
+ { \
+ LogRel(("VMSVGA3d: missing optional %s\n", #ProcName NameSuffix)); \
+ AssertFailed(); \
+ } \
+} while(0)
+
+ /* OpenGL 2.0 or earlier core. Do not bother with extensions. */
+ GLGETPROC_(PFNGLGENQUERIESPROC , glGenQueries, "");
+ GLGETPROC_(PFNGLDELETEQUERIESPROC , glDeleteQueries, "");
+ GLGETPROC_(PFNGLBEGINQUERYPROC , glBeginQuery, "");
+ GLGETPROC_(PFNGLENDQUERYPROC , glEndQuery, "");
+ GLGETPROC_(PFNGLGETQUERYOBJECTUIVPROC , glGetQueryObjectuiv, "");
+ GLGETPROC_(PFNGLTEXIMAGE3DPROC , glTexImage3D, "");
+ GLGETPROC_(PFNGLTEXSUBIMAGE3DPROC , glTexSubImage3D, "");
+ GLGETPROC_(PFNGLGETCOMPRESSEDTEXIMAGEPROC , glGetCompressedTexImage, "");
+ GLGETPROC_(PFNGLCOMPRESSEDTEXIMAGE2DPROC , glCompressedTexImage2D, "");
+ GLGETPROC_(PFNGLCOMPRESSEDTEXIMAGE3DPROC , glCompressedTexImage3D, "");
+ GLGETPROC_(PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC , glCompressedTexSubImage2D, "");
+ GLGETPROC_(PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC , glCompressedTexSubImage3D, "");
+ GLGETPROC_(PFNGLPOINTPARAMETERFPROC , glPointParameterf, "");
+ GLGETPROC_(PFNGLBLENDEQUATIONSEPARATEPROC , glBlendEquationSeparate, "");
+ GLGETPROC_(PFNGLBLENDFUNCSEPARATEPROC , glBlendFuncSeparate, "");
+ GLGETPROC_(PFNGLSTENCILOPSEPARATEPROC , glStencilOpSeparate, "");
+ GLGETPROC_(PFNGLSTENCILFUNCSEPARATEPROC , glStencilFuncSeparate, "");
+ GLGETPROC_(PFNGLBINDBUFFERPROC , glBindBuffer, "");
+ GLGETPROC_(PFNGLDELETEBUFFERSPROC , glDeleteBuffers, "");
+ GLGETPROC_(PFNGLGENBUFFERSPROC , glGenBuffers, "");
+ GLGETPROC_(PFNGLBUFFERDATAPROC , glBufferData, "");
+ GLGETPROC_(PFNGLMAPBUFFERPROC , glMapBuffer, "");
+ GLGETPROC_(PFNGLUNMAPBUFFERPROC , glUnmapBuffer, "");
+ GLGETPROC_(PFNGLENABLEVERTEXATTRIBARRAYPROC , glEnableVertexAttribArray, "");
+ GLGETPROC_(PFNGLDISABLEVERTEXATTRIBARRAYPROC , glDisableVertexAttribArray, "");
+ GLGETPROC_(PFNGLVERTEXATTRIBPOINTERPROC , glVertexAttribPointer, "");
+ GLGETPROC_(PFNGLACTIVETEXTUREPROC , glActiveTexture, "");
+ /* glGetProgramivARB determines implementation limits for the program
+ * target (GL_FRAGMENT_PROGRAM_ARB, GL_VERTEX_PROGRAM_ARB).
+ * It differs from glGetProgramiv, which returns a parameter from a program object.
+ */
+ GLGETPROC_(PFNGLGETPROGRAMIVARBPROC , glGetProgramivARB, "");
+ GLGETPROC_(PFNGLFOGCOORDPOINTERPROC , glFogCoordPointer, "");
+#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x102
+ GLGETPROC_(PFNGLBLENDCOLORPROC , glBlendColor, "");
+ GLGETPROC_(PFNGLBLENDEQUATIONPROC , glBlendEquation, "");
+#endif
+#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x103
+ GLGETPROC_(PFNGLCLIENTACTIVETEXTUREPROC , glClientActiveTexture, "");
+#endif
+ GLGETPROC_(PFNGLDRAWBUFFERSPROC , glDrawBuffers, "");
+ GLGETPROC_(PFNGLCREATESHADERPROC , glCreateShader, "");
+ GLGETPROC_(PFNGLSHADERSOURCEPROC , glShaderSource, "");
+ GLGETPROC_(PFNGLCOMPILESHADERPROC , glCompileShader, "");
+ GLGETPROC_(PFNGLGETSHADERIVPROC , glGetShaderiv, "");
+ GLGETPROC_(PFNGLGETSHADERINFOLOGPROC , glGetShaderInfoLog, "");
+ GLGETPROC_(PFNGLCREATEPROGRAMPROC , glCreateProgram, "");
+ GLGETPROC_(PFNGLATTACHSHADERPROC , glAttachShader, "");
+ GLGETPROC_(PFNGLLINKPROGRAMPROC , glLinkProgram, "");
+ GLGETPROC_(PFNGLGETPROGRAMIVPROC , glGetProgramiv, "");
+ GLGETPROC_(PFNGLGETPROGRAMINFOLOGPROC , glGetProgramInfoLog, "");
+ GLGETPROC_(PFNGLUSEPROGRAMPROC , glUseProgram, "");
+ GLGETPROC_(PFNGLGETUNIFORMLOCATIONPROC , glGetUniformLocation, "");
+ GLGETPROC_(PFNGLUNIFORM1IPROC , glUniform1i, "");
+ GLGETPROC_(PFNGLUNIFORM4FVPROC , glUniform4fv, "");
+ GLGETPROC_(PFNGLDETACHSHADERPROC , glDetachShader, "");
+ GLGETPROC_(PFNGLDELETESHADERPROC , glDeleteShader, "");
+ GLGETPROC_(PFNGLDELETEPROGRAMPROC , glDeleteProgram, "");
+
+ GLGETPROC_(PFNGLVERTEXATTRIB4FVPROC , glVertexAttrib4fv, "");
+ GLGETPROC_(PFNGLVERTEXATTRIB4UBVPROC , glVertexAttrib4ubv, "");
+ GLGETPROC_(PFNGLVERTEXATTRIB4NUBVPROC , glVertexAttrib4Nubv, "");
+ GLGETPROC_(PFNGLVERTEXATTRIB4SVPROC , glVertexAttrib4sv, "");
+ GLGETPROC_(PFNGLVERTEXATTRIB4NSVPROC , glVertexAttrib4Nsv, "");
+ GLGETPROC_(PFNGLVERTEXATTRIB4NUSVPROC , glVertexAttrib4Nusv, "");
+
+ /* OpenGL 3.0 core, GL_ARB_instanced_arrays. Same functions names in the ARB and core specs. */
+ if ( pState->rsGLVersion >= 3.0f
+ || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_framebuffer_object "))
+ {
+ GLGETPROC_(PFNGLISRENDERBUFFERPROC , glIsRenderbuffer, "");
+ GLGETPROC_(PFNGLBINDRENDERBUFFERPROC , glBindRenderbuffer, "");
+ GLGETPROC_(PFNGLDELETERENDERBUFFERSPROC , glDeleteRenderbuffers, "");
+ GLGETPROC_(PFNGLGENRENDERBUFFERSPROC , glGenRenderbuffers, "");
+ GLGETPROC_(PFNGLRENDERBUFFERSTORAGEPROC , glRenderbufferStorage, "");
+ GLGETPROC_(PFNGLGETRENDERBUFFERPARAMETERIVPROC , glGetRenderbufferParameteriv, "");
+ GLGETPROC_(PFNGLISFRAMEBUFFERPROC , glIsFramebuffer, "");
+ GLGETPROC_(PFNGLBINDFRAMEBUFFERPROC , glBindFramebuffer, "");
+ GLGETPROC_(PFNGLDELETEFRAMEBUFFERSPROC , glDeleteFramebuffers, "");
+ GLGETPROC_(PFNGLGENFRAMEBUFFERSPROC , glGenFramebuffers, "");
+ GLGETPROC_(PFNGLCHECKFRAMEBUFFERSTATUSPROC , glCheckFramebufferStatus, "");
+ GLGETPROC_(PFNGLFRAMEBUFFERTEXTURE1DPROC , glFramebufferTexture1D, "");
+ GLGETPROC_(PFNGLFRAMEBUFFERTEXTURE2DPROC , glFramebufferTexture2D, "");
+ GLGETPROC_(PFNGLFRAMEBUFFERTEXTURE3DPROC , glFramebufferTexture3D, "");
+ GLGETPROC_(PFNGLFRAMEBUFFERRENDERBUFFERPROC , glFramebufferRenderbuffer, "");
+ GLGETPROC_(PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC , glGetFramebufferAttachmentParameteriv, "");
+ GLGETPROC_(PFNGLGENERATEMIPMAPPROC , glGenerateMipmap, "");
+ GLGETPROC_(PFNGLBLITFRAMEBUFFERPROC , glBlitFramebuffer, "");
+ GLGETPROC_(PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC , glRenderbufferStorageMultisample, "");
+ GLGETPROC_(PFNGLFRAMEBUFFERTEXTURELAYERPROC , glFramebufferTextureLayer, "");
+ }
+
+ /* OpenGL 3.1 core, GL_ARB_draw_instanced, GL_EXT_draw_instanced. */
+ if (pState->rsGLVersion >= 3.1f)
+ {
+ GLGETPROC_(PFNGLDRAWARRAYSINSTANCEDPROC , glDrawArraysInstanced, "");
+ GLGETPROC_(PFNGLDRAWELEMENTSINSTANCEDPROC , glDrawElementsInstanced, "");
+ }
+ else if (vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_draw_instanced "))
+ {
+ GLGETPROC_(PFNGLDRAWARRAYSINSTANCEDPROC , glDrawArraysInstanced, "ARB");
+ GLGETPROC_(PFNGLDRAWELEMENTSINSTANCEDPROC , glDrawElementsInstanced, "ARB");
+ }
+ else if (vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_draw_instanced "))
+ {
+ GLGETPROC_(PFNGLDRAWARRAYSINSTANCEDPROC , glDrawArraysInstanced, "EXT");
+ GLGETPROC_(PFNGLDRAWELEMENTSINSTANCEDPROC , glDrawElementsInstanced, "EXT");
+ }
+
+ /* OpenGL 3.2 core, GL_ARB_draw_elements_base_vertex. Same functions names in the ARB and core specs. */
+ if ( pState->rsGLVersion >= 3.2f
+ || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_draw_elements_base_vertex "))
+ {
+ GLGETPROC_(PFNGLDRAWELEMENTSBASEVERTEXPROC , glDrawElementsBaseVertex, "");
+ GLGETPROC_(PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC , glDrawElementsInstancedBaseVertex, "");
+ }
+
+ /* Optional. OpenGL 3.2 core, GL_ARB_provoking_vertex. Same functions names in the ARB and core specs. */
+ if ( pState->rsGLVersion >= 3.2f
+ || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_provoking_vertex "))
+ {
+ GLGETPROCOPT_(PFNGLPROVOKINGVERTEXPROC , glProvokingVertex, "");
+ }
+
+ /* OpenGL 3.3 core, GL_ARB_instanced_arrays. */
+ if (pState->rsGLVersion >= 3.3f)
+ {
+ GLGETPROC_(PFNGLVERTEXATTRIBDIVISORPROC , glVertexAttribDivisor, "");
+ }
+ else if (vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_instanced_arrays "))
+ {
+ GLGETPROC_(PFNGLVERTEXATTRIBDIVISORARBPROC , glVertexAttribDivisor, "ARB");
+ }
+
+#undef GLGETPROCOPT_
+#undef GLGETPROC_
+
+ return VINF_SUCCESS;
+}
+
+
+DECLINLINE(GLenum) vmsvga3dCubemapFaceFromIndex(uint32_t iFace)
+{
+ GLint Face;
+ switch (iFace)
+ {
+ case 0: Face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
+ case 1: Face = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
+ case 2: Face = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
+ case 3: Face = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
+ case 4: Face = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
+ default:
+ case 5: Face = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
+ }
+ return Face;
+}
+
+
+/* We must delay window creation until the PowerOn phase. Init is too early and will cause failures. */
+static DECLCALLBACK(int) vmsvga3dBackPowerOn(PPDMDEVINS pDevIns, PVGASTATE pThis, PVGASTATECC pThisCC)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pThisCC->svga.p3dState, VERR_NO_MEMORY);
+ PVMSVGA3DCONTEXT pContext;
+#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
+ PVMSVGA3DCONTEXT pOtherCtx;
+#endif
+ int rc;
+ RT_NOREF(pDevIns, pThis);
+
+ if (pState->rsGLVersion != 0.0)
+ return VINF_SUCCESS; /* already initialized (load state) */
+
+ /*
+ * OpenGL function calls aren't possible without a valid current context, so create a fake one here.
+ */
+ rc = vmsvga3dContextDefineOgl(pThisCC, 1, VMSVGA3D_DEF_CTX_F_INIT);
+ AssertRCReturn(rc, rc);
+
+ pContext = pState->papContexts[1];
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+#ifdef VMSVGA3D_DYNAMIC_LOAD
+ /* Context is set and it is possible now to resolve extension functions. */
+ rc = glLdrGetExtFunctions(pDevIns);
+ if (RT_FAILURE(rc))
+ {
+ LogRel(("VMSVGA3d: Error resolving extension functions: %Rrc\n", rc));
+ return rc;
+ }
+#endif
+
+ LogRel(("VMSVGA3d: OpenGL version: %s\n"
+ "VMSVGA3d: OpenGL Vendor: %s\n"
+ "VMSVGA3d: OpenGL Renderer: %s\n"
+ "VMSVGA3d: OpenGL shader language version: %s\n",
+ glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
+ glGetString(GL_SHADING_LANGUAGE_VERSION)));
+
+ rc = vmsvga3dGatherExtensions(&pState->pszExtensions, VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE);
+ AssertRCReturn(rc, rc);
+ vmsvga3dLogRelExtensions("", pState->pszExtensions);
+
+ pState->rsGLVersion = atof((const char *)glGetString(GL_VERSION));
+
+
+#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
+ /*
+ * Get the extension list for the alternative profile so we can better
+ * figure out the shader model and stuff.
+ */
+ rc = vmsvga3dContextDefineOgl(pThisCC, 2, VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
+ AssertLogRelRCReturn(rc, rc);
+ pContext = pState->papContexts[1]; /* Array may have been reallocated. */
+
+ pOtherCtx = pState->papContexts[2];
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
+
+ LogRel(("VMSVGA3d: Alternative OpenGL version: %s\n"
+ "VMSVGA3d: Alternative OpenGL Vendor: %s\n"
+ "VMSVGA3d: Alternative OpenGL Renderer: %s\n"
+ "VMSVGA3d: Alternative OpenGL shader language version: %s\n",
+ glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
+ glGetString(GL_SHADING_LANGUAGE_VERSION)));
+
+ rc = vmsvga3dGatherExtensions(&pState->pszOtherExtensions, VBOX_VMSVGA3D_OTHER_OGL_PROFILE);
+ AssertRCReturn(rc, rc);
+ vmsvga3dLogRelExtensions("Alternative ", pState->pszOtherExtensions);
+
+ pState->rsOtherGLVersion = atof((const char *)glGetString(GL_VERSION));
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+#else
+ pState->pszOtherExtensions = (char *)"";
+ pState->rsOtherGLVersion = pState->rsGLVersion;
+#endif
+
+ /*
+ * Resolve GL function pointers and store them in pState->ext.
+ */
+ rc = vmsvga3dLoadGLFunctions(pState);
+ if (RT_FAILURE(rc))
+ {
+ LogRel(("VMSVGA3d: missing required OpenGL function or extension; aborting\n"));
+ return rc;
+ }
+
+ /*
+ * Initialize the capabilities with sensible defaults.
+ */
+ pState->caps.maxActiveLights = 1;
+ pState->caps.maxTextures = 1;
+ pState->caps.maxClipDistances = 4;
+ pState->caps.maxColorAttachments = 1;
+ pState->caps.maxRectangleTextureSize = 2048;
+ pState->caps.maxTextureAnisotropy = 1;
+ pState->caps.maxVertexShaderInstructions = 1024;
+ pState->caps.maxFragmentShaderInstructions = 1024;
+ pState->caps.vertexShaderVersion = SVGA3DVSVERSION_NONE;
+ pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_NONE;
+ pState->caps.flPointSize[0] = 1;
+ pState->caps.flPointSize[1] = 1;
+
+ /*
+ * Query capabilities
+ */
+ pState->caps.fS3TCSupported = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_texture_compression_s3tc ");
+ pState->caps.fTextureFilterAnisotropicSupported = vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_texture_filter_anisotropic ");
+
+ VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_LIGHTS, &pState->caps.maxActiveLights));
+ VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &pState->caps.maxTextures));
+#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE /* The alternative profile has a higher number here (ati/darwin). */
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
+ VMSVGA3D_INIT_CHECKED_BOTH(pState, pOtherCtx, pContext, glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+#else
+ VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
+#endif
+ VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &pState->caps.maxColorAttachments));
+ VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE, &pState->caps.maxRectangleTextureSize));
+ if (pState->caps.fTextureFilterAnisotropicSupported)
+ VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &pState->caps.maxTextureAnisotropy));
+ VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pState->caps.flPointSize));
+
+ VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
+ pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
+ &pState->caps.maxFragmentShaderTemps));
+ VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
+ pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
+ &pState->caps.maxFragmentShaderInstructions));
+ VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
+ pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
+ &pState->caps.maxVertexShaderTemps));
+ VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
+ pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
+ &pState->caps.maxVertexShaderInstructions));
+
+ /* http://http://www.opengl.org/wiki/Detecting_the_Shader_Model
+ * ARB Assembly Language
+ * These are done through testing the presence of extensions. You should test them in this order:
+ * GL_NV_gpu_program4: SM 4.0 or better.
+ * GL_NV_vertex_program3: SM 3.0 or better.
+ * GL_ARB_fragment_program: SM 2.0 or better.
+ * ATI does not support higher than SM 2.0 functionality in assembly shaders.
+ *
+ */
+ /** @todo distinguish between vertex and pixel shaders??? */
+#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE /* The alternative profile has a higher number here (ati/darwin). */
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
+ const char *pszShadingLanguageVersion = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+#else
+ const char *pszShadingLanguageVersion = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
+#endif
+ float v = pszShadingLanguageVersion ? atof(pszShadingLanguageVersion) : 0.0f;
+ if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_gpu_program4 ")
+ || strstr(pState->pszOtherExtensions, " GL_NV_gpu_program4 "))
+ {
+ pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40;
+ pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40;
+ }
+ else
+ if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_NV_vertex_program3 ")
+ || strstr(pState->pszOtherExtensions, " GL_NV_vertex_program3 ")
+ || vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_shader_texture_lod ") /* Wine claims this suggests SM 3.0 support */
+ || strstr(pState->pszOtherExtensions, " GL_ARB_shader_texture_lod ")
+ )
+ {
+ pState->caps.vertexShaderVersion = SVGA3DVSVERSION_30;
+ pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_30;
+ }
+ else
+ if ( vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_fragment_program ")
+ || strstr(pState->pszOtherExtensions, " GL_ARB_fragment_program "))
+ {
+ pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20;
+ pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20;
+ }
+ else
+ {
+ LogRel(("VMSVGA3D: WARNING: unknown support for assembly shaders!!\n"));
+ pState->caps.vertexShaderVersion = SVGA3DVSVERSION_11;
+ pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_11;
+ }
+
+ /* Now check the shading language version, in case it indicates a higher supported version. */
+ if (v >= 3.30f)
+ {
+ pState->caps.vertexShaderVersion = RT_MAX(pState->caps.vertexShaderVersion, SVGA3DVSVERSION_40);
+ pState->caps.fragmentShaderVersion = RT_MAX(pState->caps.fragmentShaderVersion, SVGA3DPSVERSION_40);
+ }
+ else
+ if (v >= 1.20f)
+ {
+ pState->caps.vertexShaderVersion = RT_MAX(pState->caps.vertexShaderVersion, SVGA3DVSVERSION_20);
+ pState->caps.fragmentShaderVersion = RT_MAX(pState->caps.fragmentShaderVersion, SVGA3DPSVERSION_20);
+ }
+
+ if ( !vmsvga3dCheckGLExtension(pState, 0.0f, " GL_ARB_vertex_array_bgra ")
+ && !vmsvga3dCheckGLExtension(pState, 0.0f, " GL_EXT_vertex_array_bgra "))
+ {
+ LogRel(("VMSVGA3D: WARNING: Missing required extension GL_ARB_vertex_array_bgra (d3dcolor)!!!\n"));
+ }
+
+ /*
+ * Tweak capabilities.
+ */
+ /* Intel Windows drivers return 31, while the guest expects 32 at least. */
+ if ( pState->caps.maxVertexShaderTemps < 32
+ && vmsvga3dIsVendorIntel())
+ pState->caps.maxVertexShaderTemps = 32;
+
+#if 0
+ SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND = 11,
+ SVGA3D_DEVCAP_QUERY_TYPES = 15,
+ SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING = 16,
+ SVGA3D_DEVCAP_MAX_POINT_SIZE = 17,
+ SVGA3D_DEVCAP_MAX_SHADER_TEXTURES = 18,
+ SVGA3D_DEVCAP_MAX_VOLUME_EXTENT = 21,
+ SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT = 22,
+ SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO = 23,
+ SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY = 24,
+ SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT = 25,
+ SVGA3D_DEVCAP_MAX_VERTEX_INDEX = 26,
+ SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS = 28,
+ SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS = 29,
+ SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS = 30,
+ SVGA3D_DEVCAP_TEXTURE_OPS = 31,
+ SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8 = 32,
+ SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8 = 33,
+ SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10 = 34,
+ SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5 = 35,
+ SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5 = 36,
+ SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4 = 37,
+ SVGA3D_DEVCAP_SURFACEFMT_R5G6B5 = 38,
+ SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16 = 39,
+ SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8 = 40,
+ SVGA3D_DEVCAP_SURFACEFMT_ALPHA8 = 41,
+ SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8 = 42,
+ SVGA3D_DEVCAP_SURFACEFMT_Z_D16 = 43,
+ SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8 = 44,
+ SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8 = 45,
+ SVGA3D_DEVCAP_SURFACEFMT_DXT1 = 46,
+ SVGA3D_DEVCAP_SURFACEFMT_DXT2 = 47,
+ SVGA3D_DEVCAP_SURFACEFMT_DXT3 = 48,
+ SVGA3D_DEVCAP_SURFACEFMT_DXT4 = 49,
+ SVGA3D_DEVCAP_SURFACEFMT_DXT5 = 50,
+ SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8 = 51,
+ SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10 = 52,
+ SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8 = 53,
+ SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8 = 54,
+ SVGA3D_DEVCAP_SURFACEFMT_CxV8U8 = 55,
+ SVGA3D_DEVCAP_SURFACEFMT_R_S10E5 = 56,
+ SVGA3D_DEVCAP_SURFACEFMT_R_S23E8 = 57,
+ SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5 = 58,
+ SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8 = 59,
+ SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5 = 60,
+ SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8 = 61,
+ SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES = 63,
+ SVGA3D_DEVCAP_SURFACEFMT_V16U16 = 65,
+ SVGA3D_DEVCAP_SURFACEFMT_G16R16 = 66,
+ SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16 = 67,
+ SVGA3D_DEVCAP_SURFACEFMT_UYVY = 68,
+ SVGA3D_DEVCAP_SURFACEFMT_YUY2 = 69,
+ SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES = 70,
+ SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES = 71,
+ SVGA3D_DEVCAP_ALPHATOCOVERAGE = 72,
+ SVGA3D_DEVCAP_SUPERSAMPLE = 73,
+ SVGA3D_DEVCAP_AUTOGENMIPMAPS = 74,
+ SVGA3D_DEVCAP_SURFACEFMT_NV12 = 75,
+ SVGA3D_DEVCAP_SURFACEFMT_AYUV = 76,
+ SVGA3D_DEVCAP_SURFACEFMT_Z_DF16 = 79,
+ SVGA3D_DEVCAP_SURFACEFMT_Z_DF24 = 80,
+ SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT = 81,
+ SVGA3D_DEVCAP_SURFACEFMT_ATI1 = 82,
+ SVGA3D_DEVCAP_SURFACEFMT_ATI2 = 83,
+#endif
+
+ LogRel(("VMSVGA3d: Capabilities:\n"));
+ LogRel(("VMSVGA3d: maxActiveLights=%-2d maxTextures=%-2d\n",
+ pState->caps.maxActiveLights, pState->caps.maxTextures));
+ LogRel(("VMSVGA3d: maxClipDistances=%-2d maxColorAttachments=%-2d maxClipDistances=%d\n",
+ pState->caps.maxClipDistances, pState->caps.maxColorAttachments, pState->caps.maxClipDistances));
+ LogRel(("VMSVGA3d: maxColorAttachments=%-2d maxTextureAnisotropy=%-2d maxRectangleTextureSize=%d\n",
+ pState->caps.maxColorAttachments, pState->caps.maxTextureAnisotropy, pState->caps.maxRectangleTextureSize));
+ LogRel(("VMSVGA3d: maxVertexShaderTemps=%-2d maxVertexShaderInstructions=%d maxFragmentShaderInstructions=%d\n",
+ pState->caps.maxVertexShaderTemps, pState->caps.maxVertexShaderInstructions, pState->caps.maxFragmentShaderInstructions));
+ LogRel(("VMSVGA3d: maxFragmentShaderTemps=%d flPointSize={%d.%02u, %d.%02u}\n",
+ pState->caps.maxFragmentShaderTemps,
+ (int)pState->caps.flPointSize[0], (int)(pState->caps.flPointSize[0] * 100) % 100,
+ (int)pState->caps.flPointSize[1], (int)(pState->caps.flPointSize[1] * 100) % 100));
+ LogRel(("VMSVGA3d: fragmentShaderVersion=%-2d vertexShaderVersion=%-2d\n",
+ pState->caps.fragmentShaderVersion, pState->caps.vertexShaderVersion));
+ LogRel(("VMSVGA3d: fS3TCSupported=%-2d fTextureFilterAnisotropicSupported=%d\n",
+ pState->caps.fS3TCSupported, pState->caps.fTextureFilterAnisotropicSupported));
+
+
+ /* Initialize the shader library. */
+ pState->ShaderIf.pfnSwitchInitProfile = vmsvga3dShaderIfSwitchInitProfile;
+ pState->ShaderIf.pfnGetNextExtension = vmsvga3dShaderIfGetNextExtension;
+ rc = ShaderInitLib(&pState->ShaderIf);
+ AssertRC(rc);
+
+ /* Cleanup */
+ rc = vmsvga3dBackContextDestroy(pThisCC, 1);
+ AssertRC(rc);
+#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
+ rc = vmsvga3dBackContextDestroy(pThisCC, 2);
+ AssertRC(rc);
+#endif
+
+ if ( pState->rsGLVersion < 3.0
+ && pState->rsOtherGLVersion < 3.0 /* darwin: legacy profile hack */)
+ {
+ LogRel(("VMSVGA3d: unsupported OpenGL version; minimum is 3.0\n"));
+ return VERR_NOT_IMPLEMENTED;
+ }
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackReset(PVGASTATECC pThisCC)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pThisCC->svga.p3dState, VERR_NO_MEMORY);
+
+ if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
+ vmsvga3dContextDestroyOgl(pThisCC, &pState->SharedCtx, VMSVGA3D_SHARED_CTX_ID);
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackTerminate(PVGASTATECC pThisCC)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_WRONG_ORDER);
+ int rc;
+
+ /* Terminate the shader library. */
+ rc = ShaderDestroyLib();
+ AssertRC(rc);
+
+#ifdef RT_OS_WINDOWS
+ /* Terminate the window creation thread. */
+ rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_EXIT, 0, 0);
+ AssertRCReturn(rc, rc);
+
+ RTSemEventDestroy(pState->WndRequestSem);
+#elif defined(RT_OS_DARWIN)
+
+#elif defined(RT_OS_LINUX)
+ /* signal to the thread that it is supposed to exit */
+ pState->bTerminate = true;
+ /* wait for it to terminate */
+ rc = RTThreadWait(pState->pWindowThread, 10000, NULL);
+ AssertRC(rc);
+ XCloseDisplay(pState->display);
+#endif
+
+ RTStrFree(pState->pszExtensions);
+ pState->pszExtensions = NULL;
+#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
+ RTStrFree(pState->pszOtherExtensions);
+#endif
+ pState->pszOtherExtensions = NULL;
+
+ return VINF_SUCCESS;
+}
+
+
+static DECLCALLBACK(void) vmsvga3dBackUpdateHostScreenViewport(PVGASTATECC pThisCC, uint32_t idScreen, VMSVGAVIEWPORT const *pOldViewport)
+{
+ /** @todo Move the visible framebuffer content here, don't wait for the guest to
+ * redraw it. */
+
+#ifdef RT_OS_DARWIN
+ RT_NOREF(pOldViewport);
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ if ( pState
+ && idScreen == 0
+ && pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
+ {
+ vmsvga3dCocoaViewUpdateViewport(pState->SharedCtx.cocoaView);
+ }
+#else
+ RT_NOREF(pThisCC, idScreen, pOldViewport);
+#endif
+}
+
+
+/**
+ * Worker for vmsvga3dBackQueryCaps that figures out supported operations for a
+ * given surface format capability.
+ *
+ * @returns Supported/indented operations (SVGA3DFORMAT_OP_XXX).
+ * @param idx3dCaps The SVGA3D_CAPS_XXX value of the surface format.
+ *
+ * @remarks See fromat_cap_table in svga_format.c (mesa/gallium) for a reference
+ * of implicit guest expectations:
+ * http://cgit.freedesktop.org/mesa/mesa/tree/src/gallium/drivers/svga/svga_format.c
+ */
+static uint32_t vmsvga3dGetSurfaceFormatSupport(uint32_t idx3dCaps)
+{
+ uint32_t result = 0;
+
+ /** @todo missing:
+ *
+ * SVGA3DFORMAT_OP_PIXELSIZE
+ */
+
+ switch (idx3dCaps)
+ {
+ case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
+ case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
+ case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
+ result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
+ | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
+ | SVGA3DFORMAT_OP_DISPLAYMODE /* Should not be set for alpha formats. */
+ | SVGA3DFORMAT_OP_3DACCELERATION; /* implies OP_DISPLAYMODE */
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
+ case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
+ case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
+ case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
+ result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
+ | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
+ | SVGA3DFORMAT_OP_SAME_FORMAT_UP_TO_ALPHA_RENDERTARGET;
+ break;
+ }
+
+ /** @todo check hardware caps! */
+ switch (idx3dCaps)
+ {
+ case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
+ case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
+ case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
+ case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
+ case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
+ case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
+ case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
+ case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
+ case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
+ case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
+ case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
+ result |= SVGA3DFORMAT_OP_TEXTURE
+ | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET
+ | SVGA3DFORMAT_OP_OFFSCREENPLAIN
+ | SVGA3DFORMAT_OP_SAME_FORMAT_RENDERTARGET
+ | SVGA3DFORMAT_OP_VOLUMETEXTURE
+ | SVGA3DFORMAT_OP_CUBETEXTURE
+ | SVGA3DFORMAT_OP_SRGBREAD
+ | SVGA3DFORMAT_OP_SRGBWRITE;
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
+ case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
+ case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
+ case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
+ case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
+ case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
+ result |= SVGA3DFORMAT_OP_ZSTENCIL
+ | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH
+ | SVGA3DFORMAT_OP_TEXTURE /* Necessary for Ubuntu Unity */;
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
+ case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
+ case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
+ case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
+ case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
+ result |= SVGA3DFORMAT_OP_TEXTURE
+ | SVGA3DFORMAT_OP_VOLUMETEXTURE
+ | SVGA3DFORMAT_OP_CUBETEXTURE
+ | SVGA3DFORMAT_OP_SRGBREAD;
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
+ case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
+ case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
+ case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
+ case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
+ case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
+ case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
+ case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
+ case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
+ case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
+ result |= SVGA3DFORMAT_OP_TEXTURE
+ | SVGA3DFORMAT_OP_VOLUMETEXTURE
+ | SVGA3DFORMAT_OP_CUBETEXTURE
+ | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET;
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
+ case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
+ case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
+ result |= SVGA3DFORMAT_OP_TEXTURE
+ | SVGA3DFORMAT_OP_VOLUMETEXTURE
+ | SVGA3DFORMAT_OP_CUBETEXTURE
+ | SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET;
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
+ case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
+ result |= SVGA3DFORMAT_OP_OFFSCREENPLAIN
+ | SVGA3DFORMAT_OP_CONVERT_TO_ARGB
+ | SVGA3DFORMAT_OP_TEXTURE;
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_NV12:
+ case SVGA3D_DEVCAP_DEAD10: /* SVGA3D_DEVCAP_SURFACEFMT_AYUV */
+ break;
+ }
+ Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
+
+ return result;
+}
+
+#if 0 /* unused */
+static uint32_t vmsvga3dGetDepthFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps)
+{
+ RT_NOREF(pState3D, idx3dCaps);
+
+ /** @todo test this somehow */
+ uint32_t result = SVGA3DFORMAT_OP_ZSTENCIL | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH;
+
+ Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
+ return result;
+}
+#endif
+
+
+static DECLCALLBACK(int) vmsvga3dBackQueryCaps(PVGASTATECC pThisCC, SVGA3dDevCapIndex idx3dCaps, uint32_t *pu32Val)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+ int rc = VINF_SUCCESS;
+
+ *pu32Val = 0;
+
+ /*
+ * The capabilities access by current (2015-03-01) linux sources (gallium,
+ * vmwgfx, xorg-video-vmware) are annotated, caps without xref annotations
+ * aren't access.
+ */
+
+ switch (idx3dCaps)
+ {
+ /* Linux: vmwgfx_fifo.c in kmod; only used with SVGA_CAP_GBOBJECTS. */
+ case SVGA3D_DEVCAP_3D:
+ *pu32Val = 1; /* boolean? */
+ break;
+
+ case SVGA3D_DEVCAP_MAX_LIGHTS:
+ *pu32Val = pState->caps.maxActiveLights;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_TEXTURES:
+ *pu32Val = pState->caps.maxTextures;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_CLIP_PLANES:
+ *pu32Val = pState->caps.maxClipDistances;
+ break;
+
+ /* Linux: svga_screen.c in gallium; 3.0 or later required. */
+ case SVGA3D_DEVCAP_VERTEX_SHADER_VERSION:
+ *pu32Val = pState->caps.vertexShaderVersion;
+ break;
+
+ case SVGA3D_DEVCAP_VERTEX_SHADER:
+ /* boolean? */
+ *pu32Val = (pState->caps.vertexShaderVersion != SVGA3DVSVERSION_NONE);
+ break;
+
+ /* Linux: svga_screen.c in gallium; 3.0 or later required. */
+ case SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION:
+ *pu32Val = pState->caps.fragmentShaderVersion;
+ break;
+
+ case SVGA3D_DEVCAP_FRAGMENT_SHADER:
+ /* boolean? */
+ *pu32Val = (pState->caps.fragmentShaderVersion != SVGA3DPSVERSION_NONE);
+ break;
+
+ case SVGA3D_DEVCAP_S23E8_TEXTURES:
+ case SVGA3D_DEVCAP_S10E5_TEXTURES:
+ /* Must be obsolete by now; surface format caps specify the same thing. */
+ rc = VERR_INVALID_PARAMETER;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND:
+ break;
+
+ /*
+ * 2. The BUFFER_FORMAT capabilities are deprecated, and they always
+ * return TRUE. Even on physical hardware that does not support
+ * these formats natively, the SVGA3D device will provide an emulation
+ * which should be invisible to the guest OS.
+ */
+ case SVGA3D_DEVCAP_D16_BUFFER_FORMAT:
+ case SVGA3D_DEVCAP_D24S8_BUFFER_FORMAT:
+ case SVGA3D_DEVCAP_D24X8_BUFFER_FORMAT:
+ *pu32Val = 1;
+ break;
+
+ case SVGA3D_DEVCAP_QUERY_TYPES:
+ break;
+
+ case SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING:
+ break;
+
+ /* Linux: svga_screen.c in gallium; capped at 80.0, default 1.0. */
+ case SVGA3D_DEVCAP_MAX_POINT_SIZE:
+ AssertCompile(sizeof(uint32_t) == sizeof(float));
+ *(float *)pu32Val = pState->caps.flPointSize[1];
+ break;
+
+ case SVGA3D_DEVCAP_MAX_SHADER_TEXTURES:
+ /** @todo ?? */
+ rc = VERR_INVALID_PARAMETER;
+ break;
+
+ /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_2D_LEVELS); have default if missing. */
+ case SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH:
+ case SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT:
+ *pu32Val = pState->caps.maxRectangleTextureSize;
+ break;
+
+ /* Linux: svga_screen.c in gallium (for PIPE_CAP_MAX_TEXTURE_3D_LEVELS); have default if missing. */
+ case SVGA3D_DEVCAP_MAX_VOLUME_EXTENT:
+ //*pu32Val = pCaps->MaxVolumeExtent;
+ *pu32Val = 256;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT:
+ *pu32Val = 32768; /* hardcoded in Wine */
+ break;
+
+ case SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO:
+ //*pu32Val = pCaps->MaxTextureAspectRatio;
+ break;
+
+ /* Linux: svga_screen.c in gallium (for PIPE_CAPF_MAX_TEXTURE_ANISOTROPY); defaults to 4.0. */
+ case SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY:
+ *pu32Val = pState->caps.maxTextureAnisotropy;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT:
+ case SVGA3D_DEVCAP_MAX_VERTEX_INDEX:
+ *pu32Val = 0xFFFFF; /* hardcoded in Wine */
+ break;
+
+ /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_INSTRUCTIONS); defaults to 512. */
+ case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS:
+ *pu32Val = pState->caps.maxVertexShaderInstructions;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS:
+ *pu32Val = pState->caps.maxFragmentShaderInstructions;
+ break;
+
+ /* Linux: svga_screen.c in gallium (for PIPE_SHADER_VERTEX/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
+ case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS:
+ *pu32Val = pState->caps.maxVertexShaderTemps;
+ break;
+
+ /* Linux: svga_screen.c in gallium (for PIPE_SHADER_FRAGMENT/PIPE_SHADER_CAP_MAX_TEMPS); defaults to 32. */
+ case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS:
+ *pu32Val = pState->caps.maxFragmentShaderTemps;
+ break;
+
+ case SVGA3D_DEVCAP_TEXTURE_OPS:
+ break;
+
+ case SVGA3D_DEVCAP_DEAD4: /* SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES */
+ break;
+
+ case SVGA3D_DEVCAP_DEAD5: /* SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES */
+ break;
+
+ case SVGA3D_DEVCAP_DEAD7: /* SVGA3D_DEVCAP_ALPHATOCOVERAGE */
+ break;
+
+ case SVGA3D_DEVCAP_DEAD6: /* SVGA3D_DEVCAP_SUPERSAMPLE */
+ break;
+
+ case SVGA3D_DEVCAP_AUTOGENMIPMAPS:
+ //*pu32Val = !!(pCaps->Caps2 & D3DCAPS2_CANAUTOGENMIPMAP);
+ break;
+
+ case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES:
+ break;
+
+ case SVGA3D_DEVCAP_MAX_RENDER_TARGETS: /** @todo same thing? */
+ case SVGA3D_DEVCAP_MAX_SIMULTANEOUS_RENDER_TARGETS:
+ *pu32Val = pState->caps.maxColorAttachments;
+ break;
+
+ /*
+ * This is the maximum number of SVGA context IDs that the guest
+ * can define using SVGA_3D_CMD_CONTEXT_DEFINE.
+ */
+ case SVGA3D_DEVCAP_MAX_CONTEXT_IDS:
+ *pu32Val = SVGA3D_MAX_CONTEXT_IDS;
+ break;
+
+ /*
+ * This is the maximum number of SVGA surface IDs that the guest
+ * can define using SVGA_3D_CMD_SURFACE_DEFINE*.
+ */
+ case SVGA3D_DEVCAP_MAX_SURFACE_IDS:
+ *pu32Val = SVGA3D_MAX_SURFACE_IDS;
+ break;
+
+#if 0 /* Appeared more recently, not yet implemented. */
+ /* Linux: svga_screen.c in gallium; defaults to FALSE. */
+ case SVGA3D_DEVCAP_LINE_AA:
+ break;
+ /* Linux: svga_screen.c in gallium; defaults to FALSE. */
+ case SVGA3D_DEVCAP_LINE_STIPPLE:
+ break;
+ /* Linux: svga_screen.c in gallium; defaults to 1.0. */
+ case SVGA3D_DEVCAP_MAX_LINE_WIDTH:
+ break;
+ /* Linux: svga_screen.c in gallium; defaults to 1.0. */
+ case SVGA3D_DEVCAP_MAX_AA_LINE_WIDTH:
+ break;
+#endif
+
+ /*
+ * Supported surface formats.
+ * Linux: svga_format.c in gallium, format_cap_table defines implicit expectations.
+ */
+ case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
+ case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
+ case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
+ case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
+ case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
+ case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
+ case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
+ case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
+ case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
+ case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
+ case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
+ case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
+ case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
+ case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
+ case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
+ case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
+ case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
+ case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
+ case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
+ case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
+ case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
+ case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
+ case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
+ case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
+ case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
+ case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
+ case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
+ case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
+ case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
+ case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
+ case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
+ case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
+ case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
+ case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
+ case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
+ case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
+ case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
+ case SVGA3D_DEVCAP_SURFACEFMT_NV12:
+ case SVGA3D_DEVCAP_DEAD10: /* SVGA3D_DEVCAP_SURFACEFMT_AYUV */
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(idx3dCaps);
+ break;
+
+ /* Linux: Not referenced in current sources. */
+ case SVGA3D_DEVCAP_SURFACEFMT_ATI1:
+ case SVGA3D_DEVCAP_SURFACEFMT_ATI2:
+ Log(("CAPS: Unknown CAP %s\n", vmsvga3dGetCapString(idx3dCaps)));
+ rc = VERR_INVALID_PARAMETER;
+ *pu32Val = 0;
+ break;
+
+ default:
+ Log(("CAPS: Unexpected CAP %d\n", idx3dCaps));
+ rc = VERR_INVALID_PARAMETER;
+ break;
+ }
+
+ Log(("CAPS: %s - %x\n", vmsvga3dGetCapString(idx3dCaps), *pu32Val));
+ return rc;
+}
+
+/**
+ * Convert SVGA format value to its OpenGL equivalent
+ *
+ * @remarks Clues to be had in format_texture_info table (wined3d/utils.c) with
+ * help from wined3dformat_from_d3dformat().
+ */
+void vmsvga3dSurfaceFormat2OGL(PVMSVGA3DSURFACE pSurface, SVGA3dSurfaceFormat format)
+{
+#if 0
+#define AssertTestFmt(f) AssertMsgFailed(("Test me - " #f "\n"))
+#else
+#define AssertTestFmt(f) do {} while(0)
+#endif
+ /* Init cbBlockGL for non-emulated formats. */
+ pSurface->cbBlockGL = pSurface->cbBlock;
+
+ switch (format)
+ {
+ case SVGA3D_X8R8G8B8: /* D3DFMT_X8R8G8B8 - WINED3DFMT_B8G8R8X8_UNORM */
+ pSurface->internalFormatGL = GL_RGB8;
+ pSurface->formatGL = GL_BGRA;
+ pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
+ break;
+ case SVGA3D_A8R8G8B8: /* D3DFMT_A8R8G8B8 - WINED3DFMT_B8G8R8A8_UNORM */
+ pSurface->internalFormatGL = GL_RGBA8;
+ pSurface->formatGL = GL_BGRA;
+ pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
+ break;
+ case SVGA3D_R5G6B5: /* D3DFMT_R5G6B5 - WINED3DFMT_B5G6R5_UNORM */
+ pSurface->internalFormatGL = GL_RGB5;
+ pSurface->formatGL = GL_RGB;
+ pSurface->typeGL = GL_UNSIGNED_SHORT_5_6_5;
+ AssertTestFmt(SVGA3D_R5G6B5);
+ break;
+ case SVGA3D_X1R5G5B5: /* D3DFMT_X1R5G5B5 - WINED3DFMT_B5G5R5X1_UNORM */
+ pSurface->internalFormatGL = GL_RGB5;
+ pSurface->formatGL = GL_BGRA;
+ pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
+ AssertTestFmt(SVGA3D_X1R5G5B5);
+ break;
+ case SVGA3D_A1R5G5B5: /* D3DFMT_A1R5G5B5 - WINED3DFMT_B5G5R5A1_UNORM */
+ pSurface->internalFormatGL = GL_RGB5_A1;
+ pSurface->formatGL = GL_BGRA;
+ pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
+ AssertTestFmt(SVGA3D_A1R5G5B5);
+ break;
+ case SVGA3D_A4R4G4B4: /* D3DFMT_A4R4G4B4 - WINED3DFMT_B4G4R4A4_UNORM */
+ pSurface->internalFormatGL = GL_RGBA4;
+ pSurface->formatGL = GL_BGRA;
+ pSurface->typeGL = GL_UNSIGNED_SHORT_4_4_4_4_REV;
+ AssertTestFmt(SVGA3D_A4R4G4B4);
+ break;
+
+ case SVGA3D_R8G8B8A8_UNORM:
+ pSurface->internalFormatGL = GL_RGBA8;
+ pSurface->formatGL = GL_RGBA;
+ pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
+ break;
+
+ case SVGA3D_Z_D32: /* D3DFMT_D32 - WINED3DFMT_D32_UNORM */
+ pSurface->internalFormatGL = GL_DEPTH_COMPONENT32;
+ pSurface->formatGL = GL_DEPTH_COMPONENT;
+ pSurface->typeGL = GL_UNSIGNED_INT;
+ break;
+ case SVGA3D_Z_D16: /* D3DFMT_D16 - WINED3DFMT_D16_UNORM */
+ pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo Wine suggests GL_DEPTH_COMPONENT24. */
+ pSurface->formatGL = GL_DEPTH_COMPONENT;
+ pSurface->typeGL = GL_UNSIGNED_SHORT;
+ AssertTestFmt(SVGA3D_Z_D16);
+ break;
+ case SVGA3D_Z_D24S8: /* D3DFMT_D24S8 - WINED3DFMT_D24_UNORM_S8_UINT */
+ pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
+ pSurface->formatGL = GL_DEPTH_STENCIL;
+ pSurface->typeGL = GL_UNSIGNED_INT_24_8;
+ break;
+ case SVGA3D_Z_D15S1: /* D3DFMT_D15S1 - WINED3DFMT_S1_UINT_D15_UNORM */
+ pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /** @todo ??? */
+ pSurface->formatGL = GL_DEPTH_STENCIL;
+ pSurface->typeGL = GL_UNSIGNED_SHORT;
+ /** @todo Wine sources hints at no hw support for this, so test this one! */
+ AssertTestFmt(SVGA3D_Z_D15S1);
+ break;
+ case SVGA3D_Z_D24X8: /* D3DFMT_D24X8 - WINED3DFMT_X8D24_UNORM */
+ pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
+ pSurface->formatGL = GL_DEPTH_COMPONENT;
+ pSurface->typeGL = GL_UNSIGNED_INT;
+ AssertTestFmt(SVGA3D_Z_D24X8);
+ break;
+
+ /* Advanced D3D9 depth formats. */
+ case SVGA3D_Z_DF16: /* D3DFMT_DF16? - not supported */
+ pSurface->internalFormatGL = GL_DEPTH_COMPONENT16;
+ pSurface->formatGL = GL_DEPTH_COMPONENT;
+ pSurface->typeGL = GL_HALF_FLOAT;
+ break;
+
+ case SVGA3D_Z_DF24: /* D3DFMT_DF24? - not supported */
+ pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
+ pSurface->formatGL = GL_DEPTH_COMPONENT;
+ pSurface->typeGL = GL_FLOAT; /* ??? */
+ break;
+
+ case SVGA3D_Z_D24S8_INT: /* D3DFMT_D24S8 */
+ pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
+ pSurface->formatGL = GL_DEPTH_STENCIL;
+ pSurface->typeGL = GL_UNSIGNED_INT_24_8;
+ break;
+
+ case SVGA3D_DXT1: /* D3DFMT_DXT1 - WINED3DFMT_DXT1 */
+ pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ pSurface->formatGL = GL_RGBA; /* not used */
+ pSurface->typeGL = GL_UNSIGNED_BYTE; /* not used */
+ break;
+
+ case SVGA3D_DXT2: /* D3DFMT_DXT2 */
+ /* "DXT2 and DXT3 are the same from an API perspective." */
+ RT_FALL_THRU();
+ case SVGA3D_DXT3: /* D3DFMT_DXT3 - WINED3DFMT_DXT3 */
+ pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ pSurface->formatGL = GL_RGBA; /* not used */
+ pSurface->typeGL = GL_UNSIGNED_BYTE; /* not used */
+ break;
+
+ case SVGA3D_DXT4: /* D3DFMT_DXT4 */
+ /* "DXT4 and DXT5 are the same from an API perspective." */
+ RT_FALL_THRU();
+ case SVGA3D_DXT5: /* D3DFMT_DXT5 - WINED3DFMT_DXT5 */
+ pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+ pSurface->formatGL = GL_RGBA; /* not used */
+ pSurface->typeGL = GL_UNSIGNED_BYTE; /* not used */
+ break;
+
+ case SVGA3D_LUMINANCE8: /* D3DFMT_? - ? */
+ pSurface->internalFormatGL = GL_LUMINANCE8_EXT;
+ pSurface->formatGL = GL_LUMINANCE;
+ pSurface->typeGL = GL_UNSIGNED_BYTE;
+ break;
+
+ case SVGA3D_LUMINANCE16: /* D3DFMT_? - ? */
+ pSurface->internalFormatGL = GL_LUMINANCE16_EXT;
+ pSurface->formatGL = GL_LUMINANCE;
+ pSurface->typeGL = GL_UNSIGNED_SHORT;
+ break;
+
+ case SVGA3D_LUMINANCE4_ALPHA4: /* D3DFMT_? - ? */
+ pSurface->internalFormatGL = GL_LUMINANCE4_ALPHA4_EXT;
+ pSurface->formatGL = GL_LUMINANCE_ALPHA;
+ pSurface->typeGL = GL_UNSIGNED_BYTE;
+ break;
+
+ case SVGA3D_LUMINANCE8_ALPHA8: /* D3DFMT_? - ? */
+ pSurface->internalFormatGL = GL_LUMINANCE8_ALPHA8_EXT;
+ pSurface->formatGL = GL_LUMINANCE_ALPHA;
+ pSurface->typeGL = GL_UNSIGNED_BYTE; /* unsigned_short causes issues even though this type should be 16-bit */
+ break;
+
+ case SVGA3D_ALPHA8: /* D3DFMT_A8? - WINED3DFMT_A8_UNORM? */
+ pSurface->internalFormatGL = GL_ALPHA8_EXT;
+ pSurface->formatGL = GL_ALPHA;
+ pSurface->typeGL = GL_UNSIGNED_BYTE;
+ break;
+
+#if 0
+
+ /* Bump-map formats */
+ case SVGA3D_BUMPU8V8:
+ return D3DFMT_V8U8;
+ case SVGA3D_BUMPL6V5U5:
+ return D3DFMT_L6V5U5;
+ case SVGA3D_BUMPX8L8V8U8:
+ return D3DFMT_X8L8V8U8;
+ case SVGA3D_FORMAT_DEAD1:
+ /* No corresponding D3D9 equivalent. */
+ AssertFailedReturn(D3DFMT_UNKNOWN);
+ /* signed bump-map formats */
+ case SVGA3D_V8U8:
+ return D3DFMT_V8U8;
+ case SVGA3D_Q8W8V8U8:
+ return D3DFMT_Q8W8V8U8;
+ case SVGA3D_CxV8U8:
+ return D3DFMT_CxV8U8;
+ /* mixed bump-map formats */
+ case SVGA3D_X8L8V8U8:
+ return D3DFMT_X8L8V8U8;
+ case SVGA3D_A2W10V10U10:
+ return D3DFMT_A2W10V10U10;
+#endif
+
+ case SVGA3D_ARGB_S10E5: /* 16-bit floating-point ARGB */ /* D3DFMT_A16B16G16R16F - WINED3DFMT_R16G16B16A16_FLOAT */
+ pSurface->internalFormatGL = GL_RGBA16F;
+ pSurface->formatGL = GL_RGBA;
+#if 0 /* bird: wine uses half float, sounds correct to me... */
+ pSurface->typeGL = GL_FLOAT;
+#else
+ pSurface->typeGL = GL_HALF_FLOAT;
+ AssertTestFmt(SVGA3D_ARGB_S10E5);
+#endif
+ break;
+
+ case SVGA3D_ARGB_S23E8: /* 32-bit floating-point ARGB */ /* D3DFMT_A32B32G32R32F - WINED3DFMT_R32G32B32A32_FLOAT */
+ pSurface->internalFormatGL = GL_RGBA32F;
+ pSurface->formatGL = GL_RGBA;
+ pSurface->typeGL = GL_FLOAT; /* ?? - same as wine, so probably correct */
+ break;
+
+ case SVGA3D_A2R10G10B10: /* D3DFMT_A2R10G10B10 - WINED3DFMT_B10G10R10A2_UNORM */
+ pSurface->internalFormatGL = GL_RGB10_A2; /* ?? - same as wine, so probably correct */
+#if 0 /* bird: Wine uses GL_BGRA instead of GL_RGBA. */
+ pSurface->formatGL = GL_RGBA;
+#else
+ pSurface->formatGL = GL_BGRA;
+#endif
+ pSurface->typeGL = GL_UNSIGNED_INT;
+ AssertTestFmt(SVGA3D_A2R10G10B10);
+ break;
+
+
+ /* Single- and dual-component floating point formats */
+ case SVGA3D_R_S10E5: /* D3DFMT_R16F - WINED3DFMT_R16_FLOAT */
+ pSurface->internalFormatGL = GL_R16F;
+ pSurface->formatGL = GL_RED;
+#if 0 /* bird: wine uses half float, sounds correct to me... */
+ pSurface->typeGL = GL_FLOAT;
+#else
+ pSurface->typeGL = GL_HALF_FLOAT;
+ AssertTestFmt(SVGA3D_R_S10E5);
+#endif
+ break;
+ case SVGA3D_R_S23E8: /* D3DFMT_R32F - WINED3DFMT_R32_FLOAT */
+ pSurface->internalFormatGL = GL_R32F;
+ pSurface->formatGL = GL_RED;
+ pSurface->typeGL = GL_FLOAT;
+ break;
+ case SVGA3D_RG_S10E5: /* D3DFMT_G16R16F - WINED3DFMT_R16G16_FLOAT */
+ pSurface->internalFormatGL = GL_RG16F;
+ pSurface->formatGL = GL_RG;
+#if 0 /* bird: wine uses half float, sounds correct to me... */
+ pSurface->typeGL = GL_FLOAT;
+#else
+ pSurface->typeGL = GL_HALF_FLOAT;
+ AssertTestFmt(SVGA3D_RG_S10E5);
+#endif
+ break;
+ case SVGA3D_RG_S23E8: /* D3DFMT_G32R32F - WINED3DFMT_R32G32_FLOAT */
+ pSurface->internalFormatGL = GL_RG32F;
+ pSurface->formatGL = GL_RG;
+ pSurface->typeGL = GL_FLOAT;
+ break;
+
+ /*
+ * Any surface can be used as a buffer object, but SVGA3D_BUFFER is
+ * the most efficient format to use when creating new surfaces
+ * expressly for index or vertex data.
+ */
+ case SVGA3D_BUFFER:
+ pSurface->internalFormatGL = -1;
+ pSurface->formatGL = -1;
+ pSurface->typeGL = -1;
+ break;
+
+#if 0
+ return D3DFMT_UNKNOWN;
+
+ case SVGA3D_V16U16:
+ return D3DFMT_V16U16;
+#endif
+
+ case SVGA3D_G16R16: /* D3DFMT_G16R16 - WINED3DFMT_R16G16_UNORM */
+ pSurface->internalFormatGL = GL_RG16;
+ pSurface->formatGL = GL_RG;
+#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
+ pSurface->typeGL = GL_UNSIGNED_INT;
+#else
+ pSurface->typeGL = GL_UNSIGNED_SHORT;
+ AssertTestFmt(SVGA3D_G16R16);
+#endif
+ break;
+
+ case SVGA3D_A16B16G16R16: /* D3DFMT_A16B16G16R16 - WINED3DFMT_R16G16B16A16_UNORM */
+ pSurface->internalFormatGL = GL_RGBA16;
+ pSurface->formatGL = GL_RGBA;
+#if 0 /* bird: Wine uses GL_UNSIGNED_SHORT here. */
+ pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
+#else
+ pSurface->typeGL = GL_UNSIGNED_SHORT;
+ AssertTestFmt(SVGA3D_A16B16G16R16);
+#endif
+ break;
+
+ case SVGA3D_R8G8B8A8_SNORM:
+ pSurface->internalFormatGL = GL_RGB8;
+ pSurface->formatGL = GL_BGRA;
+ pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
+ AssertTestFmt(SVGA3D_R8G8B8A8_SNORM);
+ break;
+ case SVGA3D_R16G16_UNORM:
+ pSurface->internalFormatGL = GL_RG16;
+ pSurface->formatGL = GL_RG;
+ pSurface->typeGL = GL_UNSIGNED_SHORT;
+ AssertTestFmt(SVGA3D_R16G16_UNORM);
+ break;
+
+ /* Packed Video formats */
+ case SVGA3D_UYVY:
+ case SVGA3D_YUY2:
+ /* Use a BRGA texture to hold the data and convert it to an actual BGRA. */
+ pSurface->fEmulated = true;
+ pSurface->internalFormatGL = GL_RGBA8;
+ pSurface->formatGL = GL_BGRA;
+ pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
+ pSurface->cbBlockGL = 4 * pSurface->cxBlock * pSurface->cyBlock;
+ break;
+
+#if 0
+ /* Planar video formats */
+ case SVGA3D_NV12:
+ return (D3DFORMAT)MAKEFOURCC('N', 'V', '1', '2');
+
+ /* Video format with alpha */
+ case SVGA3D_FORMAT_DEAD2: /* Old SVGA3D_AYUV */
+
+ case SVGA3D_ATI1:
+ case SVGA3D_ATI2:
+ /* Unknown; only in DX10 & 11 */
+ break;
+#endif
+ default:
+ AssertMsgFailed(("Unsupported format %d\n", format));
+ break;
+ }
+#undef AssertTestFmt
+}
+
+
+#if 0
+/**
+ * Convert SVGA multi sample count value to its D3D equivalent
+ */
+D3DMULTISAMPLE_TYPE vmsvga3dMultipeSampleCount2D3D(uint32_t multisampleCount)
+{
+ AssertCompile(D3DMULTISAMPLE_2_SAMPLES == 2);
+ AssertCompile(D3DMULTISAMPLE_16_SAMPLES == 16);
+
+ if (multisampleCount > 16)
+ return D3DMULTISAMPLE_NONE;
+
+ /** @todo exact same mapping as d3d? */
+ return (D3DMULTISAMPLE_TYPE)multisampleCount;
+}
+#endif
+
+/**
+ * Destroy backend specific surface bits (part of SVGA_3D_CMD_SURFACE_DESTROY).
+ *
+ * @param pThisCC The device state.
+ * @param fClearCOTableEntry Not relevant for this backend.
+ * @param pSurface The surface being destroyed.
+ */
+static DECLCALLBACK(void) vmsvga3dBackSurfaceDestroy(PVGASTATECC pThisCC, bool fClearCOTableEntry, PVMSVGA3DSURFACE pSurface)
+{
+ RT_NOREF(fClearCOTableEntry);
+
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturnVoid(pState);
+
+ PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ switch (pSurface->enmOGLResType)
+ {
+ case VMSVGA3D_OGLRESTYPE_BUFFER:
+ Assert(pSurface->oglId.buffer != OPENGL_INVALID_ID);
+ pState->ext.glDeleteBuffers(1, &pSurface->oglId.buffer);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ break;
+
+ case VMSVGA3D_OGLRESTYPE_TEXTURE:
+ Assert(pSurface->oglId.texture != OPENGL_INVALID_ID);
+ glDeleteTextures(1, &pSurface->oglId.texture);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ if (pSurface->fEmulated)
+ {
+ if (pSurface->idEmulated)
+ {
+ glDeleteTextures(1, &pSurface->idEmulated);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ }
+ }
+ else
+ {
+ Assert(!pSurface->idEmulated);
+ }
+ break;
+
+ case VMSVGA3D_OGLRESTYPE_RENDERBUFFER:
+ Assert(pSurface->oglId.renderbuffer != OPENGL_INVALID_ID);
+ pState->ext.glDeleteRenderbuffers(1, &pSurface->oglId.renderbuffer);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ break;
+
+ default:
+ AssertMsg(!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurface),
+ ("hint=%#x, type=%d\n",
+ (pSurface->f.s.surface1Flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK), pSurface->enmOGLResType));
+ break;
+ }
+}
+
+
+static DECLCALLBACK(void) vmsvga3dBackSurfaceInvalidateImage(PVGASTATECC pThisCC, PVMSVGA3DSURFACE pSurface, uint32_t uFace, uint32_t uMipmap)
+{
+ RT_NOREF(pThisCC, pSurface, uFace, uMipmap);
+}
+
+
+static DECLCALLBACK(int) vmsvga3dBackSurfaceCopy(PVGASTATECC pThisCC, SVGA3dSurfaceImageId dest, SVGA3dSurfaceImageId src,
+ uint32_t cCopyBoxes, SVGA3dCopyBox *pBox)
+{
+ int rc;
+
+ LogFunc(("Copy %d boxes from sid=%u face=%u mipmap=%u to sid=%u face=%u mipmap=%u\n",
+ cCopyBoxes, src.sid, src.face, src.mipmap, dest.sid, dest.face, dest.mipmap));
+
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_INVALID_STATE);
+
+ PVMSVGA3DSURFACE pSurfaceSrc;
+ rc = vmsvga3dSurfaceFromSid(pState, src.sid, &pSurfaceSrc);
+ AssertRCReturn(rc, rc);
+
+ PVMSVGA3DSURFACE pSurfaceDst;
+ rc = vmsvga3dSurfaceFromSid(pState, dest.sid, &pSurfaceDst);
+ AssertRCReturn(rc, rc);
+
+ if (!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurfaceSrc))
+ {
+ /* The source surface is still in memory. */
+ PVMSVGA3DMIPMAPLEVEL pMipmapLevelSrc;
+ rc = vmsvga3dMipmapLevel(pSurfaceSrc, src.face, src.mipmap, &pMipmapLevelSrc);
+ AssertRCReturn(rc, rc);
+
+ PVMSVGA3DMIPMAPLEVEL pMipmapLevelDst;
+ rc = vmsvga3dMipmapLevel(pSurfaceDst, dest.face, dest.mipmap, &pMipmapLevelDst);
+ AssertRCReturn(rc, rc);
+
+ /* The copy operation is performed on the shared context. */
+ PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ /* Use glTexSubImage to upload the data to the destination texture.
+ * The latter must be an OpenGL texture.
+ */
+ if (!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurfaceDst))
+ {
+ LogFunc(("dest sid=%u type=0x%x format=%d -> create texture\n", dest.sid, pSurfaceDst->f.s.surface1Flags, pSurfaceDst->format));
+ rc = vmsvga3dBackCreateTexture(pThisCC, pContext, pContext->id, pSurfaceDst);
+ AssertRCReturn(rc, rc);
+ }
+
+ GLenum target;
+ if (pSurfaceDst->targetGL == GL_TEXTURE_CUBE_MAP)
+ target = vmsvga3dCubemapFaceFromIndex(dest.face);
+ else
+ {
+ AssertMsg(pSurfaceDst->targetGL == GL_TEXTURE_2D, ("Test %#x\n", pSurfaceDst->targetGL));
+ target = pSurfaceDst->targetGL;
+ }
+
+ /* Save the unpacking parameters and set what we need here. */
+ VMSVGAPACKPARAMS SavedParams;
+ vmsvga3dOglSetUnpackParams(pState, pContext,
+ pMipmapLevelSrc->mipmapSize.width,
+ target == GL_TEXTURE_3D ? pMipmapLevelSrc->mipmapSize.height : 0,
+ &SavedParams);
+
+ glBindTexture(pSurfaceDst->targetGL, pSurfaceDst->oglId.texture);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ for (uint32_t i = 0; i < cCopyBoxes; ++i)
+ {
+ SVGA3dCopyBox clipBox = pBox[i];
+ vmsvgaR3ClipCopyBox(&pMipmapLevelSrc->mipmapSize, &pMipmapLevelDst->mipmapSize, &clipBox);
+ if ( !clipBox.w
+ || !clipBox.h
+ || !clipBox.d)
+ {
+ LogFunc(("Skipped empty box.\n"));
+ continue;
+ }
+
+ LogFunc(("copy box %d,%d,%d %dx%d to %d,%d,%d\n",
+ clipBox.srcx, clipBox.srcy, clipBox.srcz, clipBox.w, clipBox.h, clipBox.x, clipBox.y, clipBox.z));
+
+ uint32_t const u32BlockX = clipBox.srcx / pSurfaceSrc->cxBlock;
+ uint32_t const u32BlockY = clipBox.srcy / pSurfaceSrc->cyBlock;
+ uint32_t const u32BlockZ = clipBox.srcz;
+ Assert(u32BlockX * pSurfaceSrc->cxBlock == clipBox.srcx);
+ Assert(u32BlockY * pSurfaceSrc->cyBlock == clipBox.srcy);
+
+ uint8_t const *pSrcBits = (uint8_t *)pMipmapLevelSrc->pSurfaceData
+ + pMipmapLevelSrc->cbSurfacePlane * u32BlockZ
+ + pMipmapLevelSrc->cbSurfacePitch * u32BlockY
+ + pSurfaceSrc->cbBlock * u32BlockX;
+
+ if (target == GL_TEXTURE_3D)
+ {
+ if ( pSurfaceDst->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
+ || pSurfaceDst->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
+ || pSurfaceDst->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
+ {
+ uint32_t const cBlocksX = (clipBox.w + pSurfaceSrc->cxBlock - 1) / pSurfaceSrc->cxBlock;
+ uint32_t const cBlocksY = (clipBox.h + pSurfaceSrc->cyBlock - 1) / pSurfaceSrc->cyBlock;
+ uint32_t const imageSize = cBlocksX * cBlocksY * clipBox.d * pSurfaceSrc->cbBlock;
+ pState->ext.glCompressedTexSubImage3D(target, dest.mipmap,
+ clipBox.x, clipBox.y, clipBox.z,
+ clipBox.w, clipBox.h, clipBox.d,
+ pSurfaceSrc->internalFormatGL, (GLsizei)imageSize, pSrcBits);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ }
+ else
+ {
+ pState->ext.glTexSubImage3D(target, dest.mipmap,
+ clipBox.x, clipBox.y, clipBox.z,
+ clipBox.w, clipBox.h, clipBox.d,
+ pSurfaceSrc->formatGL, pSurfaceSrc->typeGL, pSrcBits);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ }
+ }
+ else
+ {
+ if ( pSurfaceDst->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
+ || pSurfaceDst->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
+ || pSurfaceDst->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
+ {
+ uint32_t const cBlocksX = (clipBox.w + pSurfaceSrc->cxBlock - 1) / pSurfaceSrc->cxBlock;
+ uint32_t const cBlocksY = (clipBox.h + pSurfaceSrc->cyBlock - 1) / pSurfaceSrc->cyBlock;
+ uint32_t const imageSize = cBlocksX * cBlocksY * pSurfaceSrc->cbBlock;
+ pState->ext.glCompressedTexSubImage2D(target, dest.mipmap,
+ clipBox.x, clipBox.y, clipBox.w, clipBox.h,
+ pSurfaceSrc->internalFormatGL, (GLsizei)imageSize, pSrcBits);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ }
+ else
+ {
+ glTexSubImage2D(target, dest.mipmap,
+ clipBox.x, clipBox.y, clipBox.w, clipBox.h,
+ pSurfaceSrc->formatGL, pSurfaceSrc->typeGL, pSrcBits);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ }
+ }
+ }
+
+ glBindTexture(pSurfaceDst->targetGL, 0);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ vmsvga3dOglRestoreUnpackParams(pState, pContext, &SavedParams);
+
+ return VINF_SUCCESS;
+ }
+
+ PVGASTATE pThis = PDMDEVINS_2_DATA(pThisCC->pDevIns, PVGASTATE);
+ for (uint32_t i = 0; i < cCopyBoxes; i++)
+ {
+ SVGA3dBox destBox, srcBox;
+
+ srcBox.x = pBox[i].srcx;
+ srcBox.y = pBox[i].srcy;
+ srcBox.z = pBox[i].srcz;
+ srcBox.w = pBox[i].w;
+ srcBox.h = pBox[i].h;
+ srcBox.d = pBox[i].d;
+
+ destBox.x = pBox[i].x;
+ destBox.y = pBox[i].y;
+ destBox.z = pBox[i].z;
+ destBox.w = pBox[i].w;
+ destBox.h = pBox[i].h;
+ destBox.d = pBox[i].d;
+
+ /* No stretching is required, therefore use SVGA3D_STRETCH_BLT_POINT which translated to GL_NEAREST. */
+ rc = vmsvga3dSurfaceStretchBlt(pThis, pThisCC, &dest, &destBox, &src, &srcBox, SVGA3D_STRETCH_BLT_POINT);
+ AssertRCReturn(rc, rc);
+ }
+ return VINF_SUCCESS;
+}
+
+
+/**
+ * Saves texture unpacking parameters and loads the specified ones.
+ *
+ * @param pState The VMSVGA3D state structure.
+ * @param pContext The active context.
+ * @param cxRow The number of pixels in a row. 0 for the entire width.
+ * @param cyImage The height of the image in pixels. 0 for the entire height.
+ * @param pSave Where to save stuff.
+ */
+void vmsvga3dOglSetUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, GLint cxRow, GLint cyImage,
+ PVMSVGAPACKPARAMS pSave)
+{
+ RT_NOREF(pState);
+
+ /*
+ * Save (ignore errors, setting the defaults we want and avoids restore).
+ */
+ pSave->iAlignment = 1;
+ VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
+ pSave->cxRow = 0;
+ VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
+ pSave->cyImage = 0;
+ VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_UNPACK_IMAGE_HEIGHT, &pSave->cyImage), pState, pContext);
+
+#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
+ pSave->fSwapBytes = GL_FALSE;
+ glGetBooleanv(GL_UNPACK_SWAP_BYTES, &pSave->fSwapBytes);
+ Assert(pSave->fSwapBytes == GL_FALSE);
+
+ pSave->fLsbFirst = GL_FALSE;
+ glGetBooleanv(GL_UNPACK_LSB_FIRST, &pSave->fLsbFirst);
+ Assert(pSave->fLsbFirst == GL_FALSE);
+
+ pSave->cSkipRows = 0;
+ glGetIntegerv(GL_UNPACK_SKIP_ROWS, &pSave->cSkipRows);
+ Assert(pSave->cSkipRows == 0);
+
+ pSave->cSkipPixels = 0;
+ glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &pSave->cSkipPixels);
+ Assert(pSave->cSkipPixels == 0);
+
+ pSave->cSkipImages = 0;
+ glGetIntegerv(GL_UNPACK_SKIP_IMAGES, &pSave->cSkipImages);
+ Assert(pSave->cSkipImages == 0);
+
+ VMSVGA3D_CLEAR_GL_ERRORS();
+#endif
+
+ /*
+ * Setup unpack.
+ *
+ * Note! We use 1 as alignment here because we currently don't do any
+ * aligning of line pitches anywhere.
+ */
+ pSave->fChanged = 0;
+ if (pSave->iAlignment != 1)
+ {
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1), pState, pContext);
+ pSave->fChanged |= VMSVGAPACKPARAMS_ALIGNMENT;
+ }
+ if (pSave->cxRow != cxRow)
+ {
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, cxRow), pState, pContext);
+ pSave->fChanged |= VMSVGAPACKPARAMS_ROW_LENGTH;
+ }
+ if (pSave->cyImage != cyImage)
+ {
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, cyImage), pState, pContext);
+ pSave->fChanged |= VMSVGAPACKPARAMS_IMAGE_HEIGHT;
+ }
+#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
+ if (pSave->fSwapBytes != 0)
+ {
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE), pState, pContext);
+ pSave->fChanged |= VMSVGAPACKPARAMS_SWAP_BYTES;
+ }
+ if (pSave->fLsbFirst != 0)
+ {
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE), pState, pContext);
+ pSave->fChanged |= VMSVGAPACKPARAMS_LSB_FIRST;
+ }
+ if (pSave->cSkipRows != 0)
+ {
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, 0), pState, pContext);
+ pSave->fChanged |= VMSVGAPACKPARAMS_SKIP_ROWS;
+ }
+ if (pSave->cSkipPixels != 0)
+ {
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0), pState, pContext);
+ pSave->fChanged |= VMSVGAPACKPARAMS_SKIP_PIXELS;
+ }
+ if (pSave->cSkipImages != 0)
+ {
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0), pState, pContext);
+ pSave->fChanged |= VMSVGAPACKPARAMS_SKIP_IMAGES;
+ }
+#endif
+}
+
+
+/**
+ * Restores texture unpacking parameters.
+ *
+ * @param pState The VMSVGA3D state structure.
+ * @param pContext The active context.
+ * @param pSave Where stuff was saved.
+ */
+void vmsvga3dOglRestoreUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext,
+ PCVMSVGAPACKPARAMS pSave)
+{
+ RT_NOREF(pState);
+
+ if (pSave->fChanged & VMSVGAPACKPARAMS_ALIGNMENT)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
+ if (pSave->fChanged & VMSVGAPACKPARAMS_ROW_LENGTH)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
+ if (pSave->fChanged & VMSVGAPACKPARAMS_IMAGE_HEIGHT)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
+#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
+ if (pSave->fChanged & VMSVGAPACKPARAMS_SWAP_BYTES)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
+ if (pSave->fChanged & VMSVGAPACKPARAMS_LSB_FIRST)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
+ if (pSave->fChanged & VMSVGAPACKPARAMS_SKIP_ROWS)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
+ if (pSave->fChanged & VMSVGAPACKPARAMS_SKIP_PIXELS)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
+ if (pSave->fChanged & VMSVGAPACKPARAMS_SKIP_IMAGES)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_UNPACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
+#endif
+}
+
+/**
+ * Create D3D/OpenGL texture object for the specified surface.
+ *
+ * Surfaces are created when needed.
+ *
+ * @param pThisCC The device context.
+ * @param pContext The context.
+ * @param idAssociatedContext Probably the same as pContext->id.
+ * @param pSurface The surface to create the texture for.
+ */
+static DECLCALLBACK(int) vmsvga3dBackCreateTexture(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext,
+ PVMSVGA3DSURFACE pSurface)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+
+ RT_NOREF(idAssociatedContext);
+
+ LogFunc(("sid=%u\n", pSurface->id));
+
+ uint32_t const numMipLevels = pSurface->cLevels;
+
+ /* Fugure out what kind of texture we are creating. */
+ GLenum binding;
+ GLenum target;
+ if (pSurface->f.s.surface1Flags & SVGA3D_SURFACE_CUBEMAP)
+ {
+ Assert(pSurface->cFaces == 6);
+
+ binding = GL_TEXTURE_BINDING_CUBE_MAP;
+ target = GL_TEXTURE_CUBE_MAP;
+ }
+ else
+ {
+ if (pSurface->paMipmapLevels[0].mipmapSize.depth > 1)
+ {
+ binding = GL_TEXTURE_BINDING_3D;
+ target = GL_TEXTURE_3D;
+ }
+ else
+ {
+ Assert(pSurface->cFaces == 1);
+
+ binding = GL_TEXTURE_BINDING_2D;
+ target = GL_TEXTURE_2D;
+ }
+ }
+
+ /* All textures are created in the SharedCtx. */
+ uint32_t idPrevCtx = pState->idActiveContext;
+ pContext = &pState->SharedCtx;
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ glGenTextures(1, &pSurface->oglId.texture);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ if (pSurface->fEmulated)
+ {
+ glGenTextures(1, &pSurface->idEmulated);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ }
+ pSurface->enmOGLResType = VMSVGA3D_OGLRESTYPE_TEXTURE;
+
+ GLint activeTexture = 0;
+ glGetIntegerv(binding, &activeTexture);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ /* Must bind texture to the current context in order to change it. */
+ glBindTexture(target, pSurface->oglId.texture);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ /* Set the unpacking parameters. */
+ VMSVGAPACKPARAMS SavedParams;
+ vmsvga3dOglSetUnpackParams(pState, pContext, 0, 0, &SavedParams);
+
+ /** @todo Set the mip map generation filter settings. */
+
+ /* Set the mipmap base and max level parameters. */
+ glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, 0);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, pSurface->cLevels - 1);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ if (pSurface->fDirty)
+ LogFunc(("sync dirty texture\n"));
+
+ /* Always allocate and initialize all mipmap levels; non-initialized mipmap levels used as render targets cause failures. */
+ if (target == GL_TEXTURE_3D)
+ {
+ for (uint32_t i = 0; i < numMipLevels; ++i)
+ {
+ /* Allocate and initialize texture memory. Passing the zero filled pSurfaceData avoids
+ * exposing random host memory to the guest and helps a with the fedora 21 surface
+ * corruption issues (launchpad, background, search field, login).
+ */
+ PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->paMipmapLevels[i];
+
+ LogFunc(("sync dirty 3D texture mipmap level %d (pitch %x) (dirty %d)\n",
+ i, pMipLevel->cbSurfacePitch, pMipLevel->fDirty));
+
+ if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
+ || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
+ || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
+ {
+ pState->ext.glCompressedTexImage3D(GL_TEXTURE_3D,
+ i,
+ pSurface->internalFormatGL,
+ pMipLevel->mipmapSize.width,
+ pMipLevel->mipmapSize.height,
+ pMipLevel->mipmapSize.depth,
+ 0,
+ pMipLevel->cbSurface,
+ pMipLevel->pSurfaceData);
+ }
+ else
+ {
+ pState->ext.glTexImage3D(GL_TEXTURE_3D,
+ i,
+ pSurface->internalFormatGL,
+ pMipLevel->mipmapSize.width,
+ pMipLevel->mipmapSize.height,
+ pMipLevel->mipmapSize.depth,
+ 0, /* border */
+ pSurface->formatGL,
+ pSurface->typeGL,
+ pMipLevel->pSurfaceData);
+ }
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ pMipLevel->fDirty = false;
+ }
+ }
+ else if (target == GL_TEXTURE_CUBE_MAP)
+ {
+ for (uint32_t iFace = 0; iFace < 6; ++iFace)
+ {
+ GLenum const Face = vmsvga3dCubemapFaceFromIndex(iFace);
+
+ for (uint32_t i = 0; i < numMipLevels; ++i)
+ {
+ PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->paMipmapLevels[iFace * numMipLevels + i];
+ Assert(pMipLevel->mipmapSize.width == pMipLevel->mipmapSize.height);
+ Assert(pMipLevel->mipmapSize.depth == 1);
+
+ LogFunc(("sync cube texture face %d mipmap level %d (dirty %d)\n",
+ iFace, i, pMipLevel->fDirty));
+
+ if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
+ || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
+ || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
+ {
+ pState->ext.glCompressedTexImage2D(Face,
+ i,
+ pSurface->internalFormatGL,
+ pMipLevel->mipmapSize.width,
+ pMipLevel->mipmapSize.height,
+ 0,
+ pMipLevel->cbSurface,
+ pMipLevel->pSurfaceData);
+ }
+ else
+ {
+ glTexImage2D(Face,
+ i,
+ pSurface->internalFormatGL,
+ pMipLevel->mipmapSize.width,
+ pMipLevel->mipmapSize.height,
+ 0,
+ pSurface->formatGL,
+ pSurface->typeGL,
+ pMipLevel->pSurfaceData);
+ }
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ pMipLevel->fDirty = false;
+ }
+ }
+ }
+ else if (target == GL_TEXTURE_2D)
+ {
+ for (uint32_t i = 0; i < numMipLevels; ++i)
+ {
+ /* Allocate and initialize texture memory. Passing the zero filled pSurfaceData avoids
+ * exposing random host memory to the guest and helps a with the fedora 21 surface
+ * corruption issues (launchpad, background, search field, login).
+ */
+ PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->paMipmapLevels[i];
+ Assert(pMipLevel->mipmapSize.depth == 1);
+
+ LogFunc(("sync dirty texture mipmap level %d (pitch %x) (dirty %d)\n",
+ i, pMipLevel->cbSurfacePitch, pMipLevel->fDirty));
+
+ if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
+ || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
+ || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
+ {
+ pState->ext.glCompressedTexImage2D(GL_TEXTURE_2D,
+ i,
+ pSurface->internalFormatGL,
+ pMipLevel->mipmapSize.width,
+ pMipLevel->mipmapSize.height,
+ 0,
+ pMipLevel->cbSurface,
+ pMipLevel->pSurfaceData);
+ }
+ else
+ {
+ glTexImage2D(GL_TEXTURE_2D,
+ i,
+ pSurface->internalFormatGL,
+ pMipLevel->mipmapSize.width,
+ pMipLevel->mipmapSize.height,
+ 0,
+ pSurface->formatGL,
+ pSurface->typeGL,
+ NULL);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ if (pSurface->fEmulated)
+ {
+ /* Bind the emulated texture and init it. */
+ glBindTexture(GL_TEXTURE_2D, pSurface->idEmulated);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ glTexImage2D(GL_TEXTURE_2D,
+ i,
+ pSurface->internalFormatGL,
+ pMipLevel->mipmapSize.width,
+ pMipLevel->mipmapSize.height,
+ 0,
+ pSurface->formatGL,
+ pSurface->typeGL,
+ NULL);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ }
+
+ /* Fetch texture data: either to the actual or to the emulated texture.
+ * The pSurfaceData buffer may be smaller than the entire texture
+ * for emulated formats, in which case only part of the texture is synched.
+ */
+ uint32_t cBlocksX = pMipLevel->mipmapSize.width / pSurface->cxBlock;
+ uint32_t cBlocksY = pMipLevel->mipmapSize.height / pSurface->cyBlock;
+ glTexSubImage2D(GL_TEXTURE_2D,
+ i,
+ 0,
+ 0,
+ cBlocksX,
+ cBlocksY,
+ pSurface->formatGL,
+ pSurface->typeGL,
+ pMipLevel->pSurfaceData);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ if (pSurface->fEmulated)
+ {
+ /* Update the actual texture using the format converter. */
+ FormatConvUpdateTexture(pState, pContext, pSurface, i);
+
+ /* Rebind the actual texture. */
+ glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ }
+ }
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ pMipLevel->fDirty = false;
+ }
+ }
+
+ pSurface->fDirty = false;
+
+ /* Restore unpacking parameters. */
+ vmsvga3dOglRestoreUnpackParams(pState, pContext, &SavedParams);
+
+ /* Restore the old active texture. */
+ glBindTexture(target, activeTexture);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ pSurface->f.s.surface1Flags |= SVGA3D_SURFACE_HINT_TEXTURE;
+ pSurface->targetGL = target;
+ pSurface->bindingGL = binding;
+
+ if (idPrevCtx < pState->cContexts && pState->papContexts[idPrevCtx]->id == idPrevCtx)
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pState->papContexts[idPrevCtx]);
+ return VINF_SUCCESS;
+}
+
+
+/**
+ * Backend worker for implementing SVGA_3D_CMD_SURFACE_STRETCHBLT.
+ *
+ * @returns VBox status code.
+ * @param pThis The VGA device instance.
+ * @param pState The VMSVGA3d state.
+ * @param pDstSurface The destination host surface.
+ * @param uDstFace The destination face (valid).
+ * @param uDstMipmap The destination mipmap level (valid).
+ * @param pDstBox The destination box.
+ * @param pSrcSurface The source host surface.
+ * @param uSrcFace The destination face (valid).
+ * @param uSrcMipmap The source mimap level (valid).
+ * @param pSrcBox The source box.
+ * @param enmMode The strecht blt mode .
+ * @param pContext The VMSVGA3d context (already current for OGL).
+ */
+static DECLCALLBACK(int) vmsvga3dBackSurfaceStretchBlt(PVGASTATE pThis, PVMSVGA3DSTATE pState,
+ PVMSVGA3DSURFACE pDstSurface, uint32_t uDstFace, uint32_t uDstMipmap, SVGA3dBox const *pDstBox,
+ PVMSVGA3DSURFACE pSrcSurface, uint32_t uSrcFace, uint32_t uSrcMipmap, SVGA3dBox const *pSrcBox,
+ SVGA3dStretchBltMode enmMode, PVMSVGA3DCONTEXT pContext)
+{
+ RT_NOREF(pThis);
+
+ AssertReturn( RT_BOOL(pSrcSurface->f.s.surface1Flags & SVGA3D_SURFACE_HINT_DEPTHSTENCIL)
+ == RT_BOOL(pDstSurface->f.s.surface1Flags & SVGA3D_SURFACE_HINT_DEPTHSTENCIL), VERR_NOT_IMPLEMENTED);
+
+ GLenum glAttachment = GL_COLOR_ATTACHMENT0;
+ GLbitfield glMask = GL_COLOR_BUFFER_BIT;
+ if (pDstSurface->f.s.surface1Flags & SVGA3D_SURFACE_HINT_DEPTHSTENCIL)
+ {
+ /** @todo Need GL_DEPTH_STENCIL_ATTACHMENT for depth/stencil formats? */
+ glAttachment = GL_DEPTH_ATTACHMENT;
+ glMask = GL_DEPTH_BUFFER_BIT;
+ }
+
+ /* Activate the read and draw framebuffer objects. */
+ pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, pContext->idDrawFramebuffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ /* Bind the source and destination objects to the right place. */
+ GLenum textarget;
+ if (pSrcSurface->targetGL == GL_TEXTURE_CUBE_MAP)
+ textarget = vmsvga3dCubemapFaceFromIndex(uSrcFace);
+ else
+ {
+ /// @todo later AssertMsg(pSrcSurface->targetGL == GL_TEXTURE_2D, ("%#x\n", pSrcSurface->targetGL));
+ textarget = GL_TEXTURE_2D;
+ }
+ pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, glAttachment, textarget,
+ pSrcSurface->oglId.texture, uSrcMipmap);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ if (pDstSurface->targetGL == GL_TEXTURE_CUBE_MAP)
+ textarget = vmsvga3dCubemapFaceFromIndex(uDstFace);
+ else
+ {
+ /// @todo later AssertMsg(pDstSurface->targetGL == GL_TEXTURE_2D, ("%#x\n", pDstSurface->targetGL));
+ textarget = GL_TEXTURE_2D;
+ }
+ pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment, textarget,
+ pDstSurface->oglId.texture, uDstMipmap);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ 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),
+ pSrcBox->x + pSrcBox->w, D3D_TO_OGL_Y_COORD(pSrcSurface, pSrcBox->y),
+ pDstBox->x, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y + pDstBox->h),
+ pDstBox->x + pDstBox->w, D3D_TO_OGL_Y_COORD(pDstSurface, pDstBox->y)));
+
+ pState->ext.glBlitFramebuffer(pSrcBox->x,
+ pSrcBox->y,
+ pSrcBox->x + pSrcBox->w, /* exclusive. */
+ pSrcBox->y + pSrcBox->h,
+ pDstBox->x,
+ pDstBox->y,
+ pDstBox->x + pDstBox->w, /* exclusive. */
+ pDstBox->y + pDstBox->h,
+ glMask,
+ (enmMode == SVGA3D_STRETCH_BLT_POINT) ? GL_NEAREST : GL_LINEAR);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ /* Reset the frame buffer association */
+ pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ return VINF_SUCCESS;
+}
+
+/**
+ * Save texture packing parameters and loads those appropriate for the given
+ * surface.
+ *
+ * @param pState The VMSVGA3D state structure.
+ * @param pContext The active context.
+ * @param pSurface The surface.
+ * @param pSave Where to save stuff.
+ */
+void vmsvga3dOglSetPackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
+ PVMSVGAPACKPARAMS pSave)
+{
+ RT_NOREF(pState);
+ /*
+ * Save (ignore errors, setting the defaults we want and avoids restore).
+ */
+ pSave->iAlignment = 1;
+ VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_PACK_ALIGNMENT, &pSave->iAlignment), pState, pContext);
+ pSave->cxRow = 0;
+ VMSVGA3D_ASSERT_GL_CALL(glGetIntegerv(GL_PACK_ROW_LENGTH, &pSave->cxRow), pState, pContext);
+
+#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
+ pSave->cyImage = 0;
+ glGetIntegerv(GL_PACK_IMAGE_HEIGHT, &pSave->cyImage);
+ Assert(pSave->cyImage == 0);
+
+ pSave->fSwapBytes = GL_FALSE;
+ glGetBooleanv(GL_PACK_SWAP_BYTES, &pSave->fSwapBytes);
+ Assert(pSave->fSwapBytes == GL_FALSE);
+
+ pSave->fLsbFirst = GL_FALSE;
+ glGetBooleanv(GL_PACK_LSB_FIRST, &pSave->fLsbFirst);
+ Assert(pSave->fLsbFirst == GL_FALSE);
+
+ pSave->cSkipRows = 0;
+ glGetIntegerv(GL_PACK_SKIP_ROWS, &pSave->cSkipRows);
+ Assert(pSave->cSkipRows == 0);
+
+ pSave->cSkipPixels = 0;
+ glGetIntegerv(GL_PACK_SKIP_PIXELS, &pSave->cSkipPixels);
+ Assert(pSave->cSkipPixels == 0);
+
+ pSave->cSkipImages = 0;
+ glGetIntegerv(GL_PACK_SKIP_IMAGES, &pSave->cSkipImages);
+ Assert(pSave->cSkipImages == 0);
+
+ VMSVGA3D_CLEAR_GL_ERRORS();
+#endif
+
+ /*
+ * Setup unpack.
+ *
+ * Note! We use 1 as alignment here because we currently don't do any
+ * aligning of line pitches anywhere.
+ */
+ NOREF(pSurface);
+ if (pSave->iAlignment != 1)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 1), pState, pContext);
+ if (pSave->cxRow != 0)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, 0), pState, pContext);
+#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
+ if (pSave->cyImage != 0)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0), pState, pContext);
+ if (pSave->fSwapBytes != 0)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE), pState, pContext);
+ if (pSave->fLsbFirst != 0)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, GL_FALSE), pState, pContext);
+ if (pSave->cSkipRows != 0)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, 0), pState, pContext);
+ if (pSave->cSkipPixels != 0)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, 0), pState, pContext);
+ if (pSave->cSkipImages != 0)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, 0), pState, pContext);
+#endif
+}
+
+
+/**
+ * Restores texture packing parameters.
+ *
+ * @param pState The VMSVGA3D state structure.
+ * @param pContext The active context.
+ * @param pSurface The surface.
+ * @param pSave Where stuff was saved.
+ */
+void vmsvga3dOglRestorePackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface,
+ PCVMSVGAPACKPARAMS pSave)
+{
+ RT_NOREF(pState, pSurface);
+ if (pSave->iAlignment != 1)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, pSave->iAlignment), pState, pContext);
+ if (pSave->cxRow != 0)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_ROW_LENGTH, pSave->cxRow), pState, pContext);
+#ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING
+ if (pSave->cyImage != 0)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_IMAGE_HEIGHT, pSave->cyImage), pState, pContext);
+ if (pSave->fSwapBytes != 0)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SWAP_BYTES, pSave->fSwapBytes), pState, pContext);
+ if (pSave->fLsbFirst != 0)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_LSB_FIRST, pSave->fLsbFirst), pState, pContext);
+ if (pSave->cSkipRows != 0)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_ROWS, pSave->cSkipRows), pState, pContext);
+ if (pSave->cSkipPixels != 0)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_PIXELS, pSave->cSkipPixels), pState, pContext);
+ if (pSave->cSkipImages != 0)
+ VMSVGA3D_ASSERT_GL_CALL(glPixelStorei(GL_PACK_SKIP_IMAGES, pSave->cSkipImages), pState, pContext);
+#endif
+}
+
+
+/**
+ * Backend worker for implementing SVGA_3D_CMD_SURFACE_DMA that copies one box.
+ *
+ * @returns Failure status code or @a rc.
+ * @param pThis The shared VGA/VMSVGA instance data.
+ * @param pThisCC The VGA/VMSVGA state for ring-3.
+ * @param pState The VMSVGA3d state.
+ * @param pSurface The host surface.
+ * @param pMipLevel Mipmap level. The caller knows it already.
+ * @param uHostFace The host face (valid).
+ * @param uHostMipmap The host mipmap level (valid).
+ * @param GuestPtr The guest pointer.
+ * @param cbGuestPitch The guest pitch.
+ * @param transfer The transfer direction.
+ * @param pBox The box to copy (clipped, valid, except for guest's srcx, srcy, srcz).
+ * @param pContext The context (for OpenGL).
+ * @param rc The current rc for all boxes.
+ * @param iBox The current box number (for Direct 3D).
+ */
+static DECLCALLBACK(int) vmsvga3dBackSurfaceDMACopyBox(PVGASTATE pThis, PVGASTATECC pThisCC, PVMSVGA3DSTATE pState, PVMSVGA3DSURFACE pSurface,
+ PVMSVGA3DMIPMAPLEVEL pMipLevel, uint32_t uHostFace, uint32_t uHostMipmap,
+ SVGAGuestPtr GuestPtr, uint32_t cbGuestPitch, SVGA3dTransferType transfer,
+ SVGA3dCopyBox const *pBox, PVMSVGA3DCONTEXT pContext, int rc, int iBox)
+{
+ RT_NOREF(iBox);
+
+ switch (pSurface->enmOGLResType)
+ {
+ case VMSVGA3D_OGLRESTYPE_TEXTURE:
+ {
+ uint32_t cbSurfacePitch;
+ uint8_t *pDoubleBuffer;
+ uint64_t offHst;
+
+ uint32_t const u32HostBlockX = pBox->x / pSurface->cxBlock;
+ uint32_t const u32HostBlockY = pBox->y / pSurface->cyBlock;
+ uint32_t const u32HostZ = pBox->z;
+ Assert(u32HostBlockX * pSurface->cxBlock == pBox->x);
+ Assert(u32HostBlockY * pSurface->cyBlock == pBox->y);
+
+ uint32_t const u32GuestBlockX = pBox->srcx / pSurface->cxBlock;
+ uint32_t const u32GuestBlockY = pBox->srcy / pSurface->cyBlock;
+ uint32_t const u32GuestZ = pBox->srcz / pSurface->cyBlock;
+ Assert(u32GuestBlockX * pSurface->cxBlock == pBox->srcx);
+ Assert(u32GuestBlockY * pSurface->cyBlock == pBox->srcy);
+
+ uint32_t const cBlocksX = (pBox->w + pSurface->cxBlock - 1) / pSurface->cxBlock;
+ uint32_t const cBlocksY = (pBox->h + pSurface->cyBlock - 1) / pSurface->cyBlock;
+ AssertMsgReturn(cBlocksX && cBlocksY, ("Empty box %dx%d\n", pBox->w, pBox->h), VERR_INTERNAL_ERROR);
+
+ GLenum texImageTarget;
+ if (pSurface->targetGL == GL_TEXTURE_3D)
+ {
+ texImageTarget = GL_TEXTURE_3D;
+ }
+ else if (pSurface->targetGL == GL_TEXTURE_CUBE_MAP)
+ {
+ texImageTarget = vmsvga3dCubemapFaceFromIndex(uHostFace);
+ }
+ else
+ {
+ AssertMsg(pSurface->targetGL == GL_TEXTURE_2D, ("%#x\n", pSurface->targetGL));
+ texImageTarget = GL_TEXTURE_2D;
+ }
+
+ /* The buffer must be large enough to hold entire texture in the OpenGL format. */
+ pDoubleBuffer = (uint8_t *)RTMemAlloc(pSurface->cbBlockGL * pMipLevel->cBlocks);
+ AssertReturn(pDoubleBuffer, VERR_NO_MEMORY);
+
+ if (transfer == SVGA3D_READ_HOST_VRAM)
+ {
+ /* Read the entire texture to the double buffer. */
+ GLint activeTexture;
+
+ /* Must bind texture to the current context in order to read it. */
+ glGetIntegerv(pSurface->bindingGL, &activeTexture);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ glBindTexture(pSurface->targetGL, GLTextureId(pSurface));
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ if (pSurface->fEmulated)
+ {
+ FormatConvReadTexture(pState, pContext, pSurface, uHostMipmap);
+ }
+
+ /* Set row length and alignment of the input data. */
+ VMSVGAPACKPARAMS SavedParams;
+ vmsvga3dOglSetPackParams(pState, pContext, pSurface, &SavedParams);
+
+ if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
+ || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
+ || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
+ {
+ pState->ext.glGetCompressedTexImage(texImageTarget, uHostMipmap, pDoubleBuffer);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ }
+ else
+ {
+ glGetTexImage(texImageTarget, uHostMipmap, pSurface->formatGL, pSurface->typeGL, pDoubleBuffer);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ }
+
+ vmsvga3dOglRestorePackParams(pState, pContext, pSurface, &SavedParams);
+
+ /* Restore the old active texture. */
+ glBindTexture(pSurface->targetGL, activeTexture);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ offHst = u32HostBlockX * pSurface->cbBlock + u32HostBlockY * pMipLevel->cbSurfacePitch + u32HostZ * pMipLevel->cbSurfacePlane;
+ cbSurfacePitch = pMipLevel->cbSurfacePitch;
+ }
+ else
+ {
+ /* The buffer will contain only the copied rectangle. */
+ offHst = 0;
+ cbSurfacePitch = cBlocksX * pSurface->cbBlock;
+ }
+
+ uint64_t offGst = u32GuestBlockX * pSurface->cbBlock + u32GuestBlockY * cbGuestPitch + u32GuestZ * cbGuestPitch * pMipLevel->mipmapSize.height;
+
+ for (uint32_t iPlane = 0; iPlane < pBox->d; ++iPlane)
+ {
+ AssertBreak(offHst < UINT32_MAX);
+ AssertBreak(offGst < UINT32_MAX);
+
+ rc = vmsvgaR3GmrTransfer(pThis,
+ pThisCC,
+ transfer,
+ pDoubleBuffer,
+ pMipLevel->cbSurface,
+ (uint32_t)offHst,
+ cbSurfacePitch,
+ GuestPtr,
+ (uint32_t)offGst,
+ cbGuestPitch,
+ cBlocksX * pSurface->cbBlock,
+ cBlocksY);
+ AssertRC(rc);
+
+ offHst += pMipLevel->cbSurfacePlane;
+ offGst += pMipLevel->mipmapSize.height * cbGuestPitch;
+ }
+
+ /* Update the opengl surface data. */
+ if (transfer == SVGA3D_WRITE_HOST_VRAM)
+ {
+ GLint activeTexture = 0;
+ glGetIntegerv(pSurface->bindingGL, &activeTexture);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ /* Must bind texture to the current context in order to change it. */
+ glBindTexture(pSurface->targetGL, GLTextureId(pSurface));
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ LogFunc(("copy texture mipmap level %d (pitch %x)\n", uHostMipmap, pMipLevel->cbSurfacePitch));
+
+ /* Set row length and alignment of the input data. */
+ /* We do not need to set ROW_LENGTH to w here, because the image in pDoubleBuffer is tightly packed. */
+ VMSVGAPACKPARAMS SavedParams;
+ vmsvga3dOglSetUnpackParams(pState, pContext, 0, 0, &SavedParams);
+
+ if (texImageTarget == GL_TEXTURE_3D)
+ {
+ if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
+ || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
+ || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
+ {
+ pState->ext.glCompressedTexSubImage3D(texImageTarget,
+ uHostMipmap,
+ pBox->x,
+ pBox->y,
+ pBox->z,
+ pBox->w,
+ pBox->h,
+ pBox->d,
+ pSurface->internalFormatGL,
+ cbSurfacePitch * cBlocksY * pBox->d,
+ pDoubleBuffer);
+ }
+ else
+ {
+ pState->ext.glTexSubImage3D(texImageTarget,
+ uHostMipmap,
+ u32HostBlockX,
+ u32HostBlockY,
+ pBox->z,
+ cBlocksX,
+ cBlocksY,
+ pBox->d,
+ pSurface->formatGL,
+ pSurface->typeGL,
+ pDoubleBuffer);
+ }
+ }
+ else
+ {
+ if ( pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
+ || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
+ || pSurface->internalFormatGL == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
+ {
+ pState->ext.glCompressedTexSubImage2D(texImageTarget,
+ uHostMipmap,
+ pBox->x,
+ pBox->y,
+ pBox->w,
+ pBox->h,
+ pSurface->internalFormatGL,
+ cbSurfacePitch * cBlocksY,
+ pDoubleBuffer);
+ }
+ else
+ {
+ glTexSubImage2D(texImageTarget,
+ uHostMipmap,
+ u32HostBlockX,
+ u32HostBlockY,
+ cBlocksX,
+ cBlocksY,
+ pSurface->formatGL,
+ pSurface->typeGL,
+ pDoubleBuffer);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ if (pSurface->fEmulated)
+ {
+ /* Convert the texture to the actual texture if necessary */
+ FormatConvUpdateTexture(pState, pContext, pSurface, uHostMipmap);
+ }
+ }
+ }
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ /* Restore old values. */
+ vmsvga3dOglRestoreUnpackParams(pState, pContext, &SavedParams);
+
+ /* Restore the old active texture. */
+ glBindTexture(pSurface->targetGL, activeTexture);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ }
+
+ Log4(("first line:\n%.*Rhxd\n", cBlocksX * pSurface->cbBlock, pDoubleBuffer));
+
+ /* Free the double buffer. */
+ RTMemFree(pDoubleBuffer);
+ break;
+ }
+
+ case VMSVGA3D_OGLRESTYPE_BUFFER:
+ {
+ /* Buffers are uncompressed. */
+ AssertReturn(pSurface->cxBlock == 1 && pSurface->cyBlock == 1, VERR_INTERNAL_ERROR);
+
+ /* Caller already clipped pBox and buffers are 1-dimensional. */
+ Assert(pBox->y == 0 && pBox->h == 1 && pBox->z == 0 && pBox->d == 1);
+
+ VMSVGA3D_CLEAR_GL_ERRORS();
+ pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pSurface->oglId.buffer);
+ if (VMSVGA3D_GL_IS_SUCCESS(pContext))
+ {
+ GLenum enmGlTransfer = (transfer == SVGA3D_READ_HOST_VRAM) ? GL_READ_ONLY : GL_WRITE_ONLY;
+ uint8_t *pbData = (uint8_t *)pState->ext.glMapBuffer(GL_ARRAY_BUFFER, enmGlTransfer);
+ if (RT_LIKELY(pbData != NULL))
+ {
+#if defined(VBOX_STRICT) && defined(RT_OS_DARWIN)
+ GLint cbStrictBufSize;
+ glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &cbStrictBufSize);
+ Assert(VMSVGA3D_GL_IS_SUCCESS(pContext));
+ AssertMsg(cbStrictBufSize >= (int32_t)pMipLevel->cbSurface,
+ ("cbStrictBufSize=%#x cbSurface=%#x pContext->id=%#x\n", (uint32_t)cbStrictBufSize, pMipLevel->cbSurface, pContext->id));
+#endif
+ Log(("Lock %s memory for rectangle (%d,%d)(%d,%d)\n",
+ (pSurface->f.s.surface1Flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_VERTEXBUFFER ? "vertex" :
+ (pSurface->f.s.surface1Flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK) == SVGA3D_SURFACE_HINT_INDEXBUFFER ? "index" : "buffer",
+ pBox->x, pBox->y, pBox->x + pBox->w, pBox->y + pBox->h));
+
+ /* The caller already copied the data to the pMipLevel->pSurfaceData buffer, see VMSVGA3DSURFACE_NEEDS_DATA. */
+ uint32_t const offHst = pBox->x * pSurface->cbBlock;
+ uint32_t const cbWidth = pBox->w * pSurface->cbBlock;
+
+ memcpy(pbData + offHst, (uint8_t *)pMipLevel->pSurfaceData + offHst, cbWidth);
+
+ Log4(("Buffer updated at [0x%x;0x%x):\n%.*Rhxd\n", offHst, offHst + cbWidth, cbWidth, (uint8_t *)pbData + offHst));
+
+ pState->ext.glUnmapBuffer(GL_ARRAY_BUFFER);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ }
+ else
+ VMSVGA3D_GL_GET_AND_COMPLAIN(pState, pContext, ("glMapBuffer(GL_ARRAY_BUFFER, %#x) -> NULL\n", enmGlTransfer));
+ }
+ else
+ VMSVGA3D_GL_COMPLAIN(pState, pContext, ("glBindBuffer(GL_ARRAY_BUFFER, %#x)\n", pSurface->oglId.buffer));
+ pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ }
+
+ default:
+ AssertFailed();
+ break;
+ }
+
+ return rc;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackGenerateMipmaps(PVGASTATECC pThisCC, uint32_t sid, SVGA3dTextureFilter filter)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ PVMSVGA3DSURFACE pSurface;
+ int rc = VINF_SUCCESS;
+ PVMSVGA3DCONTEXT pContext;
+ uint32_t cid;
+ GLint activeTexture = 0;
+
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ rc = vmsvga3dSurfaceFromSid(pState, sid, &pSurface);
+ AssertRCReturn(rc, rc);
+
+ Assert(filter != SVGA3D_TEX_FILTER_FLATCUBIC);
+ Assert(filter != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
+ pSurface->autogenFilter = filter;
+
+ LogFunc(("sid=%u filter=%d\n", sid, filter));
+
+ cid = SVGA3D_INVALID_ID;
+ pContext = &pState->SharedCtx;
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ if (pSurface->oglId.texture == OPENGL_INVALID_ID)
+ {
+ /* Unknown surface type; turn it into a texture. */
+ LogFunc(("unknown src surface id=%x type=%d format=%d -> create texture\n", sid, pSurface->f.s.surface1Flags, pSurface->format));
+ rc = vmsvga3dBackCreateTexture(pThisCC, pContext, cid, pSurface);
+ AssertRCReturn(rc, rc);
+ }
+ else
+ {
+ /** @todo new filter */
+ AssertFailed();
+ }
+
+ glGetIntegerv(pSurface->bindingGL, &activeTexture);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ /* Must bind texture to the current context in order to change it. */
+ glBindTexture(pSurface->targetGL, pSurface->oglId.texture);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ /* Generate the mip maps. */
+ pState->ext.glGenerateMipmap(pSurface->targetGL);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ /* Restore the old texture. */
+ glBindTexture(pSurface->targetGL, activeTexture);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ return VINF_SUCCESS;
+}
+
+
+#ifdef RT_OS_LINUX
+/**
+ * X11 event handling thread.
+ *
+ * @returns VINF_SUCCESS (ignored)
+ * @param hThreadSelf thread handle
+ * @param pvUser pointer to pState structure
+ */
+DECLCALLBACK(int) vmsvga3dXEventThread(RTTHREAD hThreadSelf, void *pvUser)
+{
+ RT_NOREF(hThreadSelf);
+ PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pvUser;
+ while (!pState->bTerminate)
+ {
+ while (XPending(pState->display) > 0)
+ {
+ XEvent event;
+ XNextEvent(pState->display, &event);
+
+ switch (event.type)
+ {
+ default:
+ break;
+ }
+ }
+ /* sleep for 16ms to not burn too many cycles */
+ RTThreadSleep(16);
+ }
+ return VINF_SUCCESS;
+}
+#endif // RT_OS_LINUX
+
+
+/**
+ * Create a new 3d context
+ *
+ * @returns VBox status code.
+ * @param pThisCC The VGA/VMSVGA state for ring-3.
+ * @param cid Context id
+ * @param fFlags VMSVGA3D_DEF_CTX_F_XXX.
+ */
+int vmsvga3dContextDefineOgl(PVGASTATECC pThisCC, uint32_t cid, uint32_t fFlags)
+{
+ int rc;
+ PVMSVGA3DCONTEXT pContext;
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+
+ AssertReturn(pState, VERR_NO_MEMORY);
+ AssertReturn( cid < SVGA3D_MAX_CONTEXT_IDS
+ || (cid == VMSVGA3D_SHARED_CTX_ID && (fFlags & VMSVGA3D_DEF_CTX_F_SHARED_CTX)), VERR_INVALID_PARAMETER);
+#if !defined(VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE) || !(defined(RT_OS_DARWIN))
+ AssertReturn(!(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE), VERR_INTERNAL_ERROR_3);
+#endif
+
+ Log(("vmsvga3dContextDefine id %x\n", cid));
+
+ if (cid == VMSVGA3D_SHARED_CTX_ID)
+ pContext = &pState->SharedCtx;
+ else
+ {
+ if (cid >= pState->cContexts)
+ {
+ /* Grow the array. */
+ uint32_t cNew = RT_ALIGN(cid + 15, 16);
+ void *pvNew = RTMemRealloc(pState->papContexts, sizeof(pState->papContexts[0]) * cNew);
+ AssertReturn(pvNew, VERR_NO_MEMORY);
+ pState->papContexts = (PVMSVGA3DCONTEXT *)pvNew;
+ while (pState->cContexts < cNew)
+ {
+ pContext = (PVMSVGA3DCONTEXT)RTMemAllocZ(sizeof(*pContext));
+ AssertReturn(pContext, VERR_NO_MEMORY);
+ pContext->id = SVGA3D_INVALID_ID;
+ pState->papContexts[pState->cContexts++] = pContext;
+ }
+ }
+ /* If one already exists with this id, then destroy it now. */
+ if (pState->papContexts[cid]->id != SVGA3D_INVALID_ID)
+ vmsvga3dBackContextDestroy(pThisCC, cid);
+
+ pContext = pState->papContexts[cid];
+ }
+
+ /*
+ * Find or create the shared context if needed (necessary for sharing e.g. textures between contexts).
+ */
+ PVMSVGA3DCONTEXT pSharedCtx = NULL;
+ if (!(fFlags & (VMSVGA3D_DEF_CTX_F_INIT | VMSVGA3D_DEF_CTX_F_SHARED_CTX)))
+ {
+ pSharedCtx = &pState->SharedCtx;
+ if (pSharedCtx->id != VMSVGA3D_SHARED_CTX_ID)
+ {
+ rc = vmsvga3dContextDefineOgl(pThisCC, VMSVGA3D_SHARED_CTX_ID, VMSVGA3D_DEF_CTX_F_SHARED_CTX);
+ AssertLogRelRCReturn(rc, rc);
+
+ /* Create resources which use the shared context. */
+ vmsvga3dOnSharedContextDefine(pState);
+ }
+ }
+
+ /*
+ * Initialize the context.
+ */
+ memset(pContext, 0, sizeof(*pContext));
+ pContext->id = cid;
+ for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTextures); i++)
+ pContext->aSidActiveTextures[i] = SVGA3D_INVALID_ID;
+
+ pContext->state.shidVertex = SVGA3D_INVALID_ID;
+ pContext->state.shidPixel = SVGA3D_INVALID_ID;
+ pContext->idFramebuffer = OPENGL_INVALID_ID;
+ pContext->idReadFramebuffer = OPENGL_INVALID_ID;
+ pContext->idDrawFramebuffer = OPENGL_INVALID_ID;
+
+ rc = ShaderContextCreate(&pContext->pShaderContext);
+ AssertRCReturn(rc, rc);
+
+ for (uint32_t i = 0; i < RT_ELEMENTS(pContext->state.aRenderTargets); i++)
+ pContext->state.aRenderTargets[i] = SVGA3D_INVALID_ID;
+
+#ifdef RT_OS_WINDOWS
+ /* Create a context window with minimal 4x4 size. We will never use the swapchain
+ * to present the rendered image. Rendered images from the guest will be copied to
+ * the VMSVGA SCREEN object, which can be either an offscreen render target or
+ * system memory in the guest VRAM.
+ */
+ rc = vmsvga3dContextWindowCreate(pState->hInstance, pState->pWindowThread, pState->WndRequestSem, &pContext->hwnd);
+ AssertRCReturn(rc, rc);
+
+ pContext->hdc = GetDC(pContext->hwnd);
+ AssertMsgReturn(pContext->hdc, ("GetDC %x failed with %d\n", pContext->hwnd, GetLastError()), VERR_INTERNAL_ERROR);
+
+ PIXELFORMATDESCRIPTOR pfd = {
+ sizeof(PIXELFORMATDESCRIPTOR), /* size of this pfd */
+ 1, /* version number */
+ PFD_DRAW_TO_WINDOW | /* support window */
+ PFD_SUPPORT_OPENGL, /* support OpenGL */
+ PFD_TYPE_RGBA, /* RGBA type */
+ 24, /* 24-bit color depth */
+ 0, 0, 0, 0, 0, 0, /* color bits ignored */
+ 8, /* alpha buffer */
+ 0, /* shift bit ignored */
+ 0, /* no accumulation buffer */
+ 0, 0, 0, 0, /* accum bits ignored */
+ 16, /* set depth buffer */
+ 16, /* set stencil buffer */
+ 0, /* no auxiliary buffer */
+ PFD_MAIN_PLANE, /* main layer */
+ 0, /* reserved */
+ 0, 0, 0 /* layer masks ignored */
+ };
+ int pixelFormat;
+ BOOL ret;
+
+ pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
+ /** @todo is this really necessary?? */
+ pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
+ AssertMsgReturn(pixelFormat != 0, ("ChoosePixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
+
+ ret = SetPixelFormat(pContext->hdc, pixelFormat, &pfd);
+ AssertMsgReturn(ret == TRUE, ("SetPixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
+
+ pContext->hglrc = wglCreateContext(pContext->hdc);
+ AssertMsgReturn(pContext->hglrc, ("wglCreateContext %x failed with %d\n", pContext->hdc, GetLastError()), VERR_INTERNAL_ERROR);
+
+ if (pSharedCtx)
+ {
+ ret = wglShareLists(pSharedCtx->hglrc, pContext->hglrc);
+ AssertMsg(ret == TRUE, ("wglShareLists(%p, %p) failed with %d\n", pSharedCtx->hglrc, pContext->hglrc, GetLastError()));
+ }
+
+#elif defined(RT_OS_DARWIN)
+ pContext->fOtherProfile = RT_BOOL(fFlags & VMSVGA3D_DEF_CTX_F_OTHER_PROFILE);
+
+ NativeNSOpenGLContextRef pShareContext = pSharedCtx ? pSharedCtx->cocoaContext : NULL;
+ vmsvga3dCocoaCreateViewAndContext(&pContext->cocoaView, &pContext->cocoaContext,
+ NULL,
+ 4, 4,
+ pShareContext, pContext->fOtherProfile);
+
+#else
+ if (pState->display == NULL)
+ {
+ /* get an X display and make sure we have glX 1.3 */
+ pState->display = XOpenDisplay(0);
+ AssertLogRelMsgReturn(pState->display, ("XOpenDisplay failed"), VERR_INTERNAL_ERROR);
+ int glxMajor, glxMinor;
+ Bool ret = glXQueryVersion(pState->display, &glxMajor, &glxMinor);
+ AssertLogRelMsgReturn(ret && glxMajor == 1 && glxMinor >= 3, ("glX >=1.3 not present"), VERR_INTERNAL_ERROR);
+ /* start our X event handling thread */
+ rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dXEventThread, pState, 0, RTTHREADTYPE_GUI, RTTHREADFLAGS_WAITABLE, "VMSVGA3DXEVENT");
+ AssertLogRelMsgReturn(RT_SUCCESS(rc), ("Async IO Thread creation for 3d window handling failed rc=%Rrc\n", rc), rc);
+ }
+
+ Window defaultRootWindow = XDefaultRootWindow(pState->display);
+ /* Create a small 4x4 window required for GL context. */
+ int attrib[] =
+ {
+ GLX_RGBA,
+ GLX_RED_SIZE, 1,
+ GLX_GREEN_SIZE, 1,
+ GLX_BLUE_SIZE, 1,
+ //GLX_ALPHA_SIZE, 1, this flips the bbos screen
+ GLX_DOUBLEBUFFER,
+ None
+ };
+ XVisualInfo *vi = glXChooseVisual(pState->display, DefaultScreen(pState->display), attrib);
+ AssertLogRelMsgReturn(vi, ("glXChooseVisual failed"), VERR_INTERNAL_ERROR);
+ XSetWindowAttributes swa;
+ swa.colormap = XCreateColormap(pState->display, defaultRootWindow, vi->visual, AllocNone);
+ AssertLogRelMsgReturn(swa.colormap, ("XCreateColormap failed"), VERR_INTERNAL_ERROR);
+ swa.border_pixel = 0;
+ swa.background_pixel = 0;
+ swa.event_mask = StructureNotifyMask;
+ unsigned long flags = CWBorderPixel | CWBackPixel | CWColormap | CWEventMask;
+ pContext->window = XCreateWindow(pState->display, defaultRootWindow,
+ 0, 0, 4, 4,
+ 0, vi->depth, InputOutput,
+ vi->visual, flags, &swa);
+ AssertLogRelMsgReturn(pContext->window, ("XCreateWindow failed"), VERR_INTERNAL_ERROR);
+
+ /* The window is hidden by default and never mapped, because we only render offscreen and never present to it. */
+
+ GLXContext shareContext = pSharedCtx ? pSharedCtx->glxContext : NULL;
+ pContext->glxContext = glXCreateContext(pState->display, vi, shareContext, GL_TRUE);
+ XFree(vi);
+ AssertLogRelMsgReturn(pContext->glxContext, ("glXCreateContext failed"), VERR_INTERNAL_ERROR);
+#endif
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ /* NULL during the first PowerOn call. */
+ if (pState->ext.glGenFramebuffers)
+ {
+ /* Create a framebuffer object for this context. */
+ pState->ext.glGenFramebuffers(1, &pContext->idFramebuffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ /* Bind the object to the framebuffer target. */
+ pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ /* Create read and draw framebuffer objects for this context. */
+ pState->ext.glGenFramebuffers(1, &pContext->idReadFramebuffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ pState->ext.glGenFramebuffers(1, &pContext->idDrawFramebuffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ }
+#if 0
+ /** @todo move to shader lib!!! */
+ /* Clear the screen */
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
+ glClearIndex(0);
+ glClearDepth(1);
+ glClearStencil(0xffff);
+ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+ if (pState->ext.glProvokingVertex)
+ pState->ext.glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
+ /** @todo move to shader lib!!! */
+#endif
+ return VINF_SUCCESS;
+}
+
+#if defined(RT_OS_LINUX)
+/*
+ * HW accelerated graphics output.
+ */
+
+/**
+ * VMSVGA3d screen data.
+ *
+ * Allocated on the heap and pointed to by VMSVGASCREENOBJECT::pHwScreen.
+ */
+typedef struct VMSVGAHWSCREEN
+{
+ /* OpenGL context, which is used for the screen updates. */
+ GLXContext glxctx;
+
+ /* The overlay window. */
+ Window xwindow;
+
+ /* The RGBA texture which hold the screen content. */
+ GLuint idScreenTexture;
+
+ /* Read and draw framebuffer objects for copying a surface to the screen texture. */
+ GLuint idReadFramebuffer;
+ GLuint idDrawFramebuffer;
+} VMSVGAHWSCREEN;
+
+/* Send a notification to the UI. */
+#if 0 /* Unused */
+static int vmsvga3dDrvNotifyHwScreen(PVGASTATECC pThisCC, VBOX3D_NOTIFY_TYPE enmNotification,
+ uint32_t idScreen, Pixmap pixmap, void *pvData, size_t cbData)
+{
+ uint8_t au8Buffer[128];
+ AssertLogRelMsgReturn(cbData <= sizeof(au8Buffer) - sizeof(VBOX3DNOTIFY),
+ ("cbData %zu", cbData),
+ VERR_INVALID_PARAMETER);
+
+ VBOX3DNOTIFY *p = (VBOX3DNOTIFY *)&au8Buffer[0];
+ p->enmNotification = enmNotification;
+ p->iDisplay = idScreen;
+ p->u32Reserved = 0;
+ p->cbData = cbData + sizeof(uint64_t);
+ /* au8Data consists of a 64 bit pixmap handle followed by notification specific data. */
+ AssertCompile(sizeof(pixmap) <= sizeof(uint64_t));
+ *(uint64_t *)&p->au8Data[0] = (uint64_t)pixmap;
+ memcpy(&p->au8Data[sizeof(uint64_t)], pvData, cbData);
+
+ int rc = pThisCC->pDrv->pfn3DNotifyProcess(pThisCC->pDrv, p);
+ return rc;
+}
+#endif /* Unused */
+
+static void vmsvga3dDrvNotifyHwOverlay(PVGASTATECC pThisCC, VBOX3D_NOTIFY_TYPE enmNotification, uint32_t idScreen)
+{
+ uint8_t au8Buffer[128];
+ VBOX3DNOTIFY *p = (VBOX3DNOTIFY *)&au8Buffer[0];
+ p->enmNotification = enmNotification;
+ p->iDisplay = idScreen;
+ p->u32Reserved = 0;
+ p->cbData = sizeof(uint64_t);
+ *(uint64_t *)&p->au8Data[0] = 0;
+
+ pThisCC->pDrv->pfn3DNotifyProcess(pThisCC->pDrv, p);
+}
+
+/* Get X Window handle of the UI Framebuffer window. */
+static int vmsvga3dDrvQueryWindow(PVGASTATECC pThisCC, uint32_t idScreen, Window *pWindow)
+{
+ uint8_t au8Buffer[128];
+ VBOX3DNOTIFY *p = (VBOX3DNOTIFY *)&au8Buffer[0];
+ p->enmNotification = VBOX3D_NOTIFY_TYPE_HW_OVERLAY_GET_ID;
+ p->iDisplay = idScreen;
+ p->u32Reserved = 0;
+ p->cbData = sizeof(uint64_t);
+ *(uint64_t *)&p->au8Data[0] = 0;
+
+ int rc = pThisCC->pDrv->pfn3DNotifyProcess(pThisCC->pDrv, p);
+ if (RT_SUCCESS(rc))
+ {
+ *pWindow = (Window)*(uint64_t *)&p->au8Data[0];
+ }
+ return rc;
+}
+
+static int ctxErrorHandler(Display *dpy, XErrorEvent *ev)
+{
+ RT_NOREF(dpy);
+ LogRel4(("VMSVGA: XError %d\n", (int)ev->error_code));
+ return 0;
+}
+
+/* Create an overlay X window for the HW accelerated screen. */
+static int vmsvga3dHwScreenCreate(PVMSVGA3DSTATE pState, Window parentWindow, unsigned int cWidth, unsigned int cHeight, VMSVGAHWSCREEN *p)
+{
+ int (*oldHandler)(Display*, XErrorEvent*) = XSetErrorHandler(&ctxErrorHandler);
+
+ int rc = VINF_SUCCESS;
+
+ XWindowAttributes parentAttr;
+ if (XGetWindowAttributes(pState->display, parentWindow, &parentAttr) == 0)
+ return VERR_INVALID_PARAMETER;
+
+ int const idxParentScreen = XScreenNumberOfScreen(parentAttr.screen);
+
+ /*
+ * Create a new GL context, which will be used for copying to the screen.
+ */
+
+ /* FBConfig attributes for the overlay window. */
+ static int const aConfigAttribList[] =
+ {
+ GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT, // Must support GLX windows
+ GLX_DOUBLEBUFFER, False, // Double buffering had a much lower performance.
+ GLX_RED_SIZE, 8, // True color RGB with 8 bits per channel.
+ GLX_GREEN_SIZE, 8,
+ GLX_BLUE_SIZE, 8,
+ GLX_ALPHA_SIZE, 8,
+ GLX_STENCIL_SIZE, 0, // No stencil buffer
+ GLX_DEPTH_SIZE, 0, // No depth buffer
+ None
+ };
+
+ /* Find a suitable FB config. */
+ int cConfigs = 0;
+ GLXFBConfig *paConfigs = glXChooseFBConfig(pState->display, idxParentScreen, aConfigAttribList, &cConfigs);
+ LogRel4(("VMSVGA: vmsvga3dHwScreenCreate: paConfigs %p cConfigs %d\n", (void *)paConfigs, cConfigs));
+ if (paConfigs)
+ {
+ XVisualInfo *vi = NULL;
+ int i = 0;
+ for (; i < cConfigs; ++i)
+ {
+ /* Use XFree to free the data returned in the previous iteration of this loop. */
+ if (vi)
+ XFree(vi);
+
+ vi = glXGetVisualFromFBConfig(pState->display, paConfigs[i]);
+ if (!vi)
+ continue;
+
+ LogRel4(("VMSVGA: vmsvga3dHwScreenCreate: %p vid %lu screen %d depth %d r %lu g %lu b %lu clrmap %d bitsperrgb %d\n",
+ (void *)vi->visual, vi->visualid, vi->screen, vi->depth,
+ vi->red_mask, vi->green_mask, vi->blue_mask, vi->colormap_size, vi->bits_per_rgb));
+
+ /* Same screen as the parent window. */
+ if (vi->screen != idxParentScreen)
+ continue;
+
+ /* Search for 32 bits per pixel. */
+ if (vi->depth != 32)
+ continue;
+
+ /* 8 bits per color component is enough. */
+ if (vi->bits_per_rgb != 8)
+ continue;
+
+ /* Render to pixmap. */
+ int value = 0;
+ glXGetFBConfigAttrib(pState->display, paConfigs[i], GLX_DRAWABLE_TYPE, &value);
+ if (!(value & GLX_WINDOW_BIT))
+ continue;
+
+ /* This FB config can be used. */
+ break;
+ }
+
+ if (i < cConfigs)
+ {
+ /* Found a suitable config with index i. */
+
+ /* Create an overlay window. */
+ XSetWindowAttributes swa;
+ RT_ZERO(swa);
+
+ swa.colormap = XCreateColormap(pState->display, parentWindow, vi->visual, AllocNone);
+ AssertLogRelMsg(swa.colormap, ("XCreateColormap failed"));
+ swa.border_pixel = 0;
+ swa.background_pixel = 0;
+ swa.event_mask = StructureNotifyMask;
+ swa.override_redirect = 1;
+ unsigned long const swaAttrs = CWBorderPixel | CWBackPixel | CWColormap | CWEventMask | CWOverrideRedirect;
+ p->xwindow = XCreateWindow(pState->display, parentWindow,
+ 0, 0, cWidth, cHeight, 0, vi->depth, InputOutput,
+ vi->visual, swaAttrs, &swa);
+ LogRel4(("VMSVGA: vmsvga3dHwScreenCreate: p->xwindow %ld\n", p->xwindow));
+ if (p->xwindow)
+ {
+
+ p->glxctx = glXCreateContext(pState->display, vi, pState->SharedCtx.glxContext, GL_TRUE);
+ LogRel4(("VMSVGA: vmsvga3dHwScreenCreate: p->glxctx %p\n", (void *)p->glxctx));
+ if (p->glxctx)
+ {
+ XMapWindow(pState->display, p->xwindow);
+ }
+ else
+ {
+ LogRel4(("VMSVGA: vmsvga3dHwScreenCreate: glXCreateContext failed\n"));
+ rc = VERR_NOT_SUPPORTED;
+ }
+ }
+ else
+ {
+ LogRel4(("VMSVGA: vmsvga3dHwScreenCreate: XCreateWindow failed\n"));
+ rc = VERR_NOT_SUPPORTED;
+ }
+
+ XSync(pState->display, False);
+ }
+ else
+ {
+ /* A suitable config is not found. */
+ LogRel4(("VMSVGA: vmsvga3dHwScreenCreate: no FBConfig\n"));
+ rc = VERR_NOT_SUPPORTED;
+ }
+
+ if (vi)
+ XFree(vi);
+
+ /* "Use XFree to free the memory returned by glXChooseFBConfig." */
+ XFree(paConfigs);
+ }
+ else
+ {
+ /* glXChooseFBConfig failed. */
+ rc = VERR_NOT_SUPPORTED;
+ }
+
+ XSetErrorHandler(oldHandler);
+ return rc;
+}
+
+/* Destroy a HW accelerated screen. */
+static void vmsvga3dHwScreenDestroy(PVMSVGA3DSTATE pState, VMSVGAHWSCREEN *p)
+{
+ if (p)
+ {
+ LogRel4(("VMSVGA: vmsvga3dHwScreenDestroy: p->xwindow %ld, ctx %p\n", p->xwindow, (void *)p->glxctx));
+ if (p->glxctx)
+ {
+ /* GLX context is changed here, so other code has to set the appropriate context again. */
+ VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
+
+ glXMakeCurrent(pState->display, p->xwindow, p->glxctx);
+
+ /* Clean up OpenGL. */
+ if (p->idReadFramebuffer != OPENGL_INVALID_ID)
+ pState->ext.glDeleteFramebuffers(1, &p->idReadFramebuffer);
+ if (p->idDrawFramebuffer != OPENGL_INVALID_ID)
+ pState->ext.glDeleteFramebuffers(1, &p->idDrawFramebuffer);
+ if (p->idScreenTexture != OPENGL_INVALID_ID)
+ glDeleteTextures(1, &p->idScreenTexture);
+
+ glXMakeCurrent(pState->display, None, NULL);
+
+ glXDestroyContext(pState->display, p->glxctx);
+ }
+
+ if (p->xwindow)
+ XDestroyWindow(pState->display, p->xwindow);
+
+ RT_ZERO(*p);
+ }
+}
+
+#define GLCHECK() \
+ do { \
+ int glErr = glGetError(); \
+ if (glErr != GL_NO_ERROR) LogRel4(("VMSVGA: GL error 0x%x @%d\n", glErr, __LINE__)); \
+ } while(0)
+
+static DECLCALLBACK(int) vmsvga3dBackDefineScreen(PVGASTATE pThis, PVGASTATECC pThisCC, VMSVGASCREENOBJECT *pScreen)
+{
+ LogRel4(("VMSVGA: vmsvga3dBackDefineScreen: screen %u\n", pScreen->idScreen));
+
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NOT_SUPPORTED);
+
+ if (!pThis->svga.f3DOverlayEnabled)
+ return VERR_NOT_SUPPORTED;
+
+ Assert(pScreen->pHwScreen == NULL);
+
+ VMSVGAHWSCREEN *p = (VMSVGAHWSCREEN *)RTMemAllocZ(sizeof(VMSVGAHWSCREEN));
+ AssertPtrReturn(p, VERR_NO_MEMORY);
+
+ /* Query the parent window ID from the UI framebuffer.
+ * If it is there then
+ * the device will create a texture for the screen content and an overlay window to present the screen content.
+ * otherwise
+ * the device will use the guest VRAM system memory for the screen content.
+ */
+ Window parentWindow;
+ int rc = vmsvga3dDrvQueryWindow(pThisCC, pScreen->idScreen, &parentWindow);
+ if (RT_SUCCESS(rc))
+ {
+ /* Create the hardware accelerated screen. */
+ rc = vmsvga3dHwScreenCreate(pState, parentWindow, pScreen->cWidth, pScreen->cHeight, p);
+ if (RT_SUCCESS(rc))
+ {
+ /*
+ * Setup the OpenGL context of the screen. The context will be used to draw on the screen.
+ */
+
+ /* GLX context is changed here, so other code has to set the appropriate context again. */
+ VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
+
+ Bool const fSuccess = glXMakeCurrent(pState->display, p->xwindow, p->glxctx);
+ if (fSuccess)
+ {
+ /* Set GL state. */
+ glClearColor(0, 0, 0, 1);
+ glEnable(GL_TEXTURE_2D);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ /* The RGBA texture which hold the screen content. */
+ glGenTextures(1, &p->idScreenTexture); GLCHECK();
+ glBindTexture(GL_TEXTURE_2D, p->idScreenTexture); GLCHECK();
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); GLCHECK();
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); GLCHECK();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, pScreen->cWidth, pScreen->cHeight, 0,
+ GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); GLCHECK();
+
+ /* Create read and draw framebuffer objects for this screen. */
+ pState->ext.glGenFramebuffers(1, &p->idReadFramebuffer); GLCHECK();
+ pState->ext.glGenFramebuffers(1, &p->idDrawFramebuffer); GLCHECK();
+
+ /* Work in screen coordinates. */
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glOrtho(0, pScreen->cWidth, 0, pScreen->cHeight, -1, 1);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+
+ /* Clear the texture. */
+ pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, p->idDrawFramebuffer); GLCHECK();
+ pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ p->idScreenTexture, 0); GLCHECK();
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); GLCHECK();
+
+ glXMakeCurrent(pState->display, None, NULL);
+
+ XSync(pState->display, False);
+
+ vmsvga3dDrvNotifyHwOverlay(pThisCC, VBOX3D_NOTIFY_TYPE_HW_OVERLAY_CREATED, pScreen->idScreen);
+ }
+ else
+ {
+ LogRel4(("VMSVGA: vmsvga3dBackDefineScreen: failed to set current context\n"));
+ rc = VERR_NOT_SUPPORTED;
+ }
+ }
+ }
+ else
+ {
+ LogRel4(("VMSVGA: vmsvga3dBackDefineScreen: no framebuffer\n"));
+ }
+
+ if (RT_SUCCESS(rc))
+ {
+ LogRel(("VMSVGA: Using HW accelerated screen %u\n", pScreen->idScreen));
+ pScreen->pHwScreen = p;
+ }
+ else
+ {
+ LogRel4(("VMSVGA: vmsvga3dBackDefineScreen: %Rrc\n", rc));
+ vmsvga3dHwScreenDestroy(pState, p);
+ RTMemFree(p);
+ }
+
+ return rc;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackDestroyScreen(PVGASTATECC pThisCC, VMSVGASCREENOBJECT *pScreen)
+{
+ LogRel4(("VMSVGA: vmsvga3dBackDestroyScreen: screen %u\n", pScreen->idScreen));
+
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NOT_SUPPORTED);
+
+ int (*oldHandler)(Display*, XErrorEvent*) = XSetErrorHandler(&ctxErrorHandler);
+
+ VMSVGAHWSCREEN *p = pScreen->pHwScreen;
+ if (p)
+ {
+ pScreen->pHwScreen = NULL;
+
+ vmsvga3dDrvNotifyHwOverlay(pThisCC, VBOX3D_NOTIFY_TYPE_HW_OVERLAY_DESTROYED, pScreen->idScreen);
+
+ vmsvga3dHwScreenDestroy(pState, p);
+ RTMemFree(p);
+ }
+
+ XSetErrorHandler(oldHandler);
+
+ return VINF_SUCCESS;
+}
+
+/* Blit a surface to the GLX pixmap. */
+static DECLCALLBACK(int) vmsvga3dBackSurfaceBlitToScreen(PVGASTATECC pThisCC, VMSVGASCREENOBJECT *pScreen,
+ SVGASignedRect destRect, SVGA3dSurfaceImageId srcImage,
+ SVGASignedRect srcRect, uint32_t cRects, SVGASignedRect *paRects)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NOT_SUPPORTED);
+
+ VMSVGAHWSCREEN *p = pScreen->pHwScreen;
+ AssertReturn(p, VERR_NOT_SUPPORTED);
+
+ PVMSVGA3DSURFACE pSurface;
+ int rc = vmsvga3dSurfaceFromSid(pState, srcImage.sid, &pSurface);
+ AssertRCReturn(rc, rc);
+
+ if (!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurface))
+ {
+ LogFunc(("src sid=%u flags=0x%x format=%d -> create texture\n", srcImage.sid, pSurface->f.s.surface1Flags, pSurface->format));
+ rc = vmsvga3dBackCreateTexture(pThisCC, &pState->SharedCtx, VMSVGA3D_SHARED_CTX_ID, pSurface);
+ AssertRCReturn(rc, rc);
+ }
+
+ AssertReturn(pSurface->enmOGLResType == VMSVGA3D_OGLRESTYPE_TEXTURE, VERR_NOT_SUPPORTED);
+
+ PVMSVGA3DMIPMAPLEVEL pMipLevel;
+ rc = vmsvga3dMipmapLevel(pSurface, srcImage.face, srcImage.mipmap, &pMipLevel);
+ AssertRCReturn(rc, rc);
+
+ /** @todo Implement. */
+ RT_NOREF(cRects, paRects);
+
+ /* GLX context is changed here, so other code has to set appropriate context again. */
+ VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
+
+ int (*oldHandler)(Display*, XErrorEvent*) = XSetErrorHandler(&ctxErrorHandler);
+
+ Bool fSuccess = glXMakeCurrent(pState->display, p->xwindow, p->glxctx);
+ if (fSuccess)
+ {
+ /* Activate the read and draw framebuffer objects. */
+ pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, p->idReadFramebuffer); GLCHECK();
+ pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, p->idDrawFramebuffer); GLCHECK();
+
+ /* Bind the source and destination objects to the right place. */
+ pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ pSurface->oglId.texture, 0); GLCHECK();
+ pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ p->idScreenTexture, 0); GLCHECK();
+
+ pState->ext.glBlitFramebuffer(srcRect.left,
+ srcRect.top,
+ srcRect.right,
+ srcRect.bottom,
+ destRect.left,
+ destRect.top,
+ destRect.right,
+ destRect.bottom,
+ GL_COLOR_BUFFER_BIT,
+ GL_NEAREST); GLCHECK();
+
+ /* Reset the frame buffer association */
+ pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, 0); GLCHECK();
+
+ /* Update the overlay window. */
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glBindTexture(GL_TEXTURE_2D, p->idScreenTexture); GLCHECK();
+
+ GLint const w = pScreen->cWidth;
+ GLint const h = pScreen->cHeight;
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0f, 0.0f); glVertex2i(0, h);
+ glTexCoord2f(0.0f, 1.0f); glVertex2i(0, 0);
+ glTexCoord2f(1.0f, 1.0f); glVertex2i(w, 0);
+ glTexCoord2f(1.0f, 0.0f); glVertex2i(w, h);
+ glEnd(); GLCHECK();
+
+ glBindTexture(GL_TEXTURE_2D, 0); GLCHECK();
+
+ glXMakeCurrent(pState->display, None, NULL);
+ }
+ else
+ {
+ LogRel4(("VMSVGA: vmsvga3dBackSurfaceBlitToScreen: screen %u, glXMakeCurrent for pixmap failed\n", pScreen->idScreen));
+ }
+
+ XSetErrorHandler(oldHandler);
+
+ return VINF_SUCCESS;
+}
+
+#else /* !RT_OS_LINUX */
+
+static DECLCALLBACK(int) vmsvga3dBackDefineScreen(PVGASTATE pThis, PVGASTATECC pThisCC, VMSVGASCREENOBJECT *pScreen)
+{
+ RT_NOREF(pThis, pThisCC, pScreen);
+ return VERR_NOT_IMPLEMENTED;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackDestroyScreen(PVGASTATECC pThisCC, VMSVGASCREENOBJECT *pScreen)
+{
+ RT_NOREF(pThisCC, pScreen);
+ return VERR_NOT_IMPLEMENTED;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSurfaceBlitToScreen(PVGASTATECC pThisCC, VMSVGASCREENOBJECT *pScreen,
+ SVGASignedRect destRect, SVGA3dSurfaceImageId srcImage,
+ SVGASignedRect srcRect, uint32_t cRects, SVGASignedRect *paRects)
+{
+ RT_NOREF(pThisCC, pScreen, destRect, srcImage, srcRect, cRects, paRects);
+ return VERR_NOT_IMPLEMENTED;
+}
+#endif
+
+/**
+ * Create a new 3d context
+ *
+ * @returns VBox status code.
+ * @param pThisCC The VGA/VMSVGA state for ring-3.
+ * @param cid Context id
+ */
+static DECLCALLBACK(int) vmsvga3dBackContextDefine(PVGASTATECC pThisCC, uint32_t cid)
+{
+ return vmsvga3dContextDefineOgl(pThisCC, cid, 0/*fFlags*/);
+}
+
+/**
+ * Destroys a 3d context.
+ *
+ * @returns VBox status code.
+ * @param pThisCC The VGA/VMSVGA state for ring-3.
+ * @param pContext The context to destroy.
+ * @param cid Context id
+ */
+static int vmsvga3dContextDestroyOgl(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext, uint32_t cid)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+ AssertReturn(pContext, VERR_INVALID_PARAMETER);
+ AssertReturn(pContext->id == cid, VERR_INVALID_PARAMETER);
+ Log(("vmsvga3dContextDestroyOgl id %x\n", cid));
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ if (pContext->id == VMSVGA3D_SHARED_CTX_ID)
+ {
+ /* Delete resources which use the shared context. */
+ vmsvga3dOnSharedContextDestroy(pState);
+ }
+
+ /* Destroy all leftover pixel shaders. */
+ for (uint32_t i = 0; i < pContext->cPixelShaders; i++)
+ {
+ if (pContext->paPixelShader[i].id != SVGA3D_INVALID_ID)
+ vmsvga3dBackShaderDestroy(pThisCC, pContext->paPixelShader[i].cid, pContext->paPixelShader[i].id, pContext->paPixelShader[i].type);
+ }
+ if (pContext->paPixelShader)
+ RTMemFree(pContext->paPixelShader);
+
+ /* Destroy all leftover vertex shaders. */
+ for (uint32_t i = 0; i < pContext->cVertexShaders; i++)
+ {
+ if (pContext->paVertexShader[i].id != SVGA3D_INVALID_ID)
+ vmsvga3dBackShaderDestroy(pThisCC, pContext->paVertexShader[i].cid, pContext->paVertexShader[i].id, pContext->paVertexShader[i].type);
+ }
+ if (pContext->paVertexShader)
+ RTMemFree(pContext->paVertexShader);
+
+ if (pContext->state.paVertexShaderConst)
+ RTMemFree(pContext->state.paVertexShaderConst);
+ if (pContext->state.paPixelShaderConst)
+ RTMemFree(pContext->state.paPixelShaderConst);
+
+ if (pContext->pShaderContext)
+ {
+ int rc = ShaderContextDestroy(pContext->pShaderContext);
+ AssertRC(rc);
+ }
+
+ if (pContext->idFramebuffer != OPENGL_INVALID_ID)
+ {
+ /* Unbind the object from the framebuffer target. */
+ pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, 0 /* back buffer */);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ pState->ext.glDeleteFramebuffers(1, &pContext->idFramebuffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ if (pContext->idReadFramebuffer != OPENGL_INVALID_ID)
+ {
+ pState->ext.glDeleteFramebuffers(1, &pContext->idReadFramebuffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ }
+ if (pContext->idDrawFramebuffer != OPENGL_INVALID_ID)
+ {
+ pState->ext.glDeleteFramebuffers(1, &pContext->idDrawFramebuffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ }
+ }
+
+ vmsvga3dBackOcclusionQueryDelete(pThisCC, pContext);
+
+#ifdef RT_OS_WINDOWS
+ wglMakeCurrent(pContext->hdc, NULL);
+ wglDeleteContext(pContext->hglrc);
+ ReleaseDC(pContext->hwnd, pContext->hdc);
+
+ /* Destroy the window we've created. */
+ int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_DESTROYWINDOW, (WPARAM)pContext->hwnd, 0);
+ AssertRC(rc);
+#elif defined(RT_OS_DARWIN)
+ vmsvga3dCocoaDestroyViewAndContext(pContext->cocoaView, pContext->cocoaContext);
+#elif defined(RT_OS_LINUX)
+ glXMakeCurrent(pState->display, None, NULL);
+ glXDestroyContext(pState->display, pContext->glxContext);
+ XDestroyWindow(pState->display, pContext->window);
+#endif
+
+ memset(pContext, 0, sizeof(*pContext));
+ pContext->id = SVGA3D_INVALID_ID;
+
+ VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
+ return VINF_SUCCESS;
+}
+
+/**
+ * Destroy an existing 3d context
+ *
+ * @returns VBox status code.
+ * @param pThisCC The VGA/VMSVGA state for ring-3.
+ * @param cid Context id
+ */
+static DECLCALLBACK(int) vmsvga3dBackContextDestroy(PVGASTATECC pThisCC, uint32_t cid)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_WRONG_ORDER);
+
+ /*
+ * Resolve the context and hand it to the common worker function.
+ */
+ if ( cid < pState->cContexts
+ && pState->papContexts[cid]->id == cid)
+ return vmsvga3dContextDestroyOgl(pThisCC, pState->papContexts[cid], cid);
+
+ AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER);
+ return VINF_SUCCESS;
+}
+
+/**
+ * Worker for vmsvga3dBackChangeMode that resizes a context.
+ *
+ * @param pState The VMSVGA3d state.
+ * @param pContext The context.
+ */
+static void vmsvga3dChangeModeOneContext(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext)
+{
+ RT_NOREF(pState, pContext);
+ /* Do nothing. The window is not used for presenting. */
+}
+
+/* Handle resize */
+static DECLCALLBACK(int) vmsvga3dBackChangeMode(PVGASTATECC pThisCC)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ /* Resize the shared context too. */
+ if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
+ vmsvga3dChangeModeOneContext(pState, &pState->SharedCtx);
+
+ /* Resize all active contexts. */
+ for (uint32_t i = 0; i < pState->cContexts; i++)
+ {
+ PVMSVGA3DCONTEXT pContext = pState->papContexts[i];
+ if (pContext->id != SVGA3D_INVALID_ID)
+ vmsvga3dChangeModeOneContext(pState, pContext);
+ }
+
+ return VINF_SUCCESS;
+}
+
+
+static DECLCALLBACK(int) vmsvga3dBackSetTransform(PVGASTATECC pThisCC, uint32_t cid, SVGA3dTransformType type, float matrix[16])
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+ bool fModelViewChanged = false;
+
+ Log(("vmsvga3dSetTransform cid=%u %s\n", cid, vmsvgaTransformToString(type)));
+
+ ASSERT_GUEST_RETURN((unsigned)type < SVGA3D_TRANSFORM_MAX, VERR_INVALID_PARAMETER);
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ /* Save this matrix for vm state save/restore. */
+ pContext->state.aTransformState[type].fValid = true;
+ memcpy(pContext->state.aTransformState[type].matrix, matrix, sizeof(pContext->state.aTransformState[type].matrix));
+ pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_TRANSFORM;
+
+ 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)));
+ 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)));
+ 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)));
+ 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)));
+
+ switch (type)
+ {
+ case SVGA3D_TRANSFORM_VIEW:
+ /* View * World = Model View */
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(matrix);
+ if (pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].fValid)
+ glMultMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].matrix);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ fModelViewChanged = true;
+ break;
+
+ case SVGA3D_TRANSFORM_PROJECTION:
+ {
+ rc = ShaderTransformProjection(pContext->state.RectViewPort.w, pContext->state.RectViewPort.h, matrix, false /* fPretransformed */);
+ AssertRCReturn(rc, rc);
+ break;
+ }
+
+ case SVGA3D_TRANSFORM_TEXTURE0:
+ glMatrixMode(GL_TEXTURE);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ glLoadMatrixf(matrix);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+
+ case SVGA3D_TRANSFORM_TEXTURE1:
+ case SVGA3D_TRANSFORM_TEXTURE2:
+ case SVGA3D_TRANSFORM_TEXTURE3:
+ case SVGA3D_TRANSFORM_TEXTURE4:
+ case SVGA3D_TRANSFORM_TEXTURE5:
+ case SVGA3D_TRANSFORM_TEXTURE6:
+ case SVGA3D_TRANSFORM_TEXTURE7:
+ Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_TEXTUREx transform!!\n"));
+ return VERR_INVALID_PARAMETER;
+
+ case SVGA3D_TRANSFORM_WORLD:
+ /* View * World = Model View */
+ glMatrixMode(GL_MODELVIEW);
+ if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid)
+ glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
+ else
+ glLoadIdentity();
+ glMultMatrixf(matrix);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ fModelViewChanged = true;
+ break;
+
+ case SVGA3D_TRANSFORM_WORLD1:
+ case SVGA3D_TRANSFORM_WORLD2:
+ case SVGA3D_TRANSFORM_WORLD3:
+ Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_WORLDx transform!!\n"));
+ return VERR_INVALID_PARAMETER;
+
+ default:
+ Log(("vmsvga3dSetTransform: unknown type!!\n"));
+ return VERR_INVALID_PARAMETER;
+ }
+
+ /* Apparently we need to reset the light and clip data after modifying the modelview matrix. */
+ if (fModelViewChanged)
+ {
+ /* Reprogram the clip planes. */
+ for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aClipPlane); j++)
+ {
+ if (pContext->state.aClipPlane[j].fValid == true)
+ vmsvga3dBackSetClipPlane(pThisCC, 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)
+ vmsvga3dBackSetLightData(pThisCC, cid, j, &pContext->state.aLightData[j].data);
+ }
+ }
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSetZRange(PVGASTATECC pThisCC, uint32_t cid, SVGA3dZRange zRange)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ Log(("vmsvga3dSetZRange cid=%u min=%d max=%d\n", cid, (uint32_t)(zRange.min * 100.0), (uint32_t)(zRange.max * 100.0)));
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ pContext->state.zRange = zRange;
+ pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_ZRANGE;
+
+ if (zRange.min < -1.0)
+ zRange.min = -1.0;
+ if (zRange.max > 1.0)
+ zRange.max = 1.0;
+
+ glDepthRange((GLdouble)zRange.min, (GLdouble)zRange.max);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ return VINF_SUCCESS;
+}
+
+/**
+ * Convert SVGA blend op value to its OpenGL equivalent
+ */
+static GLenum vmsvga3dBlendOp2GL(uint32_t blendOp)
+{
+ switch (blendOp)
+ {
+ case SVGA3D_BLENDOP_ZERO:
+ return GL_ZERO;
+ case SVGA3D_BLENDOP_ONE:
+ return GL_ONE;
+ case SVGA3D_BLENDOP_SRCCOLOR:
+ return GL_SRC_COLOR;
+ case SVGA3D_BLENDOP_INVSRCCOLOR:
+ return GL_ONE_MINUS_SRC_COLOR;
+ case SVGA3D_BLENDOP_SRCALPHA:
+ return GL_SRC_ALPHA;
+ case SVGA3D_BLENDOP_INVSRCALPHA:
+ return GL_ONE_MINUS_SRC_ALPHA;
+ case SVGA3D_BLENDOP_DESTALPHA:
+ return GL_DST_ALPHA;
+ case SVGA3D_BLENDOP_INVDESTALPHA:
+ return GL_ONE_MINUS_DST_ALPHA;
+ case SVGA3D_BLENDOP_DESTCOLOR:
+ return GL_DST_COLOR;
+ case SVGA3D_BLENDOP_INVDESTCOLOR:
+ return GL_ONE_MINUS_DST_COLOR;
+ case SVGA3D_BLENDOP_SRCALPHASAT:
+ return GL_SRC_ALPHA_SATURATE;
+ case SVGA3D_BLENDOP_BLENDFACTOR:
+ return GL_CONSTANT_COLOR;
+ case SVGA3D_BLENDOP_INVBLENDFACTOR:
+ return GL_ONE_MINUS_CONSTANT_COLOR;
+ default:
+ AssertFailed();
+ return GL_ONE;
+ }
+}
+
+static GLenum vmsvga3dBlendEquation2GL(uint32_t blendEq)
+{
+ switch (blendEq)
+ {
+ case SVGA3D_BLENDEQ_ADD:
+ return GL_FUNC_ADD;
+ case SVGA3D_BLENDEQ_SUBTRACT:
+ return GL_FUNC_SUBTRACT;
+ case SVGA3D_BLENDEQ_REVSUBTRACT:
+ return GL_FUNC_REVERSE_SUBTRACT;
+ case SVGA3D_BLENDEQ_MINIMUM:
+ return GL_MIN;
+ case SVGA3D_BLENDEQ_MAXIMUM:
+ return GL_MAX;
+ default:
+ /* SVGA3D_BLENDEQ_INVALID means that the render state has not been set, therefore use default. */
+ AssertMsg(blendEq == SVGA3D_BLENDEQ_INVALID, ("blendEq=%d (%#x)\n", blendEq, blendEq));
+ return GL_FUNC_ADD;
+ }
+}
+
+static GLenum vmsvgaCmpFunc2GL(uint32_t cmpFunc)
+{
+ switch (cmpFunc)
+ {
+ case SVGA3D_CMP_NEVER:
+ return GL_NEVER;
+ case SVGA3D_CMP_LESS:
+ return GL_LESS;
+ case SVGA3D_CMP_EQUAL:
+ return GL_EQUAL;
+ case SVGA3D_CMP_LESSEQUAL:
+ return GL_LEQUAL;
+ case SVGA3D_CMP_GREATER:
+ return GL_GREATER;
+ case SVGA3D_CMP_NOTEQUAL:
+ return GL_NOTEQUAL;
+ case SVGA3D_CMP_GREATEREQUAL:
+ return GL_GEQUAL;
+ case SVGA3D_CMP_ALWAYS:
+ return GL_ALWAYS;
+ default:
+ Assert(cmpFunc == SVGA3D_CMP_INVALID);
+ return GL_LESS;
+ }
+}
+
+static GLenum vmsvgaStencipOp2GL(uint32_t stencilOp)
+{
+ switch (stencilOp)
+ {
+ case SVGA3D_STENCILOP_KEEP:
+ return GL_KEEP;
+ case SVGA3D_STENCILOP_ZERO:
+ return GL_ZERO;
+ case SVGA3D_STENCILOP_REPLACE:
+ return GL_REPLACE;
+ case SVGA3D_STENCILOP_INCRSAT:
+ return GL_INCR_WRAP;
+ case SVGA3D_STENCILOP_DECRSAT:
+ return GL_DECR_WRAP;
+ case SVGA3D_STENCILOP_INVERT:
+ return GL_INVERT;
+ case SVGA3D_STENCILOP_INCR:
+ return GL_INCR;
+ case SVGA3D_STENCILOP_DECR:
+ return GL_DECR;
+ default:
+ Assert(stencilOp == SVGA3D_STENCILOP_INVALID);
+ return GL_KEEP;
+ }
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSetRenderState(PVGASTATECC pThisCC, uint32_t cid, uint32_t cRenderStates, SVGA3dRenderState *pRenderState)
+{
+ uint32_t val = UINT32_MAX; /* Shut up MSC. */
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ Log(("vmsvga3dSetRenderState cid=%u cRenderStates=%d\n", cid, cRenderStates));
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ for (unsigned i = 0; i < cRenderStates; i++)
+ {
+ GLenum enableCap = ~(GLenum)0;
+ Log(("vmsvga3dSetRenderState: cid=%u state=%s (%d) val=%x\n", cid, vmsvga3dGetRenderStateName(pRenderState[i].state), pRenderState[i].state, pRenderState[i].uintValue));
+ /* Save the render state for vm state saving. */
+ ASSERT_GUEST_RETURN((unsigned)pRenderState[i].state < SVGA3D_RS_MAX, VERR_INVALID_PARAMETER);
+ pContext->state.aRenderState[pRenderState[i].state] = pRenderState[i];
+
+ switch (pRenderState[i].state)
+ {
+ case SVGA3D_RS_ZENABLE: /* SVGA3dBool */
+ enableCap = GL_DEPTH_TEST;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_ZWRITEENABLE: /* SVGA3dBool */
+ glDepthMask(!!pRenderState[i].uintValue);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+
+ case SVGA3D_RS_ALPHATESTENABLE: /* SVGA3dBool */
+ enableCap = GL_ALPHA_TEST;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_DITHERENABLE: /* SVGA3dBool */
+ enableCap = GL_DITHER;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_FOGENABLE: /* SVGA3dBool */
+ enableCap = GL_FOG;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_SPECULARENABLE: /* SVGA3dBool */
+ Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
+ break;
+
+ case SVGA3D_RS_LIGHTINGENABLE: /* SVGA3dBool */
+ enableCap = GL_LIGHTING;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_NORMALIZENORMALS: /* SVGA3dBool */
+ /* not applicable */
+ Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
+ break;
+
+ case SVGA3D_RS_POINTSPRITEENABLE: /* SVGA3dBool */
+ enableCap = GL_POINT_SPRITE_ARB;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_POINTSIZE: /* float */
+ /** @todo we need to apply scaling for point sizes below the min or above the max; see Wine) */
+ if (pRenderState[i].floatValue < pState->caps.flPointSize[0])
+ pRenderState[i].floatValue = pState->caps.flPointSize[0];
+ if (pRenderState[i].floatValue > pState->caps.flPointSize[1])
+ pRenderState[i].floatValue = pState->caps.flPointSize[1];
+
+ glPointSize(pRenderState[i].floatValue);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ Log(("SVGA3D_RS_POINTSIZE: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
+ break;
+
+ case SVGA3D_RS_POINTSIZEMIN: /* float */
+ pState->ext.glPointParameterf(GL_POINT_SIZE_MIN, pRenderState[i].floatValue);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ Log(("SVGA3D_RS_POINTSIZEMIN: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
+ break;
+
+ case SVGA3D_RS_POINTSIZEMAX: /* float */
+ pState->ext.glPointParameterf(GL_POINT_SIZE_MAX, pRenderState[i].floatValue);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ Log(("SVGA3D_RS_POINTSIZEMAX: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
+ break;
+
+ case SVGA3D_RS_POINTSCALEENABLE: /* SVGA3dBool */
+ case SVGA3D_RS_POINTSCALE_A: /* float */
+ case SVGA3D_RS_POINTSCALE_B: /* float */
+ case SVGA3D_RS_POINTSCALE_C: /* float */
+ Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
+ break;
+
+ case SVGA3D_RS_AMBIENT: /* SVGA3dColor */
+ {
+ GLfloat color[4]; /* red, green, blue, alpha */
+
+ vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
+
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ }
+
+ case SVGA3D_RS_CLIPPLANEENABLE: /* SVGA3dClipPlanes */
+ {
+ for (uint32_t j = 0; j < SVGA3D_NUM_CLIPPLANES; j++)
+ {
+ if (pRenderState[i].uintValue & RT_BIT(j))
+ glEnable(GL_CLIP_PLANE0 + j);
+ else
+ glDisable(GL_CLIP_PLANE0 + j);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ }
+ break;
+ }
+
+ case SVGA3D_RS_FOGCOLOR: /* SVGA3dColor */
+ {
+ GLfloat color[4]; /* red, green, blue, alpha */
+
+ vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
+
+ glFogfv(GL_FOG_COLOR, color);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ }
+
+ case SVGA3D_RS_FOGSTART: /* float */
+ glFogf(GL_FOG_START, pRenderState[i].floatValue);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+
+ case SVGA3D_RS_FOGEND: /* float */
+ glFogf(GL_FOG_END, pRenderState[i].floatValue);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+
+ case SVGA3D_RS_FOGDENSITY: /* float */
+ glFogf(GL_FOG_DENSITY, pRenderState[i].floatValue);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+
+ case SVGA3D_RS_RANGEFOGENABLE: /* SVGA3dBool */
+ glFogi(GL_FOG_COORD_SRC, (pRenderState[i].uintValue) ? GL_FOG_COORD : GL_FRAGMENT_DEPTH);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+
+ case SVGA3D_RS_FOGMODE: /* SVGA3dFogMode */
+ {
+ SVGA3dFogMode mode;
+ mode.uintValue = pRenderState[i].uintValue;
+
+ enableCap = GL_FOG_MODE;
+ switch (mode.function)
+ {
+ case SVGA3D_FOGFUNC_EXP:
+ val = GL_EXP;
+ break;
+ case SVGA3D_FOGFUNC_EXP2:
+ val = GL_EXP2;
+ break;
+ case SVGA3D_FOGFUNC_LINEAR:
+ val = GL_LINEAR;
+ break;
+ default:
+ AssertMsgFailedReturn(("Unexpected fog function %d\n", mode.function), VERR_INTERNAL_ERROR);
+ break;
+ }
+
+ /** @todo how to switch between vertex and pixel fog modes??? */
+ Assert(mode.type == SVGA3D_FOGTYPE_PIXEL);
+#if 0
+ /* The fog type determines the render state. */
+ switch (mode.type)
+ {
+ case SVGA3D_FOGTYPE_VERTEX:
+ renderState = D3DRS_FOGVERTEXMODE;
+ break;
+ case SVGA3D_FOGTYPE_PIXEL:
+ renderState = D3DRS_FOGTABLEMODE;
+ break;
+ default:
+ AssertMsgFailedReturn(("Unexpected fog type %d\n", mode.type), VERR_INTERNAL_ERROR);
+ break;
+ }
+#endif
+
+ /* Set the fog base to depth or range. */
+ switch (mode.base)
+ {
+ case SVGA3D_FOGBASE_DEPTHBASED:
+ glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ case SVGA3D_FOGBASE_RANGEBASED:
+ glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ default:
+ /* ignore */
+ AssertMsgFailed(("Unexpected fog base %d\n", mode.base));
+ break;
+ }
+ break;
+ }
+
+ case SVGA3D_RS_FILLMODE: /* SVGA3dFillMode */
+ {
+ SVGA3dFillMode mode;
+
+ mode.uintValue = pRenderState[i].uintValue;
+
+ switch (mode.mode)
+ {
+ case SVGA3D_FILLMODE_POINT:
+ val = GL_POINT;
+ break;
+ case SVGA3D_FILLMODE_LINE:
+ val = GL_LINE;
+ break;
+ case SVGA3D_FILLMODE_FILL:
+ val = GL_FILL;
+ break;
+ default:
+ AssertMsgFailedReturn(("Unexpected fill mode %d\n", mode.mode), VERR_INTERNAL_ERROR);
+ break;
+ }
+ /* Only front and back faces. Also recent Mesa guest drivers initialize the 'face' to zero. */
+ ASSERT_GUEST(mode.face == SVGA3D_FACE_FRONT_BACK || mode.face == SVGA3D_FACE_INVALID);
+ glPolygonMode(GL_FRONT_AND_BACK, val);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ }
+
+ case SVGA3D_RS_SHADEMODE: /* SVGA3dShadeMode */
+ switch (pRenderState[i].uintValue)
+ {
+ case SVGA3D_SHADEMODE_FLAT:
+ val = GL_FLAT;
+ break;
+
+ case SVGA3D_SHADEMODE_SMOOTH:
+ val = GL_SMOOTH;
+ break;
+
+ default:
+ AssertMsgFailedReturn(("Unexpected shade mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
+ break;
+ }
+
+ glShadeModel(val);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+
+ case SVGA3D_RS_LINEPATTERN: /* SVGA3dLinePattern */
+ /* No longer supported by d3d; mesagl comments suggest not all backends support it */
+ /** @todo */
+ Log(("WARNING: SVGA3D_RS_LINEPATTERN %x not supported!!\n", pRenderState[i].uintValue));
+ /*
+ renderState = D3DRS_LINEPATTERN;
+ val = pRenderState[i].uintValue;
+ */
+ break;
+
+ case SVGA3D_RS_ANTIALIASEDLINEENABLE: /* SVGA3dBool */
+ enableCap = GL_LINE_SMOOTH;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_LINEWIDTH: /* float */
+ glLineWidth(pRenderState[i].floatValue);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+
+ case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
+ {
+ /* Refresh the blending state based on the new enable setting.
+ * This will take existing states and set them using either glBlend* or glBlend*Separate.
+ */
+ static SVGA3dRenderStateName const saRefreshState[] =
+ {
+ SVGA3D_RS_SRCBLEND,
+ SVGA3D_RS_BLENDEQUATION
+ };
+ SVGA3dRenderState renderstate[RT_ELEMENTS(saRefreshState)];
+ for (uint32_t j = 0; j < RT_ELEMENTS(saRefreshState); ++j)
+ {
+ renderstate[j].state = saRefreshState[j];
+ renderstate[j].uintValue = pContext->state.aRenderState[saRefreshState[j]].uintValue;
+ }
+
+ rc = vmsvga3dBackSetRenderState(pThisCC, cid, 2, renderstate);
+ AssertRCReturn(rc, rc);
+
+ if (pContext->state.aRenderState[SVGA3D_RS_BLENDENABLE].uintValue != 0)
+ continue; /* Ignore if blend is enabled */
+ /* Apply SVGA3D_RS_SEPARATEALPHABLENDENABLE as SVGA3D_RS_BLENDENABLE */
+ } RT_FALL_THRU();
+
+ case SVGA3D_RS_BLENDENABLE: /* SVGA3dBool */
+ enableCap = GL_BLEND;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_SRCBLENDALPHA: /* SVGA3dBlendOp */
+ case SVGA3D_RS_DSTBLENDALPHA: /* SVGA3dBlendOp */
+ case SVGA3D_RS_SRCBLEND: /* SVGA3dBlendOp */
+ case SVGA3D_RS_DSTBLEND: /* SVGA3dBlendOp */
+ {
+ GLint srcRGB, srcAlpha, dstRGB, dstAlpha;
+ GLint blendop = vmsvga3dBlendOp2GL(pRenderState[i].uintValue);
+
+ glGetIntegerv(GL_BLEND_SRC_RGB, &srcRGB);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ glGetIntegerv(GL_BLEND_DST_RGB, &dstRGB);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ glGetIntegerv(GL_BLEND_DST_ALPHA, &dstAlpha);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ glGetIntegerv(GL_BLEND_SRC_ALPHA, &srcAlpha);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ switch (pRenderState[i].state)
+ {
+ case SVGA3D_RS_SRCBLEND:
+ srcRGB = blendop;
+ break;
+ case SVGA3D_RS_DSTBLEND:
+ dstRGB = blendop;
+ break;
+ case SVGA3D_RS_SRCBLENDALPHA:
+ srcAlpha = blendop;
+ break;
+ case SVGA3D_RS_DSTBLENDALPHA:
+ dstAlpha = blendop;
+ break;
+ default:
+ /* not possible; shut up gcc */
+ AssertFailed();
+ break;
+ }
+
+ if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
+ pState->ext.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
+ else
+ glBlendFunc(srcRGB, dstRGB);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ }
+
+ case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
+ case SVGA3D_RS_BLENDEQUATION: /* SVGA3dBlendEquation */
+ if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
+ {
+ GLenum const modeRGB = vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue);
+ GLenum const modeAlpha = vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATIONALPHA].uintValue);
+ pState->ext.glBlendEquationSeparate(modeRGB, modeAlpha);
+ }
+ else
+ {
+#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
+ glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
+#else
+ pState->ext.glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
+#endif
+ }
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+
+ case SVGA3D_RS_BLENDCOLOR: /* SVGA3dColor */
+ {
+ GLfloat red, green, blue, alpha;
+
+ vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &red, &green, &blue, &alpha);
+
+#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x102
+ glBlendColor(red, green, blue, alpha);
+#else
+ pState->ext.glBlendColor(red, green, blue, alpha);
+#endif
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ }
+
+ case SVGA3D_RS_CULLMODE: /* SVGA3dFace */
+ {
+ GLenum mode = GL_BACK; /* default for OpenGL */
+
+ switch (pRenderState[i].uintValue)
+ {
+ case SVGA3D_FACE_NONE:
+ break;
+ case SVGA3D_FACE_FRONT:
+ mode = GL_FRONT;
+ break;
+ case SVGA3D_FACE_BACK:
+ mode = GL_BACK;
+ break;
+ case SVGA3D_FACE_FRONT_BACK:
+ mode = GL_FRONT_AND_BACK;
+ break;
+ default:
+ AssertMsgFailedReturn(("Unexpected cull mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
+ break;
+ }
+ enableCap = GL_CULL_FACE;
+ if (pRenderState[i].uintValue != SVGA3D_FACE_NONE)
+ {
+ glCullFace(mode);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ val = 1;
+ }
+ else
+ val = 0;
+ break;
+ }
+
+ case SVGA3D_RS_ZFUNC: /* SVGA3dCmpFunc */
+ glDepthFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue));
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+
+ case SVGA3D_RS_ALPHAFUNC: /* SVGA3dCmpFunc */
+ {
+ GLclampf ref;
+
+ glGetFloatv(GL_ALPHA_TEST_REF, &ref);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ glAlphaFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ }
+
+ case SVGA3D_RS_ALPHAREF: /* float (0.0 .. 1.0) */
+ {
+ GLint func;
+
+ glGetIntegerv(GL_ALPHA_TEST_FUNC, &func);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ glAlphaFunc(func, pRenderState[i].floatValue);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ }
+
+ case SVGA3D_RS_STENCILENABLE2SIDED: /* SVGA3dBool */
+ {
+ /* Refresh the stencil state based on the new enable setting.
+ * This will take existing states and set them using either glStencil or glStencil*Separate.
+ */
+ static SVGA3dRenderStateName const saRefreshState[] =
+ {
+ SVGA3D_RS_STENCILFUNC,
+ SVGA3D_RS_STENCILFAIL,
+ SVGA3D_RS_CCWSTENCILFUNC,
+ SVGA3D_RS_CCWSTENCILFAIL
+ };
+ SVGA3dRenderState renderstate[RT_ELEMENTS(saRefreshState)];
+ for (uint32_t j = 0; j < RT_ELEMENTS(saRefreshState); ++j)
+ {
+ renderstate[j].state = saRefreshState[j];
+ renderstate[j].uintValue = pContext->state.aRenderState[saRefreshState[j]].uintValue;
+ }
+
+ rc = vmsvga3dBackSetRenderState(pThisCC, cid, RT_ELEMENTS(renderstate), renderstate);
+ AssertRCReturn(rc, rc);
+
+ if (pContext->state.aRenderState[SVGA3D_RS_STENCILENABLE].uintValue != 0)
+ continue; /* Ignore if stencil is enabled */
+ /* Apply SVGA3D_RS_STENCILENABLE2SIDED as SVGA3D_RS_STENCILENABLE. */
+ } RT_FALL_THRU();
+
+ case SVGA3D_RS_STENCILENABLE: /* SVGA3dBool */
+ enableCap = GL_STENCIL_TEST;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
+ case SVGA3D_RS_STENCILREF: /* uint32_t */
+ case SVGA3D_RS_STENCILMASK: /* uint32_t */
+ {
+ GLint func, ref;
+ GLuint mask;
+
+ /* Query current values to have all parameters for glStencilFunc[Separate]. */
+ glGetIntegerv(GL_STENCIL_FUNC, &func);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ glGetIntegerv(GL_STENCIL_REF, &ref);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ /* Update the changed value. */
+ switch (pRenderState[i].state)
+ {
+ case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
+ func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue);
+ break;
+
+ case SVGA3D_RS_STENCILREF: /* uint32_t */
+ ref = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_STENCILMASK: /* uint32_t */
+ mask = pRenderState[i].uintValue;
+ break;
+
+ default:
+ /* not possible; shut up gcc */
+ AssertFailed();
+ break;
+ }
+
+ if (pContext->state.aRenderState[SVGA3D_RS_STENCILENABLE2SIDED].uintValue != 0)
+ {
+ pState->ext.glStencilFuncSeparate(GL_FRONT, func, ref, mask);
+ }
+ else
+ {
+ glStencilFunc(func, ref, mask);
+ }
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ }
+
+ case SVGA3D_RS_STENCILWRITEMASK: /* uint32_t */
+ glStencilMask(pRenderState[i].uintValue);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+
+ case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
+ case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
+ case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
+ {
+ GLint sfail, dpfail, dppass;
+ GLenum const stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
+
+ glGetIntegerv(GL_STENCIL_FAIL, &sfail);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &dpfail);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &dppass);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ switch (pRenderState[i].state)
+ {
+ case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
+ sfail = stencilop;
+ break;
+ case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
+ dpfail = stencilop;
+ break;
+ case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
+ dppass = stencilop;
+ break;
+ default:
+ /* not possible; shut up gcc */
+ AssertFailed();
+ break;
+ }
+ if (pContext->state.aRenderState[SVGA3D_RS_STENCILENABLE2SIDED].uintValue != 0)
+ {
+ pState->ext.glStencilOpSeparate(GL_FRONT, sfail, dpfail, dppass);
+ }
+ else
+ {
+ glStencilOp(sfail, dpfail, dppass);
+ }
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ }
+
+ case SVGA3D_RS_CCWSTENCILFUNC: /* SVGA3dCmpFunc */
+ {
+ GLint ref;
+ GLuint mask;
+ GLint const func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue);
+
+ /* GL_STENCIL_VALUE_MASK and GL_STENCIL_REF are the same for both GL_FRONT and GL_BACK. */
+ glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ glGetIntegerv(GL_STENCIL_REF, &ref);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ pState->ext.glStencilFuncSeparate(GL_BACK, func, ref, mask);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ }
+
+ case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
+ case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
+ case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
+ {
+ GLint sfail, dpfail, dppass;
+ GLenum const stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
+
+ glGetIntegerv(GL_STENCIL_BACK_FAIL, &sfail);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &dpfail);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &dppass);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ switch (pRenderState[i].state)
+ {
+ case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
+ sfail = stencilop;
+ break;
+ case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
+ dpfail = stencilop;
+ break;
+ case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
+ dppass = stencilop;
+ break;
+ default:
+ /* not possible; shut up gcc */
+ AssertFailed();
+ break;
+ }
+ pState->ext.glStencilOpSeparate(GL_BACK, sfail, dpfail, dppass);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ }
+
+ case SVGA3D_RS_ZBIAS: /* float */
+ /** @todo unknown meaning; depth bias is not identical
+ renderState = D3DRS_DEPTHBIAS;
+ val = pRenderState[i].uintValue;
+ */
+ Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_ZBIAS\n"));
+ break;
+
+ case SVGA3D_RS_DEPTHBIAS: /* float */
+ {
+ GLfloat factor;
+
+ /** @todo not sure if the d3d & ogl definitions are identical. */
+
+ /* Do not change the factor part. */
+ glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &factor);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ glPolygonOffset(factor, pRenderState[i].floatValue);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ }
+
+ case SVGA3D_RS_SLOPESCALEDEPTHBIAS: /* float */
+ {
+ GLfloat units;
+
+ /** @todo not sure if the d3d & ogl definitions are identical. */
+
+ /* Do not change the factor part. */
+ glGetFloatv(GL_POLYGON_OFFSET_UNITS, &units);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ glPolygonOffset(pRenderState[i].floatValue, units);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ }
+
+ case SVGA3D_RS_COLORWRITEENABLE: /* SVGA3dColorMask */
+ {
+ GLboolean red, green, blue, alpha;
+ SVGA3dColorMask mask;
+
+ mask.uintValue = pRenderState[i].uintValue;
+
+ red = mask.red;
+ green = mask.green;
+ blue = mask.blue;
+ alpha = mask.alpha;
+
+ glColorMask(red, green, blue, alpha);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ }
+
+ case SVGA3D_RS_COLORWRITEENABLE1: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
+ case SVGA3D_RS_COLORWRITEENABLE2: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
+ case SVGA3D_RS_COLORWRITEENABLE3: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
+ Log(("vmsvga3dSetRenderState: WARNING SVGA3D_RS_COLORWRITEENABLEx not supported!!\n"));
+ break;
+
+ case SVGA3D_RS_SCISSORTESTENABLE: /* SVGA3dBool */
+ enableCap = GL_SCISSOR_TEST;
+ val = pRenderState[i].uintValue;
+ break;
+
+#if 0
+ case SVGA3D_RS_DIFFUSEMATERIALSOURCE: /* SVGA3dVertexMaterial */
+ AssertCompile(D3DMCS_COLOR2 == SVGA3D_VERTEXMATERIAL_SPECULAR);
+ renderState = D3DRS_DIFFUSEMATERIALSOURCE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_SPECULARMATERIALSOURCE: /* SVGA3dVertexMaterial */
+ renderState = D3DRS_SPECULARMATERIALSOURCE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_AMBIENTMATERIALSOURCE: /* SVGA3dVertexMaterial */
+ renderState = D3DRS_AMBIENTMATERIALSOURCE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_EMISSIVEMATERIALSOURCE: /* SVGA3dVertexMaterial */
+ renderState = D3DRS_EMISSIVEMATERIALSOURCE;
+ val = pRenderState[i].uintValue;
+ break;
+#endif
+
+ case SVGA3D_RS_WRAP3: /* SVGA3dWrapFlags */
+ case SVGA3D_RS_WRAP4: /* SVGA3dWrapFlags */
+ case SVGA3D_RS_WRAP5: /* SVGA3dWrapFlags */
+ case SVGA3D_RS_WRAP6: /* SVGA3dWrapFlags */
+ case SVGA3D_RS_WRAP7: /* SVGA3dWrapFlags */
+ case SVGA3D_RS_WRAP8: /* SVGA3dWrapFlags */
+ case SVGA3D_RS_WRAP9: /* SVGA3dWrapFlags */
+ case SVGA3D_RS_WRAP10: /* SVGA3dWrapFlags */
+ case SVGA3D_RS_WRAP11: /* SVGA3dWrapFlags */
+ case SVGA3D_RS_WRAP12: /* SVGA3dWrapFlags */
+ case SVGA3D_RS_WRAP13: /* SVGA3dWrapFlags */
+ case SVGA3D_RS_WRAP14: /* SVGA3dWrapFlags */
+ case SVGA3D_RS_WRAP15: /* SVGA3dWrapFlags */
+ Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_WRAPx (x >= 3)\n"));
+ break;
+
+ case SVGA3D_RS_LASTPIXEL: /* SVGA3dBool */
+ case SVGA3D_RS_TWEENFACTOR: /* float */
+ case SVGA3D_RS_INDEXEDVERTEXBLENDENABLE: /* SVGA3dBool */
+ case SVGA3D_RS_VERTEXBLEND: /* SVGA3dVertexBlendFlags */
+ Log(("vmsvga3dSetRenderState: WARNING not applicable!!\n"));
+ break;
+
+ case SVGA3D_RS_MULTISAMPLEANTIALIAS: /* SVGA3dBool */
+ enableCap = GL_MULTISAMPLE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_MULTISAMPLEMASK: /* uint32_t */
+ Log(("vmsvga3dSetRenderState: WARNING not applicable??!!\n"));
+ break;
+
+ case SVGA3D_RS_COORDINATETYPE: /* SVGA3dCoordinateType */
+ Assert(pRenderState[i].uintValue == SVGA3D_COORDINATE_LEFTHANDED);
+ /** @todo setup a view matrix to scale the world space by -1 in the z-direction for right handed coordinates. */
+ /*
+ renderState = D3DRS_COORDINATETYPE;
+ val = pRenderState[i].uintValue;
+ */
+ break;
+
+ case SVGA3D_RS_FRONTWINDING: /* SVGA3dFrontWinding */
+ Assert(pRenderState[i].uintValue == SVGA3D_FRONTWINDING_CW);
+ /* Invert the selected mode because of y-inversion (?) */
+ glFrontFace((pRenderState[i].uintValue != SVGA3D_FRONTWINDING_CW) ? GL_CW : GL_CCW);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+
+ case SVGA3D_RS_OUTPUTGAMMA: /* float */
+ //AssertFailed();
+ /*
+ D3DRS_SRGBWRITEENABLE ??
+ renderState = D3DRS_OUTPUTGAMMA;
+ val = pRenderState[i].uintValue;
+ */
+ break;
+
+#if 0
+
+ case SVGA3D_RS_VERTEXMATERIALENABLE: /* SVGA3dBool */
+ //AssertFailed();
+ renderState = D3DRS_INDEXEDVERTEXBLENDENABLE; /* correct?? */
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_TEXTUREFACTOR: /* SVGA3dColor */
+ renderState = D3DRS_TEXTUREFACTOR;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_LOCALVIEWER: /* SVGA3dBool */
+ renderState = D3DRS_LOCALVIEWER;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_ZVISIBLE: /* SVGA3dBool */
+ AssertFailed();
+ /*
+ renderState = D3DRS_ZVISIBLE;
+ val = pRenderState[i].uintValue;
+ */
+ break;
+
+ case SVGA3D_RS_CLIPPING: /* SVGA3dBool */
+ renderState = D3DRS_CLIPPING;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP0: /* SVGA3dWrapFlags */
+ glTexParameter GL_TEXTURE_WRAP_S
+ Assert(SVGA3D_WRAPCOORD_3 == D3DWRAPCOORD_3);
+ renderState = D3DRS_WRAP0;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP1: /* SVGA3dWrapFlags */
+ glTexParameter GL_TEXTURE_WRAP_T
+ renderState = D3DRS_WRAP1;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP2: /* SVGA3dWrapFlags */
+ glTexParameter GL_TEXTURE_WRAP_R
+ renderState = D3DRS_WRAP2;
+ val = pRenderState[i].uintValue;
+ break;
+
+
+ case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
+ renderState = D3DRS_SEPARATEALPHABLENDENABLE;
+ val = pRenderState[i].uintValue;
+ break;
+
+
+ case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
+ renderState = D3DRS_BLENDOPALPHA;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_TRANSPARENCYANTIALIAS: /* SVGA3dTransparencyAntialiasType */
+ AssertFailed();
+ /*
+ renderState = D3DRS_TRANSPARENCYANTIALIAS;
+ val = pRenderState[i].uintValue;
+ */
+ break;
+
+#endif
+ default:
+ AssertFailed();
+ break;
+ }
+
+ if (enableCap != ~(GLenum)0)
+ {
+ if (val)
+ glEnable(enableCap);
+ else
+ glDisable(enableCap);
+ }
+ }
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSetRenderTarget(PVGASTATECC pThisCC, uint32_t cid, SVGA3dRenderTargetType type, SVGA3dSurfaceImageId target)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+
+ AssertReturn(pState, VERR_NO_MEMORY);
+ AssertReturn((unsigned)type < SVGA3D_RT_MAX, VERR_INVALID_PARAMETER);
+
+ LogFunc(("cid=%u type=%x sid=%u\n", cid, type, target.sid));
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ /* Save for vm state save/restore. */
+ pContext->state.aRenderTargets[type] = target.sid;
+
+ if (target.sid == SVGA3D_INVALID_ID)
+ {
+ /* Disable render target. */
+ switch (type)
+ {
+ case SVGA3D_RT_DEPTH:
+ case SVGA3D_RT_STENCIL:
+ pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+
+ case SVGA3D_RT_COLOR0:
+ case SVGA3D_RT_COLOR1:
+ case SVGA3D_RT_COLOR2:
+ case SVGA3D_RT_COLOR3:
+ case SVGA3D_RT_COLOR4:
+ case SVGA3D_RT_COLOR5:
+ case SVGA3D_RT_COLOR6:
+ case SVGA3D_RT_COLOR7:
+ pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, 0, 0, 0);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+
+ default:
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+ }
+ return VINF_SUCCESS;
+ }
+
+ PVMSVGA3DSURFACE pRenderTarget;
+ rc = vmsvga3dSurfaceFromSid(pState, target.sid, &pRenderTarget);
+ AssertRCReturn(rc, rc);
+
+ switch (type)
+ {
+ case SVGA3D_RT_DEPTH:
+ case SVGA3D_RT_STENCIL:
+#if 1
+ /* A texture surface can be used as a render target to fill it and later on used as a texture. */
+ if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
+ {
+ LogFunc(("create depth texture to be used as render target; surface id=%x type=%d format=%d -> create texture\n",
+ target.sid, pRenderTarget->f.s.surface1Flags, pRenderTarget->format));
+ rc = vmsvga3dBackCreateTexture(pThisCC, pContext, cid, pRenderTarget);
+ AssertRCReturn(rc, rc);
+ }
+
+ AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
+ Assert(!pRenderTarget->fDirty);
+
+ pRenderTarget->f.s.surface1Flags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
+
+ pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER,
+ (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT,
+ GL_TEXTURE_2D, pRenderTarget->oglId.texture, target.mipmap);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+#else
+ AssertReturn(target.mipmap == 0, VERR_INVALID_PARAMETER);
+ if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
+ {
+ Log(("vmsvga3dSetRenderTarget: create renderbuffer to be used as render target; surface id=%x type=%d format=%d\n", target.sid, pRenderTarget->f.s.surface1Flags, pRenderTarget->internalFormatGL));
+ pContext = &pState->SharedCtx;
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ pState->ext.glGenRenderbuffers(1, &pRenderTarget->oglId.renderbuffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ pSurface->enmOGLResType = VMSVGA3D_OGLRESTYPE_RENDERBUFFER;
+
+ pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ pState->ext.glRenderbufferStorage(GL_RENDERBUFFER,
+ pRenderTarget->internalFormatGL,
+ pRenderTarget->paMipmapLevels[0].mipmapSize.width,
+ pRenderTarget->paMipmapLevels[0].mipmapSize.height);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, OPENGL_INVALID_ID);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ pContext = pState->papContexts[cid];
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+ }
+
+ pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ Assert(!pRenderTarget->fDirty);
+ AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
+
+ pRenderTarget->f.s.surface1Flags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
+
+ pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
+ (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+#endif
+ break;
+
+ case SVGA3D_RT_COLOR0:
+ case SVGA3D_RT_COLOR1:
+ case SVGA3D_RT_COLOR2:
+ case SVGA3D_RT_COLOR3:
+ case SVGA3D_RT_COLOR4:
+ case SVGA3D_RT_COLOR5:
+ case SVGA3D_RT_COLOR6:
+ case SVGA3D_RT_COLOR7:
+ {
+ /* A texture surface can be used as a render target to fill it and later on used as a texture. */
+ if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
+ {
+ Log(("vmsvga3dSetRenderTarget: create texture to be used as render target; surface id=%x type=%d format=%d -> create texture\n", target.sid, pRenderTarget->f.s.surface1Flags, pRenderTarget->format));
+ rc = vmsvga3dBackCreateTexture(pThisCC, pContext, cid, pRenderTarget);
+ AssertRCReturn(rc, rc);
+ }
+
+ AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
+ Assert(!pRenderTarget->fDirty);
+
+ pRenderTarget->f.s.surface1Flags |= SVGA3D_SURFACE_HINT_RENDERTARGET;
+
+ GLenum textarget;
+ if (pRenderTarget->f.s.surface1Flags & SVGA3D_SURFACE_CUBEMAP)
+ textarget = vmsvga3dCubemapFaceFromIndex(target.face);
+ else
+ textarget = GL_TEXTURE_2D;
+ pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0,
+ textarget, pRenderTarget->oglId.texture, target.mipmap);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+#ifdef DEBUG
+ GLenum status = pState->ext.glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE)
+ Log(("vmsvga3dSetRenderTarget: WARNING: glCheckFramebufferStatus returned %x\n", status));
+#endif
+ /** @todo use glDrawBuffers too? */
+ break;
+ }
+
+ default:
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+ }
+
+ return VINF_SUCCESS;
+}
+
+#if 0
+/**
+ * Convert SVGA texture combiner value to its D3D equivalent
+ */
+static DWORD vmsvga3dTextureCombiner2D3D(uint32_t value)
+{
+ switch (value)
+ {
+ case SVGA3D_TC_DISABLE:
+ return D3DTOP_DISABLE;
+ case SVGA3D_TC_SELECTARG1:
+ return D3DTOP_SELECTARG1;
+ case SVGA3D_TC_SELECTARG2:
+ return D3DTOP_SELECTARG2;
+ case SVGA3D_TC_MODULATE:
+ return D3DTOP_MODULATE;
+ case SVGA3D_TC_ADD:
+ return D3DTOP_ADD;
+ case SVGA3D_TC_ADDSIGNED:
+ return D3DTOP_ADDSIGNED;
+ case SVGA3D_TC_SUBTRACT:
+ return D3DTOP_SUBTRACT;
+ case SVGA3D_TC_BLENDTEXTUREALPHA:
+ return D3DTOP_BLENDTEXTUREALPHA;
+ case SVGA3D_TC_BLENDDIFFUSEALPHA:
+ return D3DTOP_BLENDDIFFUSEALPHA;
+ case SVGA3D_TC_BLENDCURRENTALPHA:
+ return D3DTOP_BLENDCURRENTALPHA;
+ case SVGA3D_TC_BLENDFACTORALPHA:
+ return D3DTOP_BLENDFACTORALPHA;
+ case SVGA3D_TC_MODULATE2X:
+ return D3DTOP_MODULATE2X;
+ case SVGA3D_TC_MODULATE4X:
+ return D3DTOP_MODULATE4X;
+ case SVGA3D_TC_DSDT:
+ AssertFailed(); /** @todo ??? */
+ return D3DTOP_DISABLE;
+ case SVGA3D_TC_DOTPRODUCT3:
+ return D3DTOP_DOTPRODUCT3;
+ case SVGA3D_TC_BLENDTEXTUREALPHAPM:
+ return D3DTOP_BLENDTEXTUREALPHAPM;
+ case SVGA3D_TC_ADDSIGNED2X:
+ return D3DTOP_ADDSIGNED2X;
+ case SVGA3D_TC_ADDSMOOTH:
+ return D3DTOP_ADDSMOOTH;
+ case SVGA3D_TC_PREMODULATE:
+ return D3DTOP_PREMODULATE;
+ case SVGA3D_TC_MODULATEALPHA_ADDCOLOR:
+ return D3DTOP_MODULATEALPHA_ADDCOLOR;
+ case SVGA3D_TC_MODULATECOLOR_ADDALPHA:
+ return D3DTOP_MODULATECOLOR_ADDALPHA;
+ case SVGA3D_TC_MODULATEINVALPHA_ADDCOLOR:
+ return D3DTOP_MODULATEINVALPHA_ADDCOLOR;
+ case SVGA3D_TC_MODULATEINVCOLOR_ADDALPHA:
+ return D3DTOP_MODULATEINVCOLOR_ADDALPHA;
+ case SVGA3D_TC_BUMPENVMAPLUMINANCE:
+ return D3DTOP_BUMPENVMAPLUMINANCE;
+ case SVGA3D_TC_MULTIPLYADD:
+ return D3DTOP_MULTIPLYADD;
+ case SVGA3D_TC_LERP:
+ return D3DTOP_LERP;
+ default:
+ AssertFailed();
+ return D3DTOP_DISABLE;
+ }
+}
+
+/**
+ * Convert SVGA texture arg data value to its D3D equivalent
+ */
+static DWORD vmsvga3dTextureArgData2D3D(uint32_t value)
+{
+ switch (value)
+ {
+ case SVGA3D_TA_CONSTANT:
+ return D3DTA_CONSTANT;
+ case SVGA3D_TA_PREVIOUS:
+ return D3DTA_CURRENT; /* current = previous */
+ case SVGA3D_TA_DIFFUSE:
+ return D3DTA_DIFFUSE;
+ case SVGA3D_TA_TEXTURE:
+ return D3DTA_TEXTURE;
+ case SVGA3D_TA_SPECULAR:
+ return D3DTA_SPECULAR;
+ default:
+ AssertFailed();
+ return 0;
+ }
+}
+
+/**
+ * Convert SVGA texture transform flag value to its D3D equivalent
+ */
+static DWORD vmsvga3dTextTransformFlags2D3D(uint32_t value)
+{
+ switch (value)
+ {
+ case SVGA3D_TEX_TRANSFORM_OFF:
+ return D3DTTFF_DISABLE;
+ case SVGA3D_TEX_TRANSFORM_S:
+ return D3DTTFF_COUNT1; /** @todo correct? */
+ case SVGA3D_TEX_TRANSFORM_T:
+ return D3DTTFF_COUNT2; /** @todo correct? */
+ case SVGA3D_TEX_TRANSFORM_R:
+ return D3DTTFF_COUNT3; /** @todo correct? */
+ case SVGA3D_TEX_TRANSFORM_Q:
+ return D3DTTFF_COUNT4; /** @todo correct? */
+ case SVGA3D_TEX_PROJECTED:
+ return D3DTTFF_PROJECTED;
+ default:
+ AssertFailed();
+ return 0;
+ }
+}
+#endif
+
+static GLenum vmsvga3dTextureAddress2OGL(SVGA3dTextureAddress value)
+{
+ switch (value)
+ {
+ case SVGA3D_TEX_ADDRESS_WRAP:
+ return GL_REPEAT;
+ case SVGA3D_TEX_ADDRESS_MIRROR:
+ return GL_MIRRORED_REPEAT;
+ case SVGA3D_TEX_ADDRESS_CLAMP:
+ return GL_CLAMP_TO_EDGE;
+ case SVGA3D_TEX_ADDRESS_BORDER:
+ return GL_CLAMP_TO_BORDER;
+ case SVGA3D_TEX_ADDRESS_MIRRORONCE:
+ AssertFailed();
+ return GL_CLAMP_TO_EDGE_SGIS; /** @todo correct? */
+
+ case SVGA3D_TEX_ADDRESS_EDGE:
+ case SVGA3D_TEX_ADDRESS_INVALID:
+ default:
+ AssertFailed();
+ return GL_REPEAT; /* default */
+ }
+}
+
+static GLenum vmsvga3dTextureFilter2OGL(SVGA3dTextureFilter value)
+{
+ switch (value)
+ {
+ case SVGA3D_TEX_FILTER_NONE:
+ case SVGA3D_TEX_FILTER_LINEAR:
+ case SVGA3D_TEX_FILTER_ANISOTROPIC: /* Anisotropic filtering is controlled by SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL */
+ return GL_LINEAR;
+ case SVGA3D_TEX_FILTER_NEAREST:
+ return GL_NEAREST;
+ case SVGA3D_TEX_FILTER_FLATCUBIC: // Deprecated, not implemented
+ case SVGA3D_TEX_FILTER_GAUSSIANCUBIC: // Deprecated, not implemented
+ case SVGA3D_TEX_FILTER_PYRAMIDALQUAD: // Not currently implemented
+ case SVGA3D_TEX_FILTER_GAUSSIANQUAD: // Not currently implemented
+ default:
+ AssertFailed();
+ return GL_LINEAR; /* default */
+ }
+}
+
+uint32_t vmsvga3dSVGA3dColor2RGBA(SVGA3dColor value)
+{
+ /* flip the red and blue bytes */
+ uint8_t blue = value & 0xff;
+ uint8_t red = (value >> 16) & 0xff;
+ return (value & 0xff00ff00) | red | (blue << 16);
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSetTextureState(PVGASTATECC pThisCC, uint32_t cid, uint32_t cTextureStates, SVGA3dTextureState *pTextureState)
+{
+ GLenum val = ~(GLenum)0; /* Shut up MSC. */
+ GLenum currentStage = ~(GLenum)0;
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ Log(("vmsvga3dSetTextureState %x cTextureState=%d\n", cid, cTextureStates));
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ /* Which texture is active for the current stage. Needed to use right OpenGL target when setting parameters. */
+ PVMSVGA3DSURFACE pCurrentTextureSurface = NULL;
+
+ for (uint32_t i = 0; i < cTextureStates; ++i)
+ {
+ GLenum textureType = ~(GLenum)0;
+#if 0
+ GLenum samplerType = ~(GLenum)0;
+#endif
+
+ LogFunc(("cid=%u stage=%d type=%s (%x) val=%x\n",
+ cid, pTextureState[i].stage, vmsvga3dTextureStateToString(pTextureState[i].name), pTextureState[i].name, pTextureState[i].value));
+
+ /* Record the texture state for vm state saving. */
+ if ( pTextureState[i].stage < RT_ELEMENTS(pContext->state.aTextureStates)
+ && (unsigned)pTextureState[i].name < RT_ELEMENTS(pContext->state.aTextureStates[0]))
+ {
+ pContext->state.aTextureStates[pTextureState[i].stage][pTextureState[i].name] = pTextureState[i];
+ }
+
+ /* Activate the right texture unit for subsequent texture state changes. */
+ if (pTextureState[i].stage != currentStage || i == 0)
+ {
+ /** @todo Is this the appropriate limit for all kinds of textures? It is the
+ * size of aSidActiveTextures and for binding/unbinding we cannot exceed it. */
+ if (pTextureState[i].stage < RT_ELEMENTS(pContext->state.aTextureStates))
+ {
+ pState->ext.glActiveTexture(GL_TEXTURE0 + pTextureState[i].stage);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ currentStage = pTextureState[i].stage;
+ }
+ else
+ {
+ AssertMsgFailed(("pTextureState[%d].stage=%#x name=%#x\n", i, pTextureState[i].stage, pTextureState[i].name));
+ continue;
+ }
+
+ if (pContext->aSidActiveTextures[currentStage] != SVGA3D_INVALID_ID)
+ {
+ rc = vmsvga3dSurfaceFromSid(pState, pContext->aSidActiveTextures[currentStage], &pCurrentTextureSurface);
+ AssertRCReturn(rc, rc);
+ }
+ else
+ pCurrentTextureSurface = NULL; /* Make sure that no stale pointer is used. */
+ }
+
+ switch (pTextureState[i].name)
+ {
+ case SVGA3D_TS_BUMPENVMAT00: /* float */
+ case SVGA3D_TS_BUMPENVMAT01: /* float */
+ case SVGA3D_TS_BUMPENVMAT10: /* float */
+ case SVGA3D_TS_BUMPENVMAT11: /* float */
+ case SVGA3D_TS_BUMPENVLSCALE: /* float */
+ case SVGA3D_TS_BUMPENVLOFFSET: /* float */
+ Log(("vmsvga3dSetTextureState: bump mapping texture options not supported!!\n"));
+ break;
+
+ case SVGA3D_TS_COLOROP: /* SVGA3dTextureCombiner */
+ case SVGA3D_TS_COLORARG0: /* SVGA3dTextureArgData */
+ case SVGA3D_TS_COLORARG1: /* SVGA3dTextureArgData */
+ case SVGA3D_TS_COLORARG2: /* SVGA3dTextureArgData */
+ case SVGA3D_TS_ALPHAOP: /* SVGA3dTextureCombiner */
+ case SVGA3D_TS_ALPHAARG0: /* SVGA3dTextureArgData */
+ case SVGA3D_TS_ALPHAARG1: /* SVGA3dTextureArgData */
+ case SVGA3D_TS_ALPHAARG2: /* SVGA3dTextureArgData */
+ /** @todo not used by MesaGL */
+ Log(("vmsvga3dSetTextureState: colorop/alphaop not yet supported!!\n"));
+ break;
+#if 0
+
+ case SVGA3D_TS_TEXCOORDINDEX: /* uint32_t */
+ textureType = D3DTSS_TEXCOORDINDEX;
+ val = pTextureState[i].value;
+ break;
+
+ case SVGA3D_TS_TEXTURETRANSFORMFLAGS: /* SVGA3dTexTransformFlags */
+ textureType = D3DTSS_TEXTURETRANSFORMFLAGS;
+ val = vmsvga3dTextTransformFlags2D3D(pTextureState[i].value);
+ break;
+#endif
+
+ case SVGA3D_TS_BIND_TEXTURE: /* SVGA3dSurfaceId */
+ {
+ uint32_t const sid = pTextureState[i].value;
+
+ Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture sid=%u replacing sid=%u\n",
+ currentStage, sid, pContext->aSidActiveTextures[currentStage]));
+
+ /* Only if texture actually changed. */ /// @todo needs testing.
+ if (pContext->aSidActiveTextures[currentStage] != sid)
+ {
+ if (pCurrentTextureSurface)
+ {
+ /* Unselect the currently associated texture. */
+ glBindTexture(pCurrentTextureSurface->targetGL, 0);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ if (currentStage < 8)
+ {
+ /* Necessary for the fixed pipeline. */
+ glDisable(pCurrentTextureSurface->targetGL);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ }
+
+ pCurrentTextureSurface = NULL;
+ }
+
+ if (sid == SVGA3D_INVALID_ID)
+ {
+ Assert(pCurrentTextureSurface == NULL);
+ }
+ else
+ {
+ PVMSVGA3DSURFACE pSurface;
+ rc = vmsvga3dSurfaceFromSid(pState, sid, &pSurface);
+ AssertRCReturn(rc, rc);
+
+ Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture sid=%u (%d,%d) replacing sid=%u\n",
+ currentStage, sid, pSurface->paMipmapLevels[0].mipmapSize.width,
+ pSurface->paMipmapLevels[0].mipmapSize.height, pContext->aSidActiveTextures[currentStage]));
+
+ if (pSurface->oglId.texture == OPENGL_INVALID_ID)
+ {
+ Log(("CreateTexture (%d,%d) levels=%d\n",
+ pSurface->paMipmapLevels[0].mipmapSize.width, pSurface->paMipmapLevels[0].mipmapSize.height, pSurface->cLevels));
+ rc = vmsvga3dBackCreateTexture(pThisCC, pContext, cid, pSurface);
+ AssertRCReturn(rc, rc);
+ }
+
+ glBindTexture(pSurface->targetGL, pSurface->oglId.texture);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ if (currentStage < 8)
+ {
+ /* Necessary for the fixed pipeline. */
+ glEnable(pSurface->targetGL);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ }
+
+ /* Remember the currently active texture. */
+ pCurrentTextureSurface = pSurface;
+
+ /* Recreate the texture state as glBindTexture resets them all (sigh). */
+ 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 *pTextureStateIter = &pContext->state.aTextureStates[iStage][j];
+
+ if ( pTextureStateIter->name != SVGA3D_TS_INVALID
+ && pTextureStateIter->name != SVGA3D_TS_BIND_TEXTURE)
+ vmsvga3dBackSetTextureState(pThisCC, pContext->id, 1, pTextureStateIter);
+ }
+ }
+ }
+
+ pContext->aSidActiveTextures[currentStage] = sid;
+ }
+
+ /* Finished; continue with the next one. */
+ continue;
+ }
+
+ case SVGA3D_TS_ADDRESSW: /* SVGA3dTextureAddress */
+ textureType = GL_TEXTURE_WRAP_R; /* R = W */
+ val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
+ break;
+
+ case SVGA3D_TS_ADDRESSU: /* SVGA3dTextureAddress */
+ textureType = GL_TEXTURE_WRAP_S; /* S = U */
+ val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
+ break;
+
+ case SVGA3D_TS_ADDRESSV: /* SVGA3dTextureAddress */
+ textureType = GL_TEXTURE_WRAP_T; /* T = V */
+ val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
+ break;
+
+ case SVGA3D_TS_MIPFILTER: /* SVGA3dTextureFilter */
+ case SVGA3D_TS_MINFILTER: /* SVGA3dTextureFilter */
+ {
+ uint32_t mipFilter = pContext->state.aTextureStates[currentStage][SVGA3D_TS_MIPFILTER].value;
+ uint32_t minFilter = pContext->state.aTextureStates[currentStage][SVGA3D_TS_MINFILTER].value;
+
+ /* If SVGA3D_TS_MIPFILTER is set to NONE, then use SVGA3D_TS_MIPFILTER, otherwise SVGA3D_TS_MIPFILTER enables mipmap minification. */
+ textureType = GL_TEXTURE_MIN_FILTER;
+ if (mipFilter != SVGA3D_TEX_FILTER_NONE)
+ {
+ if (minFilter == SVGA3D_TEX_FILTER_NEAREST)
+ {
+ if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
+ val = GL_NEAREST_MIPMAP_LINEAR;
+ else
+ val = GL_NEAREST_MIPMAP_NEAREST;
+ }
+ else
+ {
+ if (mipFilter == SVGA3D_TEX_FILTER_LINEAR)
+ val = GL_LINEAR_MIPMAP_LINEAR;
+ else
+ val = GL_LINEAR_MIPMAP_NEAREST;
+ }
+ }
+ else
+ val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)minFilter);
+ break;
+ }
+
+ case SVGA3D_TS_MAGFILTER: /* SVGA3dTextureFilter */
+ textureType = GL_TEXTURE_MAG_FILTER;
+ val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)pTextureState[i].value);
+ Assert(val == GL_NEAREST || val == GL_LINEAR);
+ break;
+
+ case SVGA3D_TS_BORDERCOLOR: /* SVGA3dColor */
+ {
+ GLfloat color[4]; /* red, green, blue, alpha */
+ vmsvgaColor2GLFloatArray(pTextureState[i].value, &color[0], &color[1], &color[2], &color[3]);
+
+ GLenum targetGL;
+ if (pCurrentTextureSurface)
+ targetGL = pCurrentTextureSurface->targetGL;
+ else
+ {
+ /* No texture bound, assume 2D. */
+ targetGL = GL_TEXTURE_2D;
+ }
+
+ glTexParameterfv(targetGL, GL_TEXTURE_BORDER_COLOR, color); /* Identical; default 0.0 identical too */
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ }
+
+ case SVGA3D_TS_TEXTURE_LOD_BIAS: /* float */
+ {
+ GLenum targetGL;
+ if (pCurrentTextureSurface)
+ targetGL = pCurrentTextureSurface->targetGL;
+ else
+ {
+ /* No texture bound, assume 2D. */
+ targetGL = GL_TEXTURE_2D;
+ }
+
+ glTexParameterf(targetGL, GL_TEXTURE_LOD_BIAS, pTextureState[i].floatValue); /* Identical; default 0.0 identical too */
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ }
+
+ case SVGA3D_TS_TEXTURE_MIPMAP_LEVEL: /* uint32_t */
+ textureType = GL_TEXTURE_BASE_LEVEL;
+ val = pTextureState[i].value;
+ break;
+
+ case SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL: /* uint32_t */
+ if (pState->caps.fTextureFilterAnisotropicSupported)
+ {
+ textureType = GL_TEXTURE_MAX_ANISOTROPY_EXT;
+ val = RT_MIN((GLint)pTextureState[i].value, pState->caps.maxTextureAnisotropy);
+ } /* otherwise ignore. */
+ break;
+
+#if 0
+ case SVGA3D_TS_GAMMA: /* float */
+ samplerType = D3DSAMP_SRGBTEXTURE;
+ /* Boolean in D3D */
+ if (pTextureState[i].floatValue == 1.0f)
+ val = FALSE;
+ else
+ val = TRUE;
+ break;
+#endif
+ /* Internal commands, that don't map directly to the SetTextureStageState API. */
+ case SVGA3D_TS_TEXCOORDGEN: /* SVGA3dTextureCoordGen */
+ AssertFailed();
+ break;
+
+ default:
+ //AssertFailed();
+ break;
+ }
+
+ if (textureType != ~(GLenum)0)
+ {
+ GLenum targetGL;
+ if (pCurrentTextureSurface)
+ targetGL = pCurrentTextureSurface->targetGL;
+ else
+ {
+ /* No texture bound, assume 2D. */
+ targetGL = GL_TEXTURE_2D;
+ }
+
+ switch (pTextureState[i].name)
+ {
+ case SVGA3D_TS_MINFILTER:
+ case SVGA3D_TS_MAGFILTER:
+ {
+ if (pState->caps.fTextureFilterAnisotropicSupported)
+ {
+ uint32_t const anisotropyLevel = (SVGA3dTextureFilter)pTextureState[i].value == SVGA3D_TEX_FILTER_ANISOTROPIC
+ ? RT_MAX(1, pContext->state.aTextureStates[currentStage][SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL].value)
+ : 1;
+ glTexParameteri(targetGL, GL_TEXTURE_MAX_ANISOTROPY_EXT, RT_MIN((GLint)anisotropyLevel, pState->caps.maxTextureAnisotropy));
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ }
+ } break;
+
+ default: break;
+ }
+
+ glTexParameteri(targetGL, textureType, val);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ }
+ }
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSetMaterial(PVGASTATECC pThisCC, uint32_t cid, SVGA3dFace face, SVGA3dMaterial *pMaterial)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ LogFunc(("cid=%u face %d\n", cid, face));
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ GLenum oglFace;
+ switch (face)
+ {
+ case SVGA3D_FACE_NONE:
+ case SVGA3D_FACE_FRONT:
+ oglFace = GL_FRONT;
+ break;
+
+ case SVGA3D_FACE_BACK:
+ oglFace = GL_BACK;
+ break;
+
+ case SVGA3D_FACE_FRONT_BACK:
+ oglFace = GL_FRONT_AND_BACK;
+ break;
+
+ default:
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+ }
+
+ /* Save for vm state save/restore. */
+ pContext->state.aMaterial[face].fValid = true;
+ pContext->state.aMaterial[face].material = *pMaterial;
+ pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_MATERIAL;
+
+ glMaterialfv(oglFace, GL_DIFFUSE, pMaterial->diffuse);
+ glMaterialfv(oglFace, GL_AMBIENT, pMaterial->ambient);
+ glMaterialfv(oglFace, GL_SPECULAR, pMaterial->specular);
+ glMaterialfv(oglFace, GL_EMISSION, pMaterial->emissive);
+ glMaterialfv(oglFace, GL_SHININESS, &pMaterial->shininess);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ return VINF_SUCCESS;
+}
+
+/** @todo Move into separate library as we are using logic from Wine here. */
+static DECLCALLBACK(int) vmsvga3dBackSetLightData(PVGASTATECC pThisCC, uint32_t cid, uint32_t index, SVGA3dLightData *pData)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ LogFunc(("vmsvga3dSetLightData cid=%u index=%d type=%d\n", cid, index, pData->type));
+ ASSERT_GUEST_RETURN(index < SVGA3D_MAX_LIGHTS, VERR_INVALID_PARAMETER);
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ /* Store for vm state save/restore */
+ pContext->state.aLightData[index].fValidData = true;
+ pContext->state.aLightData[index].data = *pData;
+
+ if ( pData->attenuation0 < 0.0f
+ || pData->attenuation1 < 0.0f
+ || pData->attenuation2 < 0.0f)
+ {
+ Log(("vmsvga3dSetLightData: invalid negative attenuation values!!\n"));
+ return VINF_SUCCESS; /* ignore; could crash the GL driver */
+ }
+
+ /* Light settings are affected by the model view in OpenGL, the View transform in direct3d */
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
+
+ glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, pData->diffuse);
+ glLightfv(GL_LIGHT0 + index, GL_SPECULAR, pData->specular);
+ glLightfv(GL_LIGHT0 + index, GL_AMBIENT, pData->ambient);
+
+ float QuadAttenuation;
+ if (pData->range * pData->range >= FLT_MIN)
+ QuadAttenuation = 1.4f / (pData->range * pData->range);
+ else
+ QuadAttenuation = 0.0f;
+
+ switch (pData->type)
+ {
+ case SVGA3D_LIGHTTYPE_POINT:
+ {
+ GLfloat position[4];
+
+ position[0] = pData->position[0];
+ position[1] = pData->position[1];
+ position[2] = pData->position[2];
+ position[3] = 1.0f;
+
+ glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ /* Attenuation - Are these right? guessing... */
+ glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ /** @todo range */
+ break;
+ }
+
+ case SVGA3D_LIGHTTYPE_SPOT1:
+ {
+ GLfloat exponent;
+ GLfloat position[4];
+ const GLfloat pi = 4.0f * atanf(1.0f);
+
+ position[0] = pData->position[0];
+ position[1] = pData->position[1];
+ position[2] = pData->position[2];
+ position[3] = 1.0f;
+
+ glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ position[0] = pData->direction[0];
+ position[1] = pData->direction[1];
+ position[2] = pData->direction[2];
+ position[3] = 1.0f;
+
+ glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, position);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ /*
+ * opengl-ish and d3d-ish spot lights use too different models for the
+ * light "intensity" as a function of the angle towards the main light direction,
+ * so we only can approximate very roughly.
+ * however spot lights are rather rarely used in games (if ever used at all).
+ * furthermore if still used, probably nobody pays attention to such details.
+ */
+ if (pData->falloff == 0)
+ {
+ /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
+ * falloff resp. exponent parameter as an exponent, so the spot light lighting
+ * will always be 1.0 for both of them, and we don't have to care for the
+ * rest of the rather complex calculation
+ */
+ exponent = 0.0f;
+ }
+ else
+ {
+ float rho = pData->theta + (pData->phi - pData->theta) / (2 * pData->falloff);
+ if (rho < 0.0001f)
+ rho = 0.0001f;
+ exponent = -0.3f/log(cos(rho/2));
+ }
+ if (exponent > 128.0f)
+ exponent = 128.0f;
+
+ glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, exponent);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, pData->phi * 90.0 / pi);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ /* Attenuation - Are these right? guessing... */
+ glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ /** @todo range */
+ break;
+ }
+
+ case SVGA3D_LIGHTTYPE_DIRECTIONAL:
+ {
+ GLfloat position[4];
+
+ position[0] = -pData->direction[0];
+ position[1] = -pData->direction[1];
+ position[2] = -pData->direction[2];
+ position[3] = 0.0f;
+
+ glLightfv(GL_LIGHT0 + index, GL_POSITION, position); /* Note gl uses w position of 0 for direction! */
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, 0.0f);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ break;
+ }
+
+ case SVGA3D_LIGHTTYPE_SPOT2:
+ default:
+ Log(("Unsupported light type!!\n"));
+ rc = VERR_INVALID_PARAMETER;
+ break;
+ }
+
+ /* Restore the modelview matrix */
+ glPopMatrix();
+
+ return rc;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSetLightEnabled(PVGASTATECC pThisCC, uint32_t cid, uint32_t index, uint32_t enabled)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ LogFunc(("cid=%u %d -> %d\n", cid, index, enabled));
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ /* Store for vm state save/restore */
+ if (index < SVGA3D_MAX_LIGHTS)
+ pContext->state.aLightData[index].fEnabled = !!enabled;
+ else
+ AssertFailed();
+
+ if (enabled)
+ {
+ if (index < SVGA3D_MAX_LIGHTS)
+ {
+ /* Load the default settings if none have been set yet. */
+ if (!pContext->state.aLightData[index].fValidData)
+ vmsvga3dBackSetLightData(pThisCC, cid, index, (SVGA3dLightData *)&vmsvga3d_default_light);
+ }
+ glEnable(GL_LIGHT0 + index);
+ }
+ else
+ glDisable(GL_LIGHT0 + index);
+
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSetViewPort(PVGASTATECC pThisCC, uint32_t cid, SVGA3dRect *pRect)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ Log(("vmsvga3dSetViewPort cid=%u (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ /* Save for vm state save/restore. */
+ pContext->state.RectViewPort = *pRect;
+ pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VIEWPORT;
+
+ /** @todo y-inversion for partial viewport coordinates? */
+ glViewport(pRect->x, pRect->y, pRect->w, pRect->h);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ /* Reset the projection matrix as that relies on the viewport setting. */
+ if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
+ vmsvga3dBackSetTransform(pThisCC, cid, SVGA3D_TRANSFORM_PROJECTION,
+ pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
+ else
+ {
+ float matrix[16];
+
+ /* identity matrix if no matrix set. */
+ memset(matrix, 0, sizeof(matrix));
+ matrix[0] = 1.0;
+ matrix[5] = 1.0;
+ matrix[10] = 1.0;
+ matrix[15] = 1.0;
+ vmsvga3dBackSetTransform(pThisCC, cid, SVGA3D_TRANSFORM_PROJECTION, matrix);
+ }
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSetClipPlane(PVGASTATECC pThisCC, uint32_t cid, uint32_t index, float plane[4])
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+ double oglPlane[4];
+
+ Log(("vmsvga3dSetClipPlane cid=%u %d (%d,%d)(%d,%d)\n", cid, index, (unsigned)(plane[0] * 100.0), (unsigned)(plane[1] * 100.0), (unsigned)(plane[2] * 100.0), (unsigned)(plane[3] * 100.0)));
+ AssertReturn(index < SVGA3D_NUM_CLIPPLANES, VERR_INVALID_PARAMETER);
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ /* Store for vm state save/restore. */
+ pContext->state.aClipPlane[index].fValid = true;
+ memcpy(pContext->state.aClipPlane[index].plane, plane, sizeof(pContext->state.aClipPlane[index].plane));
+
+ /** @todo clip plane affected by model view in OpenGL & view in D3D + vertex shader -> not transformed (see Wine; state.c clipplane) */
+ oglPlane[0] = (double)plane[0];
+ oglPlane[1] = (double)plane[1];
+ oglPlane[2] = (double)plane[2];
+ oglPlane[3] = (double)plane[3];
+
+ glClipPlane(GL_CLIP_PLANE0 + index, oglPlane);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSetScissorRect(PVGASTATECC pThisCC, uint32_t cid, SVGA3dRect *pRect)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ Log(("vmsvga3dSetScissorRect cid=%u (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ /* Store for vm state save/restore. */
+ pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_SCISSORRECT;
+ pContext->state.RectScissor = *pRect;
+
+ glScissor(pRect->x, pRect->y, pRect->w, pRect->h);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ return VINF_SUCCESS;
+}
+
+static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha)
+{
+ /* Convert byte color components to float (0-1.0) */
+ *pAlpha = (GLfloat)(color >> 24) / 255.0;
+ *pRed = (GLfloat)((color >> 16) & 0xff) / 255.0;
+ *pGreen = (GLfloat)((color >> 8) & 0xff) / 255.0;
+ *pBlue = (GLfloat)(color & 0xff) / 255.0;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackCommandClear(PVGASTATECC pThisCC, uint32_t cid, SVGA3dClearFlag clearFlag, uint32_t color, float depth, uint32_t stencil,
+ uint32_t cRects, SVGA3dRect *pRect)
+{
+ GLbitfield mask = 0;
+ GLbitfield restoreMask = 0;
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+ GLboolean fDepthWriteEnabled = GL_FALSE;
+ GLboolean afColorWriteEnabled[4] = { GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE };
+
+ Log(("vmsvga3dCommandClear cid=%u clearFlag=%x color=%x depth=%d stencil=%x cRects=%d\n", cid, clearFlag, color, (uint32_t)(depth * 100.0), stencil, cRects));
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ if (clearFlag & SVGA3D_CLEAR_COLOR)
+ {
+ GLfloat red, green, blue, alpha;
+ vmsvgaColor2GLFloatArray(color, &red, &green, &blue, &alpha);
+
+ /* Set the color clear value. */
+ glClearColor(red, green, blue, alpha);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ mask |= GL_COLOR_BUFFER_BIT;
+
+ /* glClear will not clear the color buffer if writing is disabled. */
+ glGetBooleanv(GL_COLOR_WRITEMASK, afColorWriteEnabled);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ if ( afColorWriteEnabled[0] == GL_FALSE
+ || afColorWriteEnabled[1] == GL_FALSE
+ || afColorWriteEnabled[2] == GL_FALSE
+ || afColorWriteEnabled[3] == GL_FALSE)
+ {
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ restoreMask |= GL_COLOR_BUFFER_BIT;
+ }
+
+ }
+
+ if (clearFlag & SVGA3D_CLEAR_STENCIL)
+ {
+ /** @todo possibly the same problem as with glDepthMask */
+ glClearStencil(stencil);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ mask |= GL_STENCIL_BUFFER_BIT;
+ }
+
+ if (clearFlag & SVGA3D_CLEAR_DEPTH)
+ {
+ glClearDepth((GLdouble)depth);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ mask |= GL_DEPTH_BUFFER_BIT;
+
+ /* glClear will not clear the depth buffer if writing is disabled. */
+ glGetBooleanv(GL_DEPTH_WRITEMASK, &fDepthWriteEnabled);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ if (fDepthWriteEnabled == GL_FALSE)
+ {
+ glDepthMask(GL_TRUE);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ restoreMask |= GL_DEPTH_BUFFER_BIT;
+ }
+ }
+
+ /* Save the current scissor test bit and scissor box. */
+ glPushAttrib(GL_SCISSOR_BIT);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ if (cRects)
+ {
+ glEnable(GL_SCISSOR_TEST);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ for (uint32_t i = 0; i < cRects; ++i)
+ {
+ LogFunc(("rect [%d] %d,%d %dx%d)\n", i, pRect[i].x, pRect[i].y, pRect[i].w, pRect[i].h));
+ glScissor(pRect[i].x, pRect[i].y, pRect[i].w, pRect[i].h);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ glClear(mask);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ }
+ }
+ else
+ {
+ glDisable(GL_SCISSOR_TEST);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ glClear(mask);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ }
+
+ /* Restore the old scissor test bit and box */
+ glPopAttrib();
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ /* Restore the write states. */
+ if (restoreMask & GL_COLOR_BUFFER_BIT)
+ {
+ glColorMask(afColorWriteEnabled[0],
+ afColorWriteEnabled[1],
+ afColorWriteEnabled[2],
+ afColorWriteEnabled[3]);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ }
+
+ if (restoreMask & GL_DEPTH_BUFFER_BIT)
+ {
+ glDepthMask(fDepthWriteEnabled);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ }
+
+ return VINF_SUCCESS;
+}
+
+/* Convert VMWare vertex declaration to its OpenGL equivalent. */
+int vmsvga3dVertexDecl2OGL(SVGA3dVertexArrayIdentity &identity, GLint &size, GLenum &type, GLboolean &normalized, uint32_t &cbAttrib)
+{
+ normalized = GL_FALSE;
+ switch (identity.type)
+ {
+ case SVGA3D_DECLTYPE_FLOAT1:
+ size = 1;
+ type = GL_FLOAT;
+ cbAttrib = sizeof(float);
+ break;
+ case SVGA3D_DECLTYPE_FLOAT2:
+ size = 2;
+ type = GL_FLOAT;
+ cbAttrib = 2 * sizeof(float);
+ break;
+ case SVGA3D_DECLTYPE_FLOAT3:
+ size = 3;
+ type = GL_FLOAT;
+ cbAttrib = 3 * sizeof(float);
+ break;
+ case SVGA3D_DECLTYPE_FLOAT4:
+ size = 4;
+ type = GL_FLOAT;
+ cbAttrib = 4 * sizeof(float);
+ break;
+
+ case SVGA3D_DECLTYPE_D3DCOLOR:
+ size = GL_BGRA; /* @note requires GL_ARB_vertex_array_bgra */
+ type = GL_UNSIGNED_BYTE;
+ normalized = GL_TRUE; /* glVertexAttribPointer fails otherwise */
+ cbAttrib = sizeof(uint32_t);
+ break;
+
+ case SVGA3D_DECLTYPE_UBYTE4N:
+ normalized = GL_TRUE;
+ RT_FALL_THRU();
+ case SVGA3D_DECLTYPE_UBYTE4:
+ size = 4;
+ type = GL_UNSIGNED_BYTE;
+ cbAttrib = sizeof(uint32_t);
+ break;
+
+ case SVGA3D_DECLTYPE_SHORT2N:
+ normalized = GL_TRUE;
+ RT_FALL_THRU();
+ case SVGA3D_DECLTYPE_SHORT2:
+ size = 2;
+ type = GL_SHORT;
+ cbAttrib = 2 * sizeof(uint16_t);
+ break;
+
+ case SVGA3D_DECLTYPE_SHORT4N:
+ normalized = GL_TRUE;
+ RT_FALL_THRU();
+ case SVGA3D_DECLTYPE_SHORT4:
+ size = 4;
+ type = GL_SHORT;
+ cbAttrib = 4 * sizeof(uint16_t);
+ break;
+
+ case SVGA3D_DECLTYPE_USHORT4N:
+ normalized = GL_TRUE;
+ size = 4;
+ type = GL_UNSIGNED_SHORT;
+ cbAttrib = 4 * sizeof(uint16_t);
+ break;
+
+ case SVGA3D_DECLTYPE_USHORT2N:
+ normalized = GL_TRUE;
+ size = 2;
+ type = GL_UNSIGNED_SHORT;
+ cbAttrib = 2 * sizeof(uint16_t);
+ break;
+
+ case SVGA3D_DECLTYPE_UDEC3:
+ size = 3;
+ type = GL_UNSIGNED_INT_2_10_10_10_REV; /** @todo correct? */
+ cbAttrib = sizeof(uint32_t);
+ break;
+
+ case SVGA3D_DECLTYPE_DEC3N:
+ normalized = true;
+ size = 3;
+ type = GL_INT_2_10_10_10_REV; /** @todo correct? */
+ cbAttrib = sizeof(uint32_t);
+ break;
+
+ case SVGA3D_DECLTYPE_FLOAT16_2:
+ size = 2;
+ type = GL_HALF_FLOAT;
+ cbAttrib = 2 * sizeof(uint16_t);
+ break;
+ case SVGA3D_DECLTYPE_FLOAT16_4:
+ size = 4;
+ type = GL_HALF_FLOAT;
+ cbAttrib = 4 * sizeof(uint16_t);
+ break;
+ default:
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+ }
+
+ //pVertexElement->Method = identity.method;
+ //pVertexElement->Usage = identity.usage;
+
+ return VINF_SUCCESS;
+}
+
+static float vmsvga3dFloat16To32(uint16_t f16)
+{
+ /* From Wiki */
+#ifndef INFINITY
+ static uint32_t const sBitsINFINITY = UINT32_C(0x7f800000);
+ #define INFINITY (*(float const *)&sBitsINFINITY)
+#endif
+#ifndef NAN
+ static uint32_t const sBitsNAN = UINT32_C(0x7fc00000);
+ #define NAN (*(float const *)&sBitsNAN)
+#endif
+
+ uint16_t const s = (f16 >> UINT16_C(15)) & UINT16_C(0x1);
+ uint16_t const e = (f16 >> UINT16_C(10)) & UINT16_C(0x1f);
+ uint16_t const m = (f16 ) & UINT16_C(0x3ff);
+
+ float result = s ? 1.0f : -1.0f;
+ if (e == 0)
+ {
+ if (m == 0)
+ result *= 0.0f; /* zero, -0 */
+ else
+ result *= (float)m / 1024.0f / 16384.0f; /* subnormal numbers: sign * 2^-14 * 0.m */
+ }
+ else if (e == 0x1f)
+ {
+ if (m == 0)
+ result *= INFINITY; /* +-infinity */
+ else
+ result = NAN; /* NAN */
+ }
+ else
+ {
+ result *= powf(2.0f, (float)e - 15.0f) * (1.0f + (float)m / 1024.0f); /* sign * 2^(e-15) * 1.m */
+ }
+
+ return result;
+}
+
+/* Set a vertex attribute according to VMSVGA vertex declaration. */
+static int vmsvga3dSetVertexAttrib(PVMSVGA3DSTATE pState, GLuint index, SVGA3dVertexArrayIdentity const *pIdentity, GLvoid const *pv)
+{
+ switch (pIdentity->type)
+ {
+ case SVGA3D_DECLTYPE_FLOAT1:
+ {
+ /* "One-component float expanded to (float, 0, 0, 1)." */
+ GLfloat const *p = (GLfloat *)pv;
+ GLfloat const v[4] = { p[0], 0.0f, 0.0f, 1.0f };
+ pState->ext.glVertexAttrib4fv(index, v);
+ break;
+ }
+ case SVGA3D_DECLTYPE_FLOAT2:
+ {
+ /* "Two-component float expanded to (float, float, 0, 1)." */
+ GLfloat const *p = (GLfloat *)pv;
+ GLfloat const v[4] = { p[0], p[1], 0.0f, 1.0f };
+ pState->ext.glVertexAttrib4fv(index, v);
+ break;
+ }
+ case SVGA3D_DECLTYPE_FLOAT3:
+ {
+ /* "Three-component float expanded to (float, float, float, 1)." */
+ GLfloat const *p = (GLfloat *)pv;
+ GLfloat const v[4] = { p[0], p[1], p[2], 1.0f };
+ pState->ext.glVertexAttrib4fv(index, v);
+ break;
+ }
+ case SVGA3D_DECLTYPE_FLOAT4:
+ pState->ext.glVertexAttrib4fv(index, (GLfloat const *)pv);
+ break;
+ case SVGA3D_DECLTYPE_D3DCOLOR:
+ /** @todo Need to swap bytes? */
+ pState->ext.glVertexAttrib4Nubv(index, (GLubyte const *)pv);
+ break;
+ case SVGA3D_DECLTYPE_UBYTE4:
+ pState->ext.glVertexAttrib4ubv(index, (GLubyte const *)pv);
+ break;
+ case SVGA3D_DECLTYPE_SHORT2:
+ {
+ /* "Two-component, signed short expanded to (value, value, 0, 1)." */
+ GLshort const *p = (GLshort const *)pv;
+ GLshort const v[4] = { p[0], p[1], 0, 1 };
+ pState->ext.glVertexAttrib4sv(index, v);
+ break;
+ }
+ case SVGA3D_DECLTYPE_SHORT4:
+ pState->ext.glVertexAttrib4sv(index, (GLshort const *)pv);
+ break;
+ case SVGA3D_DECLTYPE_UBYTE4N:
+ pState->ext.glVertexAttrib4Nubv(index, (GLubyte const *)pv);
+ break;
+ case SVGA3D_DECLTYPE_SHORT2N:
+ {
+ /* "Normalized, two-component, signed short, expanded to (first short/32767.0, second short/32767.0, 0, 1)." */
+ GLshort const *p = (GLshort const *)pv;
+ GLshort const v[4] = { p[0], p[1], 0, 1 };
+ pState->ext.glVertexAttrib4Nsv(index, v);
+ break;
+ }
+ case SVGA3D_DECLTYPE_SHORT4N:
+ pState->ext.glVertexAttrib4Nsv(index, (GLshort const *)pv);
+ break;
+ case SVGA3D_DECLTYPE_USHORT2N:
+ {
+ GLushort const *p = (GLushort const *)pv;
+ GLushort const v[4] = { p[0], p[1], 0, 1 };
+ pState->ext.glVertexAttrib4Nusv(index, v);
+ break;
+ }
+ case SVGA3D_DECLTYPE_USHORT4N:
+ pState->ext.glVertexAttrib4Nusv(index, (GLushort const *)pv);
+ break;
+ case SVGA3D_DECLTYPE_UDEC3:
+ {
+ /** @todo Test */
+ /* "Three-component, unsigned, 10 10 10 format expanded to (value, value, value, 1)." */
+ uint32_t const u32 = *(uint32_t *)pv;
+ GLfloat const v[4] = { (float)(u32 & 0x3ff), (float)((u32 >> 10) & 0x3ff), (float)((u32 >> 20) & 0x3ff), 1.0f };
+ pState->ext.glVertexAttrib4fv(index, v);
+ break;
+ }
+ case SVGA3D_DECLTYPE_DEC3N:
+ {
+ /** @todo Test */
+ /* "Three-component, signed, 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1)." */
+ uint32_t const u32 = *(uint32_t *)pv;
+ GLfloat const v[4] = { (float)(u32 & 0x3ff) / 511.0f, (float)((u32 >> 10) & 0x3ff) / 511.0f, (float)((u32 >> 20) & 0x3ff) / 511.0f, 1.0f };
+ pState->ext.glVertexAttrib4fv(index, v);
+ break;
+ }
+ case SVGA3D_DECLTYPE_FLOAT16_2:
+ {
+ /** @todo Test */
+ /* "Two-component, 16-bit, floating point expanded to (value, value, 0, 1)." */
+ uint16_t const *p = (uint16_t *)pv;
+ GLfloat const v[4] = { vmsvga3dFloat16To32(p[0]), vmsvga3dFloat16To32(p[1]), 0.0f, 1.0f };
+ pState->ext.glVertexAttrib4fv(index, v);
+ break;
+ }
+ case SVGA3D_DECLTYPE_FLOAT16_4:
+ {
+ /** @todo Test */
+ uint16_t const *p = (uint16_t *)pv;
+ GLfloat const v[4] = { vmsvga3dFloat16To32(p[0]), vmsvga3dFloat16To32(p[1]),
+ vmsvga3dFloat16To32(p[2]), vmsvga3dFloat16To32(p[3]) };
+ pState->ext.glVertexAttrib4fv(index, v);
+ break;
+ }
+ default:
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+ }
+
+ return VINF_SUCCESS;
+}
+
+/* Convert VMWare primitive type to its OpenGL equivalent. */
+/* Calculate the vertex count based on the primitive type and nr of primitives. */
+int vmsvga3dPrimitiveType2OGL(SVGA3dPrimitiveType PrimitiveType, GLenum *pMode, uint32_t cPrimitiveCount, uint32_t *pcVertices)
+{
+ switch (PrimitiveType)
+ {
+ case SVGA3D_PRIMITIVE_TRIANGLELIST:
+ *pMode = GL_TRIANGLES;
+ *pcVertices = cPrimitiveCount * 3;
+ break;
+ case SVGA3D_PRIMITIVE_POINTLIST:
+ *pMode = GL_POINTS;
+ *pcVertices = cPrimitiveCount;
+ break;
+ case SVGA3D_PRIMITIVE_LINELIST:
+ *pMode = GL_LINES;
+ *pcVertices = cPrimitiveCount * 2;
+ break;
+ case SVGA3D_PRIMITIVE_LINESTRIP:
+ *pMode = GL_LINE_STRIP;
+ *pcVertices = cPrimitiveCount + 1;
+ break;
+ case SVGA3D_PRIMITIVE_TRIANGLESTRIP:
+ *pMode = GL_TRIANGLE_STRIP;
+ *pcVertices = cPrimitiveCount + 2;
+ break;
+ case SVGA3D_PRIMITIVE_TRIANGLEFAN:
+ *pMode = GL_TRIANGLE_FAN;
+ *pcVertices = cPrimitiveCount + 2;
+ break;
+ default:
+ return VERR_INVALID_PARAMETER;
+ }
+ return VINF_SUCCESS;
+}
+
+static int vmsvga3dResetTransformMatrices(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext)
+{
+ int rc;
+
+ /* Reset the view matrix (also takes the world matrix into account). */
+ if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid == true)
+ rc = vmsvga3dBackSetTransform(pThisCC, pContext->id, SVGA3D_TRANSFORM_VIEW,
+ pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
+ else
+ {
+ float matrix[16];
+
+ /* identity matrix if no matrix set. */
+ memset(matrix, 0, sizeof(matrix));
+ matrix[0] = 1.0;
+ matrix[5] = 1.0;
+ matrix[10] = 1.0;
+ matrix[15] = 1.0;
+ rc = vmsvga3dBackSetTransform(pThisCC, pContext->id, SVGA3D_TRANSFORM_VIEW, matrix);
+ }
+
+ /* Reset the projection matrix. */
+ if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
+ {
+ rc = vmsvga3dBackSetTransform(pThisCC, pContext->id, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
+ }
+ else
+ {
+ float matrix[16];
+
+ /* identity matrix if no matrix set. */
+ memset(matrix, 0, sizeof(matrix));
+ matrix[0] = 1.0;
+ matrix[5] = 1.0;
+ matrix[10] = 1.0;
+ matrix[15] = 1.0;
+ rc = vmsvga3dBackSetTransform(pThisCC, pContext->id, SVGA3D_TRANSFORM_PROJECTION, matrix);
+ }
+ AssertRC(rc);
+ return rc;
+}
+
+static int vmsvga3dDrawPrimitivesProcessVertexDecls(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext,
+ uint32_t iVertexDeclBase, uint32_t numVertexDecls,
+ SVGA3dVertexDecl *pVertexDecl,
+ SVGA3dVertexDivisor const *paVertexDivisors)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ unsigned const sidVertex = pVertexDecl[0].array.surfaceId;
+
+ PVMSVGA3DSURFACE pVertexSurface;
+ int rc = vmsvga3dSurfaceFromSid(pState, sidVertex, &pVertexSurface);
+ AssertRCReturn(rc, rc);
+
+ Log(("vmsvga3dDrawPrimitives: vertex surface sid=%u\n", sidVertex));
+
+ /* Create and/or bind the vertex buffer. */
+ if (pVertexSurface->oglId.buffer == OPENGL_INVALID_ID)
+ {
+ Log(("vmsvga3dDrawPrimitives: create vertex buffer fDirty=%d size=%x bytes\n", pVertexSurface->fDirty, pVertexSurface->paMipmapLevels[0].cbSurface));
+ PVMSVGA3DCONTEXT pSavedCtx = pContext;
+ pContext = &pState->SharedCtx;
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ pState->ext.glGenBuffers(1, &pVertexSurface->oglId.buffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ pVertexSurface->enmOGLResType = VMSVGA3D_OGLRESTYPE_BUFFER;
+
+ pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ Assert(pVertexSurface->fDirty);
+ /** @todo rethink usage dynamic/static */
+ pState->ext.glBufferData(GL_ARRAY_BUFFER, pVertexSurface->paMipmapLevels[0].cbSurface, pVertexSurface->paMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ pVertexSurface->paMipmapLevels[0].fDirty = false;
+ pVertexSurface->fDirty = false;
+
+ pVertexSurface->f.s.surface1Flags |= SVGA3D_SURFACE_HINT_VERTEXBUFFER;
+
+ pState->ext.glBindBuffer(GL_ARRAY_BUFFER, OPENGL_INVALID_ID);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ pContext = pSavedCtx;
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+ }
+
+ Assert(pVertexSurface->fDirty == false);
+ pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ /* Setup the vertex declarations. */
+ for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
+ {
+ GLint size;
+ GLenum type;
+ GLboolean normalized;
+ uint32_t cbAttrib;
+ GLuint index = iVertexDeclBase + iVertex;
+
+ 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));
+
+ rc = vmsvga3dVertexDecl2OGL(pVertexDecl[iVertex].identity, size, type, normalized, cbAttrib);
+ AssertRCReturn(rc, rc);
+
+ ASSERT_GUEST_RETURN( pVertexSurface->paMipmapLevels[0].cbSurface >= pVertexDecl[iVertex].array.offset
+ && pVertexSurface->paMipmapLevels[0].cbSurface - pVertexDecl[iVertex].array.offset >= cbAttrib,
+ VERR_INVALID_PARAMETER);
+ RT_UNTRUSTED_VALIDATED_FENCE();
+
+ if (pContext->state.shidVertex != SVGA_ID_INVALID)
+ {
+ /* Use numbered vertex arrays (or attributes) when shaders are active. */
+ if (pVertexDecl[iVertex].array.stride)
+ {
+ pState->ext.glEnableVertexAttribArray(index);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ pState->ext.glVertexAttribPointer(index, size, type, normalized, pVertexDecl[iVertex].array.stride,
+ (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ GLuint divisor = paVertexDivisors && paVertexDivisors[index].instanceData ? 1 : 0;
+ pState->ext.glVertexAttribDivisor(index, divisor);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ /** @todo case SVGA3D_DECLUSAGE_COLOR: color component order not identical!! test GL_BGRA!! */
+ }
+ else
+ {
+ /*
+ * D3D and OpenGL have a different meaning of value zero for the vertex array stride:
+ * - D3D (VMSVGA): "use a zero stride to tell the runtime not to increment the vertex buffer offset."
+ * - OpenGL: "If stride is 0, the generic vertex attributes are understood to be tightly packed in the array."
+ * VMSVGA uses the D3D semantics.
+ *
+ * Use glVertexAttrib in order to tell OpenGL to reuse the zero stride attributes for each vertex.
+ */
+ pState->ext.glDisableVertexAttribArray(index);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ const GLvoid *v = (uint8_t *)pVertexSurface->paMipmapLevels[0].pSurfaceData + pVertexDecl[iVertex].array.offset;
+ vmsvga3dSetVertexAttrib(pState, index, &pVertexDecl[iVertex].identity, v);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ }
+ }
+ else
+ {
+ if (pVertexDecl[iVertex].array.stride == 0)
+ {
+ /* Zero stride means that the attribute pointer must not be increased.
+ * See comment about stride in vmsvga3dDrawPrimitives.
+ */
+ LogRelMax(8, ("VMSVGA: Warning: zero stride array in fixed function pipeline\n"));
+ AssertFailed();
+ }
+
+ /* Use the predefined selection of vertex streams for the fixed pipeline. */
+ switch (pVertexDecl[iVertex].identity.usage)
+ {
+ case SVGA3D_DECLUSAGE_POSITIONT:
+ case SVGA3D_DECLUSAGE_POSITION:
+ {
+ glEnableClientState(GL_VERTEX_ARRAY);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ glVertexPointer(size, type, pVertexDecl[iVertex].array.stride,
+ (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ }
+ case SVGA3D_DECLUSAGE_BLENDWEIGHT:
+ AssertFailed();
+ break;
+ case SVGA3D_DECLUSAGE_BLENDINDICES:
+ AssertFailed();
+ break;
+ case SVGA3D_DECLUSAGE_NORMAL:
+ glEnableClientState(GL_NORMAL_ARRAY);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ glNormalPointer(type, pVertexDecl[iVertex].array.stride,
+ (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ case SVGA3D_DECLUSAGE_PSIZE:
+ AssertFailed();
+ break;
+ case SVGA3D_DECLUSAGE_TEXCOORD:
+ /* Specify the affected texture unit. */
+#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
+ glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
+#else
+ pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
+#endif
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ glTexCoordPointer(size, type, pVertexDecl[iVertex].array.stride,
+ (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ case SVGA3D_DECLUSAGE_TANGENT:
+ AssertFailed();
+ break;
+ case SVGA3D_DECLUSAGE_BINORMAL:
+ AssertFailed();
+ break;
+ case SVGA3D_DECLUSAGE_TESSFACTOR:
+ AssertFailed();
+ break;
+ case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! test GL_BGRA!! */
+ glEnableClientState(GL_COLOR_ARRAY);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ glColorPointer(size, type, pVertexDecl[iVertex].array.stride,
+ (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ case SVGA3D_DECLUSAGE_FOG:
+ glEnableClientState(GL_FOG_COORD_ARRAY);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ pState->ext.glFogCoordPointer(type, pVertexDecl[iVertex].array.stride,
+ (const GLvoid *)(uintptr_t)pVertexDecl[iVertex].array.offset);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ case SVGA3D_DECLUSAGE_DEPTH:
+ AssertFailed();
+ break;
+ case SVGA3D_DECLUSAGE_SAMPLE:
+ AssertFailed();
+ break;
+ case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
+ }
+ }
+
+#ifdef LOG_ENABLED
+ if (pVertexDecl[iVertex].array.stride == 0)
+ Log(("vmsvga3dDrawPrimitives: stride == 0! Can be valid\n"));
+#endif
+ }
+
+ return VINF_SUCCESS;
+}
+
+static int vmsvga3dDrawPrimitivesCleanupVertexDecls(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase,
+ uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+
+ /* Clean up the vertex declarations. */
+ for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
+ {
+ if (pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT)
+ {
+ /* Reset the transformation matrices in case of a switch back from pretransformed mode. */
+ Log(("vmsvga3dDrawPrimitivesCleanupVertexDecls: reset world and projection matrices after transformation reset (pre-transformed -> transformed)\n"));
+ vmsvga3dResetTransformMatrices(pThisCC, pContext);
+ }
+
+ if (pContext->state.shidVertex != SVGA_ID_INVALID)
+ {
+ /* Use numbered vertex arrays when shaders are active. */
+ pState->ext.glVertexAttribDivisor(iVertexDeclBase + iVertex, 0);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ pState->ext.glDisableVertexAttribArray(iVertexDeclBase + iVertex);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ }
+ else
+ {
+ /* Use the predefined selection of vertex streams for the fixed pipeline. */
+ switch (pVertexDecl[iVertex].identity.usage)
+ {
+ case SVGA3D_DECLUSAGE_POSITION:
+ case SVGA3D_DECLUSAGE_POSITIONT:
+ glDisableClientState(GL_VERTEX_ARRAY);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ case SVGA3D_DECLUSAGE_BLENDWEIGHT:
+ break;
+ case SVGA3D_DECLUSAGE_BLENDINDICES:
+ break;
+ case SVGA3D_DECLUSAGE_NORMAL:
+ glDisableClientState(GL_NORMAL_ARRAY);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ case SVGA3D_DECLUSAGE_PSIZE:
+ break;
+ case SVGA3D_DECLUSAGE_TEXCOORD:
+ /* Specify the affected texture unit. */
+#if VBOX_VMSVGA3D_GL_HACK_LEVEL >= 0x103
+ glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
+#else
+ pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
+#endif
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ case SVGA3D_DECLUSAGE_TANGENT:
+ break;
+ case SVGA3D_DECLUSAGE_BINORMAL:
+ break;
+ case SVGA3D_DECLUSAGE_TESSFACTOR:
+ break;
+ case SVGA3D_DECLUSAGE_COLOR: /** @todo color component order not identical!! */
+ glDisableClientState(GL_COLOR_ARRAY);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ case SVGA3D_DECLUSAGE_FOG:
+ glDisableClientState(GL_FOG_COORD_ARRAY);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ break;
+ case SVGA3D_DECLUSAGE_DEPTH:
+ break;
+ case SVGA3D_DECLUSAGE_SAMPLE:
+ break;
+ case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
+ }
+ }
+ }
+ /* Unbind the vertex buffer after usage. */
+ pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackDrawPrimitives(PVGASTATECC pThisCC, uint32_t cid, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl,
+ uint32_t numRanges, SVGA3dPrimitiveRange *pRange, uint32_t cVertexDivisor,
+ SVGA3dVertexDivisor *pVertexDivisor)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_INTERNAL_ERROR);
+ uint32_t iCurrentVertex;
+
+ Log(("vmsvga3dDrawPrimitives cid=%u numVertexDecls=%d numRanges=%d, cVertexDivisor=%d\n", cid, numVertexDecls, numRanges, cVertexDivisor));
+
+ /* Caller already check these, but it cannot hurt to check again... */
+ AssertReturn(numVertexDecls && numVertexDecls <= SVGA3D_MAX_VERTEX_ARRAYS, VERR_INVALID_PARAMETER);
+ AssertReturn(numRanges && numRanges <= SVGA3D_MAX_DRAW_PRIMITIVE_RANGES, VERR_INVALID_PARAMETER);
+ AssertReturn(!cVertexDivisor || cVertexDivisor == numVertexDecls, VERR_INVALID_PARAMETER);
+
+ if (!cVertexDivisor)
+ pVertexDivisor = NULL; /* Be sure. */
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ /* Check for pretransformed vertex declarations. */
+ for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
+ {
+ switch (pVertexDecl[iVertex].identity.usage)
+ {
+ case SVGA3D_DECLUSAGE_POSITIONT:
+ Log(("ShaderSetPositionTransformed: (%d,%d)\n", pContext->state.RectViewPort.w, pContext->state.RectViewPort.h));
+ RT_FALL_THRU();
+ case SVGA3D_DECLUSAGE_POSITION:
+ ShaderSetPositionTransformed(pContext->pShaderContext, pContext->state.RectViewPort.w,
+ pContext->state.RectViewPort.h,
+ pVertexDecl[iVertex].identity.usage == SVGA3D_DECLUSAGE_POSITIONT);
+ break;
+ default: /* Shut up MSC. */ break;
+ }
+ }
+
+ /* Flush any shader changes; after (!) checking the vertex declarations to deal with pre-transformed vertices. */
+ if (pContext->pShaderContext)
+ {
+ uint32_t rtHeight = 0;
+
+ if (pContext->state.aRenderTargets[SVGA3D_RT_COLOR0] != SVGA_ID_INVALID)
+ {
+ PVMSVGA3DSURFACE pRenderTarget;
+ rc = vmsvga3dSurfaceFromSid(pState, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0], &pRenderTarget);
+ AssertRCReturn(rc, rc);
+
+ rtHeight = pRenderTarget->paMipmapLevels[0].mipmapSize.height;
+ }
+
+ ShaderUpdateState(pContext->pShaderContext, rtHeight);
+ }
+
+ /* Try to figure out if instancing is used.
+ * Support simple instancing case with one set of indexed data and one set per-instance data.
+ */
+ uint32_t cInstances = 0;
+ for (uint32_t iVertexDivisor = 0; iVertexDivisor < cVertexDivisor; ++iVertexDivisor)
+ {
+ if (pVertexDivisor[iVertexDivisor].indexedData)
+ {
+ if (cInstances == 0)
+ cInstances = pVertexDivisor[iVertexDivisor].count;
+ else
+ Assert(cInstances == pVertexDivisor[iVertexDivisor].count);
+ }
+ else if (pVertexDivisor[iVertexDivisor].instanceData)
+ {
+ Assert(pVertexDivisor[iVertexDivisor].count == 1);
+ }
+ }
+
+ /* Process all vertex declarations. Each vertex buffer is represented by one stream. */
+ iCurrentVertex = 0;
+ while (iCurrentVertex < numVertexDecls)
+ {
+ uint32_t sidVertex = SVGA_ID_INVALID;
+ uint32_t iVertex;
+
+ for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
+ {
+ if ( sidVertex != SVGA_ID_INVALID
+ && pVertexDecl[iVertex].array.surfaceId != sidVertex
+ )
+ break;
+ sidVertex = pVertexDecl[iVertex].array.surfaceId;
+ }
+
+ rc = vmsvga3dDrawPrimitivesProcessVertexDecls(pThisCC, pContext, iCurrentVertex, iVertex - iCurrentVertex,
+ &pVertexDecl[iCurrentVertex], pVertexDivisor);
+ AssertRCReturn(rc, rc);
+
+ iCurrentVertex = iVertex;
+ }
+
+ /* Now draw the primitives. */
+ for (unsigned iPrimitive = 0; iPrimitive < numRanges; iPrimitive++)
+ {
+ GLenum modeDraw;
+ unsigned const sidIndex = pRange[iPrimitive].indexArray.surfaceId;
+ PVMSVGA3DSURFACE pIndexSurface = NULL;
+ unsigned cVertices;
+
+ Log(("Primitive %d: type %s\n", iPrimitive, vmsvga3dPrimitiveType2String(pRange[iPrimitive].primType)));
+ rc = vmsvga3dPrimitiveType2OGL(pRange[iPrimitive].primType, &modeDraw, pRange[iPrimitive].primitiveCount, &cVertices);
+ if (RT_FAILURE(rc))
+ {
+ AssertRC(rc);
+ goto internal_error;
+ }
+
+ if (sidIndex != SVGA3D_INVALID_ID)
+ {
+ AssertMsg(pRange[iPrimitive].indexWidth == sizeof(uint32_t) || pRange[iPrimitive].indexWidth == sizeof(uint16_t), ("Unsupported primitive width %d\n", pRange[iPrimitive].indexWidth));
+
+ rc = vmsvga3dSurfaceFromSid(pState, sidIndex, &pIndexSurface);
+ if (RT_FAILURE(rc))
+ {
+ AssertRC(rc);
+ goto internal_error;
+ }
+
+ Log(("vmsvga3dDrawPrimitives: index surface sid=%u\n", sidIndex));
+
+ if (pIndexSurface->oglId.buffer == OPENGL_INVALID_ID)
+ {
+ Log(("vmsvga3dDrawPrimitives: create index buffer fDirty=%d size=%x bytes\n", pIndexSurface->fDirty, pIndexSurface->paMipmapLevels[0].cbSurface));
+ pContext = &pState->SharedCtx;
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ pState->ext.glGenBuffers(1, &pIndexSurface->oglId.buffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ pIndexSurface->enmOGLResType = VMSVGA3D_OGLRESTYPE_BUFFER;
+
+ pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ Assert(pIndexSurface->fDirty);
+
+ /** @todo rethink usage dynamic/static */
+ pState->ext.glBufferData(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->paMipmapLevels[0].cbSurface, pIndexSurface->paMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ pIndexSurface->paMipmapLevels[0].fDirty = false;
+ pIndexSurface->fDirty = false;
+
+ pIndexSurface->f.s.surface1Flags |= SVGA3D_SURFACE_HINT_INDEXBUFFER;
+
+ pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, OPENGL_INVALID_ID);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ pContext = pState->papContexts[cid];
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+ }
+ Assert(pIndexSurface->fDirty == false);
+
+ pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ }
+
+ if (!pIndexSurface)
+ {
+ /* Render without an index buffer */
+ Log(("DrawPrimitive %d cPrimitives=%d cVertices=%d index index bias=%d cInstances=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pRange[iPrimitive].indexBias, cInstances));
+ if (cInstances == 0)
+ {
+ glDrawArrays(modeDraw, pRange[iPrimitive].indexBias, cVertices);
+ }
+ else
+ {
+ pState->ext.glDrawArraysInstanced(modeDraw, pRange[iPrimitive].indexBias, cVertices, cInstances);
+ }
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ }
+ else
+ {
+ Assert(pRange[iPrimitive].indexWidth == pRange[iPrimitive].indexArray.stride);
+
+ GLenum indexType;
+ switch (pRange[iPrimitive].indexWidth)
+ {
+ case 1: indexType = GL_UNSIGNED_BYTE; break;
+ case 2: indexType = GL_UNSIGNED_SHORT; break;
+ default: AssertMsgFailed(("indexWidth %d\n", pRange[iPrimitive].indexWidth));
+ RT_FALL_THROUGH();
+ case 4: indexType = GL_UNSIGNED_INT; break;
+ }
+
+ Log(("DrawIndexedPrimitive %d cPrimitives=%d cVertices=%d hint.first=%d hint.last=%d index offset=%d primitivecount=%d index width=%d index bias=%d cInstances=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pVertexDecl[0].rangeHint.first, pVertexDecl[0].rangeHint.last, pRange[iPrimitive].indexArray.offset, pRange[iPrimitive].primitiveCount, pRange[iPrimitive].indexWidth, pRange[iPrimitive].indexBias, cInstances));
+ if (cInstances == 0)
+ {
+ /* Render with an index buffer */
+ if (pRange[iPrimitive].indexBias == 0)
+ glDrawElements(modeDraw,
+ cVertices,
+ indexType,
+ (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset); /* byte offset in indices buffer */
+ else
+ pState->ext.glDrawElementsBaseVertex(modeDraw,
+ cVertices,
+ indexType,
+ (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
+ pRange[iPrimitive].indexBias); /* basevertex */
+ }
+ else
+ {
+ /* Render with an index buffer */
+ if (pRange[iPrimitive].indexBias == 0)
+ pState->ext.glDrawElementsInstanced(modeDraw,
+ cVertices,
+ indexType,
+ (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
+ cInstances);
+ else
+ pState->ext.glDrawElementsInstancedBaseVertex(modeDraw,
+ cVertices,
+ indexType,
+ (GLvoid *)(uintptr_t)pRange[iPrimitive].indexArray.offset, /* byte offset in indices buffer */
+ cInstances,
+ pRange[iPrimitive].indexBias); /* basevertex */
+ }
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ /* Unbind the index buffer after usage. */
+ pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ }
+ }
+
+internal_error:
+
+ /* Deactivate the vertex declarations. */
+ iCurrentVertex = 0;
+ while (iCurrentVertex < numVertexDecls)
+ {
+ uint32_t sidVertex = SVGA_ID_INVALID;
+ uint32_t iVertex;
+
+ for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
+ {
+ if ( sidVertex != SVGA_ID_INVALID
+ && pVertexDecl[iVertex].array.surfaceId != sidVertex
+ )
+ break;
+ sidVertex = pVertexDecl[iVertex].array.surfaceId;
+ }
+
+ rc = vmsvga3dDrawPrimitivesCleanupVertexDecls(pThisCC, pContext, iCurrentVertex,
+ iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
+ AssertRCReturn(rc, rc);
+
+ iCurrentVertex = iVertex;
+ }
+
+#ifdef DEBUG
+ /* Check whether 'activeTexture' on texture unit 'i' matches what we expect. */
+ for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTextures); ++i)
+ {
+ if (pContext->aSidActiveTextures[i] != SVGA3D_INVALID_ID)
+ {
+ PVMSVGA3DSURFACE pTexture;
+ int rc2 = vmsvga3dSurfaceFromSid(pState, pContext->aSidActiveTextures[i], &pTexture);
+ AssertContinue(RT_SUCCESS(rc2));
+
+ GLint activeTextureUnit = 0;
+ glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureUnit);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ pState->ext.glActiveTexture(GL_TEXTURE0 + i);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ GLint activeTexture = 0;
+ glGetIntegerv(pTexture->bindingGL, &activeTexture);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ pState->ext.glActiveTexture(activeTextureUnit);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture,
+ ("%d vs %d unit %d (active unit %d) sid=%u\n", pTexture->oglId.texture, activeTexture, i,
+ activeTextureUnit - GL_TEXTURE0, pContext->aSidActiveTextures[i]));
+ }
+ }
+#endif
+
+#if 0
+ /* Dump render target to a bitmap. */
+ if (pContext->state.aRenderTargets[SVGA3D_RT_COLOR0] != SVGA3D_INVALID_ID)
+ {
+ vmsvga3dUpdateHeapBuffersForSurfaces(pThisCC, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0]);
+ PVMSVGA3DSURFACE pSurface;
+ int rc2 = vmsvga3dSurfaceFromSid(pState, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0], &pSurface);
+ if (RT_SUCCESS(rc2))
+ vmsvga3dInfoSurfaceToBitmap(NULL, pSurface, "bmpgl", "rt", "-post");
+# if 0
+ /* Stage 0 texture. */
+ if (pContext->aSidActiveTextures[0] != SVGA3D_INVALID_ID)
+ {
+ vmsvga3dUpdateHeapBuffersForSurfaces(pThisCC, pContext->aSidActiveTextures[0]);
+ rc2 = vmsvga3dSurfaceFromSid(pState, pContext->aSidActiveTextures[0], &pSurface);
+ if (RT_SUCCESS(rc2))
+ vmsvga3dInfoSurfaceToBitmap(NULL, pSurface, "bmpgl", "rt", "-post-tx");
+ }
+# endif
+ }
+#endif
+
+ return rc;
+}
+
+
+static DECLCALLBACK(int) vmsvga3dBackShaderDefine(PVGASTATECC pThisCC, uint32_t cid, uint32_t shid, SVGA3dShaderType type, uint32_t cbData, uint32_t *pShaderData)
+{
+ PVMSVGA3DSHADER pShader;
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ Log(("vmsvga3dShaderDefine cid=%u shid=%d type=%s cbData=0x%x\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cbData));
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+
+ AssertReturn(shid < SVGA3D_MAX_SHADER_IDS, VERR_INVALID_PARAMETER);
+
+ rc = vmsvga3dShaderParse(type, cbData, pShaderData);
+ if (RT_FAILURE(rc))
+ {
+ AssertRC(rc);
+ vmsvga3dShaderLogRel("Failed to parse", type, cbData, pShaderData);
+ return rc;
+ }
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ if (type == SVGA3D_SHADERTYPE_VS)
+ {
+ if (shid >= pContext->cVertexShaders)
+ {
+ void *pvNew = RTMemRealloc(pContext->paVertexShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
+ AssertReturn(pvNew, VERR_NO_MEMORY);
+ pContext->paVertexShader = (PVMSVGA3DSHADER)pvNew;
+ memset(&pContext->paVertexShader[pContext->cVertexShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cVertexShaders));
+ for (uint32_t i = pContext->cVertexShaders; i < shid + 1; i++)
+ pContext->paVertexShader[i].id = SVGA3D_INVALID_ID;
+ pContext->cVertexShaders = shid + 1;
+ }
+ /* If one already exists with this id, then destroy it now. */
+ if (pContext->paVertexShader[shid].id != SVGA3D_INVALID_ID)
+ vmsvga3dBackShaderDestroy(pThisCC, cid, shid, pContext->paVertexShader[shid].type);
+
+ pShader = &pContext->paVertexShader[shid];
+ }
+ else
+ {
+ Assert(type == SVGA3D_SHADERTYPE_PS);
+ if (shid >= pContext->cPixelShaders)
+ {
+ void *pvNew = RTMemRealloc(pContext->paPixelShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
+ AssertReturn(pvNew, VERR_NO_MEMORY);
+ pContext->paPixelShader = (PVMSVGA3DSHADER)pvNew;
+ memset(&pContext->paPixelShader[pContext->cPixelShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cPixelShaders));
+ for (uint32_t i = pContext->cPixelShaders; i < shid + 1; i++)
+ pContext->paPixelShader[i].id = SVGA3D_INVALID_ID;
+ pContext->cPixelShaders = shid + 1;
+ }
+ /* If one already exists with this id, then destroy it now. */
+ if (pContext->paPixelShader[shid].id != SVGA3D_INVALID_ID)
+ vmsvga3dBackShaderDestroy(pThisCC, cid, shid, pContext->paPixelShader[shid].type);
+
+ pShader = &pContext->paPixelShader[shid];
+ }
+
+ memset(pShader, 0, sizeof(*pShader));
+ pShader->id = shid;
+ pShader->cid = cid;
+ pShader->type = type;
+ pShader->cbData = cbData;
+ pShader->pShaderProgram = RTMemAllocZ(cbData);
+ AssertReturn(pShader->pShaderProgram, VERR_NO_MEMORY);
+ memcpy(pShader->pShaderProgram, pShaderData, cbData);
+
+#ifdef DUMP_SHADER_DISASSEMBLY
+ LPD3DXBUFFER pDisassembly;
+ HRESULT hr = D3DXDisassembleShader((const DWORD *)pShaderData, FALSE, NULL, &pDisassembly);
+ if (hr == D3D_OK)
+ {
+ Log(("Shader disassembly:\n%s\n", pDisassembly->GetBufferPointer()));
+ pDisassembly->Release();
+ }
+#endif
+
+ switch (type)
+ {
+ case SVGA3D_SHADERTYPE_VS:
+ rc = ShaderCreateVertexShader(pContext->pShaderContext, (const uint32_t *)pShaderData, cbData, &pShader->u.pVertexShader);
+ AssertRC(rc);
+ break;
+
+ case SVGA3D_SHADERTYPE_PS:
+ rc = ShaderCreatePixelShader(pContext->pShaderContext, (const uint32_t *)pShaderData, cbData, &pShader->u.pPixelShader);
+ AssertRC(rc);
+ break;
+
+ default:
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+ }
+ if (rc != VINF_SUCCESS)
+ {
+ vmsvga3dShaderLogRel("Failed to create", type, cbData, pShaderData);
+
+ RTMemFree(pShader->pShaderProgram);
+ memset(pShader, 0, sizeof(*pShader));
+ pShader->id = SVGA3D_INVALID_ID;
+ }
+
+ return rc;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackShaderDestroy(PVGASTATECC pThisCC, uint32_t cid, uint32_t shid, SVGA3dShaderType type)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+ PVMSVGA3DSHADER pShader = NULL;
+
+ Log(("vmsvga3dShaderDestroy cid=%u shid=%d type=%s\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL"));
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ if (type == SVGA3D_SHADERTYPE_VS)
+ {
+ if ( shid < pContext->cVertexShaders
+ && pContext->paVertexShader[shid].id == shid)
+ {
+ pShader = &pContext->paVertexShader[shid];
+ if (pContext->state.shidVertex == shid)
+ {
+ rc = ShaderSetVertexShader(pContext->pShaderContext, NULL);
+ AssertRC(rc);
+ }
+
+ rc = ShaderDestroyVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
+ AssertRC(rc);
+ }
+ }
+ else
+ {
+ Assert(type == SVGA3D_SHADERTYPE_PS);
+ if ( shid < pContext->cPixelShaders
+ && pContext->paPixelShader[shid].id == shid)
+ {
+ pShader = &pContext->paPixelShader[shid];
+ if (pContext->state.shidPixel == shid)
+ {
+ ShaderSetPixelShader(pContext->pShaderContext, NULL);
+ AssertRC(rc);
+ }
+
+ rc = ShaderDestroyPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
+ AssertRC(rc);
+ }
+ }
+
+ if (pShader)
+ {
+ if (pShader->pShaderProgram)
+ RTMemFree(pShader->pShaderProgram);
+ memset(pShader, 0, sizeof(*pShader));
+ pShader->id = SVGA3D_INVALID_ID;
+ }
+ else
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackShaderSet(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext, uint32_t cid, SVGA3dShaderType type, uint32_t shid)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+ int rc;
+
+ Log(("vmsvga3dShaderSet cid=%u type=%s shid=%d\n", cid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", shid));
+
+ if (!pContext)
+ {
+ rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+ }
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ if (type == SVGA3D_SHADERTYPE_VS)
+ {
+ /* Save for vm state save/restore. */
+ pContext->state.shidVertex = shid;
+ pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VERTEXSHADER;
+
+ if ( shid < pContext->cVertexShaders
+ && pContext->paVertexShader[shid].id == shid)
+ {
+ PVMSVGA3DSHADER pShader = &pContext->paVertexShader[shid];
+ Assert(type == pShader->type);
+
+ rc = ShaderSetVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
+ AssertRCReturn(rc, rc);
+ }
+ else
+ if (shid == SVGA_ID_INVALID)
+ {
+ /* Unselect shader. */
+ rc = ShaderSetVertexShader(pContext->pShaderContext, NULL);
+ AssertRCReturn(rc, rc);
+ }
+ else
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+ }
+ else
+ {
+ /* Save for vm state save/restore. */
+ pContext->state.shidPixel = shid;
+ pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_PIXELSHADER;
+
+ Assert(type == SVGA3D_SHADERTYPE_PS);
+ if ( shid < pContext->cPixelShaders
+ && pContext->paPixelShader[shid].id == shid)
+ {
+ PVMSVGA3DSHADER pShader = &pContext->paPixelShader[shid];
+ Assert(type == pShader->type);
+
+ rc = ShaderSetPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
+ AssertRCReturn(rc, rc);
+ }
+ else
+ if (shid == SVGA_ID_INVALID)
+ {
+ /* Unselect shader. */
+ rc = ShaderSetPixelShader(pContext->pShaderContext, NULL);
+ AssertRCReturn(rc, rc);
+ }
+ else
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+ }
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackShaderSetConst(PVGASTATECC pThisCC, uint32_t cid, uint32_t reg, SVGA3dShaderType type, SVGA3dShaderConstType ctype, uint32_t cRegisters, uint32_t *pValues)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ Log(("vmsvga3dShaderSetConst cid=%u reg=%x type=%s cregs=%d ctype=%x\n", cid, reg, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cRegisters, ctype));
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ for (uint32_t i = 0; i < cRegisters; i++)
+ {
+#ifdef LOG_ENABLED
+ switch (ctype)
+ {
+ case SVGA3D_CONST_TYPE_FLOAT:
+ {
+ float *pValuesF = (float *)pValues;
+ Log(("ConstantF %d: value=" FLOAT_FMT_STR ", " FLOAT_FMT_STR ", " FLOAT_FMT_STR ", " FLOAT_FMT_STR "\n",
+ reg + i, FLOAT_FMT_ARGS(pValuesF[i*4 + 0]), FLOAT_FMT_ARGS(pValuesF[i*4 + 1]), FLOAT_FMT_ARGS(pValuesF[i*4 + 2]), FLOAT_FMT_ARGS(pValuesF[i*4 + 3])));
+ break;
+ }
+
+ case SVGA3D_CONST_TYPE_INT:
+ Log(("ConstantI %d: value=%d, %d, %d, %d\n", reg + i, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]));
+ break;
+
+ case SVGA3D_CONST_TYPE_BOOL:
+ Log(("ConstantB %d: value=%d, %d, %d, %d\n", reg + i, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]));
+ break;
+
+ default:
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+ }
+#endif
+ vmsvga3dSaveShaderConst(pContext, reg + i, type, ctype, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]);
+ }
+
+ switch (type)
+ {
+ case SVGA3D_SHADERTYPE_VS:
+ switch (ctype)
+ {
+ case SVGA3D_CONST_TYPE_FLOAT:
+ rc = ShaderSetVertexShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
+ break;
+
+ case SVGA3D_CONST_TYPE_INT:
+ rc = ShaderSetVertexShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
+ break;
+
+ case SVGA3D_CONST_TYPE_BOOL:
+ rc = ShaderSetVertexShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
+ break;
+
+ default:
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+ }
+ AssertRCReturn(rc, rc);
+ break;
+
+ case SVGA3D_SHADERTYPE_PS:
+ switch (ctype)
+ {
+ case SVGA3D_CONST_TYPE_FLOAT:
+ rc = ShaderSetPixelShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
+ break;
+
+ case SVGA3D_CONST_TYPE_INT:
+ rc = ShaderSetPixelShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
+ break;
+
+ case SVGA3D_CONST_TYPE_BOOL:
+ rc = ShaderSetPixelShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
+ break;
+
+ default:
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+ }
+ AssertRCReturn(rc, rc);
+ break;
+
+ default:
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+ }
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackOcclusionQueryCreate(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState->ext.glGenQueries, VERR_NOT_SUPPORTED);
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ GLuint idQuery = 0;
+ pState->ext.glGenQueries(1, &idQuery);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ AssertReturn(idQuery, VERR_INTERNAL_ERROR);
+ pContext->occlusion.idQuery = idQuery;
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackOcclusionQueryDelete(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState->ext.glDeleteQueries, VERR_NOT_SUPPORTED);
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ if (pContext->occlusion.idQuery)
+ {
+ pState->ext.glDeleteQueries(1, &pContext->occlusion.idQuery);
+ }
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackOcclusionQueryBegin(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState->ext.glBeginQuery, VERR_NOT_SUPPORTED);
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ pState->ext.glBeginQuery(GL_ANY_SAMPLES_PASSED, pContext->occlusion.idQuery);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackOcclusionQueryEnd(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState->ext.glEndQuery, VERR_NOT_SUPPORTED);
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ pState->ext.glEndQuery(GL_ANY_SAMPLES_PASSED);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackOcclusionQueryGetData(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext, uint32_t *pu32Pixels)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState->ext.glGetQueryObjectuiv, VERR_NOT_SUPPORTED);
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ GLuint pixels = 0;
+ pState->ext.glGetQueryObjectuiv(pContext->occlusion.idQuery, GL_QUERY_RESULT, &pixels);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ *pu32Pixels = (uint32_t)pixels;
+ return VINF_SUCCESS;
+}
+
+/**
+ * Worker for vmsvga3dUpdateHeapBuffersForSurfaces.
+ *
+ * This will allocate heap buffers if necessary, thus increasing the memory
+ * usage of the process.
+ *
+ * @todo Would be interesting to share this code with the saved state code.
+ *
+ * @returns VBox status code.
+ * @param pThisCC The VGA/VMSVGA context.
+ * @param pSurface The surface to refresh the heap buffers for.
+ */
+static DECLCALLBACK(int) vmsvga3dBackSurfaceUpdateHeapBuffers(PVGASTATECC pThisCC, PVMSVGA3DSURFACE pSurface)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_INVALID_STATE);
+
+ /*
+ * Currently we've got trouble retreving bit for DEPTHSTENCIL
+ * surfaces both for OpenGL and D3D, so skip these here (don't
+ * wast memory on them).
+ */
+ uint32_t const fSwitchFlags = pSurface->f.s.surface1Flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK;
+ if ( fSwitchFlags != SVGA3D_SURFACE_HINT_DEPTHSTENCIL
+ && fSwitchFlags != (SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_HINT_TEXTURE))
+ {
+ /*
+ * Change OpenGL context to the one the surface is associated with.
+ */
+ PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
+ VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
+
+ /*
+ * Work thru each mipmap level for each face.
+ */
+ for (uint32_t iFace = 0; iFace < pSurface->cFaces; iFace++)
+ {
+ PVMSVGA3DMIPMAPLEVEL pMipmapLevel = &pSurface->paMipmapLevels[iFace * pSurface->cLevels];
+ for (uint32_t i = 0; i < pSurface->cLevels; i++, pMipmapLevel++)
+ {
+ if (VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurface))
+ {
+ Assert(pMipmapLevel->cbSurface);
+ Assert(pMipmapLevel->cbSurface == pMipmapLevel->cbSurfacePlane * pMipmapLevel->mipmapSize.depth);
+
+ /*
+ * Make sure we've got surface memory buffer.
+ */
+ uint8_t *pbDst = (uint8_t *)pMipmapLevel->pSurfaceData;
+ if (!pbDst)
+ {
+ pMipmapLevel->pSurfaceData = pbDst = (uint8_t *)RTMemAllocZ(pMipmapLevel->cbSurface);
+ AssertReturn(pbDst, VERR_NO_MEMORY);
+ }
+
+ /*
+ * OpenGL specifics.
+ */
+ switch (pSurface->enmOGLResType)
+ {
+ case VMSVGA3D_OGLRESTYPE_TEXTURE:
+ {
+ GLint activeTexture;
+ 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,
+ pbDst);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+
+ vmsvga3dOglRestorePackParams(pState, pContext, pSurface, &SavedParams);
+
+ /* Restore the old active texture. */
+ glBindTexture(GL_TEXTURE_2D, activeTexture);
+ VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
+ break;
+ }
+
+ case VMSVGA3D_OGLRESTYPE_BUFFER:
+ {
+ pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pSurface->oglId.buffer);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+
+ void *pvSrc = pState->ext.glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
+ VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
+ if (RT_VALID_PTR(pvSrc))
+ memcpy(pbDst, pvSrc, pMipmapLevel->cbSurface);
+ else
+ AssertPtr(pvSrc);
+
+ 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);
+ break;
+ }
+
+ default:
+ AssertMsgFailed(("%#x\n", fSwitchFlags));
+ }
+ }
+ /* else: There is no data in hardware yet, so whatever we got is already current. */
+ }
+ }
+ }
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackQueryInterface(PVGASTATECC pThisCC, char const *pszInterfaceName, void *pvInterfaceFuncs, size_t cbInterfaceFuncs)
+{
+ RT_NOREF(pThisCC);
+
+ int rc = VINF_SUCCESS;
+ if (RTStrCmp(pszInterfaceName, VMSVGA3D_BACKEND_INTERFACE_NAME_3D) == 0)
+ {
+ if (cbInterfaceFuncs == sizeof(VMSVGA3DBACKENDFUNCS3D))
+ {
+ if (pvInterfaceFuncs)
+ {
+ VMSVGA3DBACKENDFUNCS3D *p = (VMSVGA3DBACKENDFUNCS3D *)pvInterfaceFuncs;
+ p->pfnInit = vmsvga3dBackInit;
+ p->pfnPowerOn = vmsvga3dBackPowerOn;
+ p->pfnTerminate = vmsvga3dBackTerminate;
+ p->pfnReset = vmsvga3dBackReset;
+ p->pfnQueryCaps = vmsvga3dBackQueryCaps;
+ p->pfnChangeMode = vmsvga3dBackChangeMode;
+ p->pfnCreateTexture = vmsvga3dBackCreateTexture;
+ p->pfnSurfaceDestroy = vmsvga3dBackSurfaceDestroy;
+ p->pfnSurfaceInvalidateImage = vmsvga3dBackSurfaceInvalidateImage;
+ p->pfnSurfaceCopy = vmsvga3dBackSurfaceCopy;
+ p->pfnSurfaceDMACopyBox = vmsvga3dBackSurfaceDMACopyBox;
+ p->pfnSurfaceStretchBlt = vmsvga3dBackSurfaceStretchBlt;
+ p->pfnUpdateHostScreenViewport = vmsvga3dBackUpdateHostScreenViewport;
+ p->pfnDefineScreen = vmsvga3dBackDefineScreen;
+ p->pfnDestroyScreen = vmsvga3dBackDestroyScreen;
+ p->pfnSurfaceBlitToScreen = vmsvga3dBackSurfaceBlitToScreen;
+ p->pfnSurfaceUpdateHeapBuffers = vmsvga3dBackSurfaceUpdateHeapBuffers;
+ }
+ }
+ else
+ {
+ AssertFailed();
+ rc = VERR_INVALID_PARAMETER;
+ }
+ }
+ else if (RTStrCmp(pszInterfaceName, VMSVGA3D_BACKEND_INTERFACE_NAME_VGPU9) == 0)
+ {
+ if (cbInterfaceFuncs == sizeof(VMSVGA3DBACKENDFUNCSVGPU9))
+ {
+ if (pvInterfaceFuncs)
+ {
+ VMSVGA3DBACKENDFUNCSVGPU9 *p = (VMSVGA3DBACKENDFUNCSVGPU9 *)pvInterfaceFuncs;
+ p->pfnContextDefine = vmsvga3dBackContextDefine;
+ p->pfnContextDestroy = vmsvga3dBackContextDestroy;
+ p->pfnSetTransform = vmsvga3dBackSetTransform;
+ p->pfnSetZRange = vmsvga3dBackSetZRange;
+ p->pfnSetRenderState = vmsvga3dBackSetRenderState;
+ p->pfnSetRenderTarget = vmsvga3dBackSetRenderTarget;
+ p->pfnSetTextureState = vmsvga3dBackSetTextureState;
+ p->pfnSetMaterial = vmsvga3dBackSetMaterial;
+ p->pfnSetLightData = vmsvga3dBackSetLightData;
+ p->pfnSetLightEnabled = vmsvga3dBackSetLightEnabled;
+ p->pfnSetViewPort = vmsvga3dBackSetViewPort;
+ p->pfnSetClipPlane = vmsvga3dBackSetClipPlane;
+ p->pfnCommandClear = vmsvga3dBackCommandClear;
+ p->pfnDrawPrimitives = vmsvga3dBackDrawPrimitives;
+ p->pfnSetScissorRect = vmsvga3dBackSetScissorRect;
+ p->pfnGenerateMipmaps = vmsvga3dBackGenerateMipmaps;
+ p->pfnShaderDefine = vmsvga3dBackShaderDefine;
+ p->pfnShaderDestroy = vmsvga3dBackShaderDestroy;
+ p->pfnShaderSet = vmsvga3dBackShaderSet;
+ p->pfnShaderSetConst = vmsvga3dBackShaderSetConst;
+ p->pfnOcclusionQueryCreate = vmsvga3dBackOcclusionQueryCreate;
+ p->pfnOcclusionQueryDelete = vmsvga3dBackOcclusionQueryDelete;
+ p->pfnOcclusionQueryBegin = vmsvga3dBackOcclusionQueryBegin;
+ p->pfnOcclusionQueryEnd = vmsvga3dBackOcclusionQueryEnd;
+ p->pfnOcclusionQueryGetData = vmsvga3dBackOcclusionQueryGetData;
+ }
+ }
+ else
+ {
+ AssertFailed();
+ rc = VERR_INVALID_PARAMETER;
+ }
+ }
+ else
+ rc = VERR_NOT_IMPLEMENTED;
+ return rc;
+}
+
+
+extern VMSVGA3DBACKENDDESC const g_BackendLegacy =
+{
+ "LEGACY",
+ vmsvga3dBackQueryInterface
+};