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Diffstat (limited to '')
-rw-r--r-- | src/VBox/Devices/Graphics/DevVGA-SVGA3d-ogl.cpp | 7967 |
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 +}; |