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Diffstat (limited to 'src/VBox/Devices/Graphics/DevVGA-SVGA3d-win.cpp')
-rw-r--r--src/VBox/Devices/Graphics/DevVGA-SVGA3d-win.cpp6453
1 files changed, 6453 insertions, 0 deletions
diff --git a/src/VBox/Devices/Graphics/DevVGA-SVGA3d-win.cpp b/src/VBox/Devices/Graphics/DevVGA-SVGA3d-win.cpp
new file mode 100644
index 00000000..2fe5ae8f
--- /dev/null
+++ b/src/VBox/Devices/Graphics/DevVGA-SVGA3d-win.cpp
@@ -0,0 +1,6453 @@
+/* $Id: DevVGA-SVGA3d-win.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 *
+*********************************************************************************************************************************/
+#define LOG_GROUP LOG_GROUP_DEV_VMSVGA
+#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 <iprt/avl.h>
+
+#include <VBoxVideo.h> /* required by DevVGA.h */
+
+/* should go BEFORE any other DevVGA include to make all DevVGA.h config defines be visible */
+#include "DevVGA.h"
+
+#include "DevVGA-SVGA.h"
+#include "DevVGA-SVGA3d.h"
+#include "DevVGA-SVGA3d-internal.h"
+
+/* Enable to disassemble defined shaders. */
+#if defined(DEBUG) && 0 /* Disabled as we don't have the DirectX SDK avaible atm. */
+#define DUMP_SHADER_DISASSEMBLY
+#endif
+
+#ifdef DUMP_SHADER_DISASSEMBLY
+#include <d3dx9shader.h>
+#endif
+
+
+/*********************************************************************************************************************************
+* Defined Constants And Macros *
+*********************************************************************************************************************************/
+
+#define FOURCC_INTZ (D3DFORMAT)MAKEFOURCC('I', 'N', 'T', 'Z')
+#define FOURCC_NULL (D3DFORMAT)MAKEFOURCC('N', 'U', 'L', 'L')
+
+
+/*********************************************************************************************************************************
+* Structures and Typedefs *
+*********************************************************************************************************************************/
+
+typedef struct
+{
+ DWORD Usage;
+ D3DRESOURCETYPE ResourceType;
+ SVGA3dFormatOp FormatOp;
+} VMSVGA3DFORMATSUPPORT;
+
+
+/*********************************************************************************************************************************
+* Global Variables *
+*********************************************************************************************************************************/
+static VMSVGA3DFORMATSUPPORT const g_aFormatSupport[] =
+{
+ {
+ 0,
+ D3DRTYPE_SURFACE,
+ SVGA3DFORMAT_OP_OFFSCREENPLAIN,
+ },
+ {
+ D3DUSAGE_RENDERTARGET,
+ D3DRTYPE_SURFACE,
+ (SVGA3dFormatOp) (SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET | SVGA3DFORMAT_OP_SAME_FORMAT_RENDERTARGET),
+ },
+ {
+ D3DUSAGE_AUTOGENMIPMAP,
+ D3DRTYPE_TEXTURE,
+ SVGA3DFORMAT_OP_AUTOGENMIPMAP,
+ },
+ {
+ D3DUSAGE_DMAP,
+ D3DRTYPE_TEXTURE,
+ SVGA3DFORMAT_OP_DMAP,
+ },
+ {
+ 0,
+ D3DRTYPE_TEXTURE,
+ SVGA3DFORMAT_OP_TEXTURE,
+ },
+ {
+ 0,
+ D3DRTYPE_CUBETEXTURE,
+ SVGA3DFORMAT_OP_CUBETEXTURE,
+ },
+ {
+ 0,
+ D3DRTYPE_VOLUMETEXTURE,
+ SVGA3DFORMAT_OP_VOLUMETEXTURE,
+ },
+ {
+ D3DUSAGE_QUERY_VERTEXTEXTURE,
+ D3DRTYPE_TEXTURE,
+ SVGA3DFORMAT_OP_VERTEXTEXTURE,
+ },
+ {
+ D3DUSAGE_QUERY_LEGACYBUMPMAP,
+ D3DRTYPE_TEXTURE,
+ SVGA3DFORMAT_OP_BUMPMAP,
+ },
+ {
+ D3DUSAGE_QUERY_SRGBREAD,
+ D3DRTYPE_TEXTURE,
+ SVGA3DFORMAT_OP_SRGBREAD,
+ },
+ {
+ D3DUSAGE_QUERY_SRGBWRITE,
+ D3DRTYPE_TEXTURE,
+ SVGA3DFORMAT_OP_SRGBWRITE,
+ }
+};
+
+static VMSVGA3DFORMATSUPPORT const g_aFeatureReject[] =
+{
+ {
+ D3DUSAGE_QUERY_WRAPANDMIP,
+ D3DRTYPE_TEXTURE,
+ SVGA3DFORMAT_OP_NOTEXCOORDWRAPNORMIP
+ },
+ {
+ D3DUSAGE_QUERY_FILTER,
+ D3DRTYPE_TEXTURE,
+ SVGA3DFORMAT_OP_NOFILTER
+ },
+ {
+ D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
+ D3DRTYPE_TEXTURE, /* ?? */
+ SVGA3DFORMAT_OP_NOALPHABLEND
+ },
+};
+
+
+/*********************************************************************************************************************************
+* Internal Functions *
+*********************************************************************************************************************************/
+static void vmsvgaDumpD3DCaps(D3DCAPS9 *pCaps, D3DADAPTER_IDENTIFIER9 const *pai9);
+static DECLCALLBACK(int) vmsvga3dBackContextDestroy(PVGASTATECC pThisCC, uint32_t cid);
+static DECLCALLBACK(int) vmsvga3dBackSetRenderState(PVGASTATECC pThisCC, uint32_t cid, uint32_t cRenderStates, SVGA3dRenderState *pRenderState);
+static DECLCALLBACK(int) vmsvga3dBackSetRenderTarget(PVGASTATECC pThisCC, uint32_t cid, SVGA3dRenderTargetType type, SVGA3dSurfaceImageId target);
+static DECLCALLBACK(int) vmsvga3dBackSetTextureState(PVGASTATECC pThisCC, uint32_t cid, uint32_t cTextureStates, SVGA3dTextureState *pTextureState);
+static DECLCALLBACK(int) vmsvga3dBackSetViewPort(PVGASTATECC pThisCC, uint32_t cid, SVGA3dRect *pRect);
+static DECLCALLBACK(int) vmsvga3dBackSetScissorRect(PVGASTATECC pThisCC, uint32_t cid, SVGA3dRect *pRect);
+static DECLCALLBACK(int) vmsvga3dBackShaderDestroy(PVGASTATECC pThisCC, uint32_t cid, uint32_t shid, SVGA3dShaderType type);
+static DECLCALLBACK(int) vmsvga3dBackShaderSet(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext, uint32_t cid, SVGA3dShaderType type, uint32_t shid);
+static DECLCALLBACK(int) vmsvga3dBackOcclusionQueryDelete(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext);
+static DECLCALLBACK(int) vmsvga3dBackCreateTexture(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext, PVMSVGA3DSURFACE pSurface);
+
+
+DECLINLINE(D3DCUBEMAP_FACES) vmsvga3dCubemapFaceFromIndex(uint32_t iFace)
+{
+ D3DCUBEMAP_FACES Face;
+ switch (iFace)
+ {
+ case 0: Face = D3DCUBEMAP_FACE_POSITIVE_X; break;
+ case 1: Face = D3DCUBEMAP_FACE_NEGATIVE_X; break;
+ case 2: Face = D3DCUBEMAP_FACE_POSITIVE_Y; break;
+ case 3: Face = D3DCUBEMAP_FACE_NEGATIVE_Y; break;
+ case 4: Face = D3DCUBEMAP_FACE_POSITIVE_Z; break;
+ default:
+ case 5: Face = D3DCUBEMAP_FACE_NEGATIVE_Z; break;
+ }
+ return Face;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackInit(PPDMDEVINS pDevIns, PVGASTATE pThis, PVGASTATECC pThisCC)
+{
+ RT_NOREF(pDevIns, pThis);
+
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+
+ /* Create event semaphore. */
+ int rc = RTSemEventCreate(&pState->WndRequestSem);
+ if (RT_FAILURE(rc))
+ {
+ Log(("%s: Failed to create event semaphore for window handling.\n", __FUNCTION__));
+ return rc;
+ }
+
+ /* Create the async IO thread. */
+ rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dWindowThread, pState->WndRequestSem, 0, RTTHREADTYPE_GUI, 0, "VMSVGA3DWND");
+ if (RT_FAILURE(rc))
+ {
+ AssertMsgFailed(("%s: Async IO Thread creation for 3d window handling failed rc=%d\n", __FUNCTION__, rc));
+ return rc;
+ }
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackPowerOn(PPDMDEVINS pDevIns, PVGASTATE pThis, PVGASTATECC pThisCC)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pThisCC->svga.p3dState, VERR_NO_MEMORY);
+ HRESULT hr;
+ RT_NOREF(pDevIns, pThis);
+
+ if (pState->pD3D9)
+ return VINF_SUCCESS; /* already initialized (load state) */
+
+ /* Direct3DCreate9Ex was introduced in Vista, so resolve it dynamically. */
+ typedef HRESULT (WINAPI *PFNDIRECT3DCREATE9EX)(UINT, IDirect3D9Ex **);
+ PFNDIRECT3DCREATE9EX pfnDirect3dCreate9Ex = (PFNDIRECT3DCREATE9EX)RTLdrGetSystemSymbol("d3d9.dll", "Direct3DCreate9Ex");
+ if (!pfnDirect3dCreate9Ex)
+ return PDMDevHlpVMSetError(pDevIns, VERR_SYMBOL_NOT_FOUND, RT_SRC_POS,
+ "vmsvga3d: Unable to locate Direct3DCreate9Ex. This feature requires Vista and later.");
+ hr = pfnDirect3dCreate9Ex(D3D_SDK_VERSION, &pState->pD3D9);
+ AssertReturn(hr == D3D_OK, VERR_INTERNAL_ERROR);
+
+ D3DADAPTER_IDENTIFIER9 ai9;
+ hr = pState->pD3D9->GetAdapterIdentifier(D3DADAPTER_DEFAULT, 0, &ai9);
+ AssertReturnStmt(hr == D3D_OK, D3D_RELEASE(pState->pD3D9), VERR_INTERNAL_ERROR);
+
+ hr = pState->pD3D9->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &pState->caps);
+ AssertReturnStmt(hr == D3D_OK, D3D_RELEASE(pState->pD3D9), VERR_INTERNAL_ERROR);
+
+ vmsvgaDumpD3DCaps(&pState->caps, &ai9);
+
+ if (!D3D9CheckDeviceFormat(pState->pD3D9, 0, D3DRTYPE_TEXTURE, FOURCC_INTZ))
+ {
+ /* INTZ support is essential to support depth surfaces used as textures. */
+ LogRel(("VMSVGA: texture format INTZ not supported!!!\n"));
+ }
+ else
+ pState->fSupportedSurfaceINTZ = true;
+
+ if (!D3D9CheckDeviceFormat(pState->pD3D9, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, FOURCC_NULL))
+ {
+ /* NULL is a dummy surface which can be used as a render target to save memory. */
+ LogRel(("VMSVGA: surface format NULL not supported!!!\n"));
+ }
+ else
+ pState->fSupportedSurfaceNULL = true;
+
+ /* Check if DX9 depth stencil textures are supported */
+ if (!D3D9CheckDeviceFormat(pState->pD3D9, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_D16))
+ {
+ LogRel(("VMSVGA: texture format D3DFMT_D16 not supported\n"));
+ }
+
+ if (!D3D9CheckDeviceFormat(pState->pD3D9, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_D24X8))
+ {
+ LogRel(("VMSVGA: texture format D3DFMT_D24X8 not supported\n"));
+ }
+
+ if (!D3D9CheckDeviceFormat(pState->pD3D9, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_D24S8))
+ {
+ LogRel(("VMSVGA: texture format D3DFMT_D24S8 not supported\n"));
+ }
+
+ /* Check some formats must be emulated. */
+ if (D3D9CheckDeviceFormat(pState->pD3D9, 0, D3DRTYPE_TEXTURE, D3DFMT_UYVY))
+ {
+ /* Native UYVY support has better performance. */
+ LogRel(("VMSVGA: texture format D3DFMT_UYVY supported\n"));
+ pState->fSupportedFormatUYVY = true;
+ }
+
+ if (D3D9CheckDeviceFormat(pState->pD3D9, 0, D3DRTYPE_TEXTURE, D3DFMT_YUY2))
+ {
+ /* Native YUY2 support has better performance. */
+ LogRel(("VMSVGA: texture format D3DFMT_YUY2 supported\n"));
+ pState->fSupportedFormatYUY2 = true;
+ }
+
+ if (D3D9CheckDeviceFormat(pState->pD3D9, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_A8B8G8R8))
+ {
+ /* Native A8B8G8R8 support is good for OpenGL application in the guest. */
+ LogRel(("VMSVGA: texture format D3DFMT_A8B8G8R8 supported\n"));
+ pState->fSupportedFormatA8B8G8R8 = true;
+ }
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackReset(PVGASTATECC pThisCC)
+{
+ RT_NOREF(pThisCC);
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackTerminate(PVGASTATECC pThisCC)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pThisCC->svga.p3dState, VERR_NO_MEMORY);
+
+ /* Terminate the window creation thread. */
+ int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_EXIT, 0, 0);
+ AssertRCReturn(rc, rc);
+
+ RTSemEventDestroy(pState->WndRequestSem);
+
+ D3D_RELEASE(pState->pD3D9);
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(void) vmsvga3dBackUpdateHostScreenViewport(PVGASTATECC pThisCC, uint32_t idScreen, VMSVGAVIEWPORT const *pOldViewport)
+{
+ /** @todo Scroll the screen content without requiring the guest to redraw. */
+ RT_NOREF(pThisCC, idScreen, pOldViewport);
+}
+
+static uint32_t vmsvga3dGetSurfaceFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps, D3DFORMAT format)
+{
+ NOREF(idx3dCaps);
+ HRESULT hr;
+ uint32_t result = 0;
+
+ /* Try if the format can be used for the primary display. */
+ hr = pState3D->pD3D9->CheckDeviceFormat(D3DADAPTER_DEFAULT,
+ D3DDEVTYPE_HAL,
+ format,
+ 0,
+ D3DRTYPE_SURFACE,
+ format);
+
+ for (unsigned i = 0; i < RT_ELEMENTS(g_aFormatSupport); i++)
+ {
+ hr = pState3D->pD3D9->CheckDeviceFormat(D3DADAPTER_DEFAULT,
+ D3DDEVTYPE_HAL,
+ D3DFMT_X8R8G8B8, /* assume standard 32-bit display mode */
+ g_aFormatSupport[i].Usage,
+ g_aFormatSupport[i].ResourceType,
+ format);
+ if (hr == D3D_OK)
+ result |= g_aFormatSupport[i].FormatOp;
+ }
+
+ /* Check for features only if the format is supported in any form. */
+ if (result)
+ {
+ for (unsigned i = 0; i < RT_ELEMENTS(g_aFeatureReject); i++)
+ {
+ hr = pState3D->pD3D9->CheckDeviceFormat(D3DADAPTER_DEFAULT,
+ D3DDEVTYPE_HAL,
+ D3DFMT_X8R8G8B8, /* assume standard 32-bit display mode */
+ g_aFeatureReject[i].Usage,
+ g_aFeatureReject[i].ResourceType,
+ format);
+ if (hr != D3D_OK)
+ result |= g_aFeatureReject[i].FormatOp;
+ }
+ }
+
+ /** @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;
+ /* These formats can't be used as textures on AMD drivers (Intel works).
+ * Still report them as textures to the guest and emulate them in the device.
+ */
+ case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
+ case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
+ result |= SVGA3DFORMAT_OP_TEXTURE;
+ break;
+ }
+ Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
+
+ return result;
+}
+
+static uint32_t vmsvga3dGetDepthFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps, D3DFORMAT format)
+{
+ RT_NOREF(idx3dCaps);
+ HRESULT hr;
+ uint32_t result = 0;
+
+ hr = pState3D->pD3D9->CheckDeviceFormat(D3DADAPTER_DEFAULT,
+ D3DDEVTYPE_HAL,
+ D3DFMT_X8R8G8B8, /* assume standard 32-bit display mode */
+ D3DUSAGE_DEPTHSTENCIL,
+ D3DRTYPE_SURFACE,
+ format);
+ if (hr == D3D_OK)
+ result = SVGA3DFORMAT_OP_ZSTENCIL
+ | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH
+ | SVGA3DFORMAT_OP_TEXTURE /* Necessary for Ubuntu Unity */;
+
+ Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
+ return result;
+}
+
+
+static DECLCALLBACK(int) vmsvga3dBackQueryCaps(PVGASTATECC pThisCC, SVGA3dDevCapIndex idx3dCaps, uint32_t *pu32Val)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+ D3DCAPS9 *pCaps = &pState->caps;
+ int rc = VINF_SUCCESS;
+
+ *pu32Val = 0;
+
+ switch (idx3dCaps)
+ {
+ case SVGA3D_DEVCAP_3D:
+ *pu32Val = 1; /* boolean? */
+ break;
+
+ case SVGA3D_DEVCAP_MAX_LIGHTS:
+ *pu32Val = pCaps->MaxActiveLights;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_TEXTURES:
+ *pu32Val = pCaps->MaxSimultaneousTextures;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_CLIP_PLANES:
+ *pu32Val = pCaps->MaxUserClipPlanes;
+ break;
+
+ case SVGA3D_DEVCAP_VERTEX_SHADER_VERSION:
+ switch (pCaps->VertexShaderVersion)
+ {
+ case D3DVS_VERSION(1,1):
+ *pu32Val = SVGA3DVSVERSION_11;
+ break;
+ case D3DVS_VERSION(2,0):
+ *pu32Val = SVGA3DVSVERSION_20;
+ break;
+ case D3DVS_VERSION(3,0):
+ *pu32Val = SVGA3DVSVERSION_30;
+ break;
+ case D3DVS_VERSION(4,0):
+ *pu32Val = SVGA3DVSVERSION_40;
+ break;
+ default:
+ LogRel(("VMSVGA: Unsupported vertex shader version %x\n", pCaps->VertexShaderVersion));
+ break;
+ }
+ break;
+
+ case SVGA3D_DEVCAP_VERTEX_SHADER:
+ /* boolean? */
+ *pu32Val = 1;
+ break;
+
+ case SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION:
+ switch (pCaps->PixelShaderVersion)
+ {
+ case D3DPS_VERSION(1,1):
+ *pu32Val = SVGA3DPSVERSION_11;
+ break;
+ case D3DPS_VERSION(1,2):
+ *pu32Val = SVGA3DPSVERSION_12;
+ break;
+ case D3DPS_VERSION(1,3):
+ *pu32Val = SVGA3DPSVERSION_13;
+ break;
+ case D3DPS_VERSION(1,4):
+ *pu32Val = SVGA3DPSVERSION_14;
+ break;
+ case D3DPS_VERSION(2,0):
+ *pu32Val = SVGA3DPSVERSION_20;
+ break;
+ case D3DPS_VERSION(3,0):
+ *pu32Val = SVGA3DPSVERSION_30;
+ break;
+ case D3DPS_VERSION(4,0):
+ *pu32Val = SVGA3DPSVERSION_40;
+ break;
+ default:
+ LogRel(("VMSVGA: Unsupported pixel shader version %x\n", pCaps->PixelShaderVersion));
+ break;
+ }
+ break;
+
+ case SVGA3D_DEVCAP_FRAGMENT_SHADER:
+ /* boolean? */
+ *pu32Val = 1;
+ 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;
+
+ case SVGA3D_DEVCAP_MAX_POINT_SIZE:
+ AssertCompile(sizeof(uint32_t) == sizeof(float));
+ *(float *)pu32Val = pCaps->MaxPointSize;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_SHADER_TEXTURES:
+ /** @todo ?? */
+ rc = VERR_INVALID_PARAMETER;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH:
+ *pu32Val = pCaps->MaxTextureWidth;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT:
+ *pu32Val = pCaps->MaxTextureHeight;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_VOLUME_EXTENT:
+ *pu32Val = pCaps->MaxVolumeExtent;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT:
+ *pu32Val = pCaps->MaxTextureRepeat;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO:
+ *pu32Val = pCaps->MaxTextureAspectRatio;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY:
+ *pu32Val = pCaps->MaxAnisotropy;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT:
+ *pu32Val = pCaps->MaxPrimitiveCount;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_VERTEX_INDEX:
+ *pu32Val = pCaps->MaxVertexIndex;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS:
+ *pu32Val = pCaps->MaxVertexShader30InstructionSlots;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS:
+ *pu32Val = pCaps->MaxPixelShader30InstructionSlots;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS:
+ *pu32Val = pCaps->VS20Caps.NumTemps;
+ break;
+
+ case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS:
+ *pu32Val = pCaps->PS20Caps.NumTemps;
+ 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 = pCaps->NumSimultaneousRTs;
+ 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;
+
+ /* Supported surface formats. */
+ case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_X8R8G8B8);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_A8R8G8B8);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_A2R10G10B10);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_X1R5G5B5);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_A1R5G5B5);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_A4R4G4B4);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_R5G6B5);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_L16);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_A8L8);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_A8);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_L8);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
+ *pu32Val = vmsvga3dGetDepthFormatSupport(pState, idx3dCaps, D3DFMT_D16);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
+ case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT: /** @todo not correct */
+ *pu32Val = vmsvga3dGetDepthFormatSupport(pState, idx3dCaps, D3DFMT_D24S8);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
+ *pu32Val = vmsvga3dGetDepthFormatSupport(pState, idx3dCaps, D3DFMT_D24X8);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
+ /** @todo supposed to be floating-point, but unable to find a match for D3D9... */
+ *pu32Val = 0;
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
+ *pu32Val = vmsvga3dGetDepthFormatSupport(pState, idx3dCaps, D3DFMT_D24FS8);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_DXT1);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_DXT2);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_DXT3);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_DXT4);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_DXT5);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_X8L8V8U8);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_A2W10V10U10);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_V8U8);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_Q8W8V8U8);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_CxV8U8);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_R16F);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_R32F);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_G16R16F);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_G32R32F);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_A16B16G16R16F);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_A32B32G32R32F);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_V16U16);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_G16R16);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_A16B16G16R16);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_UYVY);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, D3DFMT_YUY2);
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_NV12:
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, (D3DFORMAT)MAKEFOURCC('N', 'V', '1', '2'));
+ break;
+
+ case SVGA3D_DEVCAP_DEAD10: /* SVGA3D_DEVCAP_SURFACEFMT_AYUV */
+ *pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps, (D3DFORMAT)MAKEFOURCC('A', 'Y', 'U', 'V'));
+ break;
+
+ case SVGA3D_DEVCAP_SURFACEFMT_ATI1:
+ case SVGA3D_DEVCAP_SURFACEFMT_ATI2:
+ /* Unknown; only in DX10 & 11 */
+ 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;
+ }
+#if 0
+ /* Dump of VMWare Player caps (from their log); for debugging purposes */
+ switch (idx3dCaps)
+ {
+ case 0:
+ *pu32Val = 0x00000001;
+ break;
+ case 1:
+ *pu32Val = 0x0000000a;
+ break;
+ case 2:
+ *pu32Val = 0x00000008;
+ break;
+ case 3: *pu32Val = 0x00000006; break;
+ case 4: *pu32Val = 0x00000007; break;
+ case 5: *pu32Val = 0x00000001; break;
+ case 6: *pu32Val = 0x0000000d; break;
+ case 7: *pu32Val = 0x00000001; break;
+ case 8: *pu32Val = 0x00000004; break;
+ case 9: *pu32Val = 0x00000001; break;
+ case 10: *pu32Val = 0x00000001; break;
+ case 11: *pu32Val = 0x00000004; break;
+ case 12: *pu32Val = 0x00000001; break;
+ case 13: *pu32Val = 0x00000001; break;
+ case 14: *pu32Val = 0x00000001; break;
+ case 15: *pu32Val = 0x00000001; break;
+ case 16: *pu32Val = 0x00000001; break;
+ case 17: *pu32Val = (uint32_t)256.000000; break;
+ case 18: *pu32Val = 0x00000014; break;
+ case 19: *pu32Val = 0x00001000; break;
+ case 20: *pu32Val = 0x00001000; break;
+ case 21: *pu32Val = 0x00000800; break;
+ case 22: *pu32Val = 0x00002000; break;
+ case 23: *pu32Val = 0x00000800; break;
+ case 24: *pu32Val = 0x00000010; break;
+ case 25: *pu32Val = 0x000fffff; break;
+ case 26: *pu32Val = 0x00ffffff; break;
+ case 27: *pu32Val = 0xffffffff; break;
+ case 28: *pu32Val = 0xffffffff; break;
+ case 29: *pu32Val = 0x00000020; break;
+ case 30: *pu32Val = 0x00000020; break;
+ case 31: *pu32Val = 0x03ffffff; break;
+ case 32: *pu32Val = 0x0098ec1f; break;
+ case 33: *pu32Val = 0x0098e11f; break;
+ case 34: *pu32Val = 0x0098e01f; break;
+ case 35: *pu32Val = 0x012c2000; break;
+ case 36: *pu32Val = 0x0098e11f; break;
+ case 37: *pu32Val = 0x0090c11f; break;
+ case 38: *pu32Val = 0x0098ec1f; break;
+ case 39: *pu32Val = 0x00804007; break;
+ case 40: *pu32Val = 0x0080c007; break;
+ case 41: *pu32Val = 0x00804007; break;
+ case 42: *pu32Val = 0x0080c007; break;
+ case 43: *pu32Val = 0x000000c1; break;
+ case 44: *pu32Val = 0x000000c1; break;
+ case 45: *pu32Val = 0x000000c1; break;
+ case 46: *pu32Val = 0x00808005; break;
+ case 47: *pu32Val = 0x00808005; break;
+ case 48: *pu32Val = 0x00808005; break;
+ case 49: *pu32Val = 0x00808005; break;
+ case 50: *pu32Val = 0x00808005; break;
+ case 51: *pu32Val = 0x01240000; break;
+ case 52: *pu32Val = 0x00814007; break;
+ case 53: *pu32Val = 0x00814007; break;
+ case 54: *pu32Val = 0x00814007; break;
+ case 55: *pu32Val = 0x01240000; break;
+ case 56: *pu32Val = 0x0080401f; break;
+ case 57: *pu32Val = 0x0080401f; break;
+ case 58: *pu32Val = 0x0080401f; break;
+ case 59: *pu32Val = 0x0080401f; break;
+ case 60: *pu32Val = 0x0080601f; break;
+ case 61: *pu32Val = 0x0080401f; break;
+ case 62: *pu32Val = 0x00000000; break;
+ case 63: *pu32Val = 0x00000004; break;
+ case 64: *pu32Val = 0x00000004; break;
+ case 65: *pu32Val = 0x00814005; break;
+ case 66: *pu32Val = 0x0080401f; break;
+ case 67: *pu32Val = 0x0080601f; break;
+ case 68: *pu32Val = 0x00006009; break;
+ case 69: *pu32Val = 0x00006001; break;
+ case 70: *pu32Val = 0x00000001; break;
+ case 71: *pu32Val = 0x0000000b; break;
+ case 72: *pu32Val = 0x00000001; break;
+ case 73: *pu32Val = 0x00000000; break;
+ case 74: *pu32Val = 0x00000000; break;
+ case 75: *pu32Val = 0x01246000; break;
+ case 76: *pu32Val = 0x00004009; break;
+ case 77: *pu32Val = 0x00000100; break;
+ case 78: *pu32Val = 0x00008000; break;
+ case 79: *pu32Val = 0x000000c1; break;
+ case 80: *pu32Val = 0x01240000; break;
+ case 81: *pu32Val = 0x000000c1; break;
+ case 82: *pu32Val = 0x00800005; break;
+ case 83: *pu32Val = 0x00800005; break;
+ case 84: *pu32Val = 0x00000000; break;
+ case 85: *pu32Val = 0x00000000; break;
+ case 86: *pu32Val = 0x00000000; break;
+ case 87: *pu32Val = 0x00000000; break;
+ case 88: *pu32Val = 0x00000000; break;
+ case 89: *pu32Val = (uint32_t) 0.000000; break;
+ case 90: *pu32Val = (uint32_t) 0.000000; break;
+ case 91: *pu32Val = 0x00006009; break;
+ default:
+// Log(("CAPS: Unexpected CAP %d\n", idx3dCaps));
+// rc = VERR_INVALID_PARAMETER;
+ break;
+ }
+#endif
+ Log(("CAPS: %d=%s - %x\n", idx3dCaps, vmsvga3dGetCapString(idx3dCaps), *pu32Val));
+ return rc;
+}
+
+/**
+ * Convert SVGA format value to its D3D equivalent
+ */
+D3DFORMAT vmsvga3dSurfaceFormat2D3D(SVGA3dSurfaceFormat format)
+{
+ switch (format)
+ {
+ case SVGA3D_X8R8G8B8:
+ return D3DFMT_X8R8G8B8;
+ case SVGA3D_A8R8G8B8:
+ return D3DFMT_A8R8G8B8;
+ case SVGA3D_R5G6B5:
+ return D3DFMT_R5G6B5;
+ case SVGA3D_X1R5G5B5:
+ return D3DFMT_X1R5G5B5;
+ case SVGA3D_A1R5G5B5:
+ return D3DFMT_A1R5G5B5;
+ case SVGA3D_A4R4G4B4:
+ return D3DFMT_A4R4G4B4;
+
+ case SVGA3D_R8G8B8A8_UNORM:
+ return D3DFMT_A8B8G8R8;
+
+ case SVGA3D_Z_D32:
+ return D3DFMT_D32;
+ case SVGA3D_Z_D16:
+ return D3DFMT_D16;
+ case SVGA3D_Z_D24S8_INT: /** @todo not correct */
+ case SVGA3D_Z_D24S8:
+ return D3DFMT_D24S8;
+ case SVGA3D_Z_D15S1:
+ return D3DFMT_D15S1;
+ case SVGA3D_Z_D24X8:
+ return D3DFMT_D24X8;
+ /* Advanced D3D9 depth formats. */
+ case SVGA3D_Z_DF16:
+ /** @todo supposed to be floating-point, but unable to find a match for D3D9... */
+ AssertFailedReturn(D3DFMT_UNKNOWN);
+ case SVGA3D_Z_DF24:
+ return D3DFMT_D24FS8;
+
+ case SVGA3D_LUMINANCE8:
+ return D3DFMT_L8;
+ case SVGA3D_LUMINANCE4_ALPHA4:
+ return D3DFMT_A4L4;
+ case SVGA3D_LUMINANCE16:
+ return D3DFMT_L16;
+ case SVGA3D_LUMINANCE8_ALPHA8:
+ return D3DFMT_A8L8;
+
+ case SVGA3D_DXT1:
+ return D3DFMT_DXT1;
+ case SVGA3D_DXT2:
+ return D3DFMT_DXT2;
+ case SVGA3D_DXT3:
+ return D3DFMT_DXT3;
+ case SVGA3D_DXT4:
+ return D3DFMT_DXT4;
+ case SVGA3D_DXT5:
+ return D3DFMT_DXT5;
+
+ /* 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;
+
+ case SVGA3D_ARGB_S10E5: /* 16-bit floating-point ARGB */
+ return D3DFMT_A16B16G16R16F;
+ case SVGA3D_ARGB_S23E8: /* 32-bit floating-point ARGB */
+ return D3DFMT_A32B32G32R32F;
+
+ case SVGA3D_A2R10G10B10:
+ return D3DFMT_A2R10G10B10;
+
+ case SVGA3D_ALPHA8:
+ return D3DFMT_A8;
+
+ /* Single- and dual-component floating point formats */
+ case SVGA3D_R_S10E5:
+ return D3DFMT_R16F;
+ case SVGA3D_R_S23E8:
+ return D3DFMT_R32F;
+ case SVGA3D_RG_S10E5:
+ return D3DFMT_G16R16F;
+ case SVGA3D_RG_S23E8:
+ return D3DFMT_G32R32F;
+
+ /*
+ * 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:
+ return D3DFMT_UNKNOWN;
+
+ case SVGA3D_V16U16:
+ return D3DFMT_V16U16;
+
+ case SVGA3D_G16R16:
+ return D3DFMT_G16R16;
+ case SVGA3D_A16B16G16R16:
+ return D3DFMT_A16B16G16R16;
+
+ /* Packed Video formats */
+ case SVGA3D_UYVY:
+ return D3DFMT_UYVY;
+ case SVGA3D_YUY2:
+ return D3DFMT_YUY2;
+
+ /* Planar video formats */
+ case SVGA3D_NV12:
+ return (D3DFORMAT)MAKEFOURCC('N', 'V', '1', '2');
+
+ /* Video format with alpha */
+ case SVGA3D_FORMAT_DEAD2: /* Old SVGA3D_AYUV */
+ return (D3DFORMAT)MAKEFOURCC('A', 'Y', 'U', 'V');
+
+ case SVGA3D_R8G8B8A8_SNORM:
+ return D3DFMT_Q8W8V8U8;
+ case SVGA3D_R16G16_UNORM:
+ return D3DFMT_G16R16;
+
+ case SVGA3D_ATI1:
+ case SVGA3D_ATI2:
+ /* Unknown; only in DX10 & 11 */
+ break;
+
+ case SVGA3D_FORMAT_MAX: /* shut up MSC */
+ case SVGA3D_FORMAT_INVALID:
+ break;
+ default: /** @todo Other formats. Avoid MSC warning for now. */
+ break;
+ }
+ AssertFailedReturn(D3DFMT_UNKNOWN);
+}
+
+/**
+ * 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;
+}
+
+
+/**
+ * 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(pThisCC, fClearCOTableEntry);
+
+ RTAvlU32Destroy(&pSurface->pSharedObjectTree, vmsvga3dSharedSurfaceDestroyTree, pSurface);
+ Assert(pSurface->pSharedObjectTree == NULL);
+
+ switch (pSurface->enmD3DResType)
+ {
+ case VMSVGA3D_D3DRESTYPE_SURFACE:
+ D3D_RELEASE(pSurface->u.pSurface);
+ break;
+
+ case VMSVGA3D_D3DRESTYPE_TEXTURE:
+ D3D_RELEASE(pSurface->u.pTexture);
+ D3D_RELEASE(pSurface->bounce.pTexture);
+ D3D_RELEASE(pSurface->emulated.pTexture);
+ break;
+
+ case VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE:
+ D3D_RELEASE(pSurface->u.pCubeTexture);
+ D3D_RELEASE(pSurface->bounce.pCubeTexture);
+ D3D_RELEASE(pSurface->emulated.pCubeTexture);
+ break;
+
+ case VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE:
+ D3D_RELEASE(pSurface->u.pVolumeTexture);
+ D3D_RELEASE(pSurface->bounce.pVolumeTexture);
+ D3D_RELEASE(pSurface->emulated.pVolumeTexture);
+ break;
+
+ case VMSVGA3D_D3DRESTYPE_VERTEX_BUFFER:
+ D3D_RELEASE(pSurface->u.pVertexBuffer);
+ break;
+
+ case VMSVGA3D_D3DRESTYPE_INDEX_BUFFER:
+ D3D_RELEASE(pSurface->u.pIndexBuffer);
+ break;
+
+ default:
+ AssertMsg(!VMSVGA3DSURFACE_HAS_HW_SURFACE(pSurface),
+ ("surfaceFlags=0x%x\n", (pSurface->f.s.surface1Flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)));
+ break;
+ }
+
+ D3D_RELEASE(pSurface->pQuery);
+}
+
+
+static DECLCALLBACK(void) vmsvga3dBackSurfaceInvalidateImage(PVGASTATECC pThisCC, PVMSVGA3DSURFACE pSurface, uint32_t uFace, uint32_t uMipmap)
+{
+ RT_NOREF(pThisCC, pSurface, uFace, uMipmap);
+}
+
+
+/*
+ * Release all shared surface objects.
+ */
+DECLCALLBACK(int) vmsvga3dSharedSurfaceDestroyTree(PAVLU32NODECORE pNode, void *pvParam)
+{
+ PVMSVGA3DSHAREDSURFACE pSharedSurface = (PVMSVGA3DSHAREDSURFACE)pNode;
+ PVMSVGA3DSURFACE pSurface = (PVMSVGA3DSURFACE)pvParam;
+
+ switch (pSurface->enmD3DResType)
+ {
+ case VMSVGA3D_D3DRESTYPE_TEXTURE:
+ LogFunc(("release shared texture object for context %d\n", pNode->Key));
+ Assert(pSharedSurface->u.pTexture);
+ D3D_RELEASE(pSharedSurface->u.pTexture);
+ break;
+
+ case VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE:
+ LogFunc(("release shared cube texture object for context %d\n", pNode->Key));
+ Assert(pSharedSurface->u.pCubeTexture);
+ D3D_RELEASE(pSharedSurface->u.pCubeTexture);
+ break;
+
+ case VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE:
+ LogFunc(("release shared volume texture object for context %d\n", pNode->Key));
+ Assert(pSharedSurface->u.pVolumeTexture);
+ D3D_RELEASE(pSharedSurface->u.pVolumeTexture);
+ break;
+
+ default:
+ AssertFailed();
+ break;
+ }
+ RTMemFree(pNode);
+ return 0;
+}
+
+/* Get the shared surface copy or create a new one. */
+static PVMSVGA3DSHAREDSURFACE vmsvga3dSurfaceGetSharedCopy(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface)
+{
+ Assert(pSurface->hSharedObject);
+
+ PVMSVGA3DSHAREDSURFACE pSharedSurface = (PVMSVGA3DSHAREDSURFACE)RTAvlU32Get(&pSurface->pSharedObjectTree, pContext->id);
+ if (!pSharedSurface)
+ {
+ const uint32_t cWidth = pSurface->paMipmapLevels[0].mipmapSize.width;
+ const uint32_t cHeight = pSurface->paMipmapLevels[0].mipmapSize.height;
+ const uint32_t cDepth = pSurface->paMipmapLevels[0].mipmapSize.depth;
+ const uint32_t numMipLevels = pSurface->cLevels;
+
+ LogFunc(("Create shared %stexture copy d3d (%d,%d,%d) cMip=%d usage %x format %x.\n",
+ pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE ? "volume " :
+ pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE ? "cube " :
+ pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_TEXTURE ? "" : "UNKNOWN!!!",
+ cWidth,
+ cHeight,
+ cDepth,
+ numMipLevels,
+ pSurface->fUsageD3D | D3DUSAGE_RENDERTARGET,
+ pSurface->formatD3D));
+
+ pSharedSurface = (PVMSVGA3DSHAREDSURFACE)RTMemAllocZ(sizeof(*pSharedSurface));
+ AssertReturn(pSharedSurface, NULL);
+
+ pSharedSurface->Core.Key = pContext->id;
+ bool ret = RTAvlU32Insert(&pSurface->pSharedObjectTree, &pSharedSurface->Core);
+ AssertReturn(ret, NULL);
+
+ /* Create shadow copy of the original shared texture.
+ * Shared d3d resources require Vista+ and have some restrictions.
+ * D3DUSAGE_RENDERTARGET is required for use as a StretchRect destination.
+ */
+ HRESULT hr;
+ if (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE)
+ hr = pContext->pDevice->CreateVolumeTexture(cWidth,
+ cHeight,
+ cDepth,
+ numMipLevels,
+ pSurface->fUsageD3D | D3DUSAGE_RENDERTARGET,
+ pSurface->formatD3D,
+ D3DPOOL_DEFAULT,
+ &pSharedSurface->u.pVolumeTexture,
+ &pSurface->hSharedObject);
+ else if (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE)
+ hr = pContext->pDevice->CreateCubeTexture(cWidth,
+ numMipLevels,
+ pSurface->fUsageD3D | D3DUSAGE_RENDERTARGET,
+ pSurface->formatD3D,
+ D3DPOOL_DEFAULT,
+ &pSharedSurface->u.pCubeTexture,
+ &pSurface->hSharedObject);
+ else if (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_TEXTURE)
+ {
+ if (pSurface->fStencilAsTexture)
+ {
+ /* Use the INTZ format for a depth/stencil surface that will be used as a texture */
+ hr = pContext->pDevice->CreateTexture(cWidth,
+ cHeight,
+ 1, /* mip levels */
+ D3DUSAGE_DEPTHSTENCIL,
+ FOURCC_INTZ,
+ D3DPOOL_DEFAULT,
+ &pSharedSurface->u.pTexture,
+ &pSurface->hSharedObject);
+ }
+ else
+ {
+ hr = pContext->pDevice->CreateTexture(cWidth,
+ cHeight,
+ numMipLevels,
+ pSurface->fUsageD3D | D3DUSAGE_RENDERTARGET,
+ pSurface->formatD3D,
+ D3DPOOL_DEFAULT,
+ &pSharedSurface->u.pTexture,
+ &pSurface->hSharedObject);
+ }
+ }
+ else
+ hr = E_FAIL;
+
+ if (RT_LIKELY(hr == D3D_OK))
+ {
+ /* Make sure that the created shared copy has the same content as the original. */
+ PVMSVGA3DCONTEXT pAssociatedContext;
+ int rc = vmsvga3dContextFromCid(pState, pSurface->idAssociatedContext, &pAssociatedContext);
+ if (RT_SUCCESS(rc))
+ AssertStmt(pAssociatedContext->pDevice, rc = VERR_INTERNAL_ERROR);
+ if (RT_SUCCESS(rc))
+ {
+ IDirect3DQuery9 *pQuery;
+ hr = pAssociatedContext->pDevice->CreateQuery(D3DQUERYTYPE_EVENT, &pQuery);
+ if (hr == D3D_OK)
+ {
+ hr = pQuery->Issue(D3DISSUE_END);
+ if (hr == D3D_OK)
+ {
+ do
+ {
+ hr = pQuery->GetData(NULL, 0, D3DGETDATA_FLUSH);
+ } while (hr == S_FALSE);
+ }
+
+ D3D_RELEASE(pQuery);
+ }
+ }
+ else
+ AssertMsgFailed(("idAssociatedContext cid=%u, sid=%u\n", pSurface->idAssociatedContext, pSurface->id));
+ }
+ else
+ {
+ AssertMsgFailed(("CreateTexture type %d failed with %x\n", pSurface->enmD3DResType, hr));
+ RTAvlU32Remove(&pSurface->pSharedObjectTree, pContext->id);
+ RTMemFree(pSharedSurface);
+ return NULL;
+ }
+ }
+ return pSharedSurface;
+}
+
+/* Inject a query event into the D3D pipeline so we can check when usage of this surface has finished.
+ * (D3D does not synchronize shared surface usage)
+ */
+static int vmsvga3dSurfaceTrackUsage(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface)
+{
+ RT_NOREF(pState);
+
+ Assert(pSurface->id != SVGA3D_INVALID_ID);
+
+ /* Nothing to do if this surface hasn't been shared. */
+ if (pSurface->pSharedObjectTree == NULL)
+ return VINF_SUCCESS;
+
+ LogFunc(("track usage of sid=%u (cid=%u) for cid=%u, pQuery %p\n", pSurface->id, pSurface->idAssociatedContext, pContext->id, pSurface->pQuery));
+
+ if (pSurface->idQueryContext == pContext->id)
+ {
+ /* Release the previous query object, if any. */
+ D3D_RELEASE(pSurface->pQuery);
+ }
+ else
+ {
+ /* Different context. There must be no pending drawing operations. If there are any, then a flush is missing. */
+ if (pSurface->pQuery)
+ {
+ /* Should not happen. */
+ AssertFailed();
+
+ /* Make sure that all drawing has completed. */
+ vmsvga3dSurfaceFlush(pSurface);
+ }
+ pSurface->idQueryContext = pContext->id;
+ }
+
+ HRESULT hr = pContext->pDevice->CreateQuery(D3DQUERYTYPE_EVENT, &pSurface->pQuery);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSurfaceTrackUsage: CreateQuery failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ hr = pSurface->pQuery->Issue(D3DISSUE_END);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSurfaceTrackUsage: Issue failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ return VINF_SUCCESS;
+}
+
+
+/**
+ * Surface ID based version of vmsvga3dSurfaceTrackUsage.
+ *
+ * @returns VBox status code.
+ * @param pState The VMSVGA3d state.
+ * @param pContext The context.
+ * @param sid The surface ID.
+ */
+static int vmsvga3dSurfaceTrackUsageById(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t sid)
+{
+ PVMSVGA3DSURFACE pSurface;
+ int rc = vmsvga3dSurfaceFromSid(pState, sid, &pSurface);
+ AssertRCReturn(rc, rc);
+
+ return vmsvga3dSurfaceTrackUsage(pState, pContext, pSurface);
+}
+
+
+/* Wait for all drawing, that uses this surface, to finish. */
+int vmsvga3dSurfaceFlush(PVMSVGA3DSURFACE pSurface)
+{
+ HRESULT hr;
+
+ if (!pSurface->pQuery)
+ {
+ LogFlow(("vmsvga3dSurfaceFlush: no query object\n"));
+ return VINF_SUCCESS; /* nothing to wait for */
+ }
+ Assert(pSurface->pSharedObjectTree);
+
+ Log(("vmsvga3dSurfaceFlush: wait for draw to finish (sid=%u)\n", pSurface->id));
+ while (true)
+ {
+ hr = pSurface->pQuery->GetData(NULL, 0, D3DGETDATA_FLUSH);
+ if (hr != S_FALSE) break;
+
+ RTThreadSleep(1);
+ }
+
+ D3D_RELEASE(pSurface->pQuery);
+
+ AssertMsgReturn(hr == S_OK, ("vmsvga3dSurfaceFinishDrawing: GetData failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ return VINF_SUCCESS;
+}
+
+/** Get IDirect3DSurface9 for the given face and mipmap.
+ */
+int vmsvga3dGetD3DSurface(PVMSVGA3DSTATE pState,
+ PVMSVGA3DCONTEXT pContext,
+ PVMSVGA3DSURFACE pSurface,
+ uint32_t face,
+ uint32_t mipmap,
+ bool fLockable,
+ IDirect3DSurface9 **ppD3DSurf)
+{
+ AssertPtrReturn(pSurface->u.pSurface, VERR_INVALID_PARAMETER);
+
+ IDirect3DBaseTexture9 *pTexture;
+ if (fLockable && pSurface->bounce.pTexture)
+ pTexture = pSurface->bounce.pTexture;
+ else
+ pTexture = pSurface->u.pTexture;
+
+ if (pSurface->idAssociatedContext != pContext->id)
+ {
+ AssertMsgReturn(!fLockable,
+ ("Lockable surface must be from the same context (surface cid = %d, req cid = %d)",
+ pSurface->idAssociatedContext, pContext->id),
+ VERR_INVALID_PARAMETER);
+
+ if ( pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_TEXTURE
+ || pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE)
+ {
+ LogFunc(("using texture sid=%u created for another context (%d vs %d)\n",
+ pSurface->id, pSurface->idAssociatedContext, pContext->id));
+
+ PVMSVGA3DSHAREDSURFACE pSharedSurface = vmsvga3dSurfaceGetSharedCopy(pState, pContext, pSurface);
+ AssertReturn(pSharedSurface, VERR_INTERNAL_ERROR);
+
+ pTexture = pSharedSurface->u.pTexture;
+ }
+ else
+ {
+ AssertMsgFailed(("surface sid=%u created for another context (%d vs %d)\n",
+ pSurface->id, pSurface->idAssociatedContext, pContext->id));
+ }
+ }
+
+ if (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE)
+ {
+ Assert(pSurface->cFaces == 6);
+
+ IDirect3DCubeTexture9 *p = (IDirect3DCubeTexture9 *)pTexture;
+ D3DCUBEMAP_FACES FaceType = vmsvga3dCubemapFaceFromIndex(face);
+ HRESULT hr = p->GetCubeMapSurface(FaceType, mipmap, ppD3DSurf);
+ AssertMsgReturn(hr == D3D_OK, ("GetCubeMapSurface failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+ else if (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_TEXTURE)
+ {
+ Assert(pSurface->cFaces == 1);
+ Assert(face == 0);
+
+ IDirect3DTexture9 *p = (IDirect3DTexture9 *)pTexture;
+ HRESULT hr = p->GetSurfaceLevel(mipmap, ppD3DSurf);
+ AssertMsgReturn(hr == D3D_OK, ("GetSurfaceLevel failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+ else if (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_SURFACE)
+ {
+ pSurface->u.pSurface->AddRef();
+ *ppD3DSurf = pSurface->u.pSurface;
+ }
+ else
+ {
+ AssertMsgFailedReturn(("No surface for type %d\n", pSurface->enmD3DResType), VERR_INTERNAL_ERROR);
+ }
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSurfaceCopy(PVGASTATECC pThisCC, SVGA3dSurfaceImageId dest, SVGA3dSurfaceImageId src,
+ uint32_t cCopyBoxes, SVGA3dCopyBox *pBox)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ const uint32_t sidSrc = src.sid;
+ const uint32_t sidDest = dest.sid;
+ int rc;
+
+ PVMSVGA3DSURFACE pSurfaceSrc;
+ rc = vmsvga3dSurfaceFromSid(pState, sidSrc, &pSurfaceSrc);
+ AssertRCReturn(rc, rc);
+
+ PVMSVGA3DSURFACE pSurfaceDest;
+ rc = vmsvga3dSurfaceFromSid(pState, sidDest, &pSurfaceDest);
+ AssertRCReturn(rc, rc);
+
+ PVMSVGA3DMIPMAPLEVEL pMipmapLevelSrc;
+ rc = vmsvga3dMipmapLevel(pSurfaceSrc, src.face, src.mipmap, &pMipmapLevelSrc);
+ AssertRCReturn(rc, rc);
+
+ PVMSVGA3DMIPMAPLEVEL pMipmapLevelDest;
+ rc = vmsvga3dMipmapLevel(pSurfaceDest, dest.face, dest.mipmap, &pMipmapLevelDest);
+ AssertRCReturn(rc, rc);
+
+ /* If src is HW and dst is not, then create the dst texture. */
+ if ( pSurfaceSrc->u.pSurface
+ && !pSurfaceDest->u.pSurface
+ && RT_BOOL(pSurfaceDest->f.surfaceFlags & SVGA3D_SURFACE_HINT_TEXTURE))
+ {
+ /* Create the destination texture in the same context as the source texture. */
+ uint32_t const cidSrc = pSurfaceSrc->idAssociatedContext;
+
+ PVMSVGA3DCONTEXT pContextSrc;
+ rc = vmsvga3dContextFromCid(pState, cidSrc, &pContextSrc);
+ AssertRCReturn(rc, rc);
+ AssertReturn(pContextSrc->pDevice, VERR_INTERNAL_ERROR);
+
+ LogFunc(("sid=%u type=%x format=%d -> create dest texture\n", sidDest, pSurfaceDest->f.s.surface1Flags, pSurfaceDest->format));
+ rc = vmsvga3dBackCreateTexture(pThisCC, pContextSrc, cidSrc, pSurfaceDest);
+ AssertRCReturn(rc, rc);
+ }
+
+ AssertReturn(pSurfaceSrc->enmD3DResType != VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE, VERR_NOT_IMPLEMENTED); /// @todo
+ AssertReturn(pSurfaceDest->enmD3DResType != VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE, VERR_NOT_IMPLEMENTED); /// @todo
+
+ /* Surface copy only makes sense between surfaces with identical layout. */
+ AssertReturn(pSurfaceSrc->cbBlock == pSurfaceDest->cbBlock, VERR_INVALID_PARAMETER);
+ AssertReturn(pSurfaceSrc->cxBlock == pSurfaceDest->cxBlock, VERR_INVALID_PARAMETER);
+ AssertReturn(pSurfaceSrc->cyBlock == pSurfaceDest->cyBlock, VERR_INVALID_PARAMETER);
+
+ if ( pSurfaceSrc->u.pSurface
+ && pSurfaceDest->u.pSurface)
+ {
+ /* Both surfaces in hardware. Use the src context to copy one to another, because the src context may be needed
+ * to copy data from source texture to the source bounce texture. while only the shared hardware surface is required
+ * from the dst context.
+ */
+ uint32_t const cidSrc = pSurfaceSrc->idAssociatedContext;
+
+ PVMSVGA3DCONTEXT pContextSrc;
+ rc = vmsvga3dContextFromCid(pState, cidSrc, &pContextSrc);
+ AssertRCReturn(rc, rc);
+ AssertReturn(pContextSrc->pDevice, VERR_INTERNAL_ERROR);
+
+ /* Must flush the other context's 3d pipeline to make sure all drawing is complete for the surface we're about to use. */
+ vmsvga3dSurfaceFlush(pSurfaceSrc);
+ vmsvga3dSurfaceFlush(pSurfaceDest);
+
+ IDirect3DSurface9 *pSrc;
+ rc = vmsvga3dGetD3DSurface(pState, pContextSrc, pSurfaceSrc, src.face, src.mipmap, false, &pSrc);
+ AssertRCReturn(rc, rc);
+
+ IDirect3DSurface9 *pDest;
+ rc = vmsvga3dGetD3DSurface(pState, pContextSrc, pSurfaceDest, dest.face, dest.mipmap, false, &pDest);
+ AssertRCReturnStmt(rc, D3D_RELEASE(pSrc), rc);
+
+ for (uint32_t i = 0; i < cCopyBoxes; ++i)
+ {
+ SVGA3dCopyBox clipBox = pBox[i];
+ vmsvgaR3ClipCopyBox(&pMipmapLevelSrc->mipmapSize, &pMipmapLevelDest->mipmapSize, &clipBox);
+ if ( !clipBox.w
+ || !clipBox.h
+ || !clipBox.d)
+ {
+ LogFunc(("Skipped empty box.\n"));
+ continue;
+ }
+
+ RECT RectSrc;
+ RectSrc.left = clipBox.srcx;
+ RectSrc.top = clipBox.srcy;
+ RectSrc.right = clipBox.srcx + clipBox.w; /* exclusive */
+ RectSrc.bottom = clipBox.srcy + clipBox.h; /* exclusive */
+
+ RECT RectDest;
+ RectDest.left = clipBox.x;
+ RectDest.top = clipBox.y;
+ RectDest.right = clipBox.x + clipBox.w; /* exclusive */
+ RectDest.bottom = clipBox.y + clipBox.h; /* exclusive */
+
+ LogFunc(("StretchRect copy src sid=%u face=%d mipmap=%d (%d,%d)(%d,%d) to dest sid=%u face=%d mipmap=%d (%d,%d)\n", sidSrc, src.face, src.mipmap, RectSrc.left, RectSrc.top, RectSrc.right, RectSrc.bottom, sidDest, dest.face, dest.mipmap, pBox[i].x, pBox[i].y));
+
+ if ( sidSrc == sidDest
+ && clipBox.srcx == clipBox.x
+ && clipBox.srcy == clipBox.y)
+ {
+ LogFunc(("redundant copy to the same surface at the same coordinates. Ignore.\n"));
+ continue;
+ }
+ Assert(sidSrc != sidDest);
+ Assert(!clipBox.srcz && !clipBox.z);
+
+ HRESULT hr = pContextSrc->pDevice->StretchRect(pSrc, &RectSrc, pDest, &RectDest, D3DTEXF_NONE);
+ if (hr != D3D_OK)
+ {
+ /* This can happen for compressed texture formats for example. */
+ LogFunc(("StretchRect failed with %x. Try a slow path.\n", hr));
+ if ( pSurfaceSrc->bounce.pTexture
+ && (pSurfaceSrc->fUsageD3D & D3DUSAGE_RENDERTARGET))
+ {
+ /* Copy the source texture mipmap level to the source bounce texture. */
+ hr = D3D9GetRenderTargetData(pContextSrc, pSurfaceSrc, src.face, src.mipmap);
+ AssertMsg(hr == D3D_OK, ("D3D9GetRenderTargetData failed with %x\n", hr));
+ if (hr == D3D_OK)
+ {
+ /* Copy the source bounce texture to the destination surface. */
+ IDirect3DSurface9 *pSrcBounce;
+ rc = vmsvga3dGetD3DSurface(pState, pContextSrc, pSurfaceSrc, src.face, src.mipmap, true, &pSrcBounce);
+ if (RT_SUCCESS(rc))
+ {
+ POINT pointDest;
+ pointDest.x = clipBox.x;
+ pointDest.y = clipBox.y;
+
+ hr = pContextSrc->pDevice->UpdateSurface(pSrcBounce, &RectSrc, pDest, &pointDest);
+ Assert(hr == D3D_OK);
+
+ D3D_RELEASE(pSrcBounce);
+ }
+ else
+ {
+ AssertRC(rc);
+ hr = E_INVALIDARG;
+ }
+ }
+ }
+ else if ( (pSurfaceSrc->fUsageD3D & D3DUSAGE_RENDERTARGET) == 0
+ && (pSurfaceDest->fUsageD3D & D3DUSAGE_RENDERTARGET) == 0)
+ {
+ /* Can lock both. */
+ D3DLOCKED_RECT LockedSrcRect;
+ hr = pSrc->LockRect(&LockedSrcRect, &RectSrc, D3DLOCK_READONLY);
+ Assert(hr == D3D_OK);
+ if (SUCCEEDED(hr))
+ {
+ D3DLOCKED_RECT LockedDestRect;
+ hr = pDest->LockRect(&LockedDestRect, &RectDest, 0);
+ Assert(hr == D3D_OK);
+ if (SUCCEEDED(hr))
+ {
+ uint32_t cBlocksX = (clipBox.w + pSurfaceSrc->cxBlock - 1) / pSurfaceSrc->cxBlock;
+ uint32_t cBlocksY = (clipBox.h + pSurfaceSrc->cyBlock - 1) / pSurfaceSrc->cyBlock;
+
+ uint32_t cbToCopy = cBlocksX * pSurfaceSrc->cbBlock;
+ cbToCopy = RT_MIN(cbToCopy, (uint32_t)RT_ABS(LockedDestRect.Pitch));
+ cbToCopy = RT_MIN(cbToCopy, (uint32_t)RT_ABS(LockedSrcRect.Pitch));
+
+ uint8_t *pu8Dst = (uint8_t *)LockedDestRect.pBits;
+ const uint8_t *pu8Src = (uint8_t *)LockedSrcRect.pBits;
+ for (uint32_t j = 0; j < cBlocksY; ++j)
+ {
+ memcpy(pu8Dst, pu8Src, cbToCopy);
+ pu8Dst += LockedDestRect.Pitch;
+ pu8Src += LockedSrcRect.Pitch;
+ }
+
+ hr = pDest->UnlockRect();
+ Assert(hr == D3D_OK);
+ }
+
+ hr = pSrc->UnlockRect();
+ Assert(hr == D3D_OK);
+ }
+ }
+ }
+ AssertMsgReturnStmt(hr == D3D_OK,
+ ("StretchRect failed with %x\n", hr),
+ D3D_RELEASE(pDest); D3D_RELEASE(pSrc),
+ VERR_INTERNAL_ERROR);
+ }
+
+ D3D_RELEASE(pDest);
+ D3D_RELEASE(pSrc);
+
+ /* Track the StretchRect operation. */
+ vmsvga3dSurfaceTrackUsage(pState, pContextSrc, pSurfaceSrc);
+ vmsvga3dSurfaceTrackUsage(pState, pContextSrc, pSurfaceDest);
+ }
+ else
+ {
+ /* One of the surfaces is in memory.
+ *
+ * Copy from/to memory to/from a HW surface. Or mem->mem.
+ * Use the context of the HW surface, if any.
+ */
+ PVMSVGA3DCONTEXT pContext = NULL;
+ IDirect3DSurface9 *pD3DSurf = NULL;
+
+ if (pSurfaceSrc->u.pSurface)
+ {
+ AssertReturn(!pSurfaceDest->u.pSurface, VERR_INTERNAL_ERROR);
+
+ rc = vmsvga3dContextFromCid(pState, pSurfaceSrc->idAssociatedContext, &pContext);
+ AssertRCReturn(rc, rc);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ rc = vmsvga3dGetD3DSurface(pState, pContext, pSurfaceSrc, src.face, src.mipmap, true, &pD3DSurf);
+ AssertRCReturn(rc, rc);
+ }
+ else if (pSurfaceDest->u.pSurface)
+ {
+ AssertReturn(!pSurfaceSrc->u.pSurface, VERR_INTERNAL_ERROR);
+
+ rc = vmsvga3dContextFromCid(pState, pSurfaceDest->idAssociatedContext, &pContext);
+ AssertRCReturn(rc, rc);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ rc = vmsvga3dGetD3DSurface(pState, pContext, pSurfaceDest, dest.face, dest.mipmap, true, &pD3DSurf);
+ AssertRCReturn(rc, rc);
+ }
+
+ for (uint32_t i = 0; i < cCopyBoxes; ++i)
+ {
+ HRESULT hr;
+
+ SVGA3dCopyBox clipBox = pBox[i];
+ vmsvgaR3ClipCopyBox(&pMipmapLevelSrc->mipmapSize, &pMipmapLevelDest->mipmapSize, &clipBox);
+ if ( !clipBox.w
+ || !clipBox.h
+ || !clipBox.d)
+ {
+ LogFunc(("Skipped empty box.\n"));
+ continue;
+ }
+
+ RECT RectSrc;
+ RectSrc.left = clipBox.srcx;
+ RectSrc.top = clipBox.srcy;
+ RectSrc.right = clipBox.srcx + clipBox.w; /* exclusive */
+ RectSrc.bottom = clipBox.srcy + clipBox.h; /* exclusive */
+
+ RECT RectDest;
+ RectDest.left = clipBox.x;
+ RectDest.top = clipBox.y;
+ RectDest.right = clipBox.x + clipBox.w; /* exclusive */
+ RectDest.bottom = clipBox.y + clipBox.h; /* exclusive */
+
+ LogFunc(("(manual) copy sid=%u face=%d mipmap=%d (%d,%d)(%d,%d) to sid=%u face=%d mipmap=%d (%d,%d)\n",
+ sidSrc, src.face, src.mipmap, RectSrc.left, RectSrc.top, RectSrc.right, RectSrc.bottom,
+ sidDest, dest.face, dest.mipmap, pBox[i].x, pBox[i].y));
+
+ Assert(!clipBox.srcz && !clipBox.z);
+
+ uint32_t cBlocksX = (clipBox.w + pSurfaceSrc->cxBlock - 1) / pSurfaceSrc->cxBlock;
+ uint32_t cBlocksY = (clipBox.h + pSurfaceSrc->cyBlock - 1) / pSurfaceSrc->cyBlock;
+
+ D3DLOCKED_RECT LockedSrcRect;
+ if (!pSurfaceSrc->u.pSurface)
+ {
+ uint32_t u32BlockX = clipBox.srcx / pSurfaceSrc->cxBlock;
+ uint32_t u32BlockY = clipBox.srcy / pSurfaceSrc->cyBlock;
+ Assert(u32BlockX * pSurfaceSrc->cxBlock == clipBox.srcx);
+ Assert(u32BlockY * pSurfaceSrc->cyBlock == clipBox.srcy);
+
+ LockedSrcRect.pBits = (uint8_t *)pMipmapLevelSrc->pSurfaceData +
+ pMipmapLevelSrc->cbSurfacePitch * u32BlockY + pSurfaceSrc->cbBlock * u32BlockX;
+ LockedSrcRect.Pitch = pMipmapLevelSrc->cbSurfacePitch;
+ }
+ else
+ {
+ /* Must flush the context's 3d pipeline to make sure all drawing is complete for the surface we're about to use. */
+ vmsvga3dSurfaceFlush(pSurfaceSrc);
+
+ hr = pD3DSurf->LockRect(&LockedSrcRect, &RectSrc, D3DLOCK_READONLY);
+ AssertMsgReturnStmt(hr == D3D_OK, ("LockRect failed with %x\n", hr), D3D_RELEASE(pD3DSurf), VERR_INTERNAL_ERROR);
+ }
+
+ D3DLOCKED_RECT LockedDestRect;
+ if (!pSurfaceDest->u.pSurface)
+ {
+ uint32_t u32BlockX = clipBox.x / pSurfaceDest->cxBlock;
+ uint32_t u32BlockY = clipBox.y / pSurfaceDest->cyBlock;
+ Assert(u32BlockX * pSurfaceDest->cxBlock == clipBox.x);
+ Assert(u32BlockY * pSurfaceDest->cyBlock == clipBox.y);
+
+ LockedDestRect.pBits = (uint8_t *)pMipmapLevelDest->pSurfaceData +
+ pMipmapLevelDest->cbSurfacePitch * u32BlockY + pSurfaceDest->cbBlock * u32BlockX;
+ LockedDestRect.Pitch = pMipmapLevelDest->cbSurfacePitch;
+ pSurfaceDest->fDirty = true;
+ }
+ else
+ {
+ /* Must flush the context's 3d pipeline to make sure all drawing is complete for the surface we're about to use. */
+ vmsvga3dSurfaceFlush(pSurfaceDest);
+
+ hr = pD3DSurf->LockRect(&LockedDestRect, &RectDest, 0);
+ AssertMsgReturnStmt(hr == D3D_OK, ("LockRect failed with %x\n", hr), D3D_RELEASE(pD3DSurf), VERR_INTERNAL_ERROR);
+ }
+
+ uint8_t *pDest = (uint8_t *)LockedDestRect.pBits;
+ const uint8_t *pSrc = (uint8_t *)LockedSrcRect.pBits;
+ for (uint32_t j = 0; j < cBlocksY; ++j)
+ {
+ memcpy(pDest, pSrc, cBlocksX * pSurfaceSrc->cbBlock);
+ pDest += LockedDestRect.Pitch;
+ pSrc += LockedSrcRect.Pitch;
+ }
+
+ if (pD3DSurf)
+ {
+ hr = pD3DSurf->UnlockRect();
+ AssertMsgReturnStmt(hr == D3D_OK, ("Unlock failed with %x\n", hr), D3D_RELEASE(pD3DSurf), VERR_INTERNAL_ERROR);
+ }
+ }
+
+ D3D_RELEASE(pD3DSurf);
+
+ /* If the destination bounce texture has been used, then update the actual destination texture. */
+ if ( pSurfaceDest->u.pTexture
+ && pSurfaceDest->bounce.pTexture
+ && ( pSurfaceDest->enmD3DResType == VMSVGA3D_D3DRESTYPE_TEXTURE
+ || pSurfaceDest->enmD3DResType == VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE))
+ {
+ AssertMsgReturn(pContext, ("Context is NULL\n"), VERR_INTERNAL_ERROR);
+
+ /* Copy the new content to the actual texture object. */
+ HRESULT hr2 = D3D9UpdateTexture(pContext, pSurfaceDest);
+ AssertMsg(hr2 == D3D_OK, ("UpdateTexture failed with %x\n", hr2)); RT_NOREF(hr2);
+
+ /* Track the UpdateTexture operation. */
+ vmsvga3dSurfaceTrackUsage(pState, pContext, pSurfaceDest);
+ }
+ }
+
+ return VINF_SUCCESS;
+}
+
+
+/**
+ * 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;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ HRESULT hr;
+
+ LogFunc(("sid=%u\n", pSurface->id));
+
+ Assert(pSurface->hSharedObject == NULL);
+ Assert(pSurface->u.pTexture == NULL);
+ Assert(pSurface->bounce.pTexture == NULL);
+ Assert(pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_NONE);
+
+ const uint32_t cWidth = pSurface->paMipmapLevels[0].mipmapSize.width;
+ const uint32_t cHeight = pSurface->paMipmapLevels[0].mipmapSize.height;
+ const uint32_t cDepth = pSurface->paMipmapLevels[0].mipmapSize.depth;
+ const uint32_t numMipLevels = pSurface->cLevels;
+
+ /*
+ * Create D3D texture object.
+ */
+ if (pSurface->f.surfaceFlags & SVGA3D_SURFACE_CUBEMAP)
+ {
+ Assert(pSurface->cFaces == 6);
+ Assert(cWidth == cHeight);
+ Assert(cDepth == 1);
+
+ hr = pContext->pDevice->CreateCubeTexture(cWidth,
+ numMipLevels,
+ pSurface->fUsageD3D,
+ pSurface->formatD3D,
+ D3DPOOL_DEFAULT,
+ &pSurface->u.pCubeTexture,
+ &pSurface->hSharedObject);
+ if (hr == D3D_OK)
+ {
+ /* Create another texture object to serve as a bounce buffer as the above texture surface can't be locked. */
+ hr = pContext->pDevice->CreateCubeTexture(cWidth,
+ numMipLevels,
+ (pSurface->fUsageD3D & ~D3DUSAGE_RENDERTARGET) | D3DUSAGE_DYNAMIC /* Lockable */,
+ pSurface->formatD3D,
+ D3DPOOL_SYSTEMMEM,
+ &pSurface->bounce.pCubeTexture,
+ NULL);
+ AssertMsgReturnStmt(hr == D3D_OK,
+ ("CreateCubeTexture (systemmem) failed with %x\n", hr),
+ D3D_RELEASE(pSurface->u.pCubeTexture),
+ VERR_INTERNAL_ERROR);
+ }
+ else
+ {
+ Log(("Format not accepted -> try old method\n"));
+ /* The format was probably not accepted; fall back to our old mode. */
+ hr = pContext->pDevice->CreateCubeTexture(cWidth,
+ numMipLevels,
+ (pSurface->fUsageD3D & ~D3DUSAGE_RENDERTARGET) | D3DUSAGE_DYNAMIC /* Lockable */,
+ pSurface->formatD3D,
+ D3DPOOL_DEFAULT,
+ &pSurface->u.pCubeTexture,
+ &pSurface->hSharedObject);
+ AssertMsgReturn(hr == D3D_OK, ("CreateCubeTexture (fallback) failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+
+ pSurface->enmD3DResType = VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE;
+ }
+ else if ( pSurface->formatD3D == D3DFMT_D24S8
+ || pSurface->formatD3D == D3DFMT_D24X8
+ || pSurface->formatD3D == D3DFMT_D32
+ || pSurface->formatD3D == D3DFMT_D16)
+ {
+ Assert(pSurface->cFaces == 1);
+ Assert(pSurface->cLevels == 1);
+ Assert(cDepth == 1);
+
+ /* Use the INTZ format for a depth/stencil surface that will be used as a texture */
+ hr = pContext->pDevice->CreateTexture(cWidth,
+ cHeight,
+ 1, /* mip levels */
+ D3DUSAGE_DEPTHSTENCIL,
+ FOURCC_INTZ,
+ D3DPOOL_DEFAULT,
+ &pSurface->u.pTexture,
+ &pSurface->hSharedObject /* might result in poor performance */);
+ if ( hr == D3D_OK
+ && ( pSurface->formatD3D == D3DFMT_D24S8
+ || pSurface->formatD3D == D3DFMT_D24X8))
+ {
+ /* Create another texture object to serve as a bounce buffer as the
+ * D3DFMT_D24S8 and D3DFMT_D24X8 surface can't be locked apparently (from testing).
+ */
+ hr = pContext->pDevice->CreateTexture(cWidth,
+ cHeight,
+ 1, /* mip levels */
+ D3DUSAGE_DYNAMIC /* Lockable */,
+ FOURCC_INTZ,
+ D3DPOOL_SYSTEMMEM,
+ &pSurface->bounce.pTexture,
+ NULL);
+
+ AssertMsgReturnStmt(hr == D3D_OK,
+ ("CreateTexture (systemmem) failed with %x\n", hr),
+ D3D_RELEASE(pSurface->u.pTexture),
+ VERR_INTERNAL_ERROR);
+ }
+
+ AssertMsgReturn(hr == D3D_OK, ("CreateTexture INTZ failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ pSurface->fStencilAsTexture = true;
+ pSurface->enmD3DResType = VMSVGA3D_D3DRESTYPE_TEXTURE;
+ }
+ else
+ {
+ if (cDepth > 1)
+ {
+ hr = pContext->pDevice->CreateVolumeTexture(cWidth,
+ cHeight,
+ cDepth,
+ numMipLevels,
+ pSurface->fUsageD3D,
+ pSurface->formatD3D,
+ D3DPOOL_DEFAULT,
+ &pSurface->u.pVolumeTexture,
+ &pSurface->hSharedObject);
+ if (hr == D3D_OK)
+ {
+ /* Create another texture object to serve as a bounce buffer as the above texture surface can't be locked. */
+ hr = pContext->pDevice->CreateVolumeTexture(cWidth,
+ cHeight,
+ cDepth,
+ numMipLevels,
+ (pSurface->fUsageD3D & ~D3DUSAGE_RENDERTARGET) | D3DUSAGE_DYNAMIC /* Lockable */,
+ pSurface->formatD3D,
+ D3DPOOL_SYSTEMMEM,
+ &pSurface->bounce.pVolumeTexture,
+ NULL);
+ AssertMsgReturnStmt(hr == D3D_OK,
+ ("CreateVolumeTexture (systemmem) failed with %x\n", hr),
+ D3D_RELEASE(pSurface->u.pVolumeTexture),
+ VERR_INTERNAL_ERROR);
+ }
+ else
+ {
+ Log(("Format not accepted -> try old method\n"));
+ /* The format was probably not accepted; fall back to our old mode. */
+ hr = pContext->pDevice->CreateVolumeTexture(cWidth,
+ cHeight,
+ cDepth,
+ numMipLevels,
+ (pSurface->fUsageD3D & ~D3DUSAGE_RENDERTARGET) | D3DUSAGE_DYNAMIC /* Lockable */,
+ pSurface->formatD3D,
+ D3DPOOL_DEFAULT,
+ &pSurface->u.pVolumeTexture,
+ &pSurface->hSharedObject);
+ AssertMsgReturn(hr == D3D_OK, ("CreateVolumeTexture (fallback) failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+
+ pSurface->enmD3DResType = VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE;
+ }
+ else
+ {
+ Assert(pSurface->cFaces == 1);
+
+ hr = pContext->pDevice->CreateTexture(cWidth,
+ cHeight,
+ numMipLevels,
+ pSurface->fUsageD3D | D3DUSAGE_RENDERTARGET /* required for use as a StretchRect destination */,
+ pSurface->formatD3D,
+ D3DPOOL_DEFAULT,
+ &pSurface->u.pTexture,
+ &pSurface->hSharedObject);
+ if (hr == D3D_OK)
+ {
+ /* Create another texture object to serve as a bounce buffer as the above texture surface can't be locked. */
+ hr = pContext->pDevice->CreateTexture(cWidth,
+ cHeight,
+ numMipLevels,
+ (pSurface->fUsageD3D & ~D3DUSAGE_RENDERTARGET) | D3DUSAGE_DYNAMIC /* Lockable */,
+ pSurface->formatD3D,
+ D3DPOOL_SYSTEMMEM,
+ &pSurface->bounce.pTexture,
+ NULL);
+
+ AssertMsgReturn(hr == D3D_OK, ("CreateTexture (systemmem) failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ if (pSurface->formatD3D != pSurface->d3dfmtRequested)
+ {
+ /* Create a staging texture/render target for format conversion. */
+ hr = pContext->pDevice->CreateTexture(cWidth,
+ cHeight,
+ numMipLevels,
+ pSurface->fUsageD3D | D3DUSAGE_RENDERTARGET,
+ pSurface->formatD3D,
+ D3DPOOL_DEFAULT,
+ &pSurface->emulated.pTexture,
+ NULL);
+ AssertMsgReturn(hr == D3D_OK, ("CreateTexture (emulated) failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+ }
+ else
+ {
+ Log(("Format not accepted (%x) -> try old method\n", hr));
+ /* The format was probably not accepted; fall back to our old mode. */
+ hr = pContext->pDevice->CreateTexture(cWidth,
+ cHeight,
+ numMipLevels,
+ (pSurface->fUsageD3D & ~D3DUSAGE_RENDERTARGET) | D3DUSAGE_DYNAMIC /* Lockable */,
+ pSurface->formatD3D,
+ D3DPOOL_DEFAULT,
+ &pSurface->u.pTexture,
+ &pSurface->hSharedObject /* might result in poor performance */);
+ AssertMsgReturn(hr == D3D_OK, ("CreateTexture failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+
+ pSurface->enmD3DResType = VMSVGA3D_D3DRESTYPE_TEXTURE;
+ }
+ }
+
+ Assert(hr == D3D_OK);
+
+ if (pSurface->autogenFilter != SVGA3D_TEX_FILTER_NONE)
+ {
+ /* Set the mip map generation filter settings. */
+ IDirect3DBaseTexture9 *pBaseTexture;
+ if (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE)
+ pBaseTexture = pSurface->u.pVolumeTexture;
+ else if (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE)
+ pBaseTexture = pSurface->u.pCubeTexture;
+ else
+ pBaseTexture = pSurface->u.pTexture;
+ hr = pBaseTexture->SetAutoGenFilterType((D3DTEXTUREFILTERTYPE)pSurface->autogenFilter);
+ AssertMsg(hr == D3D_OK, ("vmsvga3dBackCreateTexture: SetAutoGenFilterType failed with %x\n", hr));
+ }
+
+ /*
+ * Always initialize all mipmap levels using the in memory data
+ * to make sure that the just created texture has the up-to-date content.
+ * The OpenGL backend does this too.
+ */
+ Log(("vmsvga3dBackCreateTexture: sync texture\n"));
+
+ if (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE)
+ {
+ IDirect3DVolumeTexture9 *pVolumeTexture = pSurface->bounce.pVolumeTexture ?
+ pSurface->bounce.pVolumeTexture :
+ pSurface->u.pVolumeTexture;
+
+ for (uint32_t i = 0; i < numMipLevels; ++i)
+ {
+ D3DLOCKED_BOX LockedVolume;
+ hr = pVolumeTexture->LockBox(i, &LockedVolume, NULL, D3DLOCK_DISCARD);
+ AssertMsgBreak(hr == D3D_OK, ("LockBox failed with %x\n", hr));
+
+ PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->paMipmapLevels[i];
+
+ LogFunc(("sync volume texture mipmap level %d (pitch row %x vs %x, slice %x vs %x)\n",
+ i, LockedVolume.RowPitch, pMipLevel->cbSurfacePitch, LockedVolume.SlicePitch, pMipLevel->cbSurfacePlane));
+
+
+ uint8_t *pDst = (uint8_t *)LockedVolume.pBits;
+ const uint8_t *pSrc = (uint8_t *)pMipLevel->pSurfaceData;
+ for (uint32_t d = 0; d < cDepth; ++d)
+ {
+ uint8_t *pRowDst = pDst;
+ const uint8_t *pRowSrc = pSrc;
+ for (uint32_t h = 0; h < pMipLevel->cBlocksY; ++h)
+ {
+ memcpy(pRowDst, pRowSrc, pMipLevel->cbSurfacePitch);
+ pRowDst += LockedVolume.RowPitch;
+ pRowSrc += pMipLevel->cbSurfacePitch;
+ }
+ pDst += LockedVolume.SlicePitch;
+ pSrc += pMipLevel->cbSurfacePlane;
+ }
+
+ hr = pVolumeTexture->UnlockBox(i);
+ AssertMsgBreak(hr == D3D_OK, ("UnlockBox failed with %x\n", hr));
+
+ pMipLevel->fDirty = false;
+ }
+ }
+ else if (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE)
+ {
+ IDirect3DCubeTexture9 *pCubeTexture = pSurface->bounce.pCubeTexture ?
+ pSurface->bounce.pCubeTexture :
+ pSurface->u.pCubeTexture;
+
+ for (uint32_t iFace = 0; iFace < 6; ++iFace)
+ {
+ const D3DCUBEMAP_FACES Face = vmsvga3dCubemapFaceFromIndex(iFace);
+
+ for (uint32_t i = 0; i < numMipLevels; ++i)
+ {
+ D3DLOCKED_RECT LockedRect;
+ hr = pCubeTexture->LockRect(Face,
+ i, /* texture level */
+ &LockedRect,
+ NULL, /* entire texture */
+ 0);
+ AssertMsgBreak(hr == D3D_OK, ("LockRect failed with %x\n", hr));
+
+ PVMSVGA3DMIPMAPLEVEL pMipLevel = &pSurface->paMipmapLevels[iFace * numMipLevels + i];
+
+ LogFunc(("sync texture face %d mipmap level %d (pitch %x vs %x)\n",
+ iFace, i, LockedRect.Pitch, pMipLevel->cbSurfacePitch));
+
+ uint8_t *pDest = (uint8_t *)LockedRect.pBits;
+ const uint8_t *pSrc = (uint8_t *)pMipLevel->pSurfaceData;
+ for (uint32_t j = 0; j < pMipLevel->cBlocksY; ++j)
+ {
+ memcpy(pDest, pSrc, pMipLevel->cbSurfacePitch);
+
+ pDest += LockedRect.Pitch;
+ pSrc += pMipLevel->cbSurfacePitch;
+ }
+
+ hr = pCubeTexture->UnlockRect(Face, i /* texture level */);
+ AssertMsgBreak(hr == D3D_OK, ("UnlockRect failed with %x\n", hr));
+
+ pMipLevel->fDirty = false;
+ }
+
+ if (hr != D3D_OK)
+ break;
+ }
+
+ if (hr != D3D_OK)
+ {
+ D3D_RELEASE(pSurface->bounce.pCubeTexture);
+ D3D_RELEASE(pSurface->u.pCubeTexture);
+ return VERR_INTERNAL_ERROR;
+ }
+ }
+ else if (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_TEXTURE)
+ {
+ IDirect3DTexture9 *pTexture;
+ if (pSurface->bounce.pTexture)
+ pTexture = pSurface->bounce.pTexture;
+ else if (pSurface->formatD3D != pSurface->d3dfmtRequested)
+ pTexture = pSurface->emulated.pTexture;
+ else
+ pTexture = pSurface->u.pTexture;
+
+ for (uint32_t i = 0; i < numMipLevels; ++i)
+ {
+ D3DLOCKED_RECT LockedRect;
+
+ hr = pTexture->LockRect(i, /* texture level */
+ &LockedRect,
+ NULL, /* entire texture */
+ 0);
+
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dBackCreateTexture: LockRect failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ LogFunc(("sync texture mipmap level %d (pitch %x vs %x)\n", i, LockedRect.Pitch, pSurface->paMipmapLevels[i].cbSurfacePitch));
+
+ uint8_t *pDest = (uint8_t *)LockedRect.pBits;
+ const uint8_t *pSrc = (uint8_t *)pSurface->paMipmapLevels[i].pSurfaceData;
+ for (uint32_t j = 0; j < pSurface->paMipmapLevels[i].cBlocksY; ++j)
+ {
+ memcpy(pDest, pSrc, pSurface->paMipmapLevels[i].cbSurfacePitch);
+
+ pDest += LockedRect.Pitch;
+ pSrc += pSurface->paMipmapLevels[i].cbSurfacePitch;
+ }
+
+ hr = pTexture->UnlockRect(i /* texture level */);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dBackCreateTexture: UnlockRect failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ pSurface->paMipmapLevels[i].fDirty = false;
+ }
+ }
+ else
+ {
+ AssertMsgFailedReturn(("enmD3DResType not expected %d\n", pSurface->enmD3DResType), VERR_INTERNAL_ERROR);
+ }
+
+ if (pSurface->bounce.pTexture)
+ {
+ Log(("vmsvga3dBackCreateTexture: sync dirty texture from bounce buffer\n"));
+ if (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE)
+ hr = pContext->pDevice->UpdateTexture(pSurface->bounce.pVolumeTexture, pSurface->u.pVolumeTexture);
+ else
+ hr = D3D9UpdateTexture(pContext, pSurface);
+ AssertMsgReturn(hr == D3D_OK, ("UpdateTexture failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ /* We will now use the bounce texture for all memory accesses, so free our surface memory buffer. */
+ for (uint32_t i = 0; i < pSurface->cLevels; i++)
+ {
+ RTMemFree(pSurface->paMipmapLevels[i].pSurfaceData);
+ pSurface->paMipmapLevels[i].pSurfaceData = NULL;
+ }
+
+ /* Track the UpdateTexture operation. */
+ vmsvga3dSurfaceTrackUsage(pState, pContext, pSurface);
+ }
+ pSurface->fDirty = false;
+
+ Assert(pSurface->enmD3DResType != VMSVGA3D_D3DRESTYPE_NONE);
+
+ pSurface->f.surfaceFlags |= SVGA3D_SURFACE_HINT_TEXTURE;
+ pSurface->idAssociatedContext = idAssociatedContext;
+ 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);
+
+ HRESULT hr;
+ int rc;
+
+ AssertReturn(pSrcSurface->enmD3DResType != VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE, VERR_NOT_IMPLEMENTED);
+ AssertReturn(pDstSurface->enmD3DResType != VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE, VERR_NOT_IMPLEMENTED);
+
+ /* Flush the drawing pipeline for this surface as it could be used in a shared context. */
+ vmsvga3dSurfaceFlush(pSrcSurface);
+ vmsvga3dSurfaceFlush(pDstSurface);
+
+ RECT RectSrc;
+ RectSrc.left = pSrcBox->x;
+ RectSrc.top = pSrcBox->y;
+ RectSrc.right = pSrcBox->x + pSrcBox->w; /* exclusive */
+ RectSrc.bottom = pSrcBox->y + pSrcBox->h; /* exclusive */
+ Assert(!pSrcBox->z);
+
+ RECT RectDst;
+ RectDst.left = pDstBox->x;
+ RectDst.top = pDstBox->y;
+ RectDst.right = pDstBox->x + pDstBox->w; /* exclusive */
+ RectDst.bottom = pDstBox->y + pDstBox->h; /* exclusive */
+ Assert(!pDstBox->z);
+
+ IDirect3DSurface9 *pSrc;
+ rc = vmsvga3dGetD3DSurface(pState, pContext, pSrcSurface, uSrcFace, uSrcMipmap, false, &pSrc);
+ AssertRCReturn(rc, rc);
+
+ IDirect3DSurface9 *pDst;
+ rc = vmsvga3dGetD3DSurface(pState, pContext, pDstSurface, uDstFace, uDstMipmap, false, &pDst);
+ AssertRCReturn(rc, rc);
+
+ D3DTEXTUREFILTERTYPE moded3d;
+ switch (enmMode)
+ {
+ case SVGA3D_STRETCH_BLT_POINT:
+ moded3d = D3DTEXF_POINT;
+ break;
+
+ case SVGA3D_STRETCH_BLT_LINEAR:
+ moded3d = D3DTEXF_LINEAR;
+ break;
+
+ default:
+ AssertFailed();
+ moded3d = D3DTEXF_NONE;
+ break;
+ }
+
+ hr = pContext->pDevice->StretchRect(pSrc, &RectSrc, pDst, &RectDst, moded3d);
+
+ D3D_RELEASE(pDst);
+ D3D_RELEASE(pSrc);
+
+ AssertMsgReturn(hr == D3D_OK, ("StretchRect failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ /* Track the StretchRect operation. */
+ vmsvga3dSurfaceTrackUsage(pState, pContext, pSrcSurface);
+ vmsvga3dSurfaceTrackUsage(pState, pContext, pDstSurface);
+
+ return VINF_SUCCESS;
+}
+
+
+/**
+ * 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)
+{
+ HRESULT hr = D3D_OK;
+ const DWORD dwFlags = transfer == SVGA3D_READ_HOST_VRAM ? D3DLOCK_READONLY : 0;
+
+ AssertReturn(pSurface->enmD3DResType != VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE, VERR_NOT_IMPLEMENTED);
+
+ const bool fTexture = pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_TEXTURE
+ || pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE;
+ if ( pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_SURFACE
+ || fTexture)
+ {
+ rc = vmsvga3dContextFromCid(pState, pSurface->idAssociatedContext, &pContext);
+ AssertRCReturn(rc, rc);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ /* Get the surface involved in the transfer. */
+ IDirect3DSurface9 *pSurf;
+ rc = vmsvga3dGetD3DSurface(pState, pContext, pSurface, uHostFace, uHostMipmap, true, &pSurf);
+ AssertRCReturn(rc, rc);
+
+ if (transfer == SVGA3D_READ_HOST_VRAM)
+ {
+ /* Texture data is copied to the host VRAM.
+ * Update the 'bounce' texture if necessary.
+ */
+ if ( fTexture
+ && pSurface->bounce.pTexture
+ && iBox == 0 /* only the first time */)
+ {
+ /** @todo inefficient for VRAM buffers!! */
+ if (RT_BOOL(pSurface->f.surfaceFlags & SVGA3D_SURFACE_HINT_RENDERTARGET))
+ {
+ /* Copy the texture mipmap level to the bounce texture. */
+ hr = D3D9GetRenderTargetData(pContext, pSurface, uHostFace, uHostMipmap);
+ AssertMsgReturn(hr == D3D_OK, ("D3D9GetRenderTargetData failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+ }
+ }
+
+ uint32_t const u32GuestBlockX = pBox->srcx / pSurface->cxBlock;
+ uint32_t const u32GuestBlockY = pBox->srcy / 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);
+
+ /* vmsvgaR3GmrTransfer verifies uGuestOffset.
+ * srcx(u32GuestBlockX) and srcy(u32GuestBlockY) have been verified in vmsvga3dSurfaceDMA
+ * to not cause 32 bit overflow when multiplied by cbBlock and cbGuestPitch.
+ */
+ uint64_t const uGuestOffset = u32GuestBlockX * pSurface->cbBlock + u32GuestBlockY * cbGuestPitch;
+ AssertReturn(uGuestOffset < UINT32_MAX, VERR_INVALID_PARAMETER);
+
+ RECT Rect;
+ Rect.left = pBox->x;
+ Rect.top = pBox->y;
+ Rect.right = pBox->x + pBox->w; /* exclusive */
+ Rect.bottom = pBox->y + pBox->h; /* exclusive */
+
+ D3DLOCKED_RECT LockedRect;
+ hr = pSurf->LockRect(&LockedRect, &Rect, dwFlags);
+ AssertMsgReturn(hr == D3D_OK, ("LockRect failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ LogFunc(("Lock sid=%u %s(bounce=%d) memory for rectangle (%d,%d)(%d,%d)\n",
+ pSurface->id, fTexture ? "TEXTURE " : "", RT_BOOL(pSurface->bounce.pTexture),
+ Rect.left, Rect.top, Rect.right, Rect.bottom));
+
+ /* Prepare parameters for vmsvgaR3GmrTransfer, which needs the host buffer address, size
+ * and offset of the first scanline.
+ */
+ uint32_t const cbLockedBuf = RT_ABS(LockedRect.Pitch) * cBlocksY;
+ uint8_t *pu8LockedBuf = (uint8_t *)LockedRect.pBits;
+ if (LockedRect.Pitch < 0)
+ pu8LockedBuf -= cbLockedBuf + LockedRect.Pitch;
+ uint32_t const offLockedBuf = (uint32_t)((uintptr_t)LockedRect.pBits - (uintptr_t)pu8LockedBuf);
+
+ rc = vmsvgaR3GmrTransfer(pThis,
+ pThisCC,
+ transfer,
+ pu8LockedBuf,
+ cbLockedBuf,
+ offLockedBuf,
+ LockedRect.Pitch,
+ GuestPtr,
+ (uint32_t)uGuestOffset,
+ cbGuestPitch,
+ cBlocksX * pSurface->cbBlock,
+ cBlocksY);
+ AssertRC(rc);
+
+ Log4(("first line:\n%.*Rhxd\n", cBlocksX * pSurface->cbBlock, LockedRect.pBits));
+
+ hr = pSurf->UnlockRect();
+
+ D3D_RELEASE(pSurf);
+
+ AssertMsgReturn(hr == D3D_OK, ("UnlockRect failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ if (transfer == SVGA3D_WRITE_HOST_VRAM)
+ {
+ /* Data is copied to the texture. Copy updated 'bounce' texture to the actual if necessary.
+ */
+ /// @todo for the last iBox only.
+ if ( fTexture
+ && pSurface->bounce.pTexture)
+ {
+ LogFunc(("Sync texture from bounce buffer\n"));
+
+ /* Copy the new contents to the actual texture object. */
+ hr = D3D9UpdateTexture(pContext, pSurface);
+ AssertMsgReturn(hr == D3D_OK, ("UpdateTexture failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ /* Track the copy operation. */
+ vmsvga3dSurfaceTrackUsage(pState, pContext, pSurface);
+ }
+ }
+ }
+ else if ( pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_VERTEX_BUFFER
+ || pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_INDEX_BUFFER)
+ {
+ /*
+ * Mesa SVGA driver can use the same buffer either for vertex or index data.
+ * But D3D distinguishes between index and vertex buffer objects.
+ * Therefore it should be possible to switch the buffer type on the fly.
+ *
+ * Always save the data to the memory buffer in pSurface->paMipmapLevels and,
+ * if necessary, recreate the corresponding D3D object with the data.
+ */
+
+ /* 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);
+
+ /* The caller has already updated pMipLevel->pSurfaceData, see VMSVGA3DSURFACE_NEEDS_DATA. */
+
+#ifdef LOG_ENABLED
+ uint32_t const offHst = pBox->x * pSurface->cbBlock;
+ uint32_t const cbWidth = pBox->w * pSurface->cbBlock;
+ Log4(("Buffer updated at [0x%x;0x%x):\n%.*Rhxd\n", offHst, offHst + cbWidth, cbWidth, (uint8_t *)pMipLevel->pSurfaceData + offHst));
+#endif
+
+ /* Do not bother to copy the data to the D3D resource now. vmsvga3dDrawPrimitives will do that.
+ * The SVGA driver may use the same surface for both index and vertex data.
+ */
+
+ /* Make sure that vmsvga3dDrawPrimitives fetches the new data. */
+ pMipLevel->fDirty = true;
+ pSurface->fDirty = true;
+ }
+ else
+ {
+ AssertMsgFailed(("Unsupported surface flags 0x%08X, type %d\n", pSurface->f.s.surface1Flags, pSurface->enmD3DResType));
+ }
+
+ return rc;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackGenerateMipmaps(PVGASTATECC pThisCC, uint32_t sid, SVGA3dTextureFilter filter)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ HRESULT hr;
+
+ PVMSVGA3DSURFACE pSurface;
+ int rc = vmsvga3dSurfaceFromSid(pState, sid, &pSurface);
+ AssertRCReturn(rc, rc);
+ AssertReturn(pSurface->idAssociatedContext != SVGA3D_INVALID_ID, VERR_INTERNAL_ERROR);
+
+ Assert(filter != SVGA3D_TEX_FILTER_FLATCUBIC);
+ Assert(filter != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
+ pSurface->autogenFilter = filter;
+
+ Log(("vmsvga3dGenerateMipmaps: sid=%u filter=%d\n", sid, filter));
+
+ if (!pSurface->u.pSurface)
+ {
+ /** @todo stricter checks for associated context */
+ uint32_t const cid = pSurface->idAssociatedContext;
+
+ PVMSVGA3DCONTEXT pContext;
+ rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ /* Unknown surface type; turn it into a texture. */
+ LogFunc(("unknown src surface sid=%u type=%d format=%d -> create texture\n", sid, pSurface->f.s.surface1Flags, pSurface->format));
+ rc = vmsvga3dBackCreateTexture(pThisCC, pContext, cid, pSurface);
+ AssertRCReturn(rc, rc);
+ }
+
+ AssertReturn( pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_TEXTURE
+ || pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE
+ || pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE,
+ VERR_INVALID_PARAMETER);
+
+ hr = pSurface->u.pTexture->SetAutoGenFilterType((D3DTEXTUREFILTERTYPE)filter);
+ AssertMsg(hr == D3D_OK, ("SetAutoGenFilterType failed with %x\n", hr));
+
+ /* Generate the mip maps. */
+ pSurface->u.pTexture->GenerateMipSubLevels();
+
+ return VINF_SUCCESS;
+}
+
+
+/**
+ * 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)
+{
+ int rc;
+ PVMSVGA3DCONTEXT pContext;
+ HRESULT hr;
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+
+ Log(("vmsvga3dContextDefine id %x\n", cid));
+
+ AssertReturn(pState, VERR_NO_MEMORY);
+ AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER);
+
+ 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];
+ 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;
+
+ for (uint32_t i = 0; i < RT_ELEMENTS(pContext->state.aRenderTargets); i++)
+ pContext->state.aRenderTargets[i] = SVGA3D_INVALID_ID;
+
+ /* 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);
+
+ /* Changed when the function returns. */
+ D3DPRESENT_PARAMETERS PresParam;
+ PresParam.BackBufferWidth = 0;
+ PresParam.BackBufferHeight = 0;
+ PresParam.BackBufferFormat = D3DFMT_UNKNOWN;
+ PresParam.BackBufferCount = 0;
+
+ PresParam.MultiSampleType = D3DMULTISAMPLE_NONE;
+ PresParam.MultiSampleQuality = 0;
+ PresParam.SwapEffect = D3DSWAPEFFECT_DISCARD;
+ PresParam.hDeviceWindow = pContext->hwnd;
+ PresParam.Windowed = TRUE;
+ PresParam.EnableAutoDepthStencil = FALSE;
+ PresParam.AutoDepthStencilFormat = D3DFMT_UNKNOWN; /* not relevant */
+ PresParam.Flags = 0;
+ PresParam.FullScreen_RefreshRateInHz = 0; /* windowed -> 0 */
+ /** @todo consider using D3DPRESENT_DONOTWAIT so we don't wait for the GPU during Present calls. */
+ PresParam.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
+
+#if 0
+ VMSVGA3DCREATEDEVICEPARAMS Params = { pState, pContext, &PresParam, 0 };
+ rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_CREATE_DEVICE, 0, (LPARAM)&Params);
+ AssertRCReturn(rc, rc);
+ hr = Params.hrc;
+
+#else
+ /** @todo Docs indicates that we should be using
+ * D3DCREATE_HARDWARE_VERTEXPROCESSING with W10 1607 and higher.
+ * https://docs.microsoft.com/en-us/windows/win32/direct3d9/d3dcreate */
+ hr = pState->pD3D9->CreateDeviceEx(D3DADAPTER_DEFAULT,
+ D3DDEVTYPE_HAL,
+ pContext->hwnd,
+ D3DCREATE_MULTITHREADED | D3DCREATE_MIXED_VERTEXPROCESSING, //D3DCREATE_HARDWARE_VERTEXPROCESSING,
+ &PresParam,
+ NULL,
+ &pContext->pDevice);
+#endif
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dContextDefine: CreateDevice failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ Log(("vmsvga3dContextDefine: Backbuffer (%d,%d) count=%d format=%x\n", PresParam.BackBufferWidth, PresParam.BackBufferHeight, PresParam.BackBufferCount, PresParam.BackBufferFormat));
+ 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_NO_MEMORY);
+
+ AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER);
+
+ if ( cid < pState->cContexts
+ && pState->papContexts[cid]->id == cid)
+ {
+ PVMSVGA3DCONTEXT pContext = pState->papContexts[cid];
+
+ Log(("vmsvga3dContextDestroy id %x\n", cid));
+
+ /* Cleanup the device runtime state. */
+ if (pContext->pDevice)
+ pContext->pDevice->SetVertexDeclaration(NULL);
+ D3D_RELEASE(pContext->d3dState.pVertexDecl);
+
+ /* Check for all surfaces that are associated with this context to remove all dependencies */
+ for (uint32_t sid = 0; sid < pState->cSurfaces; sid++)
+ {
+ PVMSVGA3DSURFACE pSurface = pState->papSurfaces[sid];
+ if ( pSurface->id == sid
+ && pSurface->idAssociatedContext == cid)
+ {
+ int rc;
+
+ LogFunc(("Remove all dependencies for surface sid=%u\n", sid));
+
+ SVGA3dSurfaceAllFlags const surfaceFlags = pSurface->f.surfaceFlags;
+ SVGA3dSurfaceFormat const format = pSurface->format;
+ uint32_t const multisampleCount = pSurface->multiSampleCount;
+ SVGA3dTextureFilter const autogenFilter = pSurface->autogenFilter;
+ uint32_t const cFaces = pSurface->cFaces;
+ uint32_t const cMipLevels = pSurface->cLevels;
+
+ SVGA3dSize *pMipLevelSize = (SVGA3dSize *)RTMemAllocZ(cMipLevels * cFaces * sizeof(SVGA3dSize));
+ AssertReturn(pMipLevelSize, VERR_NO_MEMORY);
+
+ for (uint32_t face = 0; face < pSurface->cFaces; face++)
+ {
+ for (uint32_t i = 0; i < cMipLevels; i++)
+ {
+ uint32_t idx = i + face * cMipLevels;
+ memcpy(&pMipLevelSize[idx], &pSurface->paMipmapLevels[idx].mipmapSize, sizeof(SVGA3dSize));
+ }
+ }
+
+ /* Recreate the surface with the original settings; destroys the contents, but that seems fairly safe since the context is also destroyed. */
+#ifdef DEBUG_sunlover
+ /** @todo not safe with shared objects */
+ Assert(pSurface->pSharedObjectTree == NULL);
+#endif
+
+ rc = vmsvga3dSurfaceDestroy(pThisCC, sid);
+ AssertRC(rc);
+
+ rc = vmsvga3dSurfaceDefine(pThisCC, sid, surfaceFlags, format, multisampleCount, autogenFilter,
+ cMipLevels, &pMipLevelSize[0], /* arraySize = */ 0, /* fAllocMipLevels = */ true);
+ AssertRC(rc);
+
+ Assert(!pSurface->u.pSurface);
+ }
+ else
+ {
+ /* Check for a shared surface object. */
+ PVMSVGA3DSHAREDSURFACE pSharedSurface = (PVMSVGA3DSHAREDSURFACE)RTAvlU32Get(&pSurface->pSharedObjectTree, cid);
+ if (pSharedSurface)
+ {
+ LogFunc(("Remove shared dependency for surface sid=%u\n", sid));
+
+ switch (pSurface->enmD3DResType)
+ {
+ case VMSVGA3D_D3DRESTYPE_TEXTURE:
+ Assert(pSharedSurface->u.pTexture);
+ D3D_RELEASE(pSharedSurface->u.pTexture);
+ break;
+
+ case VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE:
+ Assert(pSharedSurface->u.pCubeTexture);
+ D3D_RELEASE(pSharedSurface->u.pCubeTexture);
+ break;
+
+ case VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE:
+ Assert(pSharedSurface->u.pVolumeTexture);
+ D3D_RELEASE(pSharedSurface->u.pVolumeTexture);
+ break;
+
+ default:
+ AssertFailed();
+ break;
+ }
+ RTAvlU32Remove(&pSurface->pSharedObjectTree, cid);
+ RTMemFree(pSharedSurface);
+ }
+ }
+ }
+
+ /* 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);
+
+ vmsvga3dBackOcclusionQueryDelete(pThisCC, pContext);
+
+ /* Release the D3D device object */
+ D3D_RELEASE(pContext->pDevice);
+
+ /* Destroy the window we've created. */
+ int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_DESTROYWINDOW, (WPARAM)pContext->hwnd, 0);
+ AssertRC(rc);
+
+ memset(pContext, 0, sizeof(*pContext));
+ pContext->id = SVGA3D_INVALID_ID;
+ }
+ else
+ AssertFailed();
+
+ return VINF_SUCCESS;
+}
+
+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;
+}
+
+static int vmsvga3dContextTrackUsage(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ /* Inject fences to make sure we can track surface usage in case the client wants to reuse it in another context. */
+ for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTextures); ++i)
+ {
+ if (pContext->aSidActiveTextures[i] != SVGA3D_INVALID_ID)
+ vmsvga3dSurfaceTrackUsageById(pState, pContext, pContext->aSidActiveTextures[i]);
+ }
+ for (uint32_t i = 0; i < RT_ELEMENTS(pContext->state.aRenderTargets); ++i)
+ if (pContext->state.aRenderTargets[i] != SVGA3D_INVALID_ID)
+ vmsvga3dSurfaceTrackUsageById(pState, pContext, pContext->state.aRenderTargets[i]);
+
+ return VINF_SUCCESS;
+}
+
+/* Handle resize */
+static DECLCALLBACK(int) vmsvga3dBackChangeMode(PVGASTATECC pThisCC)
+{
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ /* Resize all active contexts. */
+ for (uint32_t i = 0; i < pState->cContexts; i++)
+ {
+ PVMSVGA3DCONTEXT pContext = pState->papContexts[i];
+ uint32_t cid = pContext->id;
+
+ if (cid != SVGA3D_INVALID_ID)
+ {
+ D3DPRESENT_PARAMETERS PresParam;
+ D3DVIEWPORT9 viewportOrg;
+ HRESULT hr;
+
+#ifdef VMSVGA3D_DIRECT3D9_RESET
+ /* Sync back all surface data as everything is lost after the Reset. */
+ for (uint32_t sid = 0; sid < pState->cSurfaces; sid++)
+ {
+ PVMSVGA3DSURFACE pSurface = pState->papSurfaces[sid];
+ if ( pSurface->id == sid
+ && pSurface->idAssociatedContext == cid
+ && pSurface->u.pSurface)
+ {
+ Log(("vmsvga3dChangeMode: sync back data of surface sid=%u (fDirty=%d)\n", sid, pSurface->fDirty));
+
+ /* Reallocate our surface memory buffers. */
+ for (uint32_t i = 0; i < pSurface->cMipLevels; i++)
+ {
+ PVMSVGA3DMIPMAPLEVEL pMipmapLevel = &pSurface->paMipmapLevels[i];
+
+ pMipmapLevel->pSurfaceData = RTMemAllocZ(pMipmapLevel->cbSurface);
+ AssertReturn(pMipmapLevel->pSurfaceData, VERR_NO_MEMORY);
+
+ if (!pSurface->fDirty)
+ {
+ D3DLOCKED_RECT LockedRect;
+
+ if (pSurface->bounce.pTexture)
+ {
+ IDirect3DSurface9 *pSrc, *pDest;
+
+ /** @todo only sync when something was actually rendered (since the last sync) */
+ Log(("vmsvga3dChangeMode: sync bounce buffer (level %d)\n", i));
+ hr = pSurface->bounce.pTexture->GetSurfaceLevel(i, &pDest);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dChangeMode: GetSurfaceLevel failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ hr = pSurface->u.pTexture->GetSurfaceLevel(i, &pSrc);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dChangeMode: GetSurfaceLevel failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ hr = pContext->pDevice->GetRenderTargetData(pSrc, pDest);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dChangeMode: GetRenderTargetData failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ D3D_RELEASE(pSrc);
+ D3D_RELEASE(pDest);
+
+ hr = pSurface->bounce.pTexture->LockRect(i,
+ &LockedRect,
+ NULL,
+ D3DLOCK_READONLY);
+ }
+ else
+ hr = pSurface->u.pTexture->LockRect(i,
+ &LockedRect,
+ NULL,
+ D3DLOCK_READONLY);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dChangeMode: LockRect failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ /* Copy the data one line at a time in case the internal pitch is different. */
+ for (uint32_t j = 0; j < pMipmapLevel->size.height; j++)
+ {
+ memcpy((uint8_t *)pMipmapLevel->pSurfaceData + j * pMipmapLevel->cbSurfacePitch, (uint8_t *)LockedRect.pBits + j * LockedRect.Pitch, pMipmapLevel->cbSurfacePitch);
+ }
+
+ if (pSurface->bounce.pTexture)
+ hr = pSurface->bounce.pTexture->UnlockRect(i);
+ else
+ hr = pSurface->u.pTexture->UnlockRect(i);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dChangeMode: UnlockRect failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+ }
+
+
+ switch (pSurface->flags & VMSVGA3D_SURFACE_HINT_SWITCH_MASK)
+ {
+ case SVGA3D_SURFACE_CUBEMAP:
+ case SVGA3D_SURFACE_CUBEMAP | SVGA3D_SURFACE_HINT_TEXTURE:
+ case SVGA3D_SURFACE_CUBEMAP | SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
+ D3D_RELEASE(pSurface->u.pCubeTexture);
+ D3D_RELEASE(pSurface->bounce.pCubeTexture);
+ break;
+
+ case SVGA3D_SURFACE_HINT_INDEXBUFFER | SVGA3D_SURFACE_HINT_VERTEXBUFFER:
+ case SVGA3D_SURFACE_HINT_INDEXBUFFER:
+ case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
+ if (pSurface->fu32ActualUsageFlags == SVGA3D_SURFACE_HINT_VERTEXBUFFER)
+ D3D_RELEASE(pSurface->u.pVertexBuffer);
+ else if (pSurface->fu32ActualUsageFlags == SVGA3D_SURFACE_HINT_INDEXBUFFER)
+ D3D_RELEASE(pSurface->u.pIndexBuffer);
+ else
+ AssertMsg(pSurface->u.pVertexBuffer == NULL, ("fu32ActualUsageFlags %x\n", pSurface->fu32ActualUsageFlags));
+ break;
+
+ case SVGA3D_SURFACE_HINT_TEXTURE:
+ case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
+ D3D_RELEASE(pSurface->u.pTexture);
+ D3D_RELEASE(pSurface->bounce.pTexture);
+ break;
+
+ case SVGA3D_SURFACE_HINT_RENDERTARGET:
+ case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
+ if (pSurface->fStencilAsTexture)
+ D3D_RELEASE(pSurface->u.pTexture);
+ else
+ D3D_RELEASE(pSurface->u.pSurface);
+ break;
+
+ default:
+ AssertFailed();
+ break;
+ }
+ RTAvlU32Destroy(&pSurface->pSharedObjectTree, vmsvga3dSharedSurfaceDestroyTree, pSurface);
+ Assert(pSurface->pSharedObjectTree == NULL);
+
+ pSurface->idAssociatedContext = SVGA3D_INVALID_ID;
+ pSurface->hSharedObject = 0;
+ }
+ }
+#endif /* #ifdef VMSVGA3D_DIRECT3D9_RESET */
+
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ /* Cleanup the device runtime state. */
+ pContext->pDevice->SetVertexDeclaration(NULL);
+ D3D_RELEASE(pContext->d3dState.pVertexDecl);
+
+ hr = pContext->pDevice->GetViewport(&viewportOrg);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dChangeMode: GetViewport failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ Log(("vmsvga3dChangeMode: old viewport settings (%d,%d)(%d,%d) z=%d/%d\n", viewportOrg.X, viewportOrg.Y, viewportOrg.Width, viewportOrg.Height, (uint32_t)(viewportOrg.MinZ * 100.0), (uint32_t)(viewportOrg.MaxZ * 100.0)));
+
+ /* Changed when the function returns. */
+ PresParam.BackBufferWidth = 0;
+ PresParam.BackBufferHeight = 0;
+ PresParam.BackBufferFormat = D3DFMT_UNKNOWN;
+ PresParam.BackBufferCount = 0;
+
+ PresParam.MultiSampleType = D3DMULTISAMPLE_NONE;
+ PresParam.MultiSampleQuality = 0;
+ PresParam.SwapEffect = D3DSWAPEFFECT_DISCARD;
+ PresParam.hDeviceWindow = pContext->hwnd;
+ PresParam.Windowed = TRUE;
+ PresParam.EnableAutoDepthStencil = FALSE;
+ PresParam.AutoDepthStencilFormat = D3DFMT_UNKNOWN; /* not relevant */
+ PresParam.Flags = 0;
+ PresParam.FullScreen_RefreshRateInHz = 0; /* windowed -> 0 */
+ /** @todo consider using D3DPRESENT_DONOTWAIT so we don't wait for the GPU during Present calls. */
+ PresParam.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;;
+
+ /* ResetEx does not trash the device state */
+ hr = pContext->pDevice->ResetEx(&PresParam, NULL);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dChangeMode: Reset failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ Log(("vmsvga3dChangeMode: Backbuffer (%d,%d) count=%d format=%x\n", PresParam.BackBufferWidth, PresParam.BackBufferHeight, PresParam.BackBufferCount, PresParam.BackBufferFormat));
+
+ /* ResetEx changes the viewport; restore it again. */
+ hr = pContext->pDevice->SetViewport(&viewportOrg);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dChangeMode: SetViewport failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+#ifdef LOG_ENABLED
+ {
+ D3DVIEWPORT9 viewport;
+ hr = pContext->pDevice->GetViewport(&viewport);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dChangeMode: GetViewport failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ Log(("vmsvga3dChangeMode: changed viewport settings (%d,%d)(%d,%d) z=%d/%d\n", viewport.X, viewport.Y, viewport.Width, viewport.Height, (uint32_t)(viewport.MinZ * 100.0), (uint32_t)(viewport.MaxZ * 100.0)));
+ }
+#endif
+
+ /* First set the render targets as they change the internal state (reset viewport etc) */
+ Log(("vmsvga3dChangeMode: Recreate render targets BEGIN\n"));
+ for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aRenderTargets); j++)
+ {
+ if (pContext->state.aRenderTargets[j] != SVGA3D_INVALID_ID)
+ {
+ SVGA3dSurfaceImageId target;
+
+ target.sid = pContext->state.aRenderTargets[j];
+ target.face = 0;
+ target.mipmap = 0;
+ int rc = vmsvga3dBackSetRenderTarget(pThisCC, cid, (SVGA3dRenderTargetType)j, target);
+ AssertRCReturn(rc, rc);
+ }
+ }
+
+#ifdef VMSVGA3D_DIRECT3D9_RESET
+ /* Recreate the render state */
+ Log(("vmsvga3dChangeMode: Recreate render state BEGIN\n"));
+ for (uint32_t i = 0; i < RT_ELEMENTS(pContext->state.aRenderState); i++)
+ {
+ SVGA3dRenderState *pRenderState = &pContext->state.aRenderState[i];
+
+ if (pRenderState->state != SVGA3D_RS_INVALID)
+ vmsvga3dBackSetRenderState(pThisCC, pContext->id, 1, pRenderState);
+ }
+ Log(("vmsvga3dChangeMode: Recreate render state END\n"));
+
+ /* Recreate the texture state */
+ Log(("vmsvga3dChangeMode: Recreate texture state BEGIN\n"));
+ for (uint32_t iStage = 0; iStage < RT_ELEMENTS(pContext->state.aTextureStates); iStage++)
+ {
+ for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aTextureStates[0]); j++)
+ {
+ SVGA3dTextureState *pTextureState = &pContext->state.aTextureStates[iStage][j];
+
+ if (pTextureState->name != SVGA3D_RS_INVALID)
+ vmsvga3dBackSetTextureState(pThisCC, pContext->id, 1, pTextureState);
+ }
+ }
+ Log(("vmsvga3dChangeMode: Recreate texture state END\n"));
+
+ if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_SCISSORRECT)
+ vmsvga3dBackSetScissorRect(pThis, cid, &pContext->state.RectScissor);
+ if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_ZRANGE)
+ vmsvga3dBackSetZRange(pThisCC, cid, pContext->state.zRange);
+ if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_VIEWPORT)
+ vmsvga3dBackSetViewPort(pThis, cid, &pContext->state.RectViewPort);
+ if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_VERTEXSHADER)
+ vmsvga3dBackShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_VS, pContext->state.shidVertex);
+ if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_PIXELSHADER)
+ vmsvga3dBackShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_PS, pContext->state.shidPixel);
+ /** @todo restore more state data */
+#endif /* #ifdef VMSVGA3D_DIRECT3D9_RESET */
+ }
+ }
+ return VINF_SUCCESS;
+}
+
+
+static DECLCALLBACK(int) vmsvga3dBackSetTransform(PVGASTATECC pThisCC, uint32_t cid, SVGA3dTransformType type, float matrix[16])
+{
+ D3DTRANSFORMSTATETYPE d3dState;
+ HRESULT hr;
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ Log(("vmsvga3dSetTransform %x %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);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ switch (type)
+ {
+ case SVGA3D_TRANSFORM_VIEW:
+ d3dState = D3DTS_VIEW;
+ break;
+ case SVGA3D_TRANSFORM_PROJECTION:
+ d3dState = D3DTS_PROJECTION;
+ break;
+ case SVGA3D_TRANSFORM_TEXTURE0:
+ d3dState = D3DTS_TEXTURE0;
+ break;
+ case SVGA3D_TRANSFORM_TEXTURE1:
+ d3dState = D3DTS_TEXTURE1;
+ break;
+ case SVGA3D_TRANSFORM_TEXTURE2:
+ d3dState = D3DTS_TEXTURE2;
+ break;
+ case SVGA3D_TRANSFORM_TEXTURE3:
+ d3dState = D3DTS_TEXTURE3;
+ break;
+ case SVGA3D_TRANSFORM_TEXTURE4:
+ d3dState = D3DTS_TEXTURE4;
+ break;
+ case SVGA3D_TRANSFORM_TEXTURE5:
+ d3dState = D3DTS_TEXTURE5;
+ break;
+ case SVGA3D_TRANSFORM_TEXTURE6:
+ d3dState = D3DTS_TEXTURE6;
+ break;
+ case SVGA3D_TRANSFORM_TEXTURE7:
+ d3dState = D3DTS_TEXTURE7;
+ break;
+ case SVGA3D_TRANSFORM_WORLD:
+ d3dState = D3DTS_WORLD;
+ break;
+ case SVGA3D_TRANSFORM_WORLD1:
+ d3dState = D3DTS_WORLD1;
+ break;
+ case SVGA3D_TRANSFORM_WORLD2:
+ d3dState = D3DTS_WORLD2;
+ break;
+ case SVGA3D_TRANSFORM_WORLD3:
+ d3dState = D3DTS_WORLD3;
+ break;
+
+ default:
+ Log(("vmsvga3dSetTransform: unknown type!!\n"));
+ return VERR_INVALID_PARAMETER;
+ }
+
+ /* 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)));
+ hr = pContext->pDevice->SetTransform(d3dState, (const D3DMATRIX *)matrix);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSetTransform: SetTransform failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSetZRange(PVGASTATECC pThisCC, uint32_t cid, SVGA3dZRange zRange)
+{
+ D3DVIEWPORT9 viewport;
+ HRESULT hr;
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ Log(("vmsvga3dSetZRange %x 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);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ pContext->state.zRange = zRange;
+ pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_ZRANGE;
+
+ hr = pContext->pDevice->GetViewport(&viewport);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSetZRange: GetViewport failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ Log(("vmsvga3dSetZRange: old viewport settings (%d,%d)(%d,%d) z=%d/%d\n", viewport.X, viewport.Y, viewport.Width, viewport.Height, (uint32_t)(viewport.MinZ * 100.0), (uint32_t)(viewport.MaxZ * 100.0)));
+ /** @todo convert the depth range from -1-1 to 0-1 although we shouldn't be getting such values in the first place... */
+ if (zRange.min < 0.0)
+ zRange.min = 0.0;
+ if (zRange.max > 1.0)
+ zRange.max = 1.0;
+
+ viewport.MinZ = zRange.min;
+ viewport.MaxZ = zRange.max;
+ hr = pContext->pDevice->SetViewport(&viewport);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSetZRange: SetViewport failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ return VINF_SUCCESS;
+}
+
+/**
+ * Convert SVGA blend op value to its D3D equivalent
+ */
+static DWORD vmsvga3dBlendOp2D3D(uint32_t blendOp, DWORD defaultBlendOp)
+{
+ switch (blendOp)
+ {
+ case SVGA3D_BLENDOP_ZERO:
+ return D3DBLEND_ZERO;
+ case SVGA3D_BLENDOP_ONE:
+ return D3DBLEND_ONE;
+ case SVGA3D_BLENDOP_SRCCOLOR:
+ return D3DBLEND_SRCCOLOR;
+ case SVGA3D_BLENDOP_INVSRCCOLOR:
+ return D3DBLEND_INVSRCCOLOR;
+ case SVGA3D_BLENDOP_SRCALPHA:
+ return D3DBLEND_SRCALPHA;
+ case SVGA3D_BLENDOP_INVSRCALPHA:
+ return D3DBLEND_INVSRCALPHA;
+ case SVGA3D_BLENDOP_DESTALPHA:
+ return D3DBLEND_DESTALPHA;
+ case SVGA3D_BLENDOP_INVDESTALPHA:
+ return D3DBLEND_INVDESTALPHA;
+ case SVGA3D_BLENDOP_DESTCOLOR:
+ return D3DBLEND_DESTCOLOR;
+ case SVGA3D_BLENDOP_INVDESTCOLOR:
+ return D3DBLEND_INVDESTCOLOR;
+ case SVGA3D_BLENDOP_SRCALPHASAT:
+ return D3DBLEND_SRCALPHASAT;
+ case SVGA3D_BLENDOP_BLENDFACTOR:
+ return D3DBLEND_BLENDFACTOR;
+ case SVGA3D_BLENDOP_INVBLENDFACTOR:
+ return D3DBLEND_INVBLENDFACTOR;
+ default:
+ AssertFailed();
+ return defaultBlendOp;
+ }
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSetRenderState(PVGASTATECC pThisCC, uint32_t cid, uint32_t cRenderStates, SVGA3dRenderState *pRenderState)
+{
+ DWORD val = 0; /* Shut up MSC */
+ HRESULT hr;
+ 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);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ for (unsigned i = 0; i < cRenderStates; i++)
+ {
+ D3DRENDERSTATETYPE renderState = D3DRS_FORCE_DWORD;
+
+ Log(("vmsvga3dSetRenderState: state=%s (%d) val=%x\n", 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 */
+ renderState = D3DRS_ZENABLE;
+ val = pRenderState[i].uintValue;
+ Assert(val == D3DZB_FALSE || val == D3DZB_TRUE);
+ break;
+
+ case SVGA3D_RS_ZWRITEENABLE: /* SVGA3dBool */
+ renderState = D3DRS_ZWRITEENABLE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_ALPHATESTENABLE: /* SVGA3dBool */
+ renderState = D3DRS_ALPHATESTENABLE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_DITHERENABLE: /* SVGA3dBool */
+ renderState = D3DRS_DITHERENABLE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_BLENDENABLE: /* SVGA3dBool */
+ renderState = D3DRS_ALPHABLENDENABLE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_FOGENABLE: /* SVGA3dBool */
+ renderState = D3DRS_FOGENABLE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_SPECULARENABLE: /* SVGA3dBool */
+ renderState = D3DRS_SPECULARENABLE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_LIGHTINGENABLE: /* SVGA3dBool */
+ renderState = D3DRS_LIGHTING;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_NORMALIZENORMALS: /* SVGA3dBool */
+ renderState = D3DRS_NORMALIZENORMALS;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_POINTSPRITEENABLE: /* SVGA3dBool */
+ renderState = D3DRS_POINTSPRITEENABLE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_POINTSCALEENABLE: /* SVGA3dBool */
+ renderState = D3DRS_POINTSCALEENABLE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_POINTSIZE: /* float */
+ renderState = D3DRS_POINTSIZE;
+ val = pRenderState[i].uintValue;
+ Log(("SVGA3D_RS_POINTSIZE: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
+ break;
+
+ case SVGA3D_RS_POINTSIZEMIN: /* float */
+ renderState = D3DRS_POINTSIZE_MIN;
+ val = pRenderState[i].uintValue;
+ Log(("SVGA3D_RS_POINTSIZEMIN: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
+ break;
+
+ case SVGA3D_RS_POINTSIZEMAX: /* float */
+ renderState = D3DRS_POINTSIZE_MAX;
+ val = pRenderState[i].uintValue;
+ Log(("SVGA3D_RS_POINTSIZEMAX: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
+ break;
+
+ case SVGA3D_RS_POINTSCALE_A: /* float */
+ renderState = D3DRS_POINTSCALE_A;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_POINTSCALE_B: /* float */
+ renderState = D3DRS_POINTSCALE_B;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_POINTSCALE_C: /* float */
+ renderState = D3DRS_POINTSCALE_C;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_AMBIENT: /* SVGA3dColor - identical */
+ renderState = D3DRS_AMBIENT;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_CLIPPLANEENABLE: /* SVGA3dClipPlanes - identical */
+ renderState = D3DRS_CLIPPLANEENABLE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_FOGCOLOR: /* SVGA3dColor - identical */
+ renderState = D3DRS_FOGCOLOR;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_FOGSTART: /* float */
+ renderState = D3DRS_FOGSTART;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_FOGEND: /* float */
+ renderState = D3DRS_FOGEND;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_FOGDENSITY: /* float */
+ renderState = D3DRS_FOGDENSITY;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_RANGEFOGENABLE: /* SVGA3dBool */
+ renderState = D3DRS_RANGEFOGENABLE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_FOGMODE: /* SVGA3dFogMode */
+ {
+ SVGA3dFogMode mode;
+ mode.uintValue = pRenderState[i].uintValue;
+
+ switch (mode.function)
+ {
+ case SVGA3D_FOGFUNC_INVALID:
+ val = D3DFOG_NONE;
+ break;
+ case SVGA3D_FOGFUNC_EXP:
+ val = D3DFOG_EXP;
+ break;
+ case SVGA3D_FOGFUNC_EXP2:
+ val = D3DFOG_EXP2;
+ break;
+ case SVGA3D_FOGFUNC_LINEAR:
+ val = D3DFOG_LINEAR;
+ break;
+ case SVGA3D_FOGFUNC_PER_VERTEX: /* unable to find a d3d9 equivalent */
+ AssertMsgFailedReturn(("Unsupported fog function SVGA3D_FOGFUNC_PER_VERTEX\n"), VERR_INTERNAL_ERROR);
+ break;
+ default:
+ AssertMsgFailedReturn(("Unexpected fog function %d\n", mode.function), VERR_INTERNAL_ERROR);
+ break;
+ }
+
+ /* 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;
+ }
+
+ /* Set the fog base to depth or range. */
+ switch (mode.base)
+ {
+ case SVGA3D_FOGBASE_DEPTHBASED:
+ hr = pContext->pDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSetRenderState: SetRenderState SVGA3D_FOGBASE_DEPTHBASED failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ break;
+ case SVGA3D_FOGBASE_RANGEBASED:
+ hr = pContext->pDevice->SetRenderState(D3DRS_RANGEFOGENABLE, TRUE);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSetRenderState: SetRenderState SVGA3D_FOGBASE_RANGEBASED failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ 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 = D3DFILL_POINT;
+ break;
+ case SVGA3D_FILLMODE_LINE:
+ val = D3DFILL_WIREFRAME;
+ break;
+ case SVGA3D_FILLMODE_FILL:
+ val = D3DFILL_SOLID;
+ break;
+ default:
+ AssertMsgFailedReturn(("Unexpected fill mode %d\n", mode.mode), VERR_INTERNAL_ERROR);
+ break;
+ }
+ /** @todo ignoring face for now. */
+ renderState = D3DRS_FILLMODE;
+ break;
+ }
+
+ case SVGA3D_RS_SHADEMODE: /* SVGA3dShadeMode */
+ renderState = D3DRS_SHADEMODE;
+ AssertCompile(D3DSHADE_FLAT == SVGA3D_SHADEMODE_FLAT);
+ val = pRenderState[i].uintValue; /* SVGA3dShadeMode == D3DSHADEMODE */
+ 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_SRCBLEND: /* SVGA3dBlendOp */
+ renderState = D3DRS_SRCBLEND;
+ val = vmsvga3dBlendOp2D3D(pRenderState[i].uintValue, D3DBLEND_ONE /* default */);
+ break;
+
+ case SVGA3D_RS_DSTBLEND: /* SVGA3dBlendOp */
+ renderState = D3DRS_DESTBLEND;
+ val = vmsvga3dBlendOp2D3D(pRenderState[i].uintValue, D3DBLEND_ZERO /* default */);
+ break;
+
+ case SVGA3D_RS_BLENDEQUATION: /* SVGA3dBlendEquation - identical */
+ AssertCompile(SVGA3D_BLENDEQ_MAXIMUM == D3DBLENDOP_MAX);
+ renderState = D3DRS_BLENDOP;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_CULLMODE: /* SVGA3dFace */
+ {
+ switch (pRenderState[i].uintValue)
+ {
+ case SVGA3D_FACE_NONE:
+ val = D3DCULL_NONE;
+ break;
+ case SVGA3D_FACE_FRONT:
+ val = D3DCULL_CW;
+ break;
+ case SVGA3D_FACE_BACK:
+ val = D3DCULL_CCW;
+ break;
+ case SVGA3D_FACE_FRONT_BACK:
+ AssertFailed();
+ val = D3DCULL_CW;
+ break;
+ default:
+ AssertMsgFailedReturn(("Unexpected cull mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
+ break;
+ }
+ renderState = D3DRS_CULLMODE;
+ break;
+ }
+
+ case SVGA3D_RS_ZFUNC: /* SVGA3dCmpFunc - identical */
+ AssertCompile(SVGA3D_CMP_ALWAYS == D3DCMP_ALWAYS);
+ renderState = D3DRS_ZFUNC;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_ALPHAFUNC: /* SVGA3dCmpFunc - identical */
+ renderState = D3DRS_ALPHAFUNC;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_STENCILENABLE: /* SVGA3dBool */
+ renderState = D3DRS_STENCILENABLE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_STENCILREF: /* uint32_t */
+ renderState = D3DRS_STENCILREF;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_STENCILMASK: /* uint32_t */
+ renderState = D3DRS_STENCILMASK;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_STENCILWRITEMASK: /* uint32_t */
+ renderState = D3DRS_STENCILWRITEMASK;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc - identical */
+ renderState = D3DRS_STENCILFUNC;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp - identical */
+ AssertCompile(D3DSTENCILOP_KEEP == SVGA3D_STENCILOP_KEEP);
+ AssertCompile(D3DSTENCILOP_DECR == SVGA3D_STENCILOP_DECR);
+ renderState = D3DRS_STENCILFAIL;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp - identical */
+ renderState = D3DRS_STENCILZFAIL;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp - identical */
+ renderState = D3DRS_STENCILPASS;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_ALPHAREF: /* float (0.0 .. 1.0) */
+ renderState = D3DRS_ALPHAREF;
+ val = (uint8_t)(pRenderState[i].floatValue * 255.0f); /* D3DRS_ALPHAREF 0..255 */
+ break;
+
+ case SVGA3D_RS_FRONTWINDING: /* SVGA3dFrontWinding */
+ Assert(pRenderState[i].uintValue == SVGA3D_FRONTWINDING_CW);
+ /*
+ renderState = D3DRS_FRONTWINDING; //D3DRS_TWOSIDEDSTENCILMODE
+ val = pRenderState[i].uintValue;
+ */
+ 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_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_SLOPESCALEDEPTHBIAS: /* float */
+ renderState = D3DRS_SLOPESCALEDEPTHBIAS;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_DEPTHBIAS: /* float */
+ renderState = D3DRS_DEPTHBIAS;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_COLORWRITEENABLE: /* SVGA3dColorMask - identical to D3DCOLORWRITEENABLE_* */
+ renderState = D3DRS_COLORWRITEENABLE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_VERTEXMATERIALENABLE: /* SVGA3dBool */
+ //AssertFailed();
+ renderState = D3DRS_INDEXEDVERTEXBLENDENABLE; /* correct?? */
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_DIFFUSEMATERIALSOURCE: /* SVGA3dVertexMaterial - identical */
+ AssertCompile(D3DMCS_COLOR2 == SVGA3D_VERTEXMATERIAL_SPECULAR);
+ renderState = D3DRS_DIFFUSEMATERIALSOURCE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_SPECULARMATERIALSOURCE: /* SVGA3dVertexMaterial - identical */
+ renderState = D3DRS_SPECULARMATERIALSOURCE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_AMBIENTMATERIALSOURCE: /* SVGA3dVertexMaterial - identical */
+ renderState = D3DRS_AMBIENTMATERIALSOURCE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_EMISSIVEMATERIALSOURCE: /* SVGA3dVertexMaterial - identical */
+ renderState = D3DRS_EMISSIVEMATERIALSOURCE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_TEXTUREFACTOR: /* SVGA3dColor - identical */
+ renderState = D3DRS_TEXTUREFACTOR;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_LOCALVIEWER: /* SVGA3dBool */
+ renderState = D3DRS_LOCALVIEWER;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_SCISSORTESTENABLE: /* SVGA3dBool */
+ renderState = D3DRS_SCISSORTESTENABLE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_BLENDCOLOR: /* SVGA3dColor - identical */
+ renderState = D3DRS_BLENDFACTOR;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_STENCILENABLE2SIDED: /* SVGA3dBool */
+ renderState = D3DRS_TWOSIDEDSTENCILMODE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_CCWSTENCILFUNC: /* SVGA3dCmpFunc - identical */
+ renderState = D3DRS_CCW_STENCILFUNC;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp - identical */
+ renderState = D3DRS_CCW_STENCILFAIL;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp - identical */
+ renderState = D3DRS_CCW_STENCILZFAIL;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp - identical */
+ renderState = D3DRS_CCW_STENCILPASS;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_VERTEXBLEND: /* SVGA3dVertexBlendFlags - identical */
+ AssertCompile(SVGA3D_VBLEND_DISABLE == D3DVBF_DISABLE);
+ renderState = D3DRS_VERTEXBLEND;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_OUTPUTGAMMA: /* float */
+ //AssertFailed();
+ /*
+ D3DRS_SRGBWRITEENABLE ??
+ renderState = D3DRS_OUTPUTGAMMA;
+ val = pRenderState[i].uintValue;
+ */
+ break;
+
+ case SVGA3D_RS_ZVISIBLE: /* SVGA3dBool */
+ AssertFailed();
+ /*
+ renderState = D3DRS_ZVISIBLE;
+ val = pRenderState[i].uintValue;
+ */
+ break;
+
+ case SVGA3D_RS_LASTPIXEL: /* SVGA3dBool */
+ renderState = D3DRS_LASTPIXEL;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_CLIPPING: /* SVGA3dBool */
+ renderState = D3DRS_CLIPPING;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP0: /* SVGA3dWrapFlags - identical */
+ Assert(SVGA3D_WRAPCOORD_3 == D3DWRAPCOORD_3);
+ renderState = D3DRS_WRAP0;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP1: /* SVGA3dWrapFlags - identical */
+ renderState = D3DRS_WRAP1;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP2: /* SVGA3dWrapFlags - identical */
+ renderState = D3DRS_WRAP2;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP3: /* SVGA3dWrapFlags - identical */
+ renderState = D3DRS_WRAP3;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP4: /* SVGA3dWrapFlags - identical */
+ renderState = D3DRS_WRAP4;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP5: /* SVGA3dWrapFlags - identical */
+ renderState = D3DRS_WRAP5;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP6: /* SVGA3dWrapFlags - identical */
+ renderState = D3DRS_WRAP6;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP7: /* SVGA3dWrapFlags - identical */
+ renderState = D3DRS_WRAP7;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP8: /* SVGA3dWrapFlags - identical */
+ renderState = D3DRS_WRAP8;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP9: /* SVGA3dWrapFlags - identical */
+ renderState = D3DRS_WRAP9;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP10: /* SVGA3dWrapFlags - identical */
+ renderState = D3DRS_WRAP10;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP11: /* SVGA3dWrapFlags - identical */
+ renderState = D3DRS_WRAP11;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP12: /* SVGA3dWrapFlags - identical */
+ renderState = D3DRS_WRAP12;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP13: /* SVGA3dWrapFlags - identical */
+ renderState = D3DRS_WRAP13;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP14: /* SVGA3dWrapFlags - identical */
+ renderState = D3DRS_WRAP14;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_WRAP15: /* SVGA3dWrapFlags - identical */
+ renderState = D3DRS_WRAP15;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_MULTISAMPLEANTIALIAS: /* SVGA3dBool */
+ renderState = D3DRS_MULTISAMPLEANTIALIAS;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_MULTISAMPLEMASK: /* uint32_t */
+ renderState = D3DRS_MULTISAMPLEMASK;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_INDEXEDVERTEXBLENDENABLE: /* SVGA3dBool */
+ renderState = D3DRS_INDEXEDVERTEXBLENDENABLE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_TWEENFACTOR: /* float */
+ renderState = D3DRS_TWEENFACTOR;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_ANTIALIASEDLINEENABLE: /* SVGA3dBool */
+ renderState = D3DRS_ANTIALIASEDLINEENABLE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_COLORWRITEENABLE1: /* SVGA3dColorMask - identical to D3DCOLORWRITEENABLE_* */
+ renderState = D3DRS_COLORWRITEENABLE1;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_COLORWRITEENABLE2: /* SVGA3dColorMask - identical to D3DCOLORWRITEENABLE_* */
+ renderState = D3DRS_COLORWRITEENABLE2;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_COLORWRITEENABLE3: /* SVGA3dColorMask - identical to D3DCOLORWRITEENABLE_* */
+ renderState = D3DRS_COLORWRITEENABLE3;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
+ renderState = D3DRS_SEPARATEALPHABLENDENABLE;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_SRCBLENDALPHA: /* SVGA3dBlendOp */
+ renderState = D3DRS_SRCBLENDALPHA;
+ val = vmsvga3dBlendOp2D3D(pRenderState[i].uintValue, D3DBLEND_ONE /* default */);
+ break;
+
+ case SVGA3D_RS_DSTBLENDALPHA: /* SVGA3dBlendOp */
+ renderState = D3DRS_DESTBLENDALPHA;
+ val = vmsvga3dBlendOp2D3D(pRenderState[i].uintValue, D3DBLEND_ZERO /* default */);
+ break;
+
+ case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation - identical */
+ renderState = D3DRS_BLENDOPALPHA;
+ val = pRenderState[i].uintValue;
+ break;
+
+ case SVGA3D_RS_TRANSPARENCYANTIALIAS: /* SVGA3dTransparencyAntialiasType */
+ AssertFailed();
+ /*
+ renderState = D3DRS_TRANSPARENCYANTIALIAS;
+ val = pRenderState[i].uintValue;
+ */
+ break;
+
+ case SVGA3D_RS_LINEWIDTH: /* float */
+ AssertFailed();
+ /*
+ renderState = D3DRS_LINEWIDTH;
+ val = pRenderState[i].uintValue;
+ */
+ break;
+
+ case SVGA3D_RS_MAX: /* shut up MSC */
+ case SVGA3D_RS_INVALID:
+ AssertFailedBreak();
+ }
+
+ if (renderState != D3DRS_FORCE_DWORD)
+ {
+ hr = pContext->pDevice->SetRenderState(renderState, val);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSetRenderState: SetRenderState failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+ }
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSetRenderTarget(PVGASTATECC pThisCC, uint32_t cid, SVGA3dRenderTargetType type, SVGA3dSurfaceImageId target)
+{
+ HRESULT hr;
+ 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 face=%u mipmap=%u\n", cid, type, target.sid, target.face, target.mipmap));
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ /* Save for vm state save/restore. */
+ pContext->state.aRenderTargets[type] = target.sid;
+ /** @todo Also save target.face and target.mipmap */
+
+ if (target.sid == SVGA3D_INVALID_ID)
+ {
+ /* Disable render target. */
+ switch (type)
+ {
+ case SVGA3D_RT_DEPTH:
+ hr = pContext->pDevice->SetDepthStencilSurface(NULL);
+ AssertMsgReturn(hr == D3D_OK, ("SetDepthStencilSurface failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ break;
+
+ case SVGA3D_RT_STENCIL:
+ /* ignore; correct?? */
+ 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:
+ if (pState->fSupportedSurfaceNULL)
+ {
+ /* Create a dummy render target to satisfy D3D. This path is usually taken only to render
+ * into a depth buffer without wishing to update an actual color render target.
+ * The dimensions of the render target must match the dimensions of the depth render target,
+ * which is usually equal to the viewport width and height.
+ */
+ IDirect3DSurface9 *pDummyRenderTarget;
+ hr = pContext->pDevice->CreateRenderTarget(pContext->state.RectViewPort.w,
+ pContext->state.RectViewPort.h,
+ FOURCC_NULL,
+ D3DMULTISAMPLE_NONE,
+ 0,
+ FALSE,
+ &pDummyRenderTarget,
+ NULL);
+
+ AssertMsgReturn(hr == D3D_OK, ("CreateRenderTarget failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ hr = pContext->pDevice->SetRenderTarget(type - SVGA3D_RT_COLOR0, pDummyRenderTarget);
+ D3D_RELEASE(pDummyRenderTarget);
+ }
+ else
+ hr = pContext->pDevice->SetRenderTarget(type - SVGA3D_RT_COLOR0, NULL);
+
+ AssertMsgReturn(hr == D3D_OK, ("SetRenderTarget failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ 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:
+ AssertReturn(target.face == 0 && target.mipmap == 0, VERR_INVALID_PARAMETER);
+ if (!pRenderTarget->u.pSurface)
+ {
+ DWORD cQualityLevels = 0;
+
+ /* Query the nr of quality levels for this particular format */
+ if (pRenderTarget->multiSampleTypeD3D != D3DMULTISAMPLE_NONE)
+ {
+ hr = pState->pD3D9->CheckDeviceMultiSampleType(D3DADAPTER_DEFAULT,
+ D3DDEVTYPE_HAL,
+ pRenderTarget->formatD3D,
+ TRUE, /* Windowed */
+ pRenderTarget->multiSampleTypeD3D,
+ &cQualityLevels);
+ Assert(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE);
+ }
+
+ if ( pState->fSupportedSurfaceINTZ
+ && pRenderTarget->multiSampleTypeD3D == D3DMULTISAMPLE_NONE
+ && ( pRenderTarget->formatD3D == D3DFMT_D24S8
+ || pRenderTarget->formatD3D == D3DFMT_D24X8
+ || pRenderTarget->formatD3D == D3DFMT_D32
+ || pRenderTarget->formatD3D == D3DFMT_D16))
+ {
+ LogFunc(("Creating stencil surface as texture!\n"));
+ int rc2 = vmsvga3dBackCreateTexture(pThisCC, pContext, cid, pRenderTarget);
+ AssertRC(rc2); /* non-fatal, will use CreateDepthStencilSurface */
+ }
+
+ if (!pRenderTarget->fStencilAsTexture)
+ {
+ Assert(!pRenderTarget->u.pSurface);
+
+ LogFunc(("DEPTH/STENCIL; cQualityLevels=%d\n", cQualityLevels));
+ hr = pContext->pDevice->CreateDepthStencilSurface(pRenderTarget->paMipmapLevels[0].mipmapSize.width,
+ pRenderTarget->paMipmapLevels[0].mipmapSize.height,
+ pRenderTarget->formatD3D,
+ pRenderTarget->multiSampleTypeD3D,
+ ((cQualityLevels >= 1) ? cQualityLevels - 1 : 0), /* 0 - (levels-1) */
+ FALSE, /* not discardable */
+ &pRenderTarget->u.pSurface,
+ NULL);
+ AssertMsgReturn(hr == D3D_OK, ("CreateDepthStencilSurface failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ pRenderTarget->enmD3DResType = VMSVGA3D_D3DRESTYPE_SURFACE;
+ }
+
+ pRenderTarget->idAssociatedContext = cid;
+
+#if 0 /* doesn't work */
+ if ( !pRenderTarget->fStencilAsTexture
+ && pRenderTarget->fDirty)
+ {
+ Log(("vmsvga3dSetRenderTarget: sync dirty depth/stencil buffer\n"));
+ Assert(pRenderTarget->cLevels == 1);
+
+ for (uint32_t i = 0; i < pRenderTarget->cLevels; i++)
+ {
+ if (pRenderTarget->paMipmapLevels[i].fDirty)
+ {
+ D3DLOCKED_RECT LockedRect;
+
+ hr = pRenderTarget->u.pSurface->LockRect(&LockedRect,
+ NULL, /* entire surface */
+ 0);
+
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSetRenderTarget: LockRect failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ Log(("vmsvga3dSetRenderTarget: sync dirty texture mipmap level %d (pitch %x vs %x)\n", i, LockedRect.Pitch, pRenderTarget->paMipmapLevels[i].cbSurfacePitch));
+
+ uint8_t *pDest = (uint8_t *)LockedRect.pBits;
+ uint8_t *pSrc = (uint8_t *)pRenderTarget->paMipmapLevels[i].pSurfaceData;
+ for (uint32_t j = 0; j < pRenderTarget->paMipmapLevels[i].size.height; j++)
+ {
+ memcpy(pDest, pSrc, pRenderTarget->paMipmapLevels[i].cbSurfacePitch);
+
+ pDest += LockedRect.Pitch;
+ pSrc += pRenderTarget->paMipmapLevels[i].cbSurfacePitch;
+ }
+
+ hr = pRenderTarget->u.pSurface->UnlockRect();
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSetRenderTarget: UnlockRect failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ pRenderTarget->paMipmapLevels[i].fDirty = false;
+ }
+ }
+ }
+#endif
+ }
+
+ /** @todo Assert(!pRenderTarget->fDirty); */
+
+ AssertReturn(pRenderTarget->u.pSurface, VERR_INVALID_PARAMETER);
+
+ pRenderTarget->fUsageD3D |= D3DUSAGE_DEPTHSTENCIL;
+ pRenderTarget->f.surfaceFlags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
+
+ if (pRenderTarget->fStencilAsTexture)
+ {
+ IDirect3DSurface9 *pStencilSurface;
+
+ rc = vmsvga3dGetD3DSurface(pState, pContext, pRenderTarget, target.face, target.mipmap, /*fLockable=*/ false, &pStencilSurface);
+ AssertRCReturn(rc, rc);
+
+ hr = pContext->pDevice->SetDepthStencilSurface(pStencilSurface);
+ D3D_RELEASE(pStencilSurface);
+ AssertMsgReturn(hr == D3D_OK, ("SetDepthStencilSurface failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+ else
+ {
+ Assert(pRenderTarget->idAssociatedContext == cid);
+ AssertReturn(pRenderTarget->enmD3DResType == VMSVGA3D_D3DRESTYPE_SURFACE, VERR_INVALID_PARAMETER);
+ hr = pContext->pDevice->SetDepthStencilSurface(pRenderTarget->u.pSurface);
+ AssertMsgReturn(hr == D3D_OK, ("SetDepthStencilSurface failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+ 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:
+ {
+ IDirect3DSurface9 *pSurface;
+ bool fTexture = false;
+
+ /* Must flush the other context's 3d pipeline to make sure all drawing is complete for the surface we're about to use. */
+ vmsvga3dSurfaceFlush(pRenderTarget);
+
+ if (pRenderTarget->f.surfaceFlags & SVGA3D_SURFACE_HINT_TEXTURE)
+ {
+ fTexture = true;
+
+ /* A texture surface can be used as a render target to fill it and later on used as a texture. */
+ if (!pRenderTarget->u.pTexture)
+ {
+ LogFunc(("Create texture to be used as render target; sid=%u type=%d format=%d -> create texture\n", target.sid, pRenderTarget->f.s.surface1Flags, pRenderTarget->format));
+ rc = vmsvga3dBackCreateTexture(pThisCC, pContext, cid, pRenderTarget);
+ AssertRCReturn(rc, rc);
+ }
+
+ rc = vmsvga3dGetD3DSurface(pState, pContext, pRenderTarget, target.face, target.mipmap, false, &pSurface);
+ AssertRCReturn(rc, rc);
+ }
+ else
+ {
+ AssertReturn(target.face == 0 && target.mipmap == 0, VERR_INVALID_PARAMETER);
+ if (!pRenderTarget->u.pSurface)
+ {
+ DWORD cQualityLevels = 0;
+
+ /* Query the nr of quality levels for this particular format */
+ if (pRenderTarget->multiSampleTypeD3D != D3DMULTISAMPLE_NONE)
+ {
+ hr = pState->pD3D9->CheckDeviceMultiSampleType(D3DADAPTER_DEFAULT,
+ D3DDEVTYPE_HAL,
+ pRenderTarget->formatD3D,
+ TRUE, /* Windowed */
+ pRenderTarget->multiSampleTypeD3D,
+ &cQualityLevels);
+ Assert(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE);
+ }
+
+ LogFunc(("COLOR; cQualityLevels=%d\n", cQualityLevels));
+ LogFunc(("Create rendertarget (%d,%d) formatD3D=%x multisample=%x\n",
+ pRenderTarget->paMipmapLevels[0].mipmapSize.width, pRenderTarget->paMipmapLevels[0].mipmapSize.height, pRenderTarget->formatD3D, pRenderTarget->multiSampleTypeD3D));
+
+ hr = pContext->pDevice->CreateRenderTarget(pRenderTarget->paMipmapLevels[0].mipmapSize.width,
+ pRenderTarget->paMipmapLevels[0].mipmapSize.height,
+ pRenderTarget->formatD3D,
+ pRenderTarget->multiSampleTypeD3D,
+ ((cQualityLevels >= 1) ? cQualityLevels - 1 : 0), /* 0 - (levels-1) */
+ TRUE, /* lockable */
+ &pRenderTarget->u.pSurface,
+ NULL);
+ AssertReturn(hr == D3D_OK, VERR_INTERNAL_ERROR);
+
+ pRenderTarget->idAssociatedContext = cid;
+ pRenderTarget->enmD3DResType = VMSVGA3D_D3DRESTYPE_SURFACE;
+ }
+ else
+ AssertReturn(pRenderTarget->fUsageD3D & D3DUSAGE_RENDERTARGET, VERR_INVALID_PARAMETER);
+
+ Assert(pRenderTarget->idAssociatedContext == cid);
+ AssertMsgReturn(pRenderTarget->enmD3DResType == VMSVGA3D_D3DRESTYPE_SURFACE,
+ ("Invalid render target %#x\n", pRenderTarget->enmD3DResType),
+ VERR_INVALID_PARAMETER);
+ pSurface = pRenderTarget->u.pSurface;
+ }
+
+ AssertReturn(pSurface, VERR_INVALID_PARAMETER);
+ Assert(!pRenderTarget->fDirty);
+
+ pRenderTarget->fUsageD3D |= D3DUSAGE_RENDERTARGET;
+ pRenderTarget->f.surfaceFlags |= SVGA3D_SURFACE_HINT_RENDERTARGET;
+
+ hr = pContext->pDevice->SetRenderTarget(type - SVGA3D_RT_COLOR0, pSurface);
+ if (fTexture)
+ D3D_RELEASE(pSurface); /* Release reference to texture level 0 */
+ AssertMsgReturn(hr == D3D_OK, ("SetRenderTarget failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ /* Changing the render target resets the viewport; restore it here. */
+ if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_VIEWPORT)
+ vmsvga3dBackSetViewPort(pThisCC, cid, &pContext->state.RectViewPort);
+ if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_ZRANGE)
+ vmsvga3dBackSetZRange(pThisCC, cid, pContext->state.zRange);
+ /* Changing the render target also resets the scissor rectangle; restore it as well. */
+ if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_SCISSORRECT)
+ vmsvga3dBackSetScissorRect(pThisCC, cid, &pContext->state.RectScissor);
+
+ break;
+ }
+
+ default:
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+ }
+
+ return VINF_SUCCESS;
+}
+
+/**
+ * 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 D3DTA_DIFFUSE;
+ }
+}
+
+/**
+ * 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 D3DTTFF_DISABLE;
+ }
+}
+
+static DWORD vmsvga3dSamplerIndex2D3D(uint32_t idxSampler)
+{
+ if (idxSampler < SVGA3D_MAX_SAMPLERS_PS)
+ return idxSampler;
+ return (idxSampler - SVGA3D_MAX_SAMPLERS_PS) + D3DDMAPSAMPLER;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSetTextureState(PVGASTATECC pThisCC, uint32_t cid, uint32_t cTextureStates, SVGA3dTextureState *pTextureState)
+{
+ DWORD val = 0; /* Shut up MSC */
+ HRESULT hr;
+ PVMSVGA3DCONTEXT pContext;
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ LogFunc(("%x cTextureState=%d\n", cid, cTextureStates));
+
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ for (unsigned i = 0; i < cTextureStates; i++)
+ {
+ 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));
+
+ if (pTextureState[i].name == SVGA3D_TS_BIND_TEXTURE)
+ {
+ /* Special case: binding a texture to a sampler. Stage is the sampler index. */
+ const uint32_t sid = pTextureState[i].value;
+ const uint32_t idxSampler = pTextureState[i].stage;
+
+ if (RT_UNLIKELY(idxSampler >= SVGA3D_MAX_SAMPLERS))
+ {
+ AssertMsgFailed(("pTextureState[%d]: SVGA3D_TS_BIND_TEXTURE idxSampler=%d, sid=%u\n", i, idxSampler, sid));
+ continue;
+ }
+
+ const DWORD d3dSampler = vmsvga3dSamplerIndex2D3D(idxSampler);
+ if (sid == SVGA3D_INVALID_ID)
+ {
+ LogFunc(("SVGA3D_TS_BIND_TEXTURE: unbind sampler=%d\n", idxSampler));
+
+ pContext->aSidActiveTextures[idxSampler] = SVGA3D_INVALID_ID;
+
+ /* Unselect the currently associated texture. */
+ hr = pContext->pDevice->SetTexture(d3dSampler, NULL);
+ AssertMsgReturn(hr == D3D_OK, ("SetTexture failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+ else
+ {
+ PVMSVGA3DSURFACE pSurface;
+ rc = vmsvga3dSurfaceFromSid(pState, sid, &pSurface);
+ AssertRCReturn(rc, rc);
+
+ LogFunc(("SVGA3D_TS_BIND_TEXTURE: bind idxSampler=%d, texture sid=%u (%d,%d)\n", idxSampler, sid, pSurface->paMipmapLevels[0].mipmapSize.width, pSurface->paMipmapLevels[0].mipmapSize.height));
+
+ if (!pSurface->u.pTexture)
+ {
+ Assert(pSurface->idAssociatedContext == SVGA3D_INVALID_ID);
+ LogFunc(("CreateTexture (%d,%d) level=%d fUsage=%x format=%x\n", pSurface->paMipmapLevels[0].mipmapSize.width, pSurface->paMipmapLevels[0].mipmapSize.height, pSurface->cLevels, pSurface->fUsageD3D, pSurface->formatD3D));
+ rc = vmsvga3dBackCreateTexture(pThisCC, pContext, cid, pSurface);
+ AssertRCReturn(rc, rc);
+ }
+ else
+ {
+ /* Must flush the other context's 3d pipeline to make sure all drawing is complete for the surface we're about to use. */
+ vmsvga3dSurfaceFlush(pSurface);
+ }
+
+ AssertReturn( pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_TEXTURE
+ || pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE
+ || pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE,
+ VERR_INVALID_PARAMETER);
+
+ if (pSurface->idAssociatedContext != cid)
+ {
+ LogFunc(("Using texture sid=%u created for another context (%d vs %d)\n", sid, pSurface->idAssociatedContext, cid));
+
+ PVMSVGA3DSHAREDSURFACE pSharedSurface = vmsvga3dSurfaceGetSharedCopy(pState, pContext, pSurface);
+ AssertReturn(pSharedSurface, VERR_INTERNAL_ERROR);
+
+ hr = pContext->pDevice->SetTexture(d3dSampler, pSharedSurface->u.pTexture);
+ }
+ else
+ hr = pContext->pDevice->SetTexture(d3dSampler, pSurface->u.pTexture);
+
+ AssertMsgReturn(hr == D3D_OK, ("SetTexture failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ pContext->aSidActiveTextures[idxSampler] = sid;
+ }
+ /* Finished; continue with the next one. */
+ continue;
+ }
+
+ D3DTEXTURESTAGESTATETYPE textureType = D3DTSS_FORCE_DWORD;
+ D3DSAMPLERSTATETYPE samplerType = D3DSAMP_FORCE_DWORD;
+ switch (pTextureState[i].name)
+ {
+ case SVGA3D_TS_COLOROP: /* SVGA3dTextureCombiner */
+ textureType = D3DTSS_COLOROP;
+ val = vmsvga3dTextureCombiner2D3D(pTextureState[i].value);
+ break;
+
+ case SVGA3D_TS_COLORARG0: /* SVGA3dTextureArgData */
+ textureType = D3DTSS_COLORARG0;
+ val = vmsvga3dTextureArgData2D3D(pTextureState[i].value);
+ break;
+
+ case SVGA3D_TS_COLORARG1: /* SVGA3dTextureArgData */
+ textureType = D3DTSS_COLORARG1;
+ val = vmsvga3dTextureArgData2D3D(pTextureState[i].value);
+ break;
+
+ case SVGA3D_TS_COLORARG2: /* SVGA3dTextureArgData */
+ textureType = D3DTSS_COLORARG2;
+ val = vmsvga3dTextureArgData2D3D(pTextureState[i].value);
+ break;
+
+ case SVGA3D_TS_ALPHAOP: /* SVGA3dTextureCombiner */
+ textureType = D3DTSS_ALPHAOP;
+ val = vmsvga3dTextureCombiner2D3D(pTextureState[i].value);
+ break;
+
+ case SVGA3D_TS_ALPHAARG0: /* SVGA3dTextureArgData */
+ textureType = D3DTSS_ALPHAARG0;
+ val = vmsvga3dTextureArgData2D3D(pTextureState[i].value);
+ break;
+
+ case SVGA3D_TS_ALPHAARG1: /* SVGA3dTextureArgData */
+ textureType = D3DTSS_ALPHAARG1;
+ val = vmsvga3dTextureArgData2D3D(pTextureState[i].value);
+ break;
+
+ case SVGA3D_TS_ALPHAARG2: /* SVGA3dTextureArgData */
+ textureType = D3DTSS_ALPHAARG2;
+ val = vmsvga3dTextureArgData2D3D(pTextureState[i].value);
+ break;
+
+ case SVGA3D_TS_BUMPENVMAT00: /* float */
+ textureType = D3DTSS_BUMPENVMAT00;
+ val = pTextureState[i].value;
+ break;
+
+ case SVGA3D_TS_BUMPENVMAT01: /* float */
+ textureType = D3DTSS_BUMPENVMAT01;
+ val = pTextureState[i].value;
+ break;
+
+ case SVGA3D_TS_BUMPENVMAT10: /* float */
+ textureType = D3DTSS_BUMPENVMAT10;
+ val = pTextureState[i].value;
+ break;
+
+ case SVGA3D_TS_BUMPENVMAT11: /* float */
+ textureType = D3DTSS_BUMPENVMAT11;
+ val = pTextureState[i].value;
+ break;
+
+ case SVGA3D_TS_TEXCOORDINDEX: /* uint32_t */
+ textureType = D3DTSS_TEXCOORDINDEX;
+ val = pTextureState[i].value;
+ break;
+
+ case SVGA3D_TS_BUMPENVLSCALE: /* float */
+ textureType = D3DTSS_BUMPENVLSCALE;
+ val = pTextureState[i].value;
+ break;
+
+ case SVGA3D_TS_BUMPENVLOFFSET: /* float */
+ textureType = D3DTSS_BUMPENVLOFFSET;
+ val = pTextureState[i].value;
+ break;
+
+ case SVGA3D_TS_TEXTURETRANSFORMFLAGS: /* SVGA3dTexTransformFlags */
+ textureType = D3DTSS_TEXTURETRANSFORMFLAGS;
+ val = vmsvga3dTextTransformFlags2D3D(pTextureState[i].value);
+ break;
+
+ case SVGA3D_TS_ADDRESSW: /* SVGA3dTextureAddress */
+ samplerType = D3DSAMP_ADDRESSW;
+ val = pTextureState[i].value; /* Identical otherwise */
+ Assert(pTextureState[i].value != SVGA3D_TEX_ADDRESS_EDGE);
+ break;
+
+ case SVGA3D_TS_ADDRESSU: /* SVGA3dTextureAddress */
+ samplerType = D3DSAMP_ADDRESSU;
+ val = pTextureState[i].value; /* Identical otherwise */
+ Assert(pTextureState[i].value != SVGA3D_TEX_ADDRESS_EDGE);
+ break;
+
+ case SVGA3D_TS_ADDRESSV: /* SVGA3dTextureAddress */
+ samplerType = D3DSAMP_ADDRESSV;
+ val = pTextureState[i].value; /* Identical otherwise */
+ Assert(pTextureState[i].value != SVGA3D_TEX_ADDRESS_EDGE);
+ break;
+
+ case SVGA3D_TS_MIPFILTER: /* SVGA3dTextureFilter */
+ samplerType = D3DSAMP_MIPFILTER;
+ val = pTextureState[i].value; /* Identical otherwise */
+ Assert(pTextureState[i].value != SVGA3D_TEX_FILTER_FLATCUBIC);
+ Assert(pTextureState[i].value != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
+ break;
+
+ case SVGA3D_TS_MAGFILTER: /* SVGA3dTextureFilter */
+ samplerType = D3DSAMP_MAGFILTER;
+ val = pTextureState[i].value; /* Identical otherwise */
+ Assert(pTextureState[i].value != SVGA3D_TEX_FILTER_FLATCUBIC);
+ Assert(pTextureState[i].value != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
+ break;
+
+ case SVGA3D_TS_MINFILTER: /* SVGA3dTextureFilter */
+ samplerType = D3DSAMP_MINFILTER;
+ val = pTextureState[i].value; /* Identical otherwise */
+ Assert(pTextureState[i].value != SVGA3D_TEX_FILTER_FLATCUBIC);
+ Assert(pTextureState[i].value != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
+ break;
+
+ case SVGA3D_TS_BORDERCOLOR: /* SVGA3dColor */
+ samplerType = D3DSAMP_BORDERCOLOR;
+ val = pTextureState[i].value; /* Identical */
+ break;
+
+ case SVGA3D_TS_TEXTURE_LOD_BIAS: /* float */
+ samplerType = D3DSAMP_MIPMAPLODBIAS;
+ val = pTextureState[i].value; /* Identical */
+ break;
+
+ case SVGA3D_TS_TEXTURE_MIPMAP_LEVEL: /* uint32_t */
+ samplerType = D3DSAMP_MAXMIPLEVEL;
+ val = pTextureState[i].value; /* Identical?? */
+ break;
+
+ case SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL: /* uint32_t */
+ samplerType = D3DSAMP_MAXANISOTROPY;
+ val = pTextureState[i].value; /* Identical?? */
+ break;
+
+ case SVGA3D_TS_GAMMA: /* float */
+ samplerType = D3DSAMP_SRGBTEXTURE;
+ /* Boolean in D3D */
+ if (pTextureState[i].floatValue == 1.0f)
+ val = FALSE;
+ else
+ val = TRUE;
+ break;
+
+ /* Internal commands, that don't map directly to the SetTextureStageState API. */
+ case SVGA3D_TS_TEXCOORDGEN: /* SVGA3dTextureCoordGen */
+ AssertFailed();
+ break;
+
+ case SVGA3D_TS_MAX: /* shut up MSC */
+ case SVGA3D_TS_INVALID:
+ case SVGA3D_TS_BIND_TEXTURE:
+ AssertFailedBreak();
+ default: /** @todo Remaining TSs. Avoid MSC warning for now. */
+ break;
+ }
+
+ const uint32_t currentStage = pTextureState[i].stage;
+ /* Record the texture state for vm state saving. */
+ if ( currentStage < RT_ELEMENTS(pContext->state.aTextureStates)
+ && (unsigned)pTextureState[i].name < RT_ELEMENTS(pContext->state.aTextureStates[0]))
+ {
+ pContext->state.aTextureStates[currentStage][pTextureState[i].name] = pTextureState[i];
+ }
+
+ if (textureType != D3DTSS_FORCE_DWORD)
+ {
+ if (RT_UNLIKELY(currentStage >= SVGA3D_MAX_TEXTURE_STAGES))
+ {
+ AssertMsgFailed(("pTextureState[%d].stage=%#x name=%#x value=%#x\n", i, pTextureState[i].stage, pTextureState[i].name, pTextureState[i].value));
+ continue;
+ }
+
+ hr = pContext->pDevice->SetTextureStageState(currentStage, textureType, val);
+ AssertMsg(hr == D3D_OK, ("SetTextureStageState failed with %x\n", hr));
+ }
+ else if (samplerType != D3DSAMP_FORCE_DWORD)
+ {
+ if (RT_UNLIKELY(currentStage >= SVGA3D_MAX_SAMPLERS))
+ {
+ AssertMsgFailed(("pTextureState[%d].stage=%#x name=%#x value=%#x\n", i, pTextureState[i].stage, pTextureState[i].name, pTextureState[i].value));
+ continue;
+ }
+
+ hr = pContext->pDevice->SetSamplerState(currentStage, samplerType, val);
+ AssertMsg(hr == D3D_OK, ("SetSamplerState failed with %x\n", hr));
+ }
+ else
+ {
+ AssertFailed();
+ }
+ }
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSetMaterial(PVGASTATECC pThisCC, uint32_t cid, SVGA3dFace face, SVGA3dMaterial *pMaterial)
+{
+ HRESULT hr;
+ 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);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ AssertReturn((unsigned)face < SVGA3D_FACE_MAX, 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;
+
+ /* @note face not used for D3D9 */
+ /** @todo ignore everything except SVGA3D_FACE_NONE? */
+ //Assert(face == SVGA3D_FACE_NONE);
+ if (face != SVGA3D_FACE_NONE)
+ Log(("Unsupported face %d!!\n", face));
+
+ D3DMATERIAL9 material;
+ material.Diffuse.r = pMaterial->diffuse[0];
+ material.Diffuse.g = pMaterial->diffuse[1];
+ material.Diffuse.b = pMaterial->diffuse[2];
+ material.Diffuse.a = pMaterial->diffuse[3];
+ material.Ambient.r = pMaterial->ambient[0];
+ material.Ambient.g = pMaterial->ambient[1];
+ material.Ambient.b = pMaterial->ambient[2];
+ material.Ambient.a = pMaterial->ambient[3];
+ material.Specular.r = pMaterial->specular[0];
+ material.Specular.g = pMaterial->specular[1];
+ material.Specular.b = pMaterial->specular[2];
+ material.Specular.a = pMaterial->specular[3];
+ material.Emissive.r = pMaterial->emissive[0];
+ material.Emissive.g = pMaterial->emissive[1];
+ material.Emissive.b = pMaterial->emissive[2];
+ material.Emissive.a = pMaterial->emissive[3];
+ material.Power = pMaterial->shininess;
+
+ hr = pContext->pDevice->SetMaterial(&material);
+ AssertMsgReturn(hr == D3D_OK, ("SetMaterial failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSetLightData(PVGASTATECC pThisCC, uint32_t cid, uint32_t index, SVGA3dLightData *pData)
+{
+ HRESULT hr;
+ D3DLIGHT9 light;
+ PVMSVGA3DCONTEXT pContext;
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ Log(("vmsvga3dSetLightData %x index=%d\n", cid, index));
+ ASSERT_GUEST_RETURN(index < SVGA3D_MAX_LIGHTS, VERR_INVALID_PARAMETER);
+
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ switch (pData->type)
+ {
+ case SVGA3D_LIGHTTYPE_POINT:
+ light.Type = D3DLIGHT_POINT;
+ break;
+
+ case SVGA3D_LIGHTTYPE_SPOT1: /* 1-cone, in degrees */
+ light.Type = D3DLIGHT_SPOT;
+ break;
+
+ case SVGA3D_LIGHTTYPE_DIRECTIONAL:
+ light.Type = D3DLIGHT_DIRECTIONAL;
+ break;
+
+ case SVGA3D_LIGHTTYPE_SPOT2: /* 2-cone, in radians */
+ default:
+ Log(("Unsupported light type!!\n"));
+ return VERR_INVALID_PARAMETER;
+ }
+
+ /* Store for vm state save/restore */
+ pContext->state.aLightData[index].fValidData = true;
+ pContext->state.aLightData[index].data = *pData;
+
+ light.Diffuse.r = pData->diffuse[0];
+ light.Diffuse.g = pData->diffuse[1];
+ light.Diffuse.b = pData->diffuse[2];
+ light.Diffuse.a = pData->diffuse[3];
+ light.Specular.r = pData->specular[0];
+ light.Specular.g = pData->specular[1];
+ light.Specular.b = pData->specular[2];
+ light.Specular.a = pData->specular[3];
+ light.Ambient.r = pData->ambient[0];
+ light.Ambient.g = pData->ambient[1];
+ light.Ambient.b = pData->ambient[2];
+ light.Ambient.a = pData->ambient[3];
+ light.Position.x = pData->position[0];
+ light.Position.y = pData->position[1];
+ light.Position.z = pData->position[2]; /* @note 4th position not available in D3D9 */
+ light.Direction.x = pData->direction[0];
+ light.Direction.y = pData->direction[1];
+ light.Direction.z = pData->direction[2]; /* @note 4th position not available in D3D9 */
+ light.Range = pData->range;
+ light.Falloff = pData->falloff;
+ light.Attenuation0 = pData->attenuation0;
+ light.Attenuation1 = pData->attenuation1;
+ light.Attenuation2 = pData->attenuation2;
+ light.Theta = pData->theta;
+ light.Phi = pData->phi;
+
+ hr = pContext->pDevice->SetLight(index, &light);
+ AssertMsgReturn(hr == D3D_OK, ("SetLight failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSetLightEnabled(PVGASTATECC pThisCC, uint32_t cid, uint32_t index, uint32_t enabled)
+{
+ HRESULT hr;
+ PVMSVGA3DCONTEXT pContext;
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ Log(("vmsvga3dSetLightEnabled %x %d -> %d\n", cid, index, enabled));
+ AssertReturn(index < SVGA3D_MAX_LIGHTS, VERR_INVALID_PARAMETER);
+
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ /* Store for vm state save/restore */
+ pContext->state.aLightData[index].fEnabled = !!enabled;
+
+ hr = pContext->pDevice->LightEnable(index, (BOOL)enabled);
+ AssertMsgReturn(hr == D3D_OK, ("LightEnable failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSetViewPort(PVGASTATECC pThisCC, uint32_t cid, SVGA3dRect *pRect)
+{
+ HRESULT hr;
+ D3DVIEWPORT9 viewPort;
+ PVMSVGA3DCONTEXT pContext;
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ Log(("vmsvga3dSetViewPort %x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
+
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ /* Save for vm state save/restore. */
+ pContext->state.RectViewPort = *pRect;
+ pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VIEWPORT;
+
+ hr = pContext->pDevice->GetViewport(&viewPort);
+ AssertMsgReturn(hr == D3D_OK, ("GetViewport failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ viewPort.X = pRect->x;
+ viewPort.Y = pRect->y;
+ viewPort.Width = pRect->w;
+ viewPort.Height = pRect->h;
+ /* viewPort.MinZ & MaxZ are not changed from the current setting. */
+
+ hr = pContext->pDevice->SetViewport(&viewPort);
+ AssertMsgReturn(hr == D3D_OK, ("SetViewport failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackSetClipPlane(PVGASTATECC pThisCC, uint32_t cid, uint32_t index, float plane[4])
+{
+ HRESULT hr;
+ PVMSVGA3DCONTEXT pContext;
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ Log(("vmsvga3dSetClipPlane %x %d (%d,%d)(%d,%d)\n", cid, index, (unsigned)(plane[0] * 100.0), (unsigned)(plane[1] * 100.0), (unsigned)(plane[2] * 100.0), (unsigned)(plane[3] * 100.0)));
+ AssertReturn(index < SVGA3D_NUM_CLIPPLANES, VERR_INVALID_PARAMETER);
+
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ /* 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));
+
+ hr = pContext->pDevice->SetClipPlane(index, plane);
+ AssertMsgReturn(hr == D3D_OK, ("SetClipPlane failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackCommandClear(PVGASTATECC pThisCC, uint32_t cid, SVGA3dClearFlag clearFlag, uint32_t color, float depth,
+ uint32_t stencil, uint32_t cRects, SVGA3dRect *pRect)
+{
+ /* From SVGA3D_BeginClear comments:
+ *
+ * Clear is not affected by clipping, depth test, or other
+ * render state which affects the fragment pipeline.
+ *
+ * Therefore this code must ignore the current scissor rect.
+ */
+
+ DWORD clearFlagD3D = 0;
+ D3DRECT *pRectD3D = NULL;
+ HRESULT hr;
+ PVMSVGA3DCONTEXT pContext;
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ Log(("vmsvga3dCommandClear %x clearFlag=%x color=%x depth=%d stencil=%x cRects=%d\n", cid, clearFlag, color, (uint32_t)(depth * 100.0), stencil, cRects));
+
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ PVMSVGA3DSURFACE pRT;
+ rc = vmsvga3dSurfaceFromSid(pState, pContext->state.aRenderTargets[SVGA3D_RT_COLOR0], &pRT);
+ AssertRCReturn(rc, rc);
+
+ if (clearFlag & SVGA3D_CLEAR_COLOR)
+ clearFlagD3D |= D3DCLEAR_TARGET;
+ if (clearFlag & SVGA3D_CLEAR_STENCIL)
+ clearFlagD3D |= D3DCLEAR_STENCIL;
+ if (clearFlag & SVGA3D_CLEAR_DEPTH)
+ clearFlagD3D |= D3DCLEAR_ZBUFFER;
+
+ if (cRects)
+ {
+ pRectD3D = (D3DRECT *)RTMemAlloc(sizeof(D3DRECT) * cRects);
+ AssertReturn(pRectD3D, VERR_NO_MEMORY);
+
+ for (unsigned i=0; i < cRects; i++)
+ {
+ Log(("vmsvga3dCommandClear: rect %d (%d,%d)(%d,%d)\n", i, pRect[i].x, pRect[i].y, pRect[i].x + pRect[i].w, pRect[i].y + pRect[i].h));
+ pRectD3D[i].x1 = pRect[i].x;
+ pRectD3D[i].y1 = pRect[i].y;
+ pRectD3D[i].x2 = pRect[i].x + pRect[i].w; /* exclusive */
+ pRectD3D[i].y2 = pRect[i].y + pRect[i].h; /* exclusive */
+ }
+ }
+
+ RECT currentScissorRect;
+ pContext->pDevice->GetScissorRect(&currentScissorRect);
+
+ RECT clearScissorRect;
+ clearScissorRect.left = 0;
+ clearScissorRect.top = 0;
+ clearScissorRect.right = pRT->paMipmapLevels[0].mipmapSize.width;
+ clearScissorRect.bottom = pRT->paMipmapLevels[0].mipmapSize.height;
+ pContext->pDevice->SetScissorRect(&clearScissorRect);
+
+ hr = pContext->pDevice->Clear(cRects, pRectD3D, clearFlagD3D, (D3DCOLOR)color, depth, stencil);
+
+ if (pRectD3D)
+ RTMemFree(pRectD3D);
+
+ pContext->pDevice->SetScissorRect(&currentScissorRect);
+
+ AssertMsgReturn(hr == D3D_OK, ("Clear failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ /* Make sure we can track drawing usage of active render targets. */
+ for (uint32_t i = 0; i < RT_ELEMENTS(pContext->state.aRenderTargets); ++i)
+ if (pContext->state.aRenderTargets[i] != SVGA3D_INVALID_ID)
+ vmsvga3dSurfaceTrackUsageById(pState, pContext, pContext->state.aRenderTargets[i]);
+
+ return VINF_SUCCESS;
+}
+
+/* Convert VMWare vertex declaration to its D3D equivalent. */
+static int vmsvga3dVertexDecl2D3D(const SVGA3dVertexArrayIdentity &identity, D3DVERTEXELEMENT9 *pVertexElement)
+{
+ /* usage, method and type are identical; make sure. */
+ AssertCompile(SVGA3D_DECLTYPE_FLOAT1 == D3DDECLTYPE_FLOAT1);
+ AssertCompile(SVGA3D_DECLTYPE_FLOAT16_4 == D3DDECLTYPE_FLOAT16_4);
+ AssertCompile(SVGA3D_DECLMETHOD_DEFAULT == D3DDECLMETHOD_DEFAULT);
+ AssertCompile(SVGA3D_DECLMETHOD_LOOKUPPRESAMPLED == D3DDECLMETHOD_LOOKUPPRESAMPLED);
+ AssertCompile(D3DDECLUSAGE_POSITION == SVGA3D_DECLUSAGE_POSITION);
+ AssertCompile(D3DDECLUSAGE_SAMPLE == SVGA3D_DECLUSAGE_SAMPLE);
+
+ pVertexElement->Stream = 0;
+ pVertexElement->Offset = 0;
+ pVertexElement->Type = identity.type;
+ pVertexElement->Method = identity.method;
+ pVertexElement->Usage = identity.usage;
+ pVertexElement->UsageIndex = identity.usageIndex;
+ return VINF_SUCCESS;
+}
+
+/* Convert VMWare primitive type to its D3D equivalent. */
+static int vmsvga3dPrimitiveType2D3D(SVGA3dPrimitiveType PrimitiveType, D3DPRIMITIVETYPE *pPrimitiveTypeD3D)
+{
+ switch (PrimitiveType)
+ {
+ case SVGA3D_PRIMITIVE_TRIANGLELIST:
+ *pPrimitiveTypeD3D = D3DPT_TRIANGLELIST;
+ break;
+ case SVGA3D_PRIMITIVE_POINTLIST:
+ *pPrimitiveTypeD3D = D3DPT_POINTLIST;
+ break;
+ case SVGA3D_PRIMITIVE_LINELIST:
+ *pPrimitiveTypeD3D = D3DPT_LINELIST;
+ break;
+ case SVGA3D_PRIMITIVE_LINESTRIP:
+ *pPrimitiveTypeD3D = D3DPT_LINESTRIP;
+ break;
+ case SVGA3D_PRIMITIVE_TRIANGLESTRIP:
+ *pPrimitiveTypeD3D = D3DPT_TRIANGLESTRIP;
+ break;
+ case SVGA3D_PRIMITIVE_TRIANGLEFAN:
+ *pPrimitiveTypeD3D = D3DPT_TRIANGLEFAN;
+ break;
+ default:
+ return VERR_INVALID_PARAMETER;
+ }
+ return VINF_SUCCESS;
+}
+
+
+static int vmsvga3dDrawPrimitivesSyncVertexBuffer(PVMSVGA3DCONTEXT pContext,
+ PVMSVGA3DSURFACE pVertexSurface)
+{
+ HRESULT hr;
+ if ( pVertexSurface->u.pSurface
+ && pVertexSurface->enmD3DResType != VMSVGA3D_D3DRESTYPE_VERTEX_BUFFER)
+ {
+ /* The buffer object is not an vertex one. Recreate the D3D resource. */
+ AssertReturn(pVertexSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_INDEX_BUFFER, VERR_INVALID_PARAMETER);
+ D3D_RELEASE(pVertexSurface->u.pIndexBuffer);
+ pVertexSurface->enmD3DResType = VMSVGA3D_D3DRESTYPE_NONE;
+
+ LogFunc(("index -> vertex buffer sid=%u\n", pVertexSurface->id));
+ }
+
+ bool fSync = pVertexSurface->fDirty;
+ if (!pVertexSurface->u.pVertexBuffer)
+ {
+ LogFunc(("Create vertex buffer sid=%u fDirty=%d\n", pVertexSurface->id, pVertexSurface->fDirty));
+
+ const DWORD Usage = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY; /* possible severe performance penalty otherwise (according to d3d debug output */
+ hr = pContext->pDevice->CreateVertexBuffer(pVertexSurface->paMipmapLevels[0].cbSurface,
+ Usage,
+ 0, /* non-FVF */
+ D3DPOOL_DEFAULT,
+ &pVertexSurface->u.pVertexBuffer,
+ NULL);
+ AssertMsgReturn(hr == D3D_OK, ("CreateVertexBuffer failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ pVertexSurface->enmD3DResType = VMSVGA3D_D3DRESTYPE_VERTEX_BUFFER;
+ pVertexSurface->idAssociatedContext = pContext->id;
+ pVertexSurface->f.surfaceFlags |= SVGA3D_SURFACE_HINT_VERTEXBUFFER;
+ fSync = true;
+ }
+
+ if (fSync)
+ {
+ LogFunc(("sync vertex buffer\n"));
+ Assert(pVertexSurface->u.pVertexBuffer);
+
+ void *pvData;
+ hr = pVertexSurface->u.pVertexBuffer->Lock(0, 0, &pvData, D3DLOCK_DISCARD);
+ AssertMsgReturn(hr == D3D_OK, ("Lock vertex failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ memcpy(pvData, pVertexSurface->paMipmapLevels[0].pSurfaceData, pVertexSurface->paMipmapLevels[0].cbSurface);
+
+ hr = pVertexSurface->u.pVertexBuffer->Unlock();
+ AssertMsgReturn(hr == D3D_OK, ("Unlock vertex failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+
+ return VINF_SUCCESS;
+}
+
+
+static int vmsvga3dDrawPrimitivesSyncIndexBuffer(PVMSVGA3DCONTEXT pContext,
+ PVMSVGA3DSURFACE pIndexSurface,
+ uint32_t indexWidth)
+{
+ HRESULT hr;
+ if ( pIndexSurface->u.pSurface
+ && pIndexSurface->enmD3DResType != VMSVGA3D_D3DRESTYPE_INDEX_BUFFER)
+ {
+ /* The buffer object is not an index one. Must recreate the D3D resource. */
+ AssertReturn(pIndexSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_VERTEX_BUFFER, VERR_INVALID_PARAMETER);
+ D3D_RELEASE(pIndexSurface->u.pVertexBuffer);
+ pIndexSurface->enmD3DResType = VMSVGA3D_D3DRESTYPE_NONE;
+
+ LogFunc(("vertex -> index buffer sid=%u\n", pIndexSurface->id));
+ }
+
+ bool fSync = pIndexSurface->fDirty;
+ if (!pIndexSurface->u.pIndexBuffer)
+ {
+ LogFunc(("Create index buffer fDirty=%d\n", pIndexSurface->fDirty));
+
+ const DWORD Usage = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY; /* possible severe performance penalty otherwise (according to d3d debug output */
+ const D3DFORMAT Format = (indexWidth == sizeof(uint16_t)) ? D3DFMT_INDEX16 : D3DFMT_INDEX32;
+ hr = pContext->pDevice->CreateIndexBuffer(pIndexSurface->paMipmapLevels[0].cbSurface,
+ Usage,
+ Format,
+ D3DPOOL_DEFAULT,
+ &pIndexSurface->u.pIndexBuffer,
+ NULL);
+ AssertMsgReturn(hr == D3D_OK, ("CreateIndexBuffer failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ pIndexSurface->enmD3DResType = VMSVGA3D_D3DRESTYPE_INDEX_BUFFER;
+ pIndexSurface->idAssociatedContext = pContext->id;
+ pIndexSurface->f.surfaceFlags |= SVGA3D_SURFACE_HINT_INDEXBUFFER;
+ fSync = true;
+ }
+
+ if (fSync)
+ {
+ LogFunc(("sync index buffer\n"));
+ Assert(pIndexSurface->u.pIndexBuffer);
+
+ void *pvData;
+ hr = pIndexSurface->u.pIndexBuffer->Lock(0, 0, &pvData, D3DLOCK_DISCARD);
+ AssertMsgReturn(hr == D3D_OK, ("Lock index failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ memcpy(pvData, pIndexSurface->paMipmapLevels[0].pSurfaceData, pIndexSurface->paMipmapLevels[0].cbSurface);
+
+ hr = pIndexSurface->u.pIndexBuffer->Unlock();
+ AssertMsgReturn(hr == D3D_OK, ("Unlock index failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+
+ return VINF_SUCCESS;
+}
+
+static int vmsvga3dDrawPrimitivesProcessVertexDecls(const uint32_t numVertexDecls,
+ const SVGA3dVertexDecl *pVertexDecl,
+ const uint32_t idStream,
+ const uint32_t uVertexMinOffset,
+ const uint32_t uVertexMaxOffset,
+ D3DVERTEXELEMENT9 *pVertexElement)
+{
+ RT_NOREF(uVertexMaxOffset); /* Logging only. */
+ Assert(numVertexDecls);
+
+ /* Create a vertex declaration array */
+ for (uint32_t iVertex = 0; iVertex < numVertexDecls; ++iVertex)
+ {
+ LogFunc(("vertex %d type=%s (%d) method=%s (%d) usage=%s (%d) usageIndex=%d stride=%d offset=%d (%d min=%d max=%d)\n",
+ iVertex,
+ 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 - uVertexMinOffset,
+ pVertexDecl[iVertex].array.offset,
+ uVertexMinOffset, uVertexMaxOffset));
+
+ int rc = vmsvga3dVertexDecl2D3D(pVertexDecl[iVertex].identity, &pVertexElement[iVertex]);
+ AssertRCReturn(rc, rc);
+
+ pVertexElement[iVertex].Stream = idStream;
+ pVertexElement[iVertex].Offset = pVertexDecl[iVertex].array.offset - uVertexMinOffset;
+
+#ifdef LOG_ENABLED
+ if (pVertexDecl[iVertex].array.stride == 0)
+ LogFunc(("stride == 0! Can be valid\n"));
+
+ if (pVertexElement[iVertex].Offset >= pVertexDecl[0].array.stride)
+ LogFunc(("WARNING: offset > stride!!\n"));
+#endif
+ }
+
+ 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)
+{
+ static const D3DVERTEXELEMENT9 sVertexEnd = D3DDECL_END();
+
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_INTERNAL_ERROR);
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ HRESULT hr;
+
+ /* SVGA driver may use the same surface for both index and vertex data. So we can not clear fDirty flag,
+ * after updating a vertex buffer for example, because the same surface might be used for index buffer later.
+ * So keep pointers to all used surfaces in the following two arrays and clear fDirty flag at the end.
+ */
+ PVMSVGA3DSURFACE aVertexSurfaces[SVGA3D_MAX_VERTEX_ARRAYS];
+ PVMSVGA3DSURFACE aIndexSurfaces[SVGA3D_MAX_DRAW_PRIMITIVE_RANGES];
+ RT_ZERO(aVertexSurfaces);
+ RT_ZERO(aIndexSurfaces);
+
+ LogFunc(("cid=%u numVertexDecls=%d numRanges=%d, cVertexDivisor=%d\n", cid, numVertexDecls, numRanges, cVertexDivisor));
+
+ 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 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, "bmpd3d", "rt", "-pre");
+ }
+ for (int iTex = 0; iTex < SVGA3D_MAX_SAMPLERS_PS; ++iTex)
+ {
+ IDirect3DBaseTexture9 *pBaseTexture = 0;
+ hr = pContext->pDevice->GetTexture(iTex, &pBaseTexture);
+ if (hr == S_OK && pBaseTexture)
+ {
+ D3DSURFACE_DESC surfDesc;
+ RT_ZERO(surfDesc);
+
+ IDirect3DTexture9 *pTexture = (IDirect3DTexture9 *)pBaseTexture;
+ pTexture->GetLevelDesc(0, &surfDesc);
+
+ Log(("Texture[%d]: %dx%d\n",
+ iTex, surfDesc.Width, surfDesc.Height));
+ D3D_RELEASE(pBaseTexture);
+ }
+ }
+#endif
+
+ /*
+ * Process all vertex declarations. Each vertex buffer surface is represented by one stream source id.
+ */
+ D3DVERTEXELEMENT9 aVertexElements[SVGA3D_MAX_VERTEX_ARRAYS + 1];
+
+ uint32_t iCurrentVertex = 0;
+ uint32_t iCurrentStreamId = 0;
+ while (iCurrentVertex < numVertexDecls)
+ {
+ const uint32_t sidVertex = pVertexDecl[iCurrentVertex].array.surfaceId;
+ const uint32_t strideVertex = pVertexDecl[iCurrentVertex].array.stride;
+
+ PVMSVGA3DSURFACE pVertexSurface;
+ rc = vmsvga3dSurfaceFromSid(pState, sidVertex, &pVertexSurface);
+ AssertRCBreak(rc);
+
+ rc = vmsvga3dDrawPrimitivesSyncVertexBuffer(pContext, pVertexSurface);
+ AssertRCBreak(rc);
+
+ uint32_t uVertexMinOffset = UINT32_MAX;
+ uint32_t uVertexMaxOffset = 0;
+
+ uint32_t iVertex;
+ for (iVertex = iCurrentVertex; iVertex < numVertexDecls; ++iVertex)
+ {
+ /* Remember, so we can mark it as not dirty later. */
+ aVertexSurfaces[iVertex] = pVertexSurface;
+
+ /* New surface id -> new stream id. */
+ if (pVertexDecl[iVertex].array.surfaceId != sidVertex)
+ break;
+
+ const uint32_t uVertexOffset = pVertexDecl[iVertex].array.offset;
+ const uint32_t uNewVertexMinOffset = RT_MIN(uVertexMinOffset, uVertexOffset);
+ const uint32_t uNewVertexMaxOffset = RT_MAX(uVertexMaxOffset, uVertexOffset);
+
+ /* We must put vertex declarations that start at a different element in another stream as d3d only handles offsets < stride. */
+ if ( uNewVertexMaxOffset - uNewVertexMinOffset >= strideVertex
+ && strideVertex != 0)
+ break;
+
+ uVertexMinOffset = uNewVertexMinOffset;
+ uVertexMaxOffset = uNewVertexMaxOffset;
+ }
+
+ rc = vmsvga3dDrawPrimitivesProcessVertexDecls(iVertex - iCurrentVertex,
+ &pVertexDecl[iCurrentVertex],
+ iCurrentStreamId,
+ uVertexMinOffset,
+ uVertexMaxOffset,
+ &aVertexElements[iCurrentVertex]);
+ AssertRCBreak(rc);
+
+ LogFunc(("SetStreamSource vertex sid=%u stream %d min offset=%d stride=%d\n",
+ pVertexSurface->id, iCurrentStreamId, uVertexMinOffset, strideVertex));
+
+ hr = pContext->pDevice->SetStreamSource(iCurrentStreamId,
+ pVertexSurface->u.pVertexBuffer,
+ uVertexMinOffset,
+ strideVertex);
+ AssertMsgBreakStmt(hr == D3D_OK, ("SetStreamSource failed with %x\n", hr), rc = VERR_INTERNAL_ERROR);
+
+ if (cVertexDivisor)
+ {
+ LogFunc(("SetStreamSourceFreq[%d]=%x\n", iCurrentStreamId, pVertexDivisor[iCurrentVertex].value));
+ HRESULT hr2 = pContext->pDevice->SetStreamSourceFreq(iCurrentStreamId,
+ pVertexDivisor[iCurrentVertex].value);
+ Assert(SUCCEEDED(hr2)); RT_NOREF(hr2);
+ }
+
+ iCurrentVertex = iVertex;
+ ++iCurrentStreamId;
+ }
+
+ /* iCurrentStreamId is equal to the total number of streams and the value is used for cleanup at the function end. */
+
+ AssertRCReturn(rc, rc);
+
+ /* Mark the end. */
+ memcpy(&aVertexElements[numVertexDecls], &sVertexEnd, sizeof(sVertexEnd));
+
+ /* Check if this context already has the same vertex declaration. */
+ if ( pContext->d3dState.pVertexDecl
+ && pContext->d3dState.cVertexElements == numVertexDecls + 1
+ && memcmp(pContext->d3dState.aVertexElements,
+ aVertexElements,
+ pContext->d3dState.cVertexElements * sizeof(aVertexElements[0])) == 0)
+ {
+ /* Same. */
+ }
+ else
+ {
+ /* Create and set the vertex declaration. */
+ IDirect3DVertexDeclaration9 *pVertexDecl0;
+ hr = pContext->pDevice->CreateVertexDeclaration(&aVertexElements[0], &pVertexDecl0);
+ AssertMsgReturn(hr == D3D_OK, ("CreateVertexDeclaration failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ hr = pContext->pDevice->SetVertexDeclaration(pVertexDecl0);
+ AssertMsgReturnStmt(hr == D3D_OK, ("SetVertexDeclaration failed with %x\n", hr),
+ D3D_RELEASE(pVertexDecl0),
+ VERR_INTERNAL_ERROR);
+
+ /* The new vertex declaration has been successfully set. Delete the old one. */
+ D3D_RELEASE(pContext->d3dState.pVertexDecl);
+
+ /* Remember the new vertext declaration. */
+ pContext->d3dState.pVertexDecl = pVertexDecl0;
+ pContext->d3dState.cVertexElements = numVertexDecls + 1;
+ memcpy(pContext->d3dState.aVertexElements,
+ aVertexElements,
+ pContext->d3dState.cVertexElements * sizeof(aVertexElements[0]));
+ }
+
+ /* Begin a scene before rendering anything. */
+ hr = pContext->pDevice->BeginScene();
+ AssertMsgReturn(hr == D3D_OK, ("BeginScene failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ /* Now draw the primitives. */
+ for (uint32_t iPrimitive = 0; iPrimitive < numRanges; ++iPrimitive)
+ {
+ Log(("Primitive %d: type %s\n", iPrimitive, vmsvga3dPrimitiveType2String(pRange[iPrimitive].primType)));
+
+ const uint32_t sidIndex = pRange[iPrimitive].indexArray.surfaceId;
+ PVMSVGA3DSURFACE pIndexSurface = NULL;
+
+ D3DPRIMITIVETYPE PrimitiveTypeD3D;
+ rc = vmsvga3dPrimitiveType2D3D(pRange[iPrimitive].primType, &PrimitiveTypeD3D);
+ AssertRCBreak(rc);
+
+ /* Triangle strips or fans with just one primitive don't make much sense and are identical to triangle lists.
+ * Workaround for NVidia driver crash when encountering some of these.
+ */
+ if ( pRange[iPrimitive].primitiveCount == 1
+ && ( PrimitiveTypeD3D == D3DPT_TRIANGLESTRIP
+ || PrimitiveTypeD3D == D3DPT_TRIANGLEFAN))
+ PrimitiveTypeD3D = D3DPT_TRIANGLELIST;
+
+ 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);
+ AssertRCBreak(rc);
+
+ aIndexSurfaces[iPrimitive] = pIndexSurface;
+
+ Log(("vmsvga3dDrawPrimitives: index sid=%u\n", sidIndex));
+
+ rc = vmsvga3dDrawPrimitivesSyncIndexBuffer(pContext, pIndexSurface, pRange[iPrimitive].indexWidth);
+ AssertRCBreak(rc);
+
+ hr = pContext->pDevice->SetIndices(pIndexSurface->u.pIndexBuffer);
+ AssertMsg(hr == D3D_OK, ("SetIndices vertex failed with %x\n", hr));
+ }
+ else
+ {
+ hr = pContext->pDevice->SetIndices(NULL);
+ AssertMsg(hr == D3D_OK, ("SetIndices vertex (NULL) failed with %x\n", hr));
+ }
+
+ const uint32_t strideVertex = pVertexDecl[0].array.stride;
+
+ if (!pIndexSurface)
+ {
+ /* Render without an index buffer */
+ Log(("DrawPrimitive %x primitivecount=%d index index bias=%d stride=%d\n",
+ PrimitiveTypeD3D, pRange[iPrimitive].primitiveCount, pRange[iPrimitive].indexBias, strideVertex));
+
+ hr = pContext->pDevice->DrawPrimitive(PrimitiveTypeD3D,
+ pRange[iPrimitive].indexBias,
+ pRange[iPrimitive].primitiveCount);
+ AssertMsgBreakStmt(hr == D3D_OK, ("DrawPrimitive failed with %x\n", hr), rc = VERR_INTERNAL_ERROR);
+ }
+ else
+ {
+ UINT numVertices;
+ if (pVertexDecl[0].rangeHint.last)
+ {
+ /* Both SVGA3dArrayRangeHint definition and the SVGA driver code imply that 'last' is exclusive,
+ * hence compute the difference.
+ */
+ numVertices = pVertexDecl[0].rangeHint.last - pVertexDecl[0].rangeHint.first;
+ }
+ else
+ {
+ /* Range hint is not provided. */
+ PVMSVGA3DSURFACE pVertexSurface = aVertexSurfaces[0];
+ numVertices = pVertexSurface->paMipmapLevels[0].cbSurface / strideVertex
+ - pVertexDecl[0].array.offset / strideVertex
+ - pVertexDecl[0].rangeHint.first
+ - pRange[iPrimitive].indexBias;
+ }
+
+ /* Render with an index buffer */
+ Log(("DrawIndexedPrimitive %x startindex=%d (indexArray.offset 0x%x) range [%d:%d) numVertices=%d, primitivecount=%d index format=%s index bias=%d stride=%d\n",
+ PrimitiveTypeD3D, pRange[iPrimitive].indexArray.offset / pRange[iPrimitive].indexWidth, pRange[iPrimitive].indexArray.offset,
+ pVertexDecl[0].rangeHint.first, pVertexDecl[0].rangeHint.last, numVertices, pRange[iPrimitive].primitiveCount,
+ (pRange[iPrimitive].indexWidth == sizeof(uint16_t)) ? "D3DFMT_INDEX16" : "D3DFMT_INDEX32",
+ pRange[iPrimitive].indexBias, strideVertex));
+
+ hr = pContext->pDevice->DrawIndexedPrimitive(PrimitiveTypeD3D,
+ pRange[iPrimitive].indexBias, /* BaseVertexIndex */
+ 0, /* MinVertexIndex */
+ numVertices,
+ pRange[iPrimitive].indexArray.offset / pRange[iPrimitive].indexWidth, /* StartIndex */
+ pRange[iPrimitive].primitiveCount);
+ AssertMsgBreakStmt(hr == D3D_OK, ("DrawIndexedPrimitive failed with %x\n", hr), rc = VERR_INTERNAL_ERROR);
+ }
+ }
+
+ /* End the scene and do some cleanup regardless of the rc. */
+ hr = pContext->pDevice->EndScene();
+ AssertMsgReturn(hr == D3D_OK, ("EndScene failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ /* Cleanup. */
+ uint32_t i;
+ /* Clear all streams, because they are set at the beginning of this function anyway.
+ * Now the vertex buffers can be safely deleted/recreated if necessary.
+ */
+ for (i = 0; i < iCurrentStreamId; ++i)
+ {
+ LogFunc(("clear stream %d\n", i));
+ HRESULT hr2 = pContext->pDevice->SetStreamSource(i, NULL, 0, 0);
+ AssertMsg(hr2 == D3D_OK, ("SetStreamSource(%d, NULL) failed with %x\n", i, hr2)); RT_NOREF(hr2);
+ }
+
+ if (cVertexDivisor)
+ {
+ /* "When you are finished rendering the instance data, be sure to reset the vertex stream frequency back..." */
+ for (i = 0; i < iCurrentStreamId; ++i)
+ {
+ LogFunc(("reset stream freq %d\n", i));
+ HRESULT hr2 = pContext->pDevice->SetStreamSourceFreq(i, 1);
+ AssertMsg(hr2 == D3D_OK, ("SetStreamSourceFreq(%d, 1) failed with %x\n", i, hr2)); RT_NOREF(hr2);
+ }
+ }
+
+ if (RT_SUCCESS(rc))
+ {
+ for (i = 0; i < numVertexDecls; ++i)
+ {
+ if (aVertexSurfaces[i])
+ {
+ aVertexSurfaces[i]->paMipmapLevels[0].fDirty = false;
+ aVertexSurfaces[i]->fDirty = false;
+ }
+ }
+
+ for (i = 0; i < numRanges; ++i)
+ {
+ if (aIndexSurfaces[i])
+ {
+ aIndexSurfaces[i]->paMipmapLevels[0].fDirty = false;
+ aIndexSurfaces[i]->fDirty = false;
+ }
+ }
+
+ /* Make sure we can track drawing usage of active render targets and textures. */
+ vmsvga3dContextTrackUsage(pThisCC, pContext);
+ }
+
+#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, "bmpd3d", "rt", "-post");
+# if 0
+ for (i = 0; i < SVGA3D_MAX_SAMPLERS_PS; ++i)
+ {
+ if (pContext->aSidActiveTextures[i] != SVGA3D_INVALID_ID)
+ {
+ char szSuffix[32];
+ RTStrPrintf2(szSuffix, sizeof(szSuffix), "-tx%d", i);
+ vmsvga3dUpdateHeapBuffersForSurfaces(pThisCC, pContext->aSidActiveTextures[i]);
+ rc2 = vmsvga3dSurfaceFromSid(pState, pContext->aSidActiveTextures[i], &pSurface);
+ if (RT_SUCCESS(rc2))
+ vmsvga3dInfoSurfaceToBitmap(NULL, pSurface, "bmpd3d", "rt", szSuffix);
+ }
+ }
+# endif
+ }
+#endif
+
+ return rc;
+}
+
+
+static DECLCALLBACK(int) vmsvga3dBackSetScissorRect(PVGASTATECC pThisCC, uint32_t cid, SVGA3dRect *pRect)
+{
+ HRESULT hr;
+ RECT rect;
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ Log(("vmsvga3dSetScissorRect %x (%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);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ /* Store for vm state save/restore. */
+ pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_SCISSORRECT;
+ pContext->state.RectScissor = *pRect;
+
+ rect.left = pRect->x;
+ rect.top = pRect->y;
+ rect.right = rect.left + pRect->w; /* exclusive */
+ rect.bottom = rect.top + pRect->h; /* exclusive */
+
+ hr = pContext->pDevice->SetScissorRect(&rect);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSetScissorRect: SetScissorRect failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ return VINF_SUCCESS;
+}
+
+
+static DECLCALLBACK(int) vmsvga3dBackShaderDefine(PVGASTATECC pThisCC, uint32_t cid, uint32_t shid, SVGA3dShaderType type,
+ uint32_t cbData, uint32_t *pShaderData)
+{
+ HRESULT hr;
+ PVMSVGA3DSHADER pShader;
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ Log(("vmsvga3dShaderDefine %x shid=%d type=%s cbData=%d\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cbData));
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ 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;
+ }
+
+ 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;
+ hr = D3DXDisassembleShader((const DWORD *)pShaderData, FALSE, NULL, &pDisassembly);
+ if (hr == D3D_OK)
+ {
+ Log(("Shader disassembly:\n%s\n", pDisassembly->GetBufferPointer()));
+ D3D_RELEASE(pDisassembly);
+ }
+#endif
+
+ switch (type)
+ {
+ case SVGA3D_SHADERTYPE_VS:
+ hr = pContext->pDevice->CreateVertexShader((const DWORD *)pShaderData, &pShader->u.pVertexShader);
+ break;
+
+ case SVGA3D_SHADERTYPE_PS:
+ hr = pContext->pDevice->CreatePixelShader((const DWORD *)pShaderData, &pShader->u.pPixelShader);
+ break;
+
+ default:
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+ }
+ if (hr != D3D_OK)
+ {
+ /* Dump the shader code. */
+ vmsvga3dShaderLogRel("Failed to create", type, cbData, pShaderData);
+
+ RTMemFree(pShader->pShaderProgram);
+ memset(pShader, 0, sizeof(*pShader));
+ pShader->id = SVGA3D_INVALID_ID;
+ }
+
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dShaderDefine: CreateVertex/PixelShader failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ return VINF_SUCCESS;
+}
+
+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 %x shid=%d type=%s\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL"));
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+
+ if (type == SVGA3D_SHADERTYPE_VS)
+ {
+ if ( shid < pContext->cVertexShaders
+ && pContext->paVertexShader[shid].id == shid)
+ {
+ pShader = &pContext->paVertexShader[shid];
+ D3D_RELEASE(pShader->u.pVertexShader);
+ }
+ }
+ else
+ {
+ Assert(type == SVGA3D_SHADERTYPE_PS);
+ if ( shid < pContext->cPixelShaders
+ && pContext->paPixelShader[shid].id == shid)
+ {
+ pShader = &pContext->paPixelShader[shid];
+ D3D_RELEASE(pShader->u.pPixelShader);
+ }
+ }
+
+ 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);
+ HRESULT hr;
+
+ Log(("vmsvga3dShaderSet %x type=%s shid=%d\n", cid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", shid));
+
+ NOREF(pContext);
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ 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);
+
+ hr = pContext->pDevice->SetVertexShader(pShader->u.pVertexShader);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dShaderSet: SetVertex/PixelShader failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+ else
+ if (shid == SVGA_ID_INVALID)
+ {
+ /* Unselect shader. */
+ hr = pContext->pDevice->SetVertexShader(NULL);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dShaderSet: SetVertex/PixelShader failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+ 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);
+
+ hr = pContext->pDevice->SetPixelShader(pShader->u.pPixelShader);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dShaderSet: SetVertex/PixelShader failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+ else
+ if (shid == SVGA_ID_INVALID)
+ {
+ /* Unselect shader. */
+ hr = pContext->pDevice->SetPixelShader(NULL);
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dShaderSet: SetVertex/PixelShader failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ }
+ 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)
+{
+ HRESULT hr;
+ PVMSVGA3DSTATE pState = pThisCC->svga.p3dState;
+ AssertReturn(pState, VERR_NO_MEMORY);
+
+ Log(("vmsvga3dShaderSetConst %x reg=%x type=%s ctype=%x\n", cid, reg, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", ctype));
+
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+ AssertReturn(pContext->pDevice, VERR_INTERNAL_ERROR);
+
+ 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:
+ hr = pContext->pDevice->SetVertexShaderConstantF(reg, (const float *)pValues, cRegisters);
+ break;
+
+ case SVGA3D_CONST_TYPE_INT:
+ hr = pContext->pDevice->SetVertexShaderConstantI(reg, (const int *)pValues, cRegisters);
+ break;
+
+ case SVGA3D_CONST_TYPE_BOOL:
+ hr = pContext->pDevice->SetVertexShaderConstantB(reg, (const BOOL *)pValues, cRegisters);
+ break;
+
+ default:
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+ }
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dShaderSetConst: SetVertexShader failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ break;
+
+ case SVGA3D_SHADERTYPE_PS:
+ switch (ctype)
+ {
+ case SVGA3D_CONST_TYPE_FLOAT:
+ {
+ hr = pContext->pDevice->SetPixelShaderConstantF(reg, (const float *)pValues, cRegisters);
+ break;
+ }
+
+ case SVGA3D_CONST_TYPE_INT:
+ hr = pContext->pDevice->SetPixelShaderConstantI(reg, (const int *)pValues, cRegisters);
+ break;
+
+ case SVGA3D_CONST_TYPE_BOOL:
+ hr = pContext->pDevice->SetPixelShaderConstantB(reg, (const BOOL *)pValues, cRegisters);
+ break;
+
+ default:
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+ }
+ AssertMsgReturn(hr == D3D_OK, ("vmsvga3dShaderSetConst: SetPixelShader failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ break;
+
+ default:
+ AssertFailedReturn(VERR_INVALID_PARAMETER);
+ }
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackOcclusionQueryCreate(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext)
+{
+ RT_NOREF(pThisCC);
+ HRESULT hr = pContext->pDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &pContext->occlusion.pQuery);
+ AssertMsgReturn(hr == D3D_OK, ("CreateQuery(D3DQUERYTYPE_OCCLUSION) failed with %x\n", hr), VERR_INTERNAL_ERROR);
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackOcclusionQueryDelete(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext)
+{
+ RT_NOREF(pThisCC);
+ D3D_RELEASE(pContext->occlusion.pQuery);
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackOcclusionQueryBegin(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext)
+{
+ RT_NOREF(pThisCC);
+ HRESULT hr = pContext->occlusion.pQuery->Issue(D3DISSUE_BEGIN);
+ AssertMsgReturnStmt(hr == D3D_OK, ("D3DISSUE_BEGIN(D3DQUERYTYPE_OCCLUSION) failed with %x\n", hr),
+ D3D_RELEASE(pContext->occlusion.pQuery), VERR_INTERNAL_ERROR);
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackOcclusionQueryEnd(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext)
+{
+ RT_NOREF(pThisCC);
+ HRESULT hr = pContext->occlusion.pQuery->Issue(D3DISSUE_END);
+ AssertMsgReturnStmt(hr == D3D_OK, ("D3DISSUE_END(D3DQUERYTYPE_OCCLUSION) failed with %x\n", hr),
+ D3D_RELEASE(pContext->occlusion.pQuery), VERR_INTERNAL_ERROR);
+ return VINF_SUCCESS;
+}
+
+static DECLCALLBACK(int) vmsvga3dBackOcclusionQueryGetData(PVGASTATECC pThisCC, PVMSVGA3DCONTEXT pContext, uint32_t *pu32Pixels)
+{
+ RT_NOREF(pThisCC);
+ HRESULT hr = D3D_OK;
+ /* Wait until the data becomes available. */
+ DWORD dwPixels = 0;
+ do
+ {
+ hr = pContext->occlusion.pQuery->GetData((void *)&dwPixels, sizeof(DWORD), D3DGETDATA_FLUSH);
+ } while (hr == S_FALSE);
+
+ AssertMsgReturnStmt(hr == D3D_OK, ("GetData(D3DQUERYTYPE_OCCLUSION) failed with %x\n", hr),
+ D3D_RELEASE(pContext->occlusion.pQuery), VERR_INTERNAL_ERROR);
+
+ LogFunc(("Query result: dwPixels %d\n", dwPixels));
+ *pu32Pixels = dwPixels;
+ return VINF_SUCCESS;
+}
+
+static void vmsvgaDumpD3DCaps(D3DCAPS9 *pCaps, D3DADAPTER_IDENTIFIER9 const *pai9)
+{
+ bool const fBufferingSaved = RTLogRelSetBuffering(true /*fBuffered*/);
+
+ LogRel(("\nD3D9 adapter: %s %RX16:%RX16 [%s, version %d.%d.%d.%d]\n",
+ pai9->Description, pai9->VendorId, pai9->DeviceId, pai9->Driver,
+ RT_HI_U16(pai9->DriverVersion.HighPart), RT_LO_U16(pai9->DriverVersion.HighPart),
+ RT_HI_U16(pai9->DriverVersion.LowPart), RT_LO_U16(pai9->DriverVersion.LowPart)));
+
+ LogRel(("\nD3D device caps: DevCaps2:\n"));
+ if (pCaps->DevCaps2 & D3DDEVCAPS2_ADAPTIVETESSRTPATCH)
+ LogRel((" - D3DDEVCAPS2_ADAPTIVETESSRTPATCH\n"));
+ if (pCaps->DevCaps2 & D3DDEVCAPS2_ADAPTIVETESSNPATCH)
+ LogRel((" - D3DDEVCAPS2_ADAPTIVETESSNPATCH\n"));
+ if (pCaps->DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES)
+ LogRel((" - D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES\n"));
+ if (pCaps->DevCaps2 & D3DDEVCAPS2_DMAPNPATCH)
+ LogRel((" - D3DDEVCAPS2_DMAPNPATCH\n"));
+ if (pCaps->DevCaps2 & D3DDEVCAPS2_PRESAMPLEDDMAPNPATCH)
+ LogRel((" - D3DDEVCAPS2_PRESAMPLEDDMAPNPATCH\n"));
+ if (pCaps->DevCaps2 & D3DDEVCAPS2_STREAMOFFSET)
+ LogRel((" - D3DDEVCAPS2_STREAMOFFSET\n"));
+ if (pCaps->DevCaps2 & D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET)
+ LogRel((" - D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET\n"));
+
+ LogRel(("\nCaps2:\n"));
+ if (pCaps->Caps2 & D3DCAPS2_CANAUTOGENMIPMAP)
+ LogRel((" - D3DCAPS2_CANAUTOGENMIPMAP\n"));
+ if (pCaps->Caps2 & D3DCAPS2_CANCALIBRATEGAMMA)
+ LogRel((" - D3DCAPS2_CANCALIBRATEGAMMA\n"));
+ if (pCaps->Caps2 & D3DCAPS2_CANSHARERESOURCE)
+ LogRel((" - D3DCAPS2_CANSHARERESOURCE\n"));
+ if (pCaps->Caps2 & D3DCAPS2_CANMANAGERESOURCE)
+ LogRel((" - D3DCAPS2_CANMANAGERESOURCE\n"));
+ if (pCaps->Caps2 & D3DCAPS2_DYNAMICTEXTURES)
+ LogRel((" - D3DCAPS2_DYNAMICTEXTURES\n"));
+ if (pCaps->Caps2 & D3DCAPS2_FULLSCREENGAMMA)
+ LogRel((" - D3DCAPS2_FULLSCREENGAMMA\n"));
+
+ LogRel(("\nCaps3:\n"));
+ if (pCaps->Caps3 & D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD)
+ LogRel((" - D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD\n"));
+ if (pCaps->Caps3 & D3DCAPS3_COPY_TO_VIDMEM)
+ LogRel((" - D3DCAPS3_COPY_TO_VIDMEM\n"));
+ if (pCaps->Caps3 & D3DCAPS3_COPY_TO_SYSTEMMEM)
+ LogRel((" - D3DCAPS3_COPY_TO_SYSTEMMEM\n"));
+ if (pCaps->Caps3 & D3DCAPS3_DXVAHD)
+ LogRel((" - D3DCAPS3_DXVAHD\n"));
+ if (pCaps->Caps3 & D3DCAPS3_LINEAR_TO_SRGB_PRESENTATION)
+ LogRel((" - D3DCAPS3_LINEAR_TO_SRGB_PRESENTATION\n"));
+
+ LogRel(("\nPresentationIntervals:\n"));
+ if (pCaps->PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
+ LogRel((" - D3DPRESENT_INTERVAL_IMMEDIATE\n"));
+ if (pCaps->PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
+ LogRel((" - D3DPRESENT_INTERVAL_ONE\n"));
+ if (pCaps->PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
+ LogRel((" - D3DPRESENT_INTERVAL_TWO\n"));
+ if (pCaps->PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
+ LogRel((" - D3DPRESENT_INTERVAL_THREE\n"));
+ if (pCaps->PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
+ LogRel((" - D3DPRESENT_INTERVAL_FOUR\n"));
+
+ LogRel(("\nDevcaps:\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_CANBLTSYSTONONLOCAL)
+ LogRel((" - D3DDEVCAPS_CANBLTSYSTONONLOCAL\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_CANRENDERAFTERFLIP)
+ LogRel((" - D3DDEVCAPS_CANRENDERAFTERFLIP\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_DRAWPRIMITIVES2)
+ LogRel((" - D3DDEVCAPS_DRAWPRIMITIVES2\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_DRAWPRIMITIVES2EX)
+ LogRel((" - D3DDEVCAPS_DRAWPRIMITIVES2EX\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_DRAWPRIMTLVERTEX)
+ LogRel((" - D3DDEVCAPS_DRAWPRIMTLVERTEX\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_EXECUTESYSTEMMEMORY)
+ LogRel((" - D3DDEVCAPS_EXECUTESYSTEMMEMORY\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_EXECUTEVIDEOMEMORY)
+ LogRel((" - D3DDEVCAPS_EXECUTEVIDEOMEMORY\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_HWRASTERIZATION)
+ LogRel((" - D3DDEVCAPS_HWRASTERIZATION\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
+ LogRel((" - D3DDEVCAPS_HWTRANSFORMANDLIGHT\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_NPATCHES)
+ LogRel((" - D3DDEVCAPS_NPATCHES\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_PUREDEVICE)
+ LogRel((" - D3DDEVCAPS_PUREDEVICE\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_QUINTICRTPATCHES)
+ LogRel((" - D3DDEVCAPS_QUINTICRTPATCHES\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_RTPATCHES)
+ LogRel((" - D3DDEVCAPS_RTPATCHES\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_RTPATCHHANDLEZERO)
+ LogRel((" - D3DDEVCAPS_RTPATCHHANDLEZERO\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_SEPARATETEXTUREMEMORIES)
+ LogRel((" - D3DDEVCAPS_SEPARATETEXTUREMEMORIES\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_TEXTURENONLOCALVIDMEM)
+ LogRel((" - D3DDEVCAPS_TEXTURENONLOCALVIDMEM\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_TEXTURESYSTEMMEMORY)
+ LogRel((" - D3DDEVCAPS_TEXTURESYSTEMMEMORY\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_TEXTUREVIDEOMEMORY)
+ LogRel((" - D3DDEVCAPS_TEXTUREVIDEOMEMORY\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_TLVERTEXSYSTEMMEMORY)
+ LogRel((" - D3DDEVCAPS_TLVERTEXSYSTEMMEMORY\n"));
+ if (pCaps->DevCaps & D3DDEVCAPS_TLVERTEXVIDEOMEMORY)
+ LogRel((" - D3DDEVCAPS_TLVERTEXVIDEOMEMORY\n"));
+
+ LogRel(("\nTextureCaps:\n"));
+ if (pCaps->TextureCaps & D3DPTEXTURECAPS_ALPHA)
+ LogRel((" - D3DPTEXTURECAPS_ALPHA\n"));
+ if (pCaps->TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE)
+ LogRel((" - D3DPTEXTURECAPS_ALPHAPALETTE\n"));
+ if (pCaps->TextureCaps & D3DPTEXTURECAPS_CUBEMAP)
+ LogRel((" - D3DPTEXTURECAPS_CUBEMAP\n"));
+ if (pCaps->TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2)
+ LogRel((" - D3DPTEXTURECAPS_CUBEMAP_POW2\n"));
+ if (pCaps->TextureCaps & D3DPTEXTURECAPS_MIPCUBEMAP)
+ LogRel((" - D3DPTEXTURECAPS_MIPCUBEMAP\n"));
+ if (pCaps->TextureCaps & D3DPTEXTURECAPS_MIPMAP)
+ LogRel((" - D3DPTEXTURECAPS_MIPMAP\n"));
+ if (pCaps->TextureCaps & D3DPTEXTURECAPS_MIPVOLUMEMAP)
+ LogRel((" - D3DPTEXTURECAPS_MIPVOLUMEMAP\n"));
+ if (pCaps->TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL)
+ LogRel((" - D3DPTEXTURECAPS_NONPOW2CONDITIONAL\n"));
+ if (pCaps->TextureCaps & D3DPTEXTURECAPS_POW2)
+ LogRel((" - D3DPTEXTURECAPS_POW2\n"));
+ if (pCaps->TextureCaps & D3DPTEXTURECAPS_NOPROJECTEDBUMPENV)
+ LogRel((" - D3DPTEXTURECAPS_NOPROJECTEDBUMPENV\n"));
+ if (pCaps->TextureCaps & D3DPTEXTURECAPS_PERSPECTIVE)
+ LogRel((" - D3DPTEXTURECAPS_PERSPECTIVE\n"));
+ if (pCaps->TextureCaps & D3DPTEXTURECAPS_POW2)
+ LogRel((" - D3DPTEXTURECAPS_POW2\n"));
+ if (pCaps->TextureCaps & D3DPTEXTURECAPS_PROJECTED)
+ LogRel((" - D3DPTEXTURECAPS_PROJECTED\n"));
+ if (pCaps->TextureCaps & D3DPTEXTURECAPS_SQUAREONLY)
+ LogRel((" - D3DPTEXTURECAPS_SQUAREONLY\n"));
+ if (pCaps->TextureCaps & D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE)
+ LogRel((" - D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE\n"));
+ if (pCaps->TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP)
+ LogRel((" - D3DPTEXTURECAPS_VOLUMEMAP\n"));
+ if (pCaps->TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP_POW2)
+ LogRel((" - D3DPTEXTURECAPS_VOLUMEMAP_POW2\n"));
+
+ LogRel(("\nTextureFilterCaps\n"));
+ if (pCaps->TextureFilterCaps & D3DPTFILTERCAPS_CONVOLUTIONMONO)
+ LogRel((" - D3DPTFILTERCAPS_CONVOLUTIONMONO\n"));
+ if (pCaps->TextureFilterCaps & D3DPTFILTERCAPS_MAGFPOINT)
+ LogRel((" - D3DPTFILTERCAPS_MAGFPOINT\n"));
+ if (pCaps->TextureFilterCaps & D3DPTFILTERCAPS_MAGFLINEAR)
+ LogRel((" - D3DPTFILTERCAPS_MAGFLINEAR\n"));
+ if (pCaps->TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
+ LogRel((" - D3DPTFILTERCAPS_MAGFANISOTROPIC\n"));
+ if (pCaps->TextureFilterCaps & D3DPTFILTERCAPS_MAGFPYRAMIDALQUAD)
+ LogRel((" - D3DPTFILTERCAPS_MAGFPYRAMIDALQUAD\n"));
+ if (pCaps->TextureFilterCaps & D3DPTFILTERCAPS_MAGFGAUSSIANQUAD)
+ LogRel((" - D3DPTFILTERCAPS_MAGFGAUSSIANQUAD\n"));
+ if (pCaps->TextureFilterCaps & D3DPTFILTERCAPS_MINFPOINT)
+ LogRel((" - D3DPTFILTERCAPS_MINFPOINT\n"));
+ if (pCaps->TextureFilterCaps & D3DPTFILTERCAPS_MINFLINEAR)
+ LogRel((" - D3DPTFILTERCAPS_MINFLINEAR\n"));
+ if (pCaps->TextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC)
+ LogRel((" - D3DPTFILTERCAPS_MINFANISOTROPIC\n"));
+ if (pCaps->TextureFilterCaps & D3DPTFILTERCAPS_MINFPYRAMIDALQUAD)
+ LogRel((" - D3DPTFILTERCAPS_MINFPYRAMIDALQUAD\n"));
+ if (pCaps->TextureFilterCaps & D3DPTFILTERCAPS_MINFGAUSSIANQUAD)
+ LogRel((" - D3DPTFILTERCAPS_MINFGAUSSIANQUAD\n"));
+ if (pCaps->TextureFilterCaps & D3DPTFILTERCAPS_MIPFPOINT)
+ LogRel((" - D3DPTFILTERCAPS_MIPFPOINT\n"));
+ if (pCaps->TextureFilterCaps & D3DPTFILTERCAPS_MIPFLINEAR)
+ LogRel((" - D3DPTFILTERCAPS_MIPFLINEAR\n"));
+
+ LogRel(("\nCubeTextureFilterCaps\n"));
+ if (pCaps->CubeTextureFilterCaps & D3DPTFILTERCAPS_CONVOLUTIONMONO)
+ LogRel((" - D3DPTFILTERCAPS_CONVOLUTIONMONO\n"));
+ if (pCaps->CubeTextureFilterCaps & D3DPTFILTERCAPS_MAGFPOINT)
+ LogRel((" - D3DPTFILTERCAPS_MAGFPOINT\n"));
+ if (pCaps->CubeTextureFilterCaps & D3DPTFILTERCAPS_MAGFLINEAR)
+ LogRel((" - D3DPTFILTERCAPS_MAGFLINEAR\n"));
+ if (pCaps->CubeTextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
+ LogRel((" - D3DPTFILTERCAPS_MAGFANISOTROPIC\n"));
+ if (pCaps->CubeTextureFilterCaps & D3DPTFILTERCAPS_MAGFPYRAMIDALQUAD)
+ LogRel((" - D3DPTFILTERCAPS_MAGFPYRAMIDALQUAD\n"));
+ if (pCaps->CubeTextureFilterCaps & D3DPTFILTERCAPS_MAGFGAUSSIANQUAD)
+ LogRel((" - D3DPTFILTERCAPS_MAGFGAUSSIANQUAD\n"));
+ if (pCaps->CubeTextureFilterCaps & D3DPTFILTERCAPS_MINFPOINT)
+ LogRel((" - D3DPTFILTERCAPS_MINFPOINT\n"));
+ if (pCaps->CubeTextureFilterCaps & D3DPTFILTERCAPS_MINFLINEAR)
+ LogRel((" - D3DPTFILTERCAPS_MINFLINEAR\n"));
+ if (pCaps->CubeTextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC)
+ LogRel((" - D3DPTFILTERCAPS_MINFANISOTROPIC\n"));
+ if (pCaps->CubeTextureFilterCaps & D3DPTFILTERCAPS_MINFPYRAMIDALQUAD)
+ LogRel((" - D3DPTFILTERCAPS_MINFPYRAMIDALQUAD\n"));
+ if (pCaps->CubeTextureFilterCaps & D3DPTFILTERCAPS_MINFGAUSSIANQUAD)
+ LogRel((" - D3DPTFILTERCAPS_MINFGAUSSIANQUAD\n"));
+ if (pCaps->CubeTextureFilterCaps & D3DPTFILTERCAPS_MIPFPOINT)
+ LogRel((" - D3DPTFILTERCAPS_MIPFPOINT\n"));
+ if (pCaps->CubeTextureFilterCaps & D3DPTFILTERCAPS_MIPFLINEAR)
+ LogRel((" - D3DPTFILTERCAPS_MIPFLINEAR\n"));
+
+ LogRel(("\nVolumeTextureFilterCaps\n"));
+ if (pCaps->VolumeTextureFilterCaps & D3DPTFILTERCAPS_CONVOLUTIONMONO)
+ LogRel((" - D3DPTFILTERCAPS_CONVOLUTIONMONO\n"));
+ if (pCaps->VolumeTextureFilterCaps & D3DPTFILTERCAPS_MAGFPOINT)
+ LogRel((" - D3DPTFILTERCAPS_MAGFPOINT\n"));
+ if (pCaps->VolumeTextureFilterCaps & D3DPTFILTERCAPS_MAGFLINEAR)
+ LogRel((" - D3DPTFILTERCAPS_MAGFLINEAR\n"));
+ if (pCaps->VolumeTextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
+ LogRel((" - D3DPTFILTERCAPS_MAGFANISOTROPIC\n"));
+ if (pCaps->VolumeTextureFilterCaps & D3DPTFILTERCAPS_MAGFPYRAMIDALQUAD)
+ LogRel((" - D3DPTFILTERCAPS_MAGFPYRAMIDALQUAD\n"));
+ if (pCaps->VolumeTextureFilterCaps & D3DPTFILTERCAPS_MAGFGAUSSIANQUAD)
+ LogRel((" - D3DPTFILTERCAPS_MAGFGAUSSIANQUAD\n"));
+ if (pCaps->VolumeTextureFilterCaps & D3DPTFILTERCAPS_MINFPOINT)
+ LogRel((" - D3DPTFILTERCAPS_MINFPOINT\n"));
+ if (pCaps->VolumeTextureFilterCaps & D3DPTFILTERCAPS_MINFLINEAR)
+ LogRel((" - D3DPTFILTERCAPS_MINFLINEAR\n"));
+ if (pCaps->VolumeTextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC)
+ LogRel((" - D3DPTFILTERCAPS_MINFANISOTROPIC\n"));
+ if (pCaps->VolumeTextureFilterCaps & D3DPTFILTERCAPS_MINFPYRAMIDALQUAD)
+ LogRel((" - D3DPTFILTERCAPS_MINFPYRAMIDALQUAD\n"));
+ if (pCaps->VolumeTextureFilterCaps & D3DPTFILTERCAPS_MINFGAUSSIANQUAD)
+ LogRel((" - D3DPTFILTERCAPS_MINFGAUSSIANQUAD\n"));
+ if (pCaps->VolumeTextureFilterCaps & D3DPTFILTERCAPS_MIPFPOINT)
+ LogRel((" - D3DPTFILTERCAPS_MIPFPOINT\n"));
+ if (pCaps->VolumeTextureFilterCaps & D3DPTFILTERCAPS_MIPFLINEAR)
+ LogRel((" - D3DPTFILTERCAPS_MIPFLINEAR\n"));
+
+ LogRel(("\nTextureAddressCaps:\n"));
+ if (pCaps->TextureAddressCaps & D3DPTADDRESSCAPS_BORDER)
+ LogRel((" - D3DPTADDRESSCAPS_BORDER\n"));
+ if (pCaps->TextureAddressCaps & D3DPTADDRESSCAPS_CLAMP)
+ LogRel((" - D3DPTADDRESSCAPS_CLAMP\n"));
+ if (pCaps->TextureAddressCaps & D3DPTADDRESSCAPS_INDEPENDENTUV)
+ LogRel((" - D3DPTADDRESSCAPS_INDEPENDENTUV\n"));
+ if (pCaps->TextureAddressCaps & D3DPTADDRESSCAPS_MIRROR)
+ LogRel((" - D3DPTADDRESSCAPS_MIRROR\n"));
+ if (pCaps->TextureAddressCaps & D3DPTADDRESSCAPS_MIRRORONCE)
+ LogRel((" - D3DPTADDRESSCAPS_MIRRORONCE\n"));
+ if (pCaps->TextureAddressCaps & D3DPTADDRESSCAPS_WRAP)
+ LogRel((" - D3DPTADDRESSCAPS_WRAP\n"));
+
+ LogRel(("\nTextureOpCaps:\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_DISABLE)
+ LogRel((" - D3DTEXOPCAPS_DISABLE\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_SELECTARG1)
+ LogRel((" - D3DTEXOPCAPS_SELECTARG1\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_SELECTARG2)
+ LogRel((" - D3DTEXOPCAPS_SELECTARG2\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_MODULATE)
+ LogRel((" - D3DTEXOPCAPS_MODULATE\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_MODULATE2X)
+ LogRel((" - D3DTEXOPCAPS_MODULATE2X\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_MODULATE4X)
+ LogRel((" - D3DTEXOPCAPS_MODULATE4X\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_ADD)
+ LogRel((" - D3DTEXOPCAPS_ADD\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_ADDSIGNED)
+ LogRel((" - D3DTEXOPCAPS_ADDSIGNED\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_ADDSIGNED2X)
+ LogRel((" - D3DTEXOPCAPS_ADDSIGNED2X\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_SUBTRACT)
+ LogRel((" - D3DTEXOPCAPS_SUBTRACT\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_ADDSMOOTH)
+ LogRel((" - D3DTEXOPCAPS_ADDSMOOTH\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_BLENDDIFFUSEALPHA)
+ LogRel((" - D3DTEXOPCAPS_BLENDDIFFUSEALPHA\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_BLENDTEXTUREALPHA)
+ LogRel((" - D3DTEXOPCAPS_BLENDTEXTUREALPHA\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_BLENDFACTORALPHA)
+ LogRel((" - D3DTEXOPCAPS_BLENDFACTORALPHA\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_BLENDTEXTUREALPHAPM)
+ LogRel((" - D3DTEXOPCAPS_BLENDTEXTUREALPHAPM\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_BLENDCURRENTALPHA)
+ LogRel((" - D3DTEXOPCAPS_BLENDCURRENTALPHA\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_PREMODULATE)
+ LogRel((" - D3DTEXOPCAPS_PREMODULATE\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR)
+ LogRel((" - D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA)
+ LogRel((" - D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR)
+ LogRel((" - D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA)
+ LogRel((" - D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP)
+ LogRel((" - D3DTEXOPCAPS_BUMPENVMAP\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE)
+ LogRel((" - D3DTEXOPCAPS_BUMPENVMAPLUMINANCE\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3)
+ LogRel((" - D3DTEXOPCAPS_DOTPRODUCT3\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_MULTIPLYADD)
+ LogRel((" - D3DTEXOPCAPS_MULTIPLYADD\n"));
+ if (pCaps->TextureOpCaps & D3DTEXOPCAPS_LERP)
+ LogRel((" - D3DTEXOPCAPS_LERP\n"));
+
+
+ LogRel(("\n"));
+ LogRel(("PixelShaderVersion: %#x (%u.%u)\n", pCaps->PixelShaderVersion,
+ D3DSHADER_VERSION_MAJOR(pCaps->PixelShaderVersion), D3DSHADER_VERSION_MINOR(pCaps->PixelShaderVersion)));
+ LogRel(("VertexShaderVersion: %#x (%u.%u)\n", pCaps->VertexShaderVersion,
+ D3DSHADER_VERSION_MAJOR(pCaps->VertexShaderVersion), D3DSHADER_VERSION_MINOR(pCaps->VertexShaderVersion)));
+
+ LogRel(("\n"));
+ RTLogRelSetBuffering(fBufferingSaved);
+}
+
+/**
+ * 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))
+ {
+
+ /*
+ * 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);
+ }
+
+ /*
+ * D3D specifics.
+ */
+ Assert(pSurface->enmD3DResType != VMSVGA3D_D3DRESTYPE_NONE);
+
+ HRESULT hr;
+ switch (pSurface->enmD3DResType)
+ {
+ case VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE:
+ AssertFailed(); /// @todo
+ break;
+
+ case VMSVGA3D_D3DRESTYPE_SURFACE:
+ case VMSVGA3D_D3DRESTYPE_TEXTURE:
+ case VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE:
+ {
+ /*
+ * Lock the buffer and make it accessible to memcpy.
+ */
+ D3DLOCKED_RECT LockedRect;
+ if (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE)
+ {
+ hr = pSurface->u.pCubeTexture->LockRect(vmsvga3dCubemapFaceFromIndex(iFace),
+ i, /* texture level */
+ &LockedRect,
+ NULL,
+ D3DLOCK_READONLY);
+ }
+ else if (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_TEXTURE)
+ {
+ if (pSurface->bounce.pTexture)
+ {
+ if ( !pSurface->fDirty
+ && RT_BOOL(fSwitchFlags & SVGA3D_SURFACE_HINT_RENDERTARGET))
+ {
+ /** @todo stricter checks for associated context */
+ uint32_t cid = pSurface->idAssociatedContext;
+ PVMSVGA3DCONTEXT pContext;
+ int rc = vmsvga3dContextFromCid(pState, cid, &pContext);
+ AssertRCReturn(rc, rc);
+
+ IDirect3DSurface9 *pDst = NULL;
+ hr = pSurface->bounce.pTexture->GetSurfaceLevel(i, &pDst);
+ AssertMsgReturn(hr == D3D_OK, ("GetSurfaceLevel failed with %#x\n", hr), VERR_INTERNAL_ERROR);
+
+ IDirect3DSurface9 *pSrc = NULL;
+ hr = pSurface->u.pTexture->GetSurfaceLevel(i, &pSrc);
+ AssertMsgReturn(hr == D3D_OK, ("GetSurfaceLevel failed with %#x\n", hr), VERR_INTERNAL_ERROR);
+
+ hr = pContext->pDevice->GetRenderTargetData(pSrc, pDst);
+ AssertMsgReturn(hr == D3D_OK, ("GetRenderTargetData failed with %#x\n", hr), VERR_INTERNAL_ERROR);
+
+ pSrc->Release();
+ pDst->Release();
+ }
+
+ hr = pSurface->bounce.pTexture->LockRect(i, /* texture level */
+ &LockedRect,
+ NULL,
+ D3DLOCK_READONLY);
+ }
+ else
+ hr = pSurface->u.pTexture->LockRect(i, /* texture level */
+ &LockedRect,
+ NULL,
+ D3DLOCK_READONLY);
+ }
+ else
+ hr = pSurface->u.pSurface->LockRect(&LockedRect,
+ NULL,
+ D3DLOCK_READONLY);
+ AssertMsgReturn(hr == D3D_OK, ("LockRect failed with %x\n", hr), VERR_INTERNAL_ERROR);
+
+ /*
+ * Copy the data. Take care in case the pitch differs.
+ */
+ if (pMipmapLevel->cbSurfacePitch == (uint32_t)LockedRect.Pitch)
+ memcpy(pbDst, LockedRect.pBits, pMipmapLevel->cbSurface);
+ else
+ for (uint32_t j = 0; j < pMipmapLevel->cBlocksY; j++)
+ memcpy(pbDst + j * pMipmapLevel->cbSurfacePitch,
+ (uint8_t *)LockedRect.pBits + j * LockedRect.Pitch,
+ pMipmapLevel->cbSurfacePitch);
+
+ /*
+ * Release the buffer.
+ */
+ if (fSwitchFlags & SVGA3D_SURFACE_HINT_TEXTURE)
+ {
+ if (pSurface->bounce.pTexture)
+ {
+ hr = pSurface->bounce.pTexture->UnlockRect(i);
+ AssertMsgReturn(hr == D3D_OK, ("UnlockRect failed with %#x\n", hr), VERR_INTERNAL_ERROR);
+ }
+ else
+ hr = pSurface->u.pTexture->UnlockRect(i);
+ }
+ else
+ hr = pSurface->u.pSurface->UnlockRect();
+ AssertMsgReturn(hr == D3D_OK, ("UnlockRect failed with %#x\n", hr), VERR_INTERNAL_ERROR);
+ break;
+ }
+
+ case VMSVGA3D_D3DRESTYPE_VERTEX_BUFFER:
+ case VMSVGA3D_D3DRESTYPE_INDEX_BUFFER:
+ {
+ /* Current type of the buffer. */
+ const bool fVertex = (pSurface->enmD3DResType == VMSVGA3D_D3DRESTYPE_VERTEX_BUFFER);
+
+ void *pvD3DData = NULL;
+ if (fVertex)
+ hr = pSurface->u.pVertexBuffer->Lock(0, 0, &pvD3DData, D3DLOCK_READONLY);
+ else
+ hr = pSurface->u.pIndexBuffer->Lock(0, 0, &pvD3DData, D3DLOCK_READONLY);
+ AssertMsgReturn(hr == D3D_OK, ("Lock %s failed with %x\n", fVertex ? "vertex" : "index", hr), VERR_INTERNAL_ERROR);
+
+ memcpy(pbDst, pvD3DData, pMipmapLevel->cbSurface);
+
+ if (fVertex)
+ hr = pSurface->u.pVertexBuffer->Unlock();
+ else
+ hr = pSurface->u.pIndexBuffer->Unlock();
+ AssertMsg(hr == D3D_OK, ("Unlock %s failed with %x\n", fVertex ? "vertex" : "index", hr));
+ break;
+ }
+
+ default:
+ AssertMsgFailed(("flags %#x, type %d\n", fSwitchFlags, pSurface->enmD3DResType));
+ }
+
+ }
+ /* 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
+};