From f215e02bf85f68d3a6106c2a1f4f7f063f819064 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Thu, 11 Apr 2024 10:17:27 +0200 Subject: Adding upstream version 7.0.14-dfsg. Signed-off-by: Daniel Baumann --- src/VBox/Devices/Graphics/DevVGA-SVGA3d-internal.h | 1446 ++++++++++++++++++++ 1 file changed, 1446 insertions(+) create mode 100644 src/VBox/Devices/Graphics/DevVGA-SVGA3d-internal.h (limited to 'src/VBox/Devices/Graphics/DevVGA-SVGA3d-internal.h') diff --git a/src/VBox/Devices/Graphics/DevVGA-SVGA3d-internal.h b/src/VBox/Devices/Graphics/DevVGA-SVGA3d-internal.h new file mode 100644 index 00000000..c3f8e57b --- /dev/null +++ b/src/VBox/Devices/Graphics/DevVGA-SVGA3d-internal.h @@ -0,0 +1,1446 @@ +/* $Id: DevVGA-SVGA3d-internal.h $ */ +/** @file + * DevVMWare - VMWare SVGA device - 3D part, internal header. + */ + +/* + * 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 . + * + * SPDX-License-Identifier: GPL-3.0-only + */ + +#ifndef VBOX_INCLUDED_SRC_Graphics_DevVGA_SVGA3d_internal_h +#define VBOX_INCLUDED_SRC_Graphics_DevVGA_SVGA3d_internal_h +#ifndef RT_WITHOUT_PRAGMA_ONCE +# pragma once +#endif + +/* + * Assert sane compilation environment. + */ +#ifndef IN_RING3 +# error "VMSVGA3D_INCL_INTERNALS is only for ring-3 code" +#endif +#ifdef VMSVGA3D_OPENGL +# if defined(VMSVGA3D_DIRECT3D) +# error "Both VMSVGA3D_DIRECT3D and VMSVGA3D_OPENGL cannot be defined at the same time." +# endif +#elif !defined(VMSVGA3D_DIRECT3D) +# error "Either VMSVGA3D_OPENGL or VMSVGA3D_DIRECT3D must be defined." +#endif + + +/********************************************************************************************************************************* +* Header Files * +*********************************************************************************************************************************/ +#include "DevVGA-SVGA3d.h" + +#if defined(VMSVGA3D_DYNAMIC_LOAD) && defined(VMSVGA3D_OPENGL) +# include "DevVGA-SVGA3d-glLdr.h" +#endif + +#ifdef RT_OS_WINDOWS +# include +# ifdef VMSVGA3D_DIRECT3D +# include +# include +# else +# include +# include "vmsvga_glext/wglext.h" +# endif + +#elif defined(RT_OS_DARWIN) +# include +# include +# include +# define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED +# include +# include "DevVGA-SVGA3d-cocoa.h" +/* work around conflicting definition of GLhandleARB in VMware's glext.h */ +//#define GL_ARB_shader_objects +// HACK +typedef void (APIENTRYP PFNGLFOGCOORDPOINTERPROC) (GLenum type, GLsizei stride, const GLvoid *pointer); +typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint *params); +# if 0 +# define GL_RGBA_S3TC 0x83A2 +# define GL_ALPHA8_EXT 0x803c +# define GL_LUMINANCE8_EXT 0x8040 +# define GL_LUMINANCE16_EXT 0x8042 +# define GL_LUMINANCE4_ALPHA4_EXT 0x8043 +# define GL_LUMINANCE8_ALPHA8_EXT 0x8045 +# define GL_INT_2_10_10_10_REV 0x8D9F +# endif + +#else +# include +# include +# include +# include +# define VBOX_VMSVGA3D_GL_HACK_LEVEL 0x103 +#endif + +#ifdef VMSVGA3D_OPENGL +# ifndef __glext_h__ +# undef GL_GLEXT_VERSION /** @todo r=bird: We include GL/glext.h above which also defines this and we'll end up with + * a clash if the system one does not use the same header guard as ours. So, I'm wondering + * whether this include is really needed, and if it is, whether we should use a unique header + * guard macro on it, so we'll have the same problems everywhere... */ +# endif +# include "vmsvga_glext/glext.h" +# include "shaderlib/shaderlib.h" +#endif + +#ifdef VMSVGA3D_DX +#include "DevVGA-SVGA3d-dx-shader.h" +#endif + + +/********************************************************************************************************************************* +* Defined Constants And Macros * +*********************************************************************************************************************************/ +#ifdef VMSVGA3D_OPENGL +/** OpenGL: Create a dedicated context for handling surfaces in, thus + * avoiding orphaned surfaces after context destruction. + * + * This cures, for instance, an assertion on fedora 21 that happens in + * vmsvga3dSurfaceStretchBlt if the login screen and the desktop has different + * sizes. The context of the login screen seems to have just been destroyed + * earlier and I believe the driver/X/whoever is attemting to strech the old + * screen content onto the new sized screen. + * + * @remarks This probably comes at a slight preformance expense, as we currently + * switches context when setting up the surface the first time. Not sure + * if we really need to, but as this is an experiment, I'm playing it safe. + * @remarks The define has been made default, thus should no longer be used. + */ +# define VMSVGA3D_OGL_WITH_SHARED_CTX +/** Fake surface ID for the shared context. */ +# define VMSVGA3D_SHARED_CTX_ID UINT32_C(0xffffeeee) + +/** @def VBOX_VMSVGA3D_GL_HACK_LEVEL + * Turns out that on Linux gl.h may often define the first 2-4 OpenGL versions + * worth of extensions, but missing out on a function pointer of fifteen. This + * causes headache for us when we use the function pointers below. This hack + * changes the code to call the known problematic functions directly. + * The value is ((x)<<16 | (y)) where x and y are taken from the GL_VERSION_x_y. + */ +# ifndef VBOX_VMSVGA3D_GL_HACK_LEVEL +# define VBOX_VMSVGA3D_GL_HACK_LEVEL 0 +# endif + +/** Invalid OpenGL ID. */ +# define OPENGL_INVALID_ID 0 + +# define VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState) \ + do { (pState)->idActiveContext = OPENGL_INVALID_ID; } while (0) + +/** @def VMSVGA3D_SET_CURRENT_CONTEXT + * Makes sure the @a pContext is the active OpenGL context. + * @parm pState The VMSVGA3d state. + * @parm pContext The new context. + */ +# ifdef RT_OS_WINDOWS +# define VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext) \ + do { \ + if ((pState)->idActiveContext != (pContext)->id) \ + { \ + BOOL fMakeCurrentRc = wglMakeCurrent((pContext)->hdc, (pContext)->hglrc); \ + Assert(fMakeCurrentRc == TRUE); RT_NOREF_PV(fMakeCurrentRc); \ + LogFlowFunc(("Changing context: %#x -> %#x\n", (pState)->idActiveContext, (pContext)->id)); \ + (pState)->idActiveContext = (pContext)->id; \ + } \ + } while (0) + +# elif defined(RT_OS_DARWIN) +# define VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext) \ + do { \ + if ((pState)->idActiveContext != (pContext)->id) \ + { \ + vmsvga3dCocoaViewMakeCurrentContext((pContext)->cocoaView, (pContext)->cocoaContext); \ + LogFlowFunc(("Changing context: %#x -> %#x\n", (pState)->idActiveContext, (pContext)->id)); \ + (pState)->idActiveContext = (pContext)->id; \ + } \ + } while (0) +# else +# define VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext) \ + do { \ + if ((pState)->idActiveContext != (pContext)->id) \ + { \ + Bool fMakeCurrentRc = glXMakeCurrent((pState)->display, \ + (pContext)->window, \ + (pContext)->glxContext); \ + Assert(fMakeCurrentRc == True); RT_NOREF_PV(fMakeCurrentRc); \ + LogFlowFunc(("Changing context: %#x -> %#x\n", (pState)->idActiveContext, (pContext)->id)); \ + (pState)->idActiveContext = (pContext)->id; \ + } \ + } while (0) +# endif + +/** @def VMSVGA3D_CLEAR_GL_ERRORS + * Clears all pending OpenGL errors. + * + * If I understood this correctly, OpenGL maintains a bitmask internally and + * glGetError gets the next bit (clearing it) from the bitmap and translates it + * into a GL_XXX constant value which it then returns. A single OpenGL call can + * set more than one bit, and they stick around across calls, from what I + * understand. + * + * So in order to be able to use glGetError to check whether a function + * succeeded, we need to call glGetError until all error bits have been cleared. + * This macro does that (in all types of builds). + * + * @sa VMSVGA3D_GET_GL_ERROR, VMSVGA3D_GL_IS_SUCCESS + */ +# define VMSVGA3D_CLEAR_GL_ERRORS() \ + do { \ + if (RT_UNLIKELY(glGetError() != GL_NO_ERROR)) /* predict no errors pending */ \ + { \ + uint32_t iErrorClearingLoopsLeft = 64; \ + while (glGetError() != GL_NO_ERROR && iErrorClearingLoopsLeft > 0) \ + iErrorClearingLoopsLeft--; \ + } \ + } while (0) + +/** @def VMSVGA3D_GET_LAST_GL_ERROR + * Gets the last OpenGL error, stores it in a_pContext->lastError and returns + * it. + * + * @returns Same as glGetError. + * @param a_pContext The context to store the error in. + * + * @sa VMSVGA3D_GL_IS_SUCCESS, VMSVGA3D_GL_COMPLAIN + */ +# define VMSVGA3D_GET_GL_ERROR(a_pContext) ((a_pContext)->lastError = glGetError()) + +/** @def VMSVGA3D_GL_SUCCESS + * Checks whether VMSVGA3D_GET_LAST_GL_ERROR() return GL_NO_ERROR. + * + * Will call glGetError() and store the result in a_pContext->lastError. + * Will predict GL_NO_ERROR outcome. + * + * @returns True on success, false on error. + * @parm a_pContext The context to store the error in. + * + * @sa VMSVGA3D_GET_GL_ERROR, VMSVGA3D_GL_COMPLAIN + */ +# define VMSVGA3D_GL_IS_SUCCESS(a_pContext) RT_LIKELY((((a_pContext)->lastError = glGetError()) == GL_NO_ERROR)) + +/** @def VMSVGA3D_GL_COMPLAIN + * Complains about one or more OpenGL errors (first in a_pContext->lastError). + * + * Strict builds will trigger an assertion, while other builds will put the + * first few occurences in the release log. + * + * All GL errors will be cleared after invocation. Assumes lastError + * is an error, will not check for GL_NO_ERROR. + * + * @param a_pState The 3D state structure. + * @param a_pContext The context that holds the first error. + * @param a_LogRelDetails Argument list for LogRel or similar that describes + * the operation in greater detail. + * + * @sa VMSVGA3D_GET_GL_ERROR, VMSVGA3D_GL_IS_SUCCESS + */ +# ifdef VBOX_STRICT +# define VMSVGA3D_GL_COMPLAIN(a_pState, a_pContext, a_LogRelDetails) \ + do { \ + AssertMsg((a_pState)->idActiveContext == (a_pContext)->id, \ + ("idActiveContext=%#x id=%x\n", (a_pState)->idActiveContext, (a_pContext)->id)); \ + RTAssertMsg2Weak a_LogRelDetails; \ + GLenum iNextError; \ + while ((iNextError = glGetError()) != GL_NO_ERROR) \ + RTAssertMsg2Weak("next error: %#x\n", iNextError); \ + AssertMsgFailed(("first error: %#x (idActiveContext=%#x)\n", (a_pContext)->lastError, (a_pContext)->id)); \ + } while (0) +# else +# define VMSVGA3D_GL_COMPLAIN(a_pState, a_pContext, a_LogRelDetails) \ + do { \ + LogRelMax(32, ("VMSVGA3d: OpenGL error %#x (idActiveContext=%#x) on line %u ", (a_pContext)->lastError, (a_pContext)->id, __LINE__)); \ + GLenum iNextError; \ + while ((iNextError = glGetError()) != GL_NO_ERROR) \ + LogRelMax(32, (" - also error %#x ", iNextError)); \ + LogRelMax(32, a_LogRelDetails); \ + } while (0) +# endif + +/** @def VMSVGA3D_GL_GET_AND_COMPLAIN + * Combination of VMSVGA3D_GET_GL_ERROR and VMSVGA3D_GL_COMPLAIN, assuming that + * there is a pending error. + * + * @param a_pState The 3D state structure. + * @param a_pContext The context that holds the first error. + * @param a_LogRelDetails Argument list for LogRel or similar that describes + * the operation in greater detail. + * + * @sa VMSVGA3D_GET_GL_ERROR, VMSVGA3D_GL_IS_SUCCESS, VMSVGA3D_GL_COMPLAIN + */ +# define VMSVGA3D_GL_GET_AND_COMPLAIN(a_pState, a_pContext, a_LogRelDetails) \ + do { \ + VMSVGA3D_GET_GL_ERROR(a_pContext); \ + VMSVGA3D_GL_COMPLAIN(a_pState, a_pContext, a_LogRelDetails); \ + } while (0) + +/** @def VMSVGA3D_GL_ASSERT_SUCCESS + * Asserts that VMSVGA3D_GL_IS_SUCCESS is true, complains if not. + * + * Uses VMSVGA3D_GL_COMPLAIN for complaining, so check it out wrt to release + * logging in non-strict builds. + * + * @param a_pState The 3D state structure. + * @param a_pContext The context that holds the first error. + * @param a_LogRelDetails Argument list for LogRel or similar that describes + * the operation in greater detail. + * + * @sa VMSVGA3D_GET_GL_ERROR, VMSVGA3D_GL_IS_SUCCESS, VMSVGA3D_GL_COMPLAIN + */ +# define VMSVGA3D_GL_ASSERT_SUCCESS(a_pState, a_pContext, a_LogRelDetails) \ + if (VMSVGA3D_GL_IS_SUCCESS(a_pContext)) \ + { /* likely */ } \ + else do { \ + VMSVGA3D_GL_COMPLAIN(a_pState, a_pContext, a_LogRelDetails); \ + } while (0) + +/** @def VMSVGA3D_ASSERT_GL_CALL_EX + * Executes the specified OpenGL API call and asserts that it succeeded, variant + * with extra logging flexibility. + * + * ASSUMES no GL errors pending prior to invocation - caller should use + * VMSVGA3D_CLEAR_GL_ERRORS if uncertain. + * + * Uses VMSVGA3D_GL_COMPLAIN for complaining, so check it out wrt to release + * logging in non-strict builds. + * + * @param a_GlCall Expression making an OpenGL call. + * @param a_pState The 3D state structure. + * @param a_pContext The context that holds the first error. + * @param a_LogRelDetails Argument list for LogRel or similar that describes + * the operation in greater detail. + * + * @sa VMSVGA3D_ASSERT_GL_CALL, VMSVGA3D_GL_ASSERT_SUCCESS, + * VMSVGA3D_GET_GL_ERROR, VMSVGA3D_GL_IS_SUCCESS, VMSVGA3D_GL_COMPLAIN + */ +# define VMSVGA3D_ASSERT_GL_CALL_EX(a_GlCall, a_pState, a_pContext, a_LogRelDetails) \ + do { \ + (a_GlCall); \ + VMSVGA3D_GL_ASSERT_SUCCESS(a_pState, a_pContext, a_LogRelDetails); \ + } while (0) + +/** @def VMSVGA3D_ASSERT_GL_CALL + * Executes the specified OpenGL API call and asserts that it succeeded. + * + * ASSUMES no GL errors pending prior to invocation - caller should use + * VMSVGA3D_CLEAR_GL_ERRORS if uncertain. + * + * Uses VMSVGA3D_GL_COMPLAIN for complaining, so check it out wrt to release + * logging in non-strict builds. + * + * @param a_GlCall Expression making an OpenGL call. + * @param a_pState The 3D state structure. + * @param a_pContext The context that holds the first error. + * + * @sa VMSVGA3D_ASSERT_GL_CALL_EX, VMSVGA3D_GL_ASSERT_SUCCESS, + * VMSVGA3D_GET_GL_ERROR, VMSVGA3D_GL_IS_SUCCESS, VMSVGA3D_GL_COMPLAIN + */ +# define VMSVGA3D_ASSERT_GL_CALL(a_GlCall, a_pState, a_pContext) \ + VMSVGA3D_ASSERT_GL_CALL_EX(a_GlCall, a_pState, a_pContext, ("%s\n", #a_GlCall)) + + +/** @def VMSVGA3D_CHECK_LAST_ERROR + * Checks that the last OpenGL error code indicates success. + * + * Will assert and return VERR_INTERNAL_ERROR in strict builds, in other + * builds it will do nothing and is a NOOP. + * + * @parm pState The VMSVGA3d state. + * @parm pContext The context. + * + * @todo Replace with proper error handling, it's crazy to return + * VERR_INTERNAL_ERROR in strict builds and just barge on ahead in + * release builds. + */ +/** @todo Rename to VMSVGA3D_CHECK_LAST_ERROR_RETURN */ +# ifdef VBOX_STRICT +# define VMSVGA3D_CHECK_LAST_ERROR(pState, pContext) do { \ + Assert((pState)->idActiveContext == (pContext)->id); \ + (pContext)->lastError = glGetError(); \ + AssertMsgReturn((pContext)->lastError == GL_NO_ERROR, \ + ("%s (%d): last error 0x%x\n", __FUNCTION__, __LINE__, (pContext)->lastError), \ + VERR_INTERNAL_ERROR); \ + } while (0) +# else +# define VMSVGA3D_CHECK_LAST_ERROR(pState, pContext) do { } while (0) +# endif + +/** @def VMSVGA3D_CHECK_LAST_ERROR_WARN + * Checks that the last OpenGL error code indicates success. + * + * Will assert in strict builds, otherwise it's a NOOP. + * + * @parm pState The VMSVGA3d state. + * @parm pContext The new context. + */ +# ifdef VBOX_STRICT +# define VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext) do { \ + Assert((pState)->idActiveContext == (pContext)->id); \ + (pContext)->lastError = glGetError(); \ + AssertMsg((pContext)->lastError == GL_NO_ERROR, ("%s (%d): last error 0x%x\n", __FUNCTION__, __LINE__, (pContext)->lastError)); \ + } while (0) +# else +# define VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext) do { } while (0) +# endif + +#endif /* VMSVGA3D_OPENGL */ + + +/********************************************************************************************************************************* +* Structures and Typedefs * +*********************************************************************************************************************************/ +/** + * Mipmap level. + */ +typedef struct VMSVGA3DMIPMAPLEVEL +{ + /** The mipmap size: width, height and depth. */ + SVGA3dSize mipmapSize; + /** Width in blocks: (width + cxBlock - 1) / cxBlock. SSM: not saved, recalculated on load. */ + uint32_t cBlocksX; + /** Height in blocks: (height + cyBlock - 1) / cyBlock. SSM: not saved, recalculated on load. */ + uint32_t cBlocksY; + /** Number of blocks: cBlocksX * cBlocksY * mipmapSize.depth. SSM: not saved, recalculated on load. */ + uint32_t cBlocks; + /** The scanline/pitch size in bytes: at least cBlocksX * cbBlock. */ + uint32_t cbSurfacePitch; + /** The size (in bytes) of the mipmap plane: cbSurfacePitch * cBlocksY */ + uint32_t cbSurfacePlane; + /** The size (in bytes) of the mipmap data when using the format the surface was + * defined with: cbSurfacePlane * mipmapSize.z */ + uint32_t cbSurface; + /** Pointer to the mipmap bytes (cbSurface). Often NULL. If the surface has + * been realized in hardware, this may be outdated. */ + void *pSurfaceData; + /** Set if pvSurfaceData contains data not realized in hardware or pushed to the + * hardware surface yet. */ + bool fDirty; +} VMSVGA3DMIPMAPLEVEL; +/** Pointer to a mipmap level. */ +typedef VMSVGA3DMIPMAPLEVEL *PVMSVGA3DMIPMAPLEVEL; + + +#ifdef VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS +/** + * SSM descriptor table for the VMSVGA3DMIPMAPLEVEL structure. + */ +static SSMFIELD const g_aVMSVGA3DMIPMAPLEVELFields[] = +{ + SSMFIELD_ENTRY( VMSVGA3DMIPMAPLEVEL, mipmapSize), + SSMFIELD_ENTRY( VMSVGA3DMIPMAPLEVEL, cbSurface), + SSMFIELD_ENTRY( VMSVGA3DMIPMAPLEVEL, cbSurfacePitch), + SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DMIPMAPLEVEL, pSurfaceData), + SSMFIELD_ENTRY_IGNORE( VMSVGA3DMIPMAPLEVEL, fDirty), + SSMFIELD_ENTRY_TERM() +}; +#endif + +typedef struct VMSVGATRANSFORMSTATE +{ + bool fValid; + float matrix[16]; +} VMSVGATRANSFORMSTATE; +typedef VMSVGATRANSFORMSTATE *PVMSVGATRANSFORMSTATE; + +typedef struct VMSVGAMATERIALSTATE +{ + bool fValid; + SVGA3dMaterial material; +} VMSVGAMATERIALSTATE; +typedef VMSVGAMATERIALSTATE *PVMSVGAMATERIALSTATE; + +typedef struct VMSVGACLIPPLANESTATE +{ + bool fValid; + float plane[4]; +} VMSVGACLIPPLANESTATE; +typedef VMSVGACLIPPLANESTATE *PVMSVGACLIPPLANESTATE; + +typedef struct VMSVGALIGHTSTATE +{ + bool fEnabled; + bool fValidData; + SVGA3dLightData data; +} VMSVGALIGHTSTATE; +typedef VMSVGALIGHTSTATE *PVMSVGALIGHTSTATE; + +typedef struct VMSVGASHADERCONST +{ + bool fValid; + SVGA3dShaderConstType ctype; + uint32_t value[4]; +} VMSVGASHADERCONST; +typedef VMSVGASHADERCONST *PVMSVGASHADERCONST; + +#ifdef VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS +/** + * SSM descriptor table for the VMSVGASHADERCONST structure. + */ +static SSMFIELD const g_aVMSVGASHADERCONSTFields[] = +{ + SSMFIELD_ENTRY( VMSVGASHADERCONST, fValid), + SSMFIELD_ENTRY( VMSVGASHADERCONST, ctype), + SSMFIELD_ENTRY( VMSVGASHADERCONST, value), + SSMFIELD_ENTRY_TERM() +}; +#endif + +#ifdef VMSVGA3D_DIRECT3D + +/* What kind of Direct3D resource has been created for the VMSVGA3D surface. */ +typedef enum VMSVGA3DD3DRESTYPE +{ + VMSVGA3D_D3DRESTYPE_NONE = 0, + VMSVGA3D_D3DRESTYPE_SURFACE = 1, + VMSVGA3D_D3DRESTYPE_TEXTURE = 2, + VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE = 3, + VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE = 4, + VMSVGA3D_D3DRESTYPE_VERTEX_BUFFER = 5, + VMSVGA3D_D3DRESTYPE_INDEX_BUFFER = 6 +} VMSVGA3DD3DRESTYPE; + +/** + * + */ +typedef struct +{ + /** Key is context id. */ + AVLU32NODECORE Core; + union + { + IDirect3DTexture9 *pTexture; + IDirect3DCubeTexture9 *pCubeTexture; + IDirect3DVolumeTexture9 *pVolumeTexture; + } u; +} VMSVGA3DSHAREDSURFACE; +typedef VMSVGA3DSHAREDSURFACE *PVMSVGA3DSHAREDSURFACE; +#endif /* VMSVGA3D_DIRECT3D */ + +#ifdef VMSVGA3D_OPENGL +/* What kind of OpenGL resource has been created for the VMSVGA3D surface. */ +typedef enum VMSVGA3DOGLRESTYPE +{ + VMSVGA3D_OGLRESTYPE_NONE = 0, + VMSVGA3D_OGLRESTYPE_BUFFER = 1, + VMSVGA3D_OGLRESTYPE_TEXTURE = 2, + VMSVGA3D_OGLRESTYPE_RENDERBUFFER = 3 +} VMSVGA3DOGLRESTYPE; +#endif + +/* The 3D backend surface. The actual structure is 3D API specific. */ +typedef struct VMSVGA3DBACKENDSURFACE *PVMSVGA3DBACKENDSURFACE; + +/** + * VMSVGA3d surface. + */ +typedef struct VMSVGA3DSURFACE +{ + PVMSVGA3DBACKENDSURFACE pBackendSurface; + + uint32_t id; /** @todo sid */ + /* Which context created the corresponding resource. + * SVGA_ID_INVALID means that resource has not been created yet. + * A resource has been created if VMSVGA3DSURFACE_HAS_HW_SURFACE is true. + * + */ + uint32_t idAssociatedContext; + + /** @todo Only numArrayElements field is used currently. The code uses old fields cLevels, etc for anything else. */ + VMSVGA3D_SURFACE_DESC surfaceDesc; + + union + { + struct + { + SVGA3dSurface1Flags surface1Flags; + SVGA3dSurface2Flags surface2Flags; + } s; + SVGA3dSurfaceAllFlags surfaceFlags; + } f; + SVGA3dSurfaceFormat format; +#ifdef VMSVGA3D_OPENGL + GLint internalFormatGL; + GLint formatGL; + GLint typeGL; + VMSVGA3DOGLRESTYPE enmOGLResType; /* Which resource was created for the surface. */ + union + { + GLuint texture; + GLuint buffer; + GLuint renderbuffer; + } oglId; + GLenum targetGL; /* GL_TEXTURE_* */ + GLenum bindingGL; /* GL_TEXTURE_BINDING_* */ + /* Emulated formats */ + bool fEmulated; /* Whether the texture format is emulated. */ + GLuint idEmulated; /* GL name of the intermediate texture. */ +#endif + uint32_t cFaces; /* Number of faces: 6 for cubemaps, 1 for everything else. */ + uint32_t cLevels; /* Number of mipmap levels per face. */ + PVMSVGA3DMIPMAPLEVEL paMipmapLevels; /* surfaceDesc.numArrayElements * cLevels elements. */ + uint32_t multiSampleCount; + SVGA3dTextureFilter autogenFilter; +#ifdef VMSVGA3D_DIRECT3D + D3DFORMAT formatD3D; + DWORD fUsageD3D; + D3DMULTISAMPLE_TYPE multiSampleTypeD3D; +#endif + + uint32_t cbBlock; /* block/pixel size in bytes */ + /* Dimensions of the surface block, usually 1x1 except for compressed formats. */ + uint32_t cxBlock; /* Block width in pixels. SSM: not saved, recalculated on load. */ + uint32_t cyBlock; /* Block height in pixels. SSM: not saved, recalculated on load. */ +#ifdef VMSVGA3D_OPENGL + uint32_t cbBlockGL; /* Block size of the OpenGL texture, same as cbBlock for not-emulated formats. */ +#endif + + /* Dirty state; surface was manually updated. */ + bool fDirty; + +#ifdef VMSVGA3D_DIRECT3D + /* Handle for shared objects (currently only textures & render targets). */ + HANDLE hSharedObject; + /** Event query inserted after each GPU operation that updates or uses this surface. */ + IDirect3DQuery9 *pQuery; + /** The context id where the query has been created. */ + uint32_t idQueryContext; + /** The type of actually created D3D resource. */ + VMSVGA3DD3DRESTYPE enmD3DResType; + union + { + IDirect3DSurface9 *pSurface; + IDirect3DTexture9 *pTexture; + IDirect3DCubeTexture9 *pCubeTexture; + IDirect3DVolumeTexture9 *pVolumeTexture; + IDirect3DVertexBuffer9 *pVertexBuffer; + IDirect3DIndexBuffer9 *pIndexBuffer; + } u; + union + { + IDirect3DTexture9 *pTexture; + IDirect3DCubeTexture9 *pCubeTexture; + IDirect3DVolumeTexture9 *pVolumeTexture; + } bounce; + /** AVL tree containing VMSVGA3DSHAREDSURFACE structures. */ + AVLU32TREE pSharedObjectTree; + bool fStencilAsTexture; + D3DFORMAT d3dfmtRequested; + union + { + IDirect3DTexture9 *pTexture; + IDirect3DCubeTexture9 *pCubeTexture; + IDirect3DVolumeTexture9 *pVolumeTexture; + } emulated; +#endif +} VMSVGA3DSURFACE; +/** Pointer to a 3d surface. */ +typedef VMSVGA3DSURFACE *PVMSVGA3DSURFACE; + +#ifdef VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS +/** + * SSM descriptor table for the VMSVGA3DSURFACE structure. + */ +static SSMFIELD const g_aVMSVGA3DSURFACEFields[] = +{ + SSMFIELD_ENTRY( VMSVGA3DSURFACE, id), + SSMFIELD_ENTRY( VMSVGA3DSURFACE, idAssociatedContext), + SSMFIELD_ENTRY( VMSVGA3DSURFACE, f.s.surface1Flags), + SSMFIELD_ENTRY_VER( VMSVGA3DSURFACE, f.s.surface2Flags, VGA_SAVEDSTATE_VERSION_VMSVGA_DX_SFLAGS), + SSMFIELD_ENTRY( VMSVGA3DSURFACE, format), +# ifdef VMSVGA3D_OPENGL + SSMFIELD_ENTRY( VMSVGA3DSURFACE, internalFormatGL), + SSMFIELD_ENTRY( VMSVGA3DSURFACE, formatGL), + SSMFIELD_ENTRY( VMSVGA3DSURFACE, typeGL), +# endif + SSMFIELD_ENTRY( VMSVGA3DSURFACE, cFaces), + SSMFIELD_ENTRY( VMSVGA3DSURFACE, cLevels), + SSMFIELD_ENTRY( VMSVGA3DSURFACE, multiSampleCount), + SSMFIELD_ENTRY( VMSVGA3DSURFACE, autogenFilter), + SSMFIELD_ENTRY( VMSVGA3DSURFACE, cbBlock), + SSMFIELD_ENTRY_TERM() +}; +#endif + +/** Mask we frequently apply to VMSVGA3DSURFACE::flags for decing what kind + * of surface we're dealing. */ +#define VMSVGA3D_SURFACE_HINT_SWITCH_MASK \ + ( SVGA3D_SURFACE_HINT_INDEXBUFFER | SVGA3D_SURFACE_HINT_VERTEXBUFFER \ + | SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET \ + | SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_CUBEMAP ) + +/** @def VMSVGA3DSURFACE_HAS_HW_SURFACE + * Checks whether the surface has a host hardware/library surface. + * @returns true/false + * @param a_pSurface The VMSVGA3d surface. + */ +#ifdef VMSVGA3D_DIRECT3D +# define VMSVGA3DSURFACE_HAS_HW_SURFACE(a_pSurface) ((a_pSurface)->pBackendSurface != NULL || (a_pSurface)->u.pSurface != NULL) +#else +# define VMSVGA3DSURFACE_HAS_HW_SURFACE(a_pSurface) ((a_pSurface)->pBackendSurface != NULL || (a_pSurface)->oglId.texture != OPENGL_INVALID_ID) +#endif + +/** @def VMSVGA3DSURFACE_NEEDS_DATA + * Checks whether SurfaceDMA transfers must always update pSurfaceData, + * even if the surface has a host hardware resource. + * @returns true/false + * @param a_pSurface The VMSVGA3d surface. + */ +#ifdef VMSVGA3D_DIRECT3D +# define VMSVGA3DSURFACE_NEEDS_DATA(a_pSurface) \ + ( (a_pSurface)->enmD3DResType == VMSVGA3D_D3DRESTYPE_VERTEX_BUFFER \ + || (a_pSurface)->enmD3DResType == VMSVGA3D_D3DRESTYPE_INDEX_BUFFER) +#else +# define VMSVGA3DSURFACE_NEEDS_DATA(a_pSurface) \ + ((a_pSurface)->enmOGLResType == VMSVGA3D_OGLRESTYPE_BUFFER) +#endif + + +typedef struct VMSVGA3DSHADER +{ + uint32_t id; /** @todo Rename to shid. */ + uint32_t cid; + SVGA3dShaderType type; + uint32_t cbData; + void *pShaderProgram; + union + { +#ifdef VMSVGA3D_DIRECT3D + IDirect3DVertexShader9 *pVertexShader; + IDirect3DPixelShader9 *pPixelShader; +#else + void *pVertexShader; + void *pPixelShader; +#endif + } u; +} VMSVGA3DSHADER; +typedef VMSVGA3DSHADER *PVMSVGA3DSHADER; + +#ifdef VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS +/** + * SSM descriptor table for the VMSVGA3DSHADER structure. + */ +static SSMFIELD const g_aVMSVGA3DSHADERFields[] = +{ + SSMFIELD_ENTRY( VMSVGA3DSHADER, id), + SSMFIELD_ENTRY( VMSVGA3DSHADER, cid), + SSMFIELD_ENTRY( VMSVGA3DSHADER, type), + SSMFIELD_ENTRY( VMSVGA3DSHADER, cbData), + SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DSHADER, pShaderProgram), + SSMFIELD_ENTRY_TERM() +}; +#endif + +/** @name VMSVGA3D_UPDATE_XXX - ... + * @{ */ +#define VMSVGA3D_UPDATE_SCISSORRECT RT_BIT_32(0) +#define VMSVGA3D_UPDATE_ZRANGE RT_BIT_32(1) +#define VMSVGA3D_UPDATE_VIEWPORT RT_BIT_32(2) +#define VMSVGA3D_UPDATE_VERTEXSHADER RT_BIT_32(3) +#define VMSVGA3D_UPDATE_PIXELSHADER RT_BIT_32(4) +#define VMSVGA3D_UPDATE_TRANSFORM RT_BIT_32(5) +#define VMSVGA3D_UPDATE_MATERIAL RT_BIT_32(6) +/** @} */ + +/* Query states. Mostly used for saved state. */ +typedef enum VMSVGA3DQUERYSTATE +{ + VMSVGA3DQUERYSTATE_NULL = 0, /* Not created. */ + VMSVGA3DQUERYSTATE_SIGNALED = 1, /* Result obtained. The guest may or may not read the result yet. */ + VMSVGA3DQUERYSTATE_BUILDING = 2, /* In process of collecting data. */ + VMSVGA3DQUERYSTATE_ISSUED = 3, /* Data collected, but result is not yet obtained. */ + VMSVGA3DQUERYSTATE_32BIT = 0x7fffffff +} VMSVGA3DQUERYSTATE; +AssertCompileSize(VMSVGA3DQUERYSTATE, sizeof(uint32_t)); + +typedef struct VMSVGA3DQUERY +{ +#ifdef VMSVGA3D_DIRECT3D + IDirect3DQuery9 *pQuery; +#else /* VMSVGA3D_OPENGL */ + GLuint idQuery; +#endif + VMSVGA3DQUERYSTATE enmQueryState; /* VMSVGA3DQUERYSTATE_*. State is implicitly _NULL if pQuery is NULL. */ + uint32_t u32QueryResult; /* Generic result. Enough for all VGPU9 queries. */ +} VMSVGA3DQUERY; + +#ifdef VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS +/** + * SSM descriptor table for the VMSVGA3DQUERY structure. + */ +static SSMFIELD const g_aVMSVGA3DQUERYFields[] = +{ +#ifdef VMSVGA3D_DIRECT3D + SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DQUERY, pQuery), +#else /* VMSVGA3D_OPENGL */ + SSMFIELD_ENTRY_IGNORE( VMSVGA3DQUERY, idQuery), +#endif + SSMFIELD_ENTRY( VMSVGA3DQUERY, enmQueryState), + SSMFIELD_ENTRY( VMSVGA3DQUERY, u32QueryResult), + SSMFIELD_ENTRY_TERM() +}; +#endif + +#ifdef VMSVGA3D_DIRECT3D +#define VMSVGA3DQUERY_EXISTS(p) ((p)->pQuery && (p)->enmQueryState != VMSVGA3DQUERYSTATE_NULL) +#else +#define VMSVGA3DQUERY_EXISTS(p) ((p)->idQuery && (p)->enmQueryState != VMSVGA3DQUERYSTATE_NULL) +#endif + +/** + * VMSVGA3d context. + */ +typedef struct VMSVGA3DCONTEXT +{ + /** @todo Legacy contexts with DX backend. */ + + uint32_t id; +#ifdef RT_OS_WINDOWS +# ifdef VMSVGA3D_DIRECT3D + IDirect3DDevice9Ex *pDevice; +# else + /* Device context of the context window. */ + HDC hdc; + /* OpenGL rendering context handle. */ + HGLRC hglrc; +# endif + /* Device context window handle. */ + HWND hwnd; +#elif defined(RT_OS_DARWIN) + /* OpenGL rendering context */ + NativeNSOpenGLContextRef cocoaContext; + NativeNSViewRef cocoaView; + bool fOtherProfile; +#else + /** XGL rendering context handle */ + GLXContext glxContext; + /** Device context window handle */ + Window window; +#endif + +#ifdef VMSVGA3D_OPENGL + /* Framebuffer object associated with this context. */ + GLuint idFramebuffer; + /* Read and draw framebuffer objects for various operations. */ + GLuint idReadFramebuffer; + GLuint idDrawFramebuffer; + /* Last GL error recorded. */ + GLenum lastError; + void *pShaderContext; +#endif + + /* Current selected texture surfaces (if any) */ + uint32_t aSidActiveTextures[SVGA3D_MAX_SAMPLERS]; + /* Per context pixel and vertex shaders. */ + uint32_t cPixelShaders; + PVMSVGA3DSHADER paPixelShader; + uint32_t cVertexShaders; + PVMSVGA3DSHADER paVertexShader; + /* Keep track of the internal state to be able to recreate the context properly (save/restore, window resize). */ + struct + { + /** VMSVGA3D_UPDATE_XXX */ + uint32_t u32UpdateFlags; + + SVGA3dRenderState aRenderState[SVGA3D_RS_MAX]; + /* aTextureStates contains both TextureStageStates and SamplerStates, therefore [SVGA3D_MAX_SAMPLERS]. */ + SVGA3dTextureState aTextureStates[SVGA3D_MAX_SAMPLERS][SVGA3D_TS_MAX]; + VMSVGATRANSFORMSTATE aTransformState[SVGA3D_TRANSFORM_MAX]; + VMSVGAMATERIALSTATE aMaterial[SVGA3D_FACE_MAX]; + /* The aClipPlane array has a wrong (greater) size. Keep it for now because the array is a part of the saved state. */ + /** @todo Replace SVGA3D_CLIPPLANE_5 with SVGA3D_NUM_CLIPPLANES and increase the saved state version. */ + VMSVGACLIPPLANESTATE aClipPlane[SVGA3D_CLIPPLANE_5]; + VMSVGALIGHTSTATE aLightData[SVGA3D_MAX_LIGHTS]; + + uint32_t aRenderTargets[SVGA3D_RT_MAX]; + SVGA3dRect RectScissor; + SVGA3dRect RectViewPort; + SVGA3dZRange zRange; + uint32_t shidPixel; + uint32_t shidVertex; + + uint32_t cPixelShaderConst; + PVMSVGASHADERCONST paPixelShaderConst; + uint32_t cVertexShaderConst; + PVMSVGASHADERCONST paVertexShaderConst; + } state; + + /* Occlusion query. */ + VMSVGA3DQUERY occlusion; + +#ifdef VMSVGA3D_DIRECT3D + /* State which is currently applied to the D3D device. It is recreated as needed and not saved. + * The purpose is to remember the currently applied state and do not re-apply it if it has not changed. + * Unnecessary state changes are very bad for performance. + */ + struct + { + /* Vertex declaration. */ + IDirect3DVertexDeclaration9 *pVertexDecl; + uint32_t cVertexElements; + D3DVERTEXELEMENT9 aVertexElements[SVGA3D_MAX_VERTEX_ARRAYS + 1]; + } d3dState; +#endif +} VMSVGA3DCONTEXT; +/** Pointer to a VMSVGA3d context. */ +typedef VMSVGA3DCONTEXT *PVMSVGA3DCONTEXT; + +#ifdef VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS +/* Verify that constants did not change for the legacy context saved state data. */ +AssertCompile(SVGA3D_RS_MAX == 99); +AssertCompile(SVGA3D_TRANSFORM_MAX == 15); +AssertCompile(SVGA3D_FACE_MAX == 5); +AssertCompile(SVGA3D_CLIPPLANE_5 == (1 << 5)); +AssertCompile(SVGA3D_MAX_LIGHTS == 32); +AssertCompile(SVGA3D_RT_MAX == 10); + +/** + * SSM descriptor table for the VMSVGA3DCONTEXT structure. + */ +static SSMFIELD const g_aVMSVGA3DCONTEXTFields[] = +{ + SSMFIELD_ENTRY( VMSVGA3DCONTEXT, id), + +# ifdef RT_OS_WINDOWS +# ifdef VMSVGA3D_DIRECT3D + SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, pDevice), +# else + SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, hdc), + SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, hglrc), +# endif + SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, hwnd), +# elif defined(RT_OS_DARWIN) + SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, cocoaContext), + SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, cocoaView), + SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, fOtherProfile), +# else + SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, glxContext), + SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, window), +# endif + +#ifdef VMSVGA3D_OPENGL + SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, idFramebuffer), + SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, idReadFramebuffer), + SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, idDrawFramebuffer), + SSMFIELD_ENTRY( VMSVGA3DCONTEXT, lastError), + SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, pShaderContext), +#endif + + SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, aSidActiveTextures), + SSMFIELD_ENTRY( VMSVGA3DCONTEXT, cPixelShaders), + SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, paPixelShader), + SSMFIELD_ENTRY( VMSVGA3DCONTEXT, cVertexShaders), + SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, paVertexShader), + SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.u32UpdateFlags), + + SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aRenderState), + SSMFIELD_ENTRY_OLD( state.aTextureStates, + sizeof(SVGA3dTextureState) * /*SVGA3D_MAX_TEXTURE_STAGE=*/ 8 * /*SVGA3D_TS_MAX=*/ 30), + SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aTransformState), + SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aMaterial), + SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aClipPlane), + SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aLightData), + + SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aRenderTargets), + SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.RectScissor), + SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.RectViewPort), + SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.zRange), + SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.shidPixel), + SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.shidVertex), + SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.cPixelShaderConst), + SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, state.paPixelShaderConst), + SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.cVertexShaderConst), + SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, state.paVertexShaderConst), + SSMFIELD_ENTRY_TERM() +}; +#endif /* VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS */ + + +#ifdef VMSVGA3D_DX +/* The 3D backend DX context. The actual structure is 3D API specific. */ +typedef struct VMSVGA3DBACKENDDXCONTEXT *PVMSVGA3DBACKENDDXCONTEXT; + +/** + * VMSVGA3D DX context (VGPU10+). DX contexts ids are a separate namespace from legacy context ids. + */ +typedef struct VMSVGA3DDXCONTEXT +{ + /** The DX context id. */ + uint32_t cid; + /** . */ + uint32_t u32Reserved; + /** . */ + uint32_t cRenderTargets; + /** Backend specific data. */ + PVMSVGA3DBACKENDDXCONTEXT pBackendDXContext; + /** Copy of the guest memory for this context. The guest will be updated on unbind. */ + SVGADXContextMobFormat svgaDXContext; + /* Context-Object Tables bound to this context. */ + PVMSVGAMOB aCOTMobs[SVGA_COTABLE_MAX]; + struct + { + SVGACOTableDXRTViewEntry *paRTView; + SVGACOTableDXDSViewEntry *paDSView; + SVGACOTableDXSRViewEntry *paSRView; + SVGACOTableDXElementLayoutEntry *paElementLayout; + SVGACOTableDXBlendStateEntry *paBlendState; + SVGACOTableDXDepthStencilEntry *paDepthStencil; + SVGACOTableDXRasterizerStateEntry *paRasterizerState; + SVGACOTableDXSamplerEntry *paSampler; + SVGACOTableDXStreamOutputEntry *paStreamOutput; + SVGACOTableDXQueryEntry *paQuery; + SVGACOTableDXShaderEntry *paShader; + SVGACOTableDXUAViewEntry *paUAView; + uint32_t cRTView; + uint32_t cDSView; + uint32_t cSRView; + uint32_t cElementLayout; + uint32_t cBlendState; + uint32_t cDepthStencil; + uint32_t cRasterizerState; + uint32_t cSampler; + uint32_t cStreamOutput; + uint32_t cQuery; + uint32_t cShader; + uint32_t cUAView; + } cot; +} VMSVGA3DDXCONTEXT; +/** Pointer to a VMSVGA3D DX context. */ +typedef VMSVGA3DDXCONTEXT *PVMSVGA3DDXCONTEXT; +#endif /* VMSVGA3D_DX */ + + +#ifdef VMSVGA3D_OPENGL +typedef struct VMSVGA3DFORMATCONVERTER *PVMSVGA3DFORMATCONVERTER; +#endif + +/* The 3D backend. The actual structure is 3D API specific. */ +typedef struct VMSVGA3DBACKEND *PVMSVGA3DBACKEND; + +/** + * VMSVGA3d state data. + * + * Allocated on the heap and pointed to by VMSVGAState::p3dState. + */ +typedef struct VMSVGA3DSTATE +{ + /** Backend specific data. */ + PVMSVGA3DBACKEND pBackend; + + /** The size of papContexts. */ + uint32_t cContexts; + /** The size of papSurfaces. */ + uint32_t cSurfaces; +#ifdef VMSVGA3D_DX + /** The size of papDXContexts. */ + uint32_t cDXContexts; + /** Reserved. */ + uint32_t u32Reserved; +#endif + /** Contexts indexed by ID. Grown as needed. */ + PVMSVGA3DCONTEXT *papContexts; + /** Surfaces indexed by ID. Grown as needed. */ + PVMSVGA3DSURFACE *papSurfaces; +#ifdef VMSVGA3D_DX + /** DX contexts indexed by ID. Grown as needed. */ + PVMSVGA3DDXCONTEXT *papDXContexts; +#endif + +#ifdef RT_OS_WINDOWS +# ifdef VMSVGA3D_DIRECT3D + IDirect3D9Ex *pD3D9; + D3DCAPS9 caps; + bool fSupportedSurfaceINTZ; + bool fSupportedSurfaceNULL; + bool fSupportedFormatUYVY : 1; + bool fSupportedFormatYUY2 : 1; + bool fSupportedFormatA8B8G8R8 : 1; +# endif + /** Window Thread. */ + R3PTRTYPE(RTTHREAD) pWindowThread; + DWORD idWindowThread; + HMODULE hInstance; + /** Window request semaphore. */ + RTSEMEVENT WndRequestSem; +#elif defined(RT_OS_DARWIN) +#else + /* The X display */ + Display *display; + R3PTRTYPE(RTTHREAD) pWindowThread; + bool bTerminate; +#endif + +#ifdef VMSVGA3D_OPENGL + float rsGLVersion; + /* Current active context. */ + uint32_t idActiveContext; + + struct + { + PFNGLISRENDERBUFFERPROC glIsRenderbuffer; + PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer; + PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers; + PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers; + PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage; + PFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv; + PFNGLISFRAMEBUFFERPROC glIsFramebuffer; + PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer; + PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers; + PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers; + PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus; + PFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D; + PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D; + PFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D; + PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer; + PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv; + PFNGLGENERATEMIPMAPPROC glGenerateMipmap; + PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer; + PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample; + PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer; + PFNGLPOINTPARAMETERFPROC glPointParameterf; +#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x102 + PFNGLBLENDCOLORPROC glBlendColor; + PFNGLBLENDEQUATIONPROC glBlendEquation; +#endif + PFNGLBLENDEQUATIONSEPARATEPROC glBlendEquationSeparate; + PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate; + PFNGLSTENCILOPSEPARATEPROC glStencilOpSeparate; + PFNGLSTENCILFUNCSEPARATEPROC glStencilFuncSeparate; + PFNGLBINDBUFFERPROC glBindBuffer; + PFNGLDELETEBUFFERSPROC glDeleteBuffers; + PFNGLGENBUFFERSPROC glGenBuffers; + PFNGLBUFFERDATAPROC glBufferData; + PFNGLMAPBUFFERPROC glMapBuffer; + PFNGLUNMAPBUFFERPROC glUnmapBuffer; + PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; + PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray; + PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; + PFNGLFOGCOORDPOINTERPROC glFogCoordPointer; + PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glDrawElementsInstancedBaseVertex; + PFNGLDRAWELEMENTSBASEVERTEXPROC glDrawElementsBaseVertex; + PFNGLACTIVETEXTUREPROC glActiveTexture; +#if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x103 + PFNGLCLIENTACTIVETEXTUREPROC glClientActiveTexture; +#endif + PFNGLGETPROGRAMIVARBPROC glGetProgramivARB; + PFNGLPROVOKINGVERTEXPROC glProvokingVertex; + PFNGLGENQUERIESPROC glGenQueries; + PFNGLDELETEQUERIESPROC glDeleteQueries; + PFNGLBEGINQUERYPROC glBeginQuery; + PFNGLENDQUERYPROC glEndQuery; + PFNGLGETQUERYOBJECTUIVPROC glGetQueryObjectuiv; + PFNGLTEXIMAGE3DPROC glTexImage3D; + PFNGLTEXSUBIMAGE3DPROC glTexSubImage3D; + PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor; + PFNGLDRAWARRAYSINSTANCEDPROC glDrawArraysInstanced; + PFNGLDRAWELEMENTSINSTANCEDPROC glDrawElementsInstanced; + PFNGLGETCOMPRESSEDTEXIMAGEPROC glGetCompressedTexImage; + PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D; + PFNGLCOMPRESSEDTEXIMAGE3DPROC glCompressedTexImage3D; + PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glCompressedTexSubImage2D; + PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glCompressedTexSubImage3D; + PFNGLDRAWBUFFERSPROC glDrawBuffers; + PFNGLCREATESHADERPROC glCreateShader; + PFNGLSHADERSOURCEPROC glShaderSource; + PFNGLCOMPILESHADERPROC glCompileShader; + PFNGLGETSHADERIVPROC glGetShaderiv; + PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog; + PFNGLCREATEPROGRAMPROC glCreateProgram; + PFNGLATTACHSHADERPROC glAttachShader; + PFNGLLINKPROGRAMPROC glLinkProgram; + PFNGLGETPROGRAMIVPROC glGetProgramiv; + PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; + PFNGLUSEPROGRAMPROC glUseProgram; + PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation; + PFNGLUNIFORM1IPROC glUniform1i; + PFNGLUNIFORM4FVPROC glUniform4fv; + PFNGLDETACHSHADERPROC glDetachShader; + PFNGLDELETESHADERPROC glDeleteShader; + PFNGLDELETEPROGRAMPROC glDeleteProgram; + PFNGLVERTEXATTRIB4FVPROC glVertexAttrib4fv; + PFNGLVERTEXATTRIB4UBVPROC glVertexAttrib4ubv; + PFNGLVERTEXATTRIB4NUBVPROC glVertexAttrib4Nubv; + PFNGLVERTEXATTRIB4SVPROC glVertexAttrib4sv; + PFNGLVERTEXATTRIB4NSVPROC glVertexAttrib4Nsv; + PFNGLVERTEXATTRIB4NUSVPROC glVertexAttrib4Nusv; + } ext; + + struct + { + bool fS3TCSupported : 1; + bool fTextureFilterAnisotropicSupported : 1; + GLint maxActiveLights; + GLint maxTextures; + GLint maxClipDistances; + GLint maxColorAttachments; + GLint maxRectangleTextureSize; + GLint maxTextureAnisotropy; + GLint maxVertexShaderInstructions; + GLint maxFragmentShaderInstructions; + GLint maxVertexShaderTemps; + GLint maxFragmentShaderTemps; + GLfloat flPointSize[2]; + SVGA3dPixelShaderVersion fragmentShaderVersion; + SVGA3dVertexShaderVersion vertexShaderVersion; + } caps; + + /** The GL_EXTENSIONS value (space padded) for the default OpenGL profile. + * Free with RTStrFree. */ + R3PTRTYPE(char *) pszExtensions; + + /** The GL_EXTENSIONS value (space padded) for the other OpenGL profile. + * Free with RTStrFree. + * + * This is used to detect shader model version since some implementations + * (darwin) hides extensions that have made it into core and probably a + * bunch of others when using a OpenGL core profile instead of a legacy one */ + R3PTRTYPE(char *) pszOtherExtensions; + /** The version of the other GL profile. */ + float rsOtherGLVersion; + + /** Shader talk back interface. */ + VBOXVMSVGASHADERIF ShaderIf; + +# ifdef VMSVGA3D_OPENGL + /** The shared context. */ + VMSVGA3DCONTEXT SharedCtx; + + /** Conversion of emulated formats. Resources are created on the SharedCtx. */ + PVMSVGA3DFORMATCONVERTER pConv; +# endif +#endif /* VMSVGA3D_OPENGL */ +} VMSVGA3DSTATE; + +#ifdef VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS +/** + * SSM descriptor table for the VMSVGA3DSTATE structure. + * + * @remarks This isn't a complete structure markup, only fields with state. + */ +static SSMFIELD const g_aVMSVGA3DSTATEFields[] = +{ +# ifdef VMSVGA3D_OPENGL + SSMFIELD_ENTRY( VMSVGA3DSTATE, rsGLVersion), /** @todo Why are we saving the GL version?? */ +# endif + SSMFIELD_ENTRY( VMSVGA3DSTATE, cContexts), + SSMFIELD_ENTRY( VMSVGA3DSTATE, cSurfaces), + SSMFIELD_ENTRY_TERM() +}; +#endif /* VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS */ + + +#ifdef VMSVGA3D_DIRECT3D +D3DFORMAT vmsvga3dSurfaceFormat2D3D(SVGA3dSurfaceFormat format); +D3DMULTISAMPLE_TYPE vmsvga3dMultipeSampleCount2D3D(uint32_t multisampleCount); +DECLCALLBACK(int) vmsvga3dSharedSurfaceDestroyTree(PAVLU32NODECORE pNode, void *pvParam); +int vmsvga3dSurfaceFlush(PVMSVGA3DSURFACE pSurface); +#endif /* VMSVGA3D_DIRECT3D */ + + +#ifdef VMSVGA3D_OPENGL +/** Save and setup everything. */ +# define VMSVGA3D_PARANOID_TEXTURE_PACKING + +/** @name VMSVGAPACKPARAMS_* - which packing parameters were set. + * @{ */ +# define VMSVGAPACKPARAMS_ALIGNMENT RT_BIT_32(0) +# define VMSVGAPACKPARAMS_ROW_LENGTH RT_BIT_32(1) +# define VMSVGAPACKPARAMS_IMAGE_HEIGHT RT_BIT_32(2) +# define VMSVGAPACKPARAMS_SWAP_BYTES RT_BIT_32(3) +# define VMSVGAPACKPARAMS_LSB_FIRST RT_BIT_32(4) +# define VMSVGAPACKPARAMS_SKIP_ROWS RT_BIT_32(5) +# define VMSVGAPACKPARAMS_SKIP_PIXELS RT_BIT_32(6) +# define VMSVGAPACKPARAMS_SKIP_IMAGES RT_BIT_32(7) +/** @} */ + +/** + * Saved texture packing parameters (shared by both pack and unpack). + */ +typedef struct VMSVGAPACKPARAMS +{ + uint32_t fChanged; + GLint iAlignment; + GLint cxRow; + GLint cyImage; +# ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING + GLboolean fSwapBytes; + GLboolean fLsbFirst; + GLint cSkipRows; + GLint cSkipPixels; + GLint cSkipImages; +# endif +} VMSVGAPACKPARAMS; +/** Pointer to saved texture packing parameters. */ +typedef VMSVGAPACKPARAMS *PVMSVGAPACKPARAMS; +/** Pointer to const saved texture packing parameters. */ +typedef VMSVGAPACKPARAMS const *PCVMSVGAPACKPARAMS; + +void vmsvga3dOglSetPackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface, + PVMSVGAPACKPARAMS pSave); +void vmsvga3dOglRestorePackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface, + PCVMSVGAPACKPARAMS pSave); +void vmsvga3dOglSetUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, GLint cxRow, GLint cyImage, + PVMSVGAPACKPARAMS pSave); +void vmsvga3dOglRestoreUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, + PCVMSVGAPACKPARAMS pSave); + +/** @name VMSVGA3D_DEF_CTX_F_XXX - vmsvga3dContextDefineOgl flags. + * @{ */ +/** When clear, the context is created using the default OpenGL profile. + * When set, it's created using the alternative profile. The latter is only + * allowed if the VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE is set. */ +# define VMSVGA3D_DEF_CTX_F_OTHER_PROFILE RT_BIT_32(0) +/** Defining the shared context. */ +# define VMSVGA3D_DEF_CTX_F_SHARED_CTX RT_BIT_32(1) +/** Defining the init time context (EMT). */ +# define VMSVGA3D_DEF_CTX_F_INIT RT_BIT_32(2) +/** @} */ +int vmsvga3dContextDefineOgl(PVGASTATECC pThisCC, uint32_t cid, uint32_t fFlags); +void vmsvga3dSurfaceFormat2OGL(PVMSVGA3DSURFACE pSurface, SVGA3dSurfaceFormat format); + +#endif /* VMSVGA3D_OPENGL */ + + +/* DevVGA-SVGA3d-shared.cpp: */ +int vmsvga3dSaveShaderConst(PVMSVGA3DCONTEXT pContext, uint32_t reg, SVGA3dShaderType type, SVGA3dShaderConstType ctype, + uint32_t val1, uint32_t val2, uint32_t val3, uint32_t val4); + + +DECLINLINE(int) vmsvga3dContextFromCid(PVMSVGA3DSTATE pState, uint32_t cid, PVMSVGA3DCONTEXT *ppContext) +{ + AssertReturn(cid < pState->cContexts, VERR_INVALID_PARAMETER); + PVMSVGA3DCONTEXT const pContext = pState->papContexts[cid]; + if (RT_LIKELY(pContext && pContext->id == cid)) + { + *ppContext = pContext; + return VINF_SUCCESS; + } + LogRelMax(64, ("VMSVGA: unknown cid=%u (%s cid=%u)\n", cid, pContext ? "expected" : "null", pContext ? pContext->id : -1)); + return VERR_INVALID_PARAMETER; +} + +#ifdef VMSVGA3D_DX +DECLINLINE(int) vmsvga3dDXContextFromCid(PVMSVGA3DSTATE pState, uint32_t cid, PVMSVGA3DDXCONTEXT *ppDXContext) +{ + *ppDXContext = NULL; + AssertReturn(cid < pState->cDXContexts, VERR_INVALID_PARAMETER); + PVMSVGA3DDXCONTEXT const pDXContext = pState->papDXContexts[cid]; + if (RT_LIKELY(pDXContext && pDXContext->cid == cid)) + { + *ppDXContext = pDXContext; + return VINF_SUCCESS; + } + LogRelMax(64, ("VMSVGA: unknown DX cid=%u (%s cid=%u)\n", cid, pDXContext ? "expected" : "null", pDXContext ? pDXContext->cid : -1)); + return VERR_INVALID_PARAMETER; +} +#endif + +DECLINLINE(int) vmsvga3dSurfaceFromSid(PVMSVGA3DSTATE pState, uint32_t sid, PVMSVGA3DSURFACE *ppSurface) +{ + AssertReturn(sid < pState->cSurfaces, VERR_INVALID_PARAMETER); + PVMSVGA3DSURFACE const pSurface = pState->papSurfaces[sid]; + if (RT_LIKELY(pSurface && pSurface->id == sid)) + { + *ppSurface = pSurface; + return VINF_SUCCESS; + } + LogRelMax(64, ("VMSVGA: unknown sid=%u (%s sid=%u)\n", sid, pSurface ? "expected" : "null", pSurface ? pSurface->id : -1)); + return VERR_INVALID_PARAMETER; +} + +DECLINLINE(int) vmsvga3dMipmapLevel(PVMSVGA3DSURFACE pSurface, uint32_t iArrayElement, uint32_t mipmap, + PVMSVGA3DMIPMAPLEVEL *ppMipmapLevel) +{ + AssertMsgReturn(iArrayElement < pSurface->surfaceDesc.numArrayElements, + ("numArrayElements %d, iArrayElement %d\n", pSurface->surfaceDesc.numArrayElements, iArrayElement), + VERR_INVALID_PARAMETER); + AssertMsgReturn(mipmap < pSurface->cLevels, + ("numMipLevels %d, mipmap %d", pSurface->cLevels, mipmap), + VERR_INVALID_PARAMETER); + + *ppMipmapLevel = &pSurface->paMipmapLevels[iArrayElement * pSurface->cLevels + mipmap]; + return VINF_SUCCESS; +} + +void vmsvga3dInfoSurfaceToBitmap(PCDBGFINFOHLP pHlp, PVMSVGA3DSURFACE pSurface, + const char *pszPath, const char *pszNamePrefix, const char *pszNameSuffix); + +void vmsvga3dSurfaceMapInit(VMSVGA3D_MAPPED_SURFACE *pMap, VMSVGA3D_SURFACE_MAP enmMapType, SVGA3dBox const *pBox, + PVMSVGA3DSURFACE pSurface, void *pvData, uint32_t cbRowPitch, uint32_t cbDepthPitch); + +#if defined(RT_OS_WINDOWS) +#define D3D_RELEASE(ptr) do { \ + if (ptr) \ + { \ + (ptr)->Release(); \ + (ptr) = 0; \ + } \ +} while (0) +#endif + +#if defined(VMSVGA3D_DIRECT3D) +HRESULT D3D9UpdateTexture(PVMSVGA3DCONTEXT pContext, + PVMSVGA3DSURFACE pSurface); +HRESULT D3D9GetRenderTargetData(PVMSVGA3DCONTEXT pContext, + PVMSVGA3DSURFACE pSurface, + uint32_t uFace, + uint32_t uMipmap); +HRESULT D3D9GetSurfaceLevel(PVMSVGA3DSURFACE pSurface, + uint32_t uFace, + uint32_t uMipmap, + bool fBounce, + IDirect3DSurface9 **ppD3DSurface); +D3DFORMAT D3D9GetActualFormat(PVMSVGA3DSTATE pState, + D3DFORMAT d3dfmt); +bool D3D9CheckDeviceFormat(IDirect3D9 *pD3D9, + DWORD Usage, + D3DRESOURCETYPE RType, + D3DFORMAT CheckFormat); +#endif + +#ifdef VMSVGA3D_OPENGL +void vmsvga3dOnSharedContextDefine(PVMSVGA3DSTATE pState); +void vmsvga3dOnSharedContextDestroy(PVMSVGA3DSTATE pState); + +DECLINLINE(GLuint) GLTextureId(PVMSVGA3DSURFACE pSurface) +{ + return pSurface->fEmulated ? pSurface->idEmulated : pSurface->oglId.texture; +} + +void FormatConvUpdateTexture(PVMSVGA3DSTATE pState, + PVMSVGA3DCONTEXT pCurrentContext, + PVMSVGA3DSURFACE pSurface, + uint32_t iMipmap); +void FormatConvReadTexture(PVMSVGA3DSTATE pState, + PVMSVGA3DCONTEXT pCurrentContext, + PVMSVGA3DSURFACE pSurface, + uint32_t iMipmap); +#endif + +int vmsvga3dShaderParse(SVGA3dShaderType type, uint32_t cbShaderData, uint32_t *pShaderData); +void vmsvga3dShaderLogRel(char const *pszMsg, SVGA3dShaderType type, uint32_t cbShaderData, uint32_t const *pShaderData); + +#endif /* !VBOX_INCLUDED_SRC_Graphics_DevVGA_SVGA3d_internal_h */ + -- cgit v1.2.3