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|
/* $Id: DevVGA-SVGA3d-glHlp.cpp $ */
/** @file
* DevVMWare - VMWare SVGA device OpenGL backend
*/
/*
* 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 *
*********************************************************************************************************************************/
#ifdef DEBUG_bird
//# define RTMEM_WRAP_TO_EF_APIS
#endif
#define LOG_GROUP LOG_GROUP_DEV_VMSVGA
#include <VBox/vmm/pdmdev.h>
#include <iprt/assert.h>
#include <iprt/mem.h>
#include "DevVGA-SVGA.h"
#include "DevVGA-SVGA3d-internal.h"
/* Parameters for glVertexAttribPointer. */
typedef struct VertexAttribDesc
{
GLint size;
GLenum type;
GLboolean normalized;
GLsizei stride;
GLsizei offset;
} VertexAttribDesc;
/* Information about a shader program. */
typedef struct ShaderProgram
{
GLuint vertexShader; /* Vertex shader name. */
GLuint fragmentShader; /* Fragment shader name. */
GLuint program; /* Shader program name. */
GLint sSourceTex; /* Location of the texture sampler uniform in the shader. */
GLint uTexInfo; /* Location of the texture information uniform in the shader. */
} ShaderProgram;
/* Texture format conversion data.
* Uses a fragment (pixel) shader to render a source texture in one format
* to the target texture in another format.
*/
typedef struct VMSVGA3DFORMATCONVERTER
{
PVMSVGA3DSTATE pState;
ShaderProgram programYUY2ToRGB; /* From the YUY2 emulated format to the actual RGB texture. */
ShaderProgram programYUY2FromRGB; /* From the actual RGB texture to the emulated YUY2 format. */
ShaderProgram programUYVYToRGB; /* From the UYVY emulated format to the actual RGB texture. */
ShaderProgram programUYVYFromRGB; /* From the actual RGB texture to the emulated UYVY format. */
GLuint framebuffer; /* Framebuffer object name. */
GLuint vertexBuffer; /* Vertex attribute buffer. Position + texcoord. */
} VMSVGA3DFORMATCONVERTER;
/* Parameters for glVertexAttribPointer. */
static const VertexAttribDesc aVertexAttribs[] =
{
{2, GL_FLOAT, GL_FALSE, 16, 0 }, /* Position. */
{2, GL_FLOAT, GL_FALSE, 16, 8 } /* Texcoord. */
};
/* Triangle fan */
static float const aAttribData[] =
{
/* positions texcoords */
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f
};
static const GLchar shaderHeaderSource[] =
{
" #version 120\n"
};
static const GLchar vertexShaderSource[] =
{
" attribute vec2 attrib0;\n"
" attribute vec2 attrib1;\n"
" void main(void)\n"
" {\n"
" gl_TexCoord[0].xy = attrib1;\n"
" gl_Position = vec4(attrib0.x, attrib0.y, 0.0f, 1.0f);\n"
" }\n"
};
static const GLchar fetchYUY2Source[] =
{
" vec4 fetchYUV(vec4 texColor)\n"
" {\n"
" return vec4(texColor.b, texColor.g, texColor.r, texColor.a);\n"
" }\n"
};
static const GLchar fetchUYVYSource[] =
{
" vec4 fetchYUV(vec4 texColor)\n"
" {\n"
" return vec4(texColor.g, texColor.b, texColor.a, texColor.r);\n"
" }\n"
};
static const GLchar YUV2RGBShaderSource[] =
{
" uniform sampler2D sSourceTex;\n"
" uniform vec4 uTexInfo;\n"
" \n"
" const mat3 yuvCoeffs = mat3\n"
" (\n"
" 1.164383f, 0.0f, 1.596027f, // first column \n"
" 1.164383f, -0.391762f, -0.812968f, // second column\n"
" 1.164383f, 2.017232f, 0.0f // third column\n"
" );\n"
" \n"
" void main() {\n"
" // Input texcoords are in [0;1] range for the target.\n"
" vec2 texCoord = gl_TexCoord[0].xy;\n"
" // Convert to the target coords in pixels: xPixel = texCoord.x * TextureWidth. \n"
" float xTargetPixel = texCoord.x * uTexInfo.x;\n"
" // Source texture is half width, i.e. it contains data in pixels [0; width / 2 - 1].\n"
" float xSourcePixel = xTargetPixel / 2.0f;\n"
" // Remainder is about 0.25 for even pixels and about 0.75 for odd pixels.\n"
" float remainder = fract(xSourcePixel);\n"
" // Back to the normalized coords: texCoord.x = xPixel / Width.\n"
" texCoord.x = xSourcePixel * uTexInfo.z;\n"
" vec4 texColor = texture2D(sSourceTex, texCoord);\n"
" vec4 y0uy1v = fetchYUV(texColor);\n"
" // Get y0 for even x coordinates and y1 for odd ones.\n"
" float y = remainder < 0.5f ? y0uy1v.x : y0uy1v.z;\n"
" // Make a vector for easier calculation.\n"
" vec3 yuv = vec3(y, y0uy1v.y, y0uy1v.w);\n"
" yuv -= vec3(0.0627f, 0.502f, 0.502f);\n"
" vec3 bgr = yuv * yuvCoeffs;\n"
" //vec3 bgr;\n"
" //bgr.r = 1.164383 * yuv.x + 1.596027 * yuv.z;\n"
" //bgr.g = 1.164383 * yuv.x - 0.391762 * yuv.y - 0.812968 * yuv.z;\n"
" //bgr.b = 1.164383 * yuv.x + 2.017232 * yuv.y;\n"
" bgr = clamp(bgr, 0.0f, 1.0f);\n"
" gl_FragData[0] = vec4(bgr, 1.0f);\n"
" }\n"
};
static const GLchar storeYUY2Source[] =
{
" vec4 storeYUV(float y0, float u, float y1, float v)\n"
" {\n"
" return vec4(y1, u, y0, v);\n"
" }\n"
};
static const GLchar storeUYVYSource[] =
{
" vec4 storeYUV(float y0, float u, float y1, float v)\n"
" {\n"
" return vec4(u, y1, v, y0);\n"
" }\n"
};
static const GLchar RGB2YUVShaderSource[] =
{
" uniform sampler2D sSourceTex;\n"
" uniform vec4 uTexInfo;\n"
" \n"
" const mat3 bgrCoeffs = mat3\n"
" (\n"
" 0.2578f, 0.5039f, 0.0977f, // first column \n"
" -0.1484f, -0.2891f, 0.4375f, // second column\n"
" 0.4375f, -0.3672f, -0.0703f // third column\n"
" );\n"
" const vec3 yuvShift = vec3(0.0647f, 0.5039f, 0.5039f);\n"
" \n"
" void main() {\n"
" // Input texcoords are in [0;1] range for the target.\n"
" vec2 texCoordDst = gl_TexCoord[0].xy;\n"
" // Convert to the target coords in pixels: xPixel = TexCoord.x * TextureWidth.\n"
" float xTargetPixel = texCoordDst.x * uTexInfo.x;\n"
" vec4 bgraOutputPixel;\n"
" if (xTargetPixel < uTexInfo.x / 2.0f)\n"
" {\n"
" // Target texture is half width, i.e. it contains data in pixels [0; width / 2 - 1].\n"
" // Compute the source texture coords for the pixels which will be used to compute the target pixel.\n"
" vec2 texCoordSrc = texCoordDst;\n"
" texCoordSrc.x *= 2.0f;\n"
" // Even pixel. Fetch two BGRA source pixels.\n"
" vec4 texColor0 = texture2D(sSourceTex, texCoordSrc);\n"
" // Advance one pixel (+ 1/Width)\n"
" texCoordSrc.x += uTexInfo.z;\n"
" vec4 texColor1 = texture2D(sSourceTex, texCoordSrc);\n"
" vec3 yuv0 = texColor0.rgb * bgrCoeffs;\n"
" yuv0 += yuvShift;\n"
" vec3 yuv1 = texColor1.rgb * bgrCoeffs;\n"
" yuv1 += yuvShift;\n"
" float y0 = yuv0.r;\n"
" float u = (yuv0.g + yuv1.g) / 2.0f;\n"
" float y1 = yuv1.r;\n"
" float v = (yuv0.b + yuv1.b) / 2.0f;\n"
" bgraOutputPixel = storeYUV(y0, u, y1, v);\n"
" }\n"
" else\n"
" {\n"
" // [width / 2; width - 1] pixels are not used. Set to something.\n"
" bgraOutputPixel = vec4(0.0f, 0.0f, 0.0f, 0.0f);\n"
" }\n"
" bgraOutputPixel = clamp(bgraOutputPixel, 0.0f, 1.0f);\n"
" gl_FragData[0] = bgraOutputPixel;\n"
" }\n"
};
#define GL_CHECK_ERROR() do { \
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); \
if (pContext->lastError != GL_NO_ERROR) \
LogRelMax(10, ("VMSVGA: %s (%d): GL error 0x%x\n", __FUNCTION__, __LINE__, pContext->lastError)); \
} while (0)
/* Compile shaders and link a shader program. */
static void createShaderProgram(PVMSVGA3DSTATE pState,
ShaderProgram *pProgram,
int cVertexSources, const GLchar **apszVertexSources,
int cFragmentSources, const GLchar **apszFragmentSources)
{
AssertReturnVoid(pState->idActiveContext == VMSVGA3D_SHARED_CTX_ID);
/* Everything is done on the shared context. The pState and pContext are for GL_CHECK_ERROR macro. */
PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
int success;
char szInfoLog[1024];
/*
* VERTEX shader.
*/
pProgram->vertexShader = pState->ext.glCreateShader(GL_VERTEX_SHADER);
GL_CHECK_ERROR();
pState->ext.glShaderSource(pProgram->vertexShader, cVertexSources, apszVertexSources, NULL);
GL_CHECK_ERROR();
pState->ext.glCompileShader(pProgram->vertexShader);
GL_CHECK_ERROR();
pState->ext.glGetShaderiv(pProgram->vertexShader, GL_COMPILE_STATUS, &success);
GL_CHECK_ERROR();
if (!success)
{
pState->ext.glGetShaderInfoLog(pProgram->vertexShader, sizeof(szInfoLog), NULL, szInfoLog);
GL_CHECK_ERROR();
LogRelMax(10, ("VMSVGA: Vertex shader compilation error:\n%s\n", szInfoLog));
};
/*
* FRAGMENT shader.
*/
pProgram->fragmentShader = pState->ext.glCreateShader(GL_FRAGMENT_SHADER);
GL_CHECK_ERROR();
pState->ext.glShaderSource(pProgram->fragmentShader, cFragmentSources, apszFragmentSources, NULL);
GL_CHECK_ERROR();
pState->ext.glCompileShader(pProgram->fragmentShader);
GL_CHECK_ERROR();
pState->ext.glGetShaderiv(pProgram->fragmentShader, GL_COMPILE_STATUS, &success);
GL_CHECK_ERROR();
if (!success)
{
pState->ext.glGetShaderInfoLog(pProgram->fragmentShader, sizeof(szInfoLog), NULL, szInfoLog);
GL_CHECK_ERROR();
LogRelMax(10, ("VMSVGA: Fragment shader compilation error:\n%s\n", szInfoLog));
};
/*
* Program
*/
pProgram->program = pState->ext.glCreateProgram();
GL_CHECK_ERROR();
pState->ext.glAttachShader(pProgram->program, pProgram->vertexShader);
GL_CHECK_ERROR();
pState->ext.glAttachShader(pProgram->program, pProgram->fragmentShader);
GL_CHECK_ERROR();
pState->ext.glLinkProgram(pProgram->program);
GL_CHECK_ERROR();
pState->ext.glGetProgramiv(pProgram->program, GL_LINK_STATUS, &success);
if(!success)
{
pState->ext.glGetProgramInfoLog(pProgram->program, sizeof(szInfoLog), NULL, szInfoLog);
GL_CHECK_ERROR();
LogRelMax(10, ("VMSVGA: Shader program link error:\n%s\n", szInfoLog));
}
pProgram->sSourceTex = pState->ext.glGetUniformLocation(pProgram->program, "sSourceTex");
GL_CHECK_ERROR();
pProgram->uTexInfo = pState->ext.glGetUniformLocation(pProgram->program, "uTexInfo");
GL_CHECK_ERROR();
}
/* Delete a shader program and associated shaders. */
static void deleteShaderProgram(PVMSVGA3DSTATE pState,
ShaderProgram *pProgram)
{
AssertReturnVoid(pState->idActiveContext == VMSVGA3D_SHARED_CTX_ID);
/* Everything is done on the shared context. The pState and pContext are for GL_CHECK_ERROR macro. */
PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
if (pProgram->program)
{
if (pProgram->vertexShader)
{
pState->ext.glDetachShader(pProgram->program, pProgram->vertexShader);
GL_CHECK_ERROR();
pState->ext.glDeleteShader(pProgram->vertexShader);
GL_CHECK_ERROR();
}
if (pProgram->fragmentShader)
{
pState->ext.glDetachShader(pProgram->program, pProgram->fragmentShader);
GL_CHECK_ERROR();
pState->ext.glDeleteShader(pProgram->fragmentShader);
GL_CHECK_ERROR();
}
pState->ext.glDeleteProgram(pProgram->program);
GL_CHECK_ERROR();
}
RT_ZERO(*pProgram);
}
/* Initialize the format conversion. Allocate and create necessary resources. */
static void formatConversionInit(PVMSVGA3DSTATE pState)
{
AssertReturnVoid(pState->idActiveContext == VMSVGA3D_SHARED_CTX_ID);
PVMSVGA3DFORMATCONVERTER pConv = pState->pConv;
AssertReturnVoid(pConv);
/* The pState and pContext variables are for GL_CHECK_ERROR macro. */
PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
pConv->pState = pState;
/*
* Shader programs.
*/
static const GLchar *apszVertexShaderSources[] =
{
shaderHeaderSource,
vertexShaderSource
};
static const GLchar * apszYUY2ToRGBSources[] =
{
shaderHeaderSource,
fetchYUY2Source,
YUV2RGBShaderSource
};
static const GLchar *apszUYVYToRGBSources[] =
{
shaderHeaderSource,
fetchUYVYSource,
YUV2RGBShaderSource
};
static const GLchar *apszYUY2FromRGBSources[] =
{
shaderHeaderSource,
storeYUY2Source,
RGB2YUVShaderSource
};
static const GLchar *apszUYVYFromRGBSources[] =
{
shaderHeaderSource,
storeUYVYSource,
RGB2YUVShaderSource
};
createShaderProgram(pState, &pConv->programYUY2ToRGB,
RT_ELEMENTS(apszVertexShaderSources), apszVertexShaderSources,
RT_ELEMENTS(apszYUY2ToRGBSources), apszYUY2ToRGBSources);
createShaderProgram(pState, &pConv->programUYVYToRGB,
RT_ELEMENTS(apszVertexShaderSources), apszVertexShaderSources,
RT_ELEMENTS(apszUYVYToRGBSources), apszUYVYToRGBSources);
createShaderProgram(pState, &pConv->programYUY2FromRGB,
RT_ELEMENTS(apszVertexShaderSources), apszVertexShaderSources,
RT_ELEMENTS(apszYUY2FromRGBSources), apszYUY2FromRGBSources);
createShaderProgram(pState, &pConv->programUYVYFromRGB,
RT_ELEMENTS(apszVertexShaderSources), apszVertexShaderSources,
RT_ELEMENTS(apszUYVYFromRGBSources), apszUYVYFromRGBSources);
/*
* Create a framebuffer object which is used for rendering to a texture.
*/
pState->ext.glGenFramebuffers(1, &pConv->framebuffer);
GL_CHECK_ERROR();
pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, pConv->framebuffer);
GL_CHECK_ERROR();
static GLenum aDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
pState->ext.glDrawBuffers(RT_ELEMENTS(aDrawBuffers), aDrawBuffers);
GL_CHECK_ERROR();
pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
GL_CHECK_ERROR();
/*
* Vertex attribute array.
*/
pState->ext.glGenBuffers(1, &pConv->vertexBuffer);
GL_CHECK_ERROR();
pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pConv->vertexBuffer);
GL_CHECK_ERROR();
pState->ext.glBufferData(GL_ARRAY_BUFFER, sizeof(aAttribData), aAttribData, GL_STATIC_DRAW);
GL_CHECK_ERROR();
pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
GL_CHECK_ERROR();
}
/* Delete everything. */
static void formatConversionDestroy(PVMSVGA3DSTATE pState)
{
AssertReturnVoid(pState->idActiveContext == VMSVGA3D_SHARED_CTX_ID);
PVMSVGA3DFORMATCONVERTER pConv = pState->pConv;
AssertReturnVoid(pConv);
/* The pState and pContext variables are for GL_CHECK_ERROR macro. */
PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
if (pConv->framebuffer != 0)
{
/* The code keeps nothing attached. */
pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, pConv->framebuffer);
GL_CHECK_ERROR();
GLint texture = -1;
pState->ext.glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &texture);
GL_CHECK_ERROR();
AssertMsg(texture == 0, ("texture %d\n", texture));
pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
GL_CHECK_ERROR();
pState->ext.glDeleteFramebuffers(1, &pConv->framebuffer);
GL_CHECK_ERROR();
pConv->framebuffer = 0;
}
deleteShaderProgram(pState, &pConv->programUYVYFromRGB);
deleteShaderProgram(pState, &pConv->programYUY2FromRGB);
deleteShaderProgram(pState, &pConv->programUYVYToRGB);
deleteShaderProgram(pState, &pConv->programYUY2ToRGB);
if (pConv->vertexBuffer)
{
pState->ext.glDeleteBuffers(1, &pConv->vertexBuffer);
GL_CHECK_ERROR();
pConv->vertexBuffer = 0;
}
pConv->pState = 0;
}
/* Make use of a shader program for the current context and initialize the program uniforms. */
static void setShaderProgram(PVMSVGA3DSTATE pState,
ShaderProgram *pProgram,
uint32_t cWidth,
uint32_t cHeight)
{
AssertReturnVoid(pState->idActiveContext == VMSVGA3D_SHARED_CTX_ID);
/* Everything is done on the shared context. The pState and pContext are for GL_CHECK_ERROR macro. */
PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
pState->ext.glUseProgram(pProgram->program);
GL_CHECK_ERROR();
pState->ext.glUniform1i(pProgram->sSourceTex, 0);
GL_CHECK_ERROR();
float aTextureInfo[4];
aTextureInfo[0] = (float)cWidth;
aTextureInfo[1] = (float)cHeight;
aTextureInfo[2] = 1.0f / (float)cWidth; /* Pixel width in texture coords. */
aTextureInfo[3] = 1.0f / (float)cHeight; /* Pixel height in texture coords. */
pState->ext.glUniform4fv(pProgram->uTexInfo, 1, aTextureInfo);
GL_CHECK_ERROR();
}
/* Attach the texture which must be used as the render target
* to the GL_DRAW_FRAMEBUFFER as GL_COLOR_ATTACHMENT0.
*/
static void setRenderTarget(PVMSVGA3DSTATE pState,
GLuint texture,
uint32_t iMipmap)
{
AssertReturnVoid(pState->idActiveContext == VMSVGA3D_SHARED_CTX_ID);
PVMSVGA3DFORMATCONVERTER pConv = pState->pConv;
AssertReturnVoid(pConv);
/* Everything is done on the shared context. The pState and pContext are for GL_CHECK_ERROR macro. */
PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, pConv->framebuffer);
GL_CHECK_ERROR();
glBindTexture(GL_TEXTURE_2D, texture);
GL_CHECK_ERROR();
pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, iMipmap);
GL_CHECK_ERROR();
glBindTexture(GL_TEXTURE_2D, 0);
GL_CHECK_ERROR();
Assert(pState->ext.glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
}
/* Undo what setRenderTarget did. */
static void unsetRenderTarget(PVMSVGA3DSTATE pState,
GLuint texture)
{
AssertReturnVoid(pState->idActiveContext == VMSVGA3D_SHARED_CTX_ID);
/* Everything is done on the shared context. The pState and pContext are for GL_CHECK_ERROR macro. */
PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
RT_NOREF(texture);
pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
GL_CHECK_ERROR();
pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
GL_CHECK_ERROR();
}
/** Convert one texture to another.
*
* @param pState The backend.
* @param pCurrentContext The current context, which must be restored before returning.
* @param pSurface The surface which needs conversion.
* @param iMipmap The mipmap level which needs to be converted.
* @param fToRGB True for conversion from the intermediate texture emulated format
* to the RGB format of the actual texture.
* False for conversion from the actual RGB texture to the intermediate texture.
*/
static void doRender(PVMSVGA3DSTATE pState,
PVMSVGA3DCONTEXT pCurrentContext,
PVMSVGA3DSURFACE pSurface,
uint32_t iMipmap,
bool fToRGB)
{
if (!fToRGB)
{
/** @todo Disable readback transfers for now. They cause crash in glDrawArrays with Mesa 19.2 after
* a previously converted texture is deleted and another texture is being converted.
* Such transfer are useless anyway for the emulated YUV formats and the guest should not need them usually.
*/
return;
}
LogFunc(("formatConversion: idActiveContext %u, pConv %p, sid=%u, oglid=%u, oglidEmul=%u, mm=%u, %s\n",
pState->idActiveContext, pState->pConv, pSurface->id, pSurface->oglId.texture, pSurface->idEmulated, iMipmap, fToRGB ? "ToRGB" : "FromRGB"));
PVMSVGA3DFORMATCONVERTER pConv = pState->pConv;
AssertReturnVoid(pConv);
ShaderProgram *pProgram = NULL;
GLuint sourceTexture = 0;
GLuint targetTexture = 0;
if (fToRGB)
{
if (pSurface->format == SVGA3D_YUY2)
{
pProgram = &pConv->programYUY2ToRGB;
}
else if (pSurface->format == SVGA3D_UYVY)
{
pProgram = &pConv->programUYVYToRGB;
}
sourceTexture = pSurface->idEmulated;
targetTexture = pSurface->oglId.texture;
}
else
{
if (pSurface->format == SVGA3D_YUY2)
{
pProgram = &pConv->programYUY2FromRGB;
}
else if (pSurface->format == SVGA3D_UYVY)
{
pProgram = &pConv->programUYVYFromRGB;
}
sourceTexture = pSurface->oglId.texture;
targetTexture = pSurface->idEmulated;
}
AssertReturnVoid(pProgram);
PVMSVGA3DMIPMAPLEVEL pMipmapLevel;
int rc = vmsvga3dMipmapLevel(pSurface, 0, iMipmap, &pMipmapLevel);
AssertRCReturnVoid(rc);
uint32_t const cWidth = pMipmapLevel->mipmapSize.width;
uint32_t const cHeight = pMipmapLevel->mipmapSize.height;
/* Use the shared context, where all textures are created. */
PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
setShaderProgram(pState, pProgram, cWidth, cHeight);
setRenderTarget(pState, targetTexture, iMipmap);
glViewport(0, 0, cWidth, cHeight);
GL_CHECK_ERROR();
glDisable(GL_DEPTH_TEST);
GL_CHECK_ERROR();
pState->ext.glActiveTexture(GL_TEXTURE0);
GL_CHECK_ERROR();
glBindTexture(GL_TEXTURE_2D, sourceTexture);
GL_CHECK_ERROR();
/* Make sure to set the simplest filter. Otherwise the conversion will not work. */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GL_CHECK_ERROR();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GL_CHECK_ERROR();
pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pConv->vertexBuffer);
GL_CHECK_ERROR();
GLuint index;
for (index = 0; index < RT_ELEMENTS(aVertexAttribs); ++index)
{
pState->ext.glEnableVertexAttribArray(index);
GL_CHECK_ERROR();
pState->ext.glVertexAttribPointer(index, aVertexAttribs[index].size, aVertexAttribs[index].type,
aVertexAttribs[index].normalized, aVertexAttribs[index].stride,
(const GLvoid *)(uintptr_t)aVertexAttribs[index].offset);
GL_CHECK_ERROR();
}
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
GL_CHECK_ERROR();
pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
GL_CHECK_ERROR();
glBindTexture(GL_TEXTURE_2D, 0);
GL_CHECK_ERROR();
unsetRenderTarget(pState, targetTexture);
pState->ext.glUseProgram(0);
GL_CHECK_ERROR();
for (index = 0; index < RT_ELEMENTS(aVertexAttribs); ++index)
{
pState->ext.glDisableVertexAttribArray(index);
GL_CHECK_ERROR();
}
/* Restore the current context. */
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pCurrentContext);
}
void FormatConvUpdateTexture(PVMSVGA3DSTATE pState,
PVMSVGA3DCONTEXT pCurrentContext,
PVMSVGA3DSURFACE pSurface,
uint32_t iMipmap)
{
doRender(pState, pCurrentContext, pSurface, iMipmap, true);
}
void FormatConvReadTexture(PVMSVGA3DSTATE pState,
PVMSVGA3DCONTEXT pCurrentContext,
PVMSVGA3DSURFACE pSurface,
uint32_t iMipmap)
{
doRender(pState, pCurrentContext, pSurface, iMipmap, false);
}
void vmsvga3dOnSharedContextDefine(PVMSVGA3DSTATE pState)
{
/* Use the shared context, where all textures are created. */
PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
/*
* Format conversion.
*/
Assert(pState->pConv == NULL);
pState->pConv = (VMSVGA3DFORMATCONVERTER *)RTMemAllocZ(sizeof(VMSVGA3DFORMATCONVERTER));
AssertReturnVoid(pState->pConv);
formatConversionInit(pState);
}
void vmsvga3dOnSharedContextDestroy(PVMSVGA3DSTATE pState)
{
/* Use the shared context, where all textures are created. */
PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
if (pState->pConv)
{
formatConversionDestroy(pState);
RTMemFree(pState->pConv);
pState->pConv = NULL;
}
}
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