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|
/* $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 <https://www.gnu.org/licenses>.
*
* 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 <iprt/win/windows.h>
# ifdef VMSVGA3D_DIRECT3D
# include <d3d9.h>
# include <iprt/avl.h>
# else
# include <GL/gl.h>
# include "vmsvga_glext/wglext.h"
# endif
#elif defined(RT_OS_DARWIN)
# include <OpenGL/OpenGL.h>
# include <OpenGL/gl3.h>
# include <OpenGL/gl3ext.h>
# define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED
# include <OpenGL/gl.h>
# 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 <X11/Xlib.h>
# include <X11/Xatom.h>
# include <GL/gl.h>
# include <GL/glx.h>
# 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 */
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