DevVGA-SVGA3d-ogl.cpp revision 07557d07616212d7ba6e7ab3059e85cb14633775
/* $Id$ */
/** @file
* DevVMWare - VMWare SVGA device
*/
/*
* Copyright (C) 2013-2015 Oracle Corporation
*
* This file is part of VirtualBox Open Source Edition (OSE), as
* available from http://www.virtualbox.org. This file is free software;
* you can redistribute it and/or modify it under the terms of the GNU
* General Public License (GPL) as published by the Free Software
* Foundation, in version 2 as it comes in the "COPYING" file of the
* VirtualBox OSE distribution. VirtualBox OSE is distributed in the
* hope that it will be useful, but WITHOUT ANY WARRANTY of any kind.
*/
/*******************************************************************************
* Header Files *
*******************************************************************************/
#define LOG_GROUP LOG_GROUP_DEV_VMSVGA
#include <VBox/vmm/pdmdev.h>
#include <VBox/version.h>
#include <VBox/err.h>
#include <VBox/log.h>
#include <VBox/vmm/pgm.h>
#include <iprt/assert.h>
#include <iprt/semaphore.h>
#include <iprt/uuid.h>
#include <iprt/mem.h>
#include <iprt/avl.h>
#include <VBox/VMMDev.h>
#include <VBox/VBoxVideo.h>
#include <VBox/bioslogo.h>
/* should go BEFORE any other DevVGA include to make all DevVGA.h config defines be visible */
#include "DevVGA.h"
#include "DevVGA-SVGA.h"
#include "DevVGA-SVGA3d.h"
#include "vmsvga/svga_reg.h"
#include "vmsvga/svga3d_reg.h"
#include "vmsvga/svga3d_shaderdefs.h"
#ifdef RT_OS_WINDOWS
# include <GL/gl.h>
# include "vmsvga_glext/wglext.h"
#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 <OpenGL/glext.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);
# 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
#else
# include <X11/Xlib.h>
# include <X11/Xatom.h>
# include <GL/gl.h>
# include <GL/glx.h>
# include <GL/glext.h>
//HACK FOR NOW
typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture);
#endif
#include "vmsvga_glext/glext.h"
#include "shaderlib/shaderlib.h"
#include <stdlib.h>
#include <math.h>
#include <float.h>
/* Generated by VBoxDef2LazyLoad from the VBoxSVGA3D.def and VBoxSVGA3DObjC.def files. */
extern "C" int ExplicitlyLoadVBoxSVGA3D(bool fResolveAllImports, PRTERRINFO pErrInfo);
#ifdef RT_OS_DARWIN
extern "C" int ExplicitlyLoadVBoxSVGA3DObjC(bool fResolveAllImports, PRTERRINFO pErrInfo);
#endif
/*******************************************************************************
* Defined Constants And Macros *
*******************************************************************************/
#ifndef VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE
# define VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE 1.0
#endif
#ifdef RT_OS_WINDOWS
# define OGLGETPROCADDRESS wglGetProcAddress
#elif defined(RT_OS_DARWIN)
# include <dlfcn.h>
# define OGLGETPROCADDRESS MyNSGLGetProcAddress
/** Resolves an OpenGL symbol. */
static void *MyNSGLGetProcAddress(const char *pszSymbol)
{
/* Another copy in shaderapi.c. */
static void *s_pvImage = NULL;
if (s_pvImage == NULL)
s_pvImage = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY);
return s_pvImage ? dlsym(s_pvImage, pszSymbol) : NULL;
}
#else
# define OGLGETPROCADDRESS(x) glXGetProcAddress((const GLubyte *)x)
#endif
/* Invert y-coordinate for OpenGL's bottom left origin. */
#define D3D_TO_OGL_Y_COORD(ptrSurface, y_coordinate) (ptrSurface->pMipmapLevels[0].size.height - (y_coordinate))
#define D3D_TO_OGL_Y_COORD_MIPLEVEL(ptrMipLevel, y_coordinate) (ptrMipLevel->size.height - (y_coordinate))
#define OPENGL_INVALID_ID 0
//#define MANUAL_FLIP_SURFACE_DATA
/* Enable to render the result of DrawPrimitive in a seperate window. */
//#define DEBUG_GFX_WINDOW
#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) \
if ((pState)->idActiveContext != pContext->id) \
{ \
BOOL fMakeCurrentRc = wglMakeCurrent((pContext)->hdc, (pContext)->hglrc); \
Assert(fMakeCurrentRc == TRUE); \
pState->idActiveContext = (pContext)->id; \
} else do { } while (0)
#elif defined(RT_OS_DARWIN)
# define VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext) \
if ((pState)->idActiveContext != (pContext)->id) \
{ \
vmsvga3dCocoaViewMakeCurrentContext((pContext)->cocoaView, (pContext)->cocoaContext); \
(pState)->idActiveContext = (pContext)->id; \
} else do { } while (0)
#else
# define VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext) \
if ((pState)->idActiveContext != (pContext)->id) \
{ \
Bool fMakeCurrentRc = glXMakeCurrent((pState)->display, \
(pContext)->window, \
(pContext)->glxContext); \
Assert(fMakeCurrentRc == True); \
(pState)->idActiveContext = (pContext)->id; \
} else do { } while (0)
#endif
/** @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 new context.
*
* @todo Revamp this to include the OpenGL operation so we can see what went
* wrong. Maybe include a few of the first occurances in the release
* log of regular builds.
*/
#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
/**
* Macro for doing something and then checking for errors during initialization.
* Uses AssertLogRelMsg.
*/
#define VMSVGA3D_INIT_CHECKED(a_Expr) \
do \
{ \
a_Expr; \
GLenum iGlError = glGetError(); \
AssertLogRelMsg(iGlError == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x\n", #a_Expr, iGlError)); \
} while (0)
/**
* Macro for doing something and then checking for errors during initialization,
* doing the same in the other context when enabled.
*
* This will try both profiles in dual profile builds. Caller must be in the
* default context.
*
* Uses AssertLogRelMsg to indicate trouble.
*/
#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) \
do \
{ \
for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
a_Expr; \
GLenum iGlError = glGetError(); \
if (iGlError != GL_NO_ERROR) \
{ \
VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pOtherCtx); \
for (uint32_t i = 0; i < 64; i++) if (glGetError() == GL_NO_ERROR) break; Assert(glGetError() == GL_NO_ERROR); \
a_Expr; \
GLenum iGlError2 = glGetError(); \
AssertLogRelMsg(iGlError2 == GL_NO_ERROR, ("VMSVGA3d: %s -> %#x / %#x\n", #a_Expr, iGlError, iGlError2)); \
VMSVGA3D_SET_CURRENT_CONTEXT(a_pState, a_pContext); \
} \
} while (0)
#else
# define VMSVGA3D_INIT_CHECKED_BOTH(a_pState, a_pContext, a_pOtherCtx, a_Expr) VMSVGA3D_INIT_CHECKED(a_Expr)
#endif
/*******************************************************************************
* Structures, Typedefs and Globals. *
*******************************************************************************/
typedef struct
{
SVGA3dSize size;
uint32_t cbSurface;
uint32_t cbSurfacePitch;
void *pSurfaceData;
bool fDirty;
} VMSVGA3DMIPMAPLEVEL, *PVMSVGA3DMIPMAPLEVEL;
/**
* SSM descriptor table for the VMSVGA3DMIPMAPLEVEL structure.
*/
static SSMFIELD const g_aVMSVGA3DMIPMAPLEVELFields[] =
{
SSMFIELD_ENTRY( VMSVGA3DMIPMAPLEVEL, size),
SSMFIELD_ENTRY( VMSVGA3DMIPMAPLEVEL, cbSurface),
SSMFIELD_ENTRY( VMSVGA3DMIPMAPLEVEL, cbSurfacePitch),
SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DMIPMAPLEVEL, pSurfaceData),
SSMFIELD_ENTRY_IGNORE( VMSVGA3DMIPMAPLEVEL, fDirty),
SSMFIELD_ENTRY_TERM()
};
typedef struct
{
uint32_t id;
uint32_t idAssociatedContext;
uint32_t flags;
SVGA3dSurfaceFormat format;
GLint internalFormatGL;
GLint formatGL;
GLint typeGL;
union
{
GLuint texture;
GLuint buffer;
GLuint renderbuffer;
} oglId;
SVGA3dSurfaceFace faces[SVGA3D_MAX_SURFACE_FACES];
uint32_t cFaces;
PVMSVGA3DMIPMAPLEVEL pMipmapLevels;
uint32_t multiSampleCount;
SVGA3dTextureFilter autogenFilter;
uint32_t cbBlock; /* block/pixel size in bytes */
/* Dirty state; surface was manually updated. */
bool fDirty;
} VMSVGA3DSURFACE, *PVMSVGA3DSURFACE;
/**
* SSM descriptor table for the VMSVGA3DSURFACE structure.
*/
static SSMFIELD const g_aVMSVGA3DSURFACEFields[] =
{
SSMFIELD_ENTRY( VMSVGA3DSURFACE, id),
SSMFIELD_ENTRY( VMSVGA3DSURFACE, idAssociatedContext),
SSMFIELD_ENTRY( VMSVGA3DSURFACE, flags),
SSMFIELD_ENTRY( VMSVGA3DSURFACE, format),
SSMFIELD_ENTRY( VMSVGA3DSURFACE, internalFormatGL),
SSMFIELD_ENTRY( VMSVGA3DSURFACE, formatGL),
SSMFIELD_ENTRY( VMSVGA3DSURFACE, typeGL),
SSMFIELD_ENTRY_IGNORE( VMSVGA3DSURFACE, id),
SSMFIELD_ENTRY( VMSVGA3DSURFACE, faces),
SSMFIELD_ENTRY( VMSVGA3DSURFACE, cFaces),
SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DSURFACE, pMipmapLevels),
SSMFIELD_ENTRY( VMSVGA3DSURFACE, multiSampleCount),
SSMFIELD_ENTRY( VMSVGA3DSURFACE, autogenFilter),
SSMFIELD_ENTRY( VMSVGA3DSURFACE, cbBlock),
SSMFIELD_ENTRY_IGNORE( VMSVGA3DSURFACE, fDirty),
SSMFIELD_ENTRY_TERM()
};
typedef struct
{
uint32_t id;
uint32_t cid;
SVGA3dShaderType type;
uint32_t cbData;
void *pShaderProgram;
union
{
void *pVertexShader;
void *pPixelShader;
} u;
} VMSVGA3DSHADER, *PVMSVGA3DSHADER;
/**
* 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_IGN_HCPTR( VMSVGA3DSHADER, u.pVertexShader),
SSMFIELD_ENTRY_TERM()
};
typedef struct
{
bool fValid;
float matrix[16];
} VMSVGATRANSFORMSTATE, *PVMSVGATRANSFORMSTATE;
typedef struct
{
bool fValid;
SVGA3dMaterial material;
} VMSVGAMATERIALSTATE, *PVMSVGAMATERIALSTATE;
typedef struct
{
bool fValid;
float plane[4];
} VMSVGACLIPPLANESTATE, *PVMSVGACLIPPLANESTATE;
typedef struct
{
bool fEnabled;
bool fValidData;
SVGA3dLightData data;
} VMSVGALIGHTSTATE, *PVMSVGALIGHTSTATE;
typedef struct
{
bool fValid;
SVGA3dShaderConstType ctype;
uint32_t value[4];
} VMSVGASHADERCONST, *PVMSVGASHADERCONST;
/**
* 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()
};
#define VMSVGA3D_UPDATE_SCISSORRECT RT_BIT(0)
#define VMSVGA3D_UPDATE_ZRANGE RT_BIT(1)
#define VMSVGA3D_UPDATE_VIEWPORT RT_BIT(2)
#define VMSVGA3D_UPDATE_VERTEXSHADER RT_BIT(3)
#define VMSVGA3D_UPDATE_PIXELSHADER RT_BIT(4)
#define VMSVGA3D_UPDATE_TRANSFORM RT_BIT(5)
#define VMSVGA3D_UPDATE_MATERIAL RT_BIT(6)
typedef struct
{
uint32_t id;
#ifdef RT_OS_WINDOWS
/* Device context of the context window. */
HDC hdc;
/* OpenGL rendering context handle. */
HGLRC hglrc;
/* 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;
/** flag whether the window is mapped (=visible) */
bool fMapped;
#endif
/* 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;
/* Current active render target (if any) */
uint32_t sidRenderTarget;
/* Current selected texture surfaces (if any) */
uint32_t aSidActiveTexture[SVGA3D_MAX_TEXTURE_STAGE];
/* Per context pixel and vertex shaders. */
uint32_t cPixelShaders;
PVMSVGA3DSHADER paPixelShader;
uint32_t cVertexShaders;
PVMSVGA3DSHADER paVertexShader;
void *pShaderContext;
/* Keep track of the internal state to be able to recreate the context properly (save/restore, window resize). */
struct
{
uint32_t u32UpdateFlags;
SVGA3dRenderState aRenderState[SVGA3D_RS_MAX];
SVGA3dTextureState aTextureState[SVGA3D_MAX_TEXTURE_STAGE][SVGA3D_TS_MAX];
VMSVGATRANSFORMSTATE aTransformState[SVGA3D_TRANSFORM_MAX];
VMSVGAMATERIALSTATE aMaterial[SVGA3D_FACE_MAX];
VMSVGACLIPPLANESTATE aClipPlane[SVGA3D_CLIPPLANE_MAX];
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;
} VMSVGA3DCONTEXT, *PVMSVGA3DCONTEXT;
/**
* SSM descriptor table for the VMSVGA3DCONTEXT structure.
*/
static SSMFIELD const g_aVMSVGA3DCONTEXTFields[] =
{
SSMFIELD_ENTRY( VMSVGA3DCONTEXT, id),
#ifdef RT_OS_WINDOWS
SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, hdc),
SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, hglrc),
SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, hwnd),
#endif
SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, idFramebuffer),
SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, idReadFramebuffer),
SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, idDrawFramebuffer),
SSMFIELD_ENTRY( VMSVGA3DCONTEXT, lastError),
SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, sidRenderTarget),
SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, aSidActiveTexture),
SSMFIELD_ENTRY( VMSVGA3DCONTEXT, cPixelShaders),
SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, paPixelShader),
SSMFIELD_ENTRY( VMSVGA3DCONTEXT, cVertexShaders),
SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, paVertexShader),
SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, pShaderContext),
SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.u32UpdateFlags),
SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aRenderState),
SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aTextureState),
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()
};
/**
* VMSVGA3d state data.
*
* Allocated on the heap and pointed to by VMSVGAState::p3dState.
*/
typedef struct VMSVGA3DSTATE
{
#ifdef RT_OS_WINDOWS
/** Window Thread. */
R3PTRTYPE(RTTHREAD) pWindowThread;
DWORD idWindowThread;
HMODULE hInstance;
/** Window request semaphore. */
RTSEMEVENT WndRequestSem;
#elif defined(RT_OS_LINUX)
/* The X display */
Display *display;
R3PTRTYPE(RTTHREAD) pWindowThread;
bool bTerminate;
#endif
float fGLVersion;
/* 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;
PFNGLBLENDEQUATIONPROC glBlendEquation;
PFNGLBLENDEQUATIONSEPARATEPROC glBlendEquationSeparate;
PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate;
PFNGLSTENCILOPSEPARATEPROC glStencilOpSeparate;
PFNGLSTENCILFUNCSEPARATEPROC glStencilFuncSeparate;
PFNGLBLENDCOLORPROC glBlendColor;
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;
PFNGLCLIENTACTIVETEXTUREPROC glClientActiveTexture;
PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
PFNGLPROVOKINGVERTEXPROC glProvokingVertex;
bool fEXT_stencil_two_side;
} ext;
struct
{
GLint maxActiveLights;
GLint maxTextureBufferSize;
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;
bool fS3TCSupported;
} caps;
uint32_t cContexts;
PVMSVGA3DCONTEXT paContext;
uint32_t cSurfaces;
PVMSVGA3DSURFACE paSurface;
#ifdef DEBUG_GFX_WINDOW_TEST_CONTEXT
uint32_t idTestContext;
#endif
/** 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 fOtherGLVersion;
/** Shader talk back interface. */
VBOXVMSVGASHADERIF ShaderIf;
} VMSVGA3DSTATE;
/** Pointer to the VMSVGA3d state. */
typedef VMSVGA3DSTATE *PVMSVGA3DSTATE;
/**
* SSM descriptor table for the VMSVGA3DSTATE structure.
*/
static SSMFIELD const g_aVMSVGA3DSTATEFields[] =
{
#ifdef RT_OS_WINDOWS
SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DSTATE, pWindowThread),
SSMFIELD_ENTRY_IGNORE( VMSVGA3DSTATE, idWindowThread),
SSMFIELD_ENTRY_IGNORE( VMSVGA3DSTATE, hInstance),
SSMFIELD_ENTRY_IGNORE( VMSVGA3DSTATE, WndRequestSem),
#elif defined(RT_OS_LINUX)
SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DSTATE, display),
SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DSTATE, pWindowThread),
SSMFIELD_ENTRY_IGNORE( VMSVGA3DSTATE, bTerminate),
#endif
SSMFIELD_ENTRY( VMSVGA3DSTATE, fGLVersion),
SSMFIELD_ENTRY_IGNORE( VMSVGA3DSTATE, idActiveContext),
SSMFIELD_ENTRY_IGNORE( VMSVGA3DSTATE, ext),
SSMFIELD_ENTRY_IGNORE( VMSVGA3DSTATE, caps),
SSMFIELD_ENTRY( VMSVGA3DSTATE, cContexts),
SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DSTATE, paContext),
SSMFIELD_ENTRY( VMSVGA3DSTATE, cSurfaces),
SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DSTATE, paSurface),
SSMFIELD_ENTRY_TERM()
};
/* Define the default light parameters as specified by MSDN. */
/* @todo move out; fetched from Wine */
const SVGA3dLightData vmsvga3d_default_light =
{
SVGA3D_LIGHTTYPE_DIRECTIONAL, /* type */
false, /* inWorldSpace */
{ 1.0f, 1.0f, 1.0f, 0.0f }, /* diffuse r,g,b,a */
{ 0.0f, 0.0f, 0.0f, 0.0f }, /* specular r,g,b,a */
{ 0.0f, 0.0f, 0.0f, 0.0f }, /* ambient r,g,b,a, */
{ 0.0f, 0.0f, 0.0f }, /* position x,y,z */
{ 0.0f, 0.0f, 1.0f }, /* direction x,y,z */
0.0f, /* range */
0.0f, /* falloff */
0.0f, 0.0f, 0.0f, /* attenuation 0,1,2 */
0.0f, /* theta */
0.0f /* phi */
};
RT_C_DECLS_BEGIN
static int vmsvga3dCreateTexture(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext, PVMSVGA3DSURFACE pSurface);
static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha);
RT_C_DECLS_END
/**
* Checks if the given OpenGL extension is supported.
*
* @returns true if supported, false if not.
* @param pState The VMSVGA3d state.
* @param fActualGLVersion The actual OpenGL version we're working against.
* @param fMinGLVersion The OpenGL version that introduced this feature
* into the core.
* @param pszWantedExtension The name of the OpenGL extension we want padded
* with one space at each end.
* @remarks Init time only.
*/
static bool vmsvga3dCheckGLExtension(PVMSVGA3DSTATE pState, float fMinGLVersion, const char *pszWantedExtension)
{
/* check padding. */
Assert(pszWantedExtension[0] == ' ');
Assert(pszWantedExtension[1] != ' ');
Assert(strchr(&pszWantedExtension[1], ' ') + 1 == strchr(pszWantedExtension, '\0'));
/* Look it up. */
bool fRet = false;
if (strstr(pState->pszExtensions, pszWantedExtension))
fRet = true;
/* Temporarily. Later start if (fMinGLVersion != 0.0 && fActualGLVersion >= fMinGLVersion) return true; */
AssertMsg( fMinGLVersion == 0.0
|| fRet == (pState->fGLVersion >= fMinGLVersion)
#ifdef RT_OS_DARWIN
|| VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE == 2.1
#endif
, ("%s actual:%d min:%d fRet=%d\n",
pszWantedExtension, (int)(pState->fGLVersion * 10), (int)(fMinGLVersion * 10), fRet));
return fRet;
}
/**
* Outputs GL_EXTENSIONS list to the release log.
*/
static void vmsvga3dLogRelExtensions(const char *pszPrefix, const char *pszExtensions)
{
/* OpenGL 3.0 interface (glGetString(GL_EXTENSIONS) return NULL). */
bool fBuffered = RTLogRelSetBuffering(true);
/*
* Determin the column widths first.
*/
size_t acchWidths[4] = { 1, 1, 1, 1 };
uint32_t i;
const char *psz = pszExtensions;
for (i = 0; ; i++)
{
while (*psz == ' ')
psz++;
if (!*psz)
break;
const char *pszEnd = strchr(psz, ' ');
AssertBreak(pszEnd);
size_t cch = pszEnd - psz;
uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
if (acchWidths[iColumn] < cch)
acchWidths[iColumn] = cch;
psz = pszEnd;
}
/*
* Output it.
*/
LogRel(("VMSVGA3d: %sOpenGL extensions (%d):", pszPrefix, i));
psz = pszExtensions;
for (i = 0; ; i++)
{
while (*psz == ' ')
psz++;
if (!*psz)
break;
const char *pszEnd = strchr(psz, ' ');
AssertBreak(pszEnd);
size_t cch = pszEnd - psz;
uint32_t iColumn = i % RT_ELEMENTS(acchWidths);
if (iColumn == 0)
LogRel(("\nVMSVGA3d: %-*.*s", acchWidths[iColumn], cch, psz));
else if (iColumn != RT_ELEMENTS(acchWidths) - 1)
LogRel((" %-*.*s", acchWidths[iColumn], cch, psz));
else
LogRel((" %.*s", cch, psz));
psz = pszEnd;
}
RTLogRelSetBuffering(fBuffered);
LogRel(("\n"));
}
/**
* Gathers the GL_EXTENSIONS list, storing it as a space padded list at
* @a ppszExtensions.
*
* @returns VINF_SUCCESS or VERR_NO_STR_MEMORY
* @param ppszExtensions Pointer to the string pointer. Free with RTStrFree.
* @param fGLProfileVersion The OpenGL profile version.
*/
static int vmsvga3dGatherExtensions(char **ppszExtensions, float fGLProfileVersion)
{
int rc;
*ppszExtensions = NULL;
/*
* Try the old glGetString interface first.
*/
const char *pszExtensions = (const char *)glGetString(GL_EXTENSIONS);
if (pszExtensions)
{
rc = RTStrAAppendExN(ppszExtensions, 3, " ", (size_t)1, pszExtensions, RTSTR_MAX, " ", (size_t)1);
AssertLogRelRCReturn(rc, rc);
}
else
{
/*
* The new interface where each extension string is retrieved separately.
* Note! Cannot use VMSVGA3D_INIT_CHECKED_GL_GET_INTEGER_VALUE here because
* the above GL_EXTENSIONS error lingers on darwin. sucks.
*/
#ifndef GL_NUM_EXTENSIONS
# define GL_NUM_EXTENSIONS 0x821D
#endif
GLint cExtensions = 1024;
glGetIntegerv(GL_NUM_EXTENSIONS, &cExtensions);
Assert(cExtensions != 1024);
PFNGLGETSTRINGIPROC pfnGlGetStringi = (PFNGLGETSTRINGIPROC)OGLGETPROCADDRESS("glGetStringi");
AssertLogRelReturn(pfnGlGetStringi, VERR_NOT_SUPPORTED);
rc = RTStrAAppend(ppszExtensions, " ");
for (GLint i = 0; RT_SUCCESS(rc) && i < cExtensions; i++)
{
const char *pszExt = (const char *)pfnGlGetStringi(GL_EXTENSIONS, i);
if (pszExt)
rc = RTStrAAppendExN(ppszExtensions, 2, pfnGlGetStringi(GL_EXTENSIONS, i), RTSTR_MAX, " ", (size_t)1);
}
AssertRCReturn(rc, rc);
}
#if 1
/*
* Add extensions promoted into the core OpenGL profile.
*/
static const struct
{
float fGLVersion;
const char *pszzExtensions;
} s_aPromotedExtensions[] =
{
{
1.1,
" GL_EXT_vertex_array \0"
" GL_EXT_polygon_offset \0"
" GL_EXT_blend_logic_op \0"
" GL_EXT_texture \0"
" GL_EXT_copy_texture \0"
" GL_EXT_subtexture \0"
" GL_EXT_texture_object \0"
" GL_ARB_framebuffer_object \0"
" GL_ARB_map_buffer_range \0"
" GL_ARB_vertex_array_object \0"
"\0"
},
{
1.2,
" EXT_texture3D \0"
" EXT_bgra \0"
" EXT_packed_pixels \0"
" EXT_rescale_normal \0"
" EXT_separate_specular_color \0"
" SGIS_texture_edge_clamp \0"
" SGIS_texture_lod \0"
" EXT_draw_range_elements \0"
"\0"
},
{
1.3,
" GL_ARB_texture_compression \0"
" GL_ARB_texture_cube_map \0"
" GL_ARB_multisample \0"
" GL_ARB_multitexture \0"
" GL_ARB_texture_env_add \0"
" GL_ARB_texture_env_combine \0"
" GL_ARB_texture_env_dot3 \0"
" GL_ARB_texture_border_clamp \0"
" GL_ARB_transpose_matrix \0"
"\0"
},
{
1.5,
" GL_SGIS_generate_mipmap \0"
/*" GL_NV_blend_equare \0"*/
" GL_ARB_depth_texture \0"
" GL_ARB_shadow \0"
" GL_EXT_fog_coord \0"
" GL_EXT_multi_draw_arrays \0"
" GL_ARB_point_parameters \0"
" GL_EXT_secondary_color \0"
" GL_EXT_blend_func_separate \0"
" GL_EXT_stencil_wrap \0"
" GL_ARB_texture_env_crossbar \0"
" GL_EXT_texture_lod_bias \0"
" GL_ARB_texture_mirrored_repeat \0"
" GL_ARB_window_pos \0"
"\0"
},
{
1.6,
" GL_ARB_vertex_buffer_object \0"
" GL_ARB_occlusion_query \0"
" GL_EXT_shadow_funcs \0"
},
{
2.0,
" GL_ARB_shader_objects \0" /*??*/
" GL_ARB_vertex_shader \0" /*??*/
" GL_ARB_fragment_shader \0" /*??*/
" GL_ARB_shading_language_100 \0" /*??*/
" GL_ARB_draw_buffers \0"
" GL_ARB_texture_non_power_of_two \0"
" GL_ARB_point_sprite \0"
" GL_ATI_separate_stencil \0"
" GL_EXT_stencil_two_side \0"
"\0"
},
{
2.1,
" GL_ARB_pixel_buffer_object \0"
" GL_EXT_texture_sRGB \0"
"\0"
},
{
3.0,
" GL_ARB_framebuffer_object \0"
" GL_ARB_map_buffer_range \0"
" GL_ARB_vertex_array_object \0"
"\0"
},
{
3.1,
" GL_ARB_copy_buffer \0"
" GL_ARB_uniform_buffer_object \0"
"\0"
},
{
3.2,
" GL_ARB_vertex_array_bgra \0"
" GL_ARB_draw_elements_base_vertex \0"
" GL_ARB_fragment_coord_conventions \0"
" GL_ARB_provoking_vertex \0"
" GL_ARB_seamless_cube_map \0"
" GL_ARB_texture_multisample \0"
" GL_ARB_depth_clamp \0"
" GL_ARB_sync \0"
" GL_ARB_geometry_shader4 \0" /*??*/
"\0"
},
{
3.3,
" GL_ARB_blend_func_extended \0"
" GL_ARB_sampler_objects \0"
" GL_ARB_explicit_attrib_location \0"
" GL_ARB_occlusion_query2 \0"
" GL_ARB_shader_bit_encoding \0"
" GL_ARB_texture_rgb10_a2ui \0"
" GL_ARB_texture_swizzle \0"
" GL_ARB_timer_query \0"
" GL_ARB_vertex_type_2_10_10_10_rev \0"
"\0"
},
{
4.0,
" GL_ARB_texture_query_lod \0"
" GL_ARB_draw_indirect \0"
" GL_ARB_gpu_shader5 \0"
" GL_ARB_gpu_shader_fp64 \0"
" GL_ARB_shader_subroutine \0"
" GL_ARB_tessellation_shader \0"
" GL_ARB_texture_buffer_object_rgb32 \0"
" GL_ARB_texture_cube_map_array \0"
" GL_ARB_texture_gather \0"
" GL_ARB_transform_feedback2 \0"
" GL_ARB_transform_feedback3 \0"
"\0"
},
{
4.1,
" GL_ARB_ES2_compatibility \0"
" GL_ARB_get_program_binary \0"
" GL_ARB_separate_shader_objects \0"
" GL_ARB_shader_precision \0"
" GL_ARB_vertex_attrib_64bit \0"
" GL_ARB_viewport_array \0"
"\0"
}
};
uint32_t cPromoted = 0;
for (uint32_t i = 0; i < RT_ELEMENTS(s_aPromotedExtensions) && s_aPromotedExtensions[i].fGLVersion <= fGLProfileVersion; i++)
{
const char *pszExt = s_aPromotedExtensions[i].pszzExtensions;
while (*pszExt)
{
size_t cchExt = strlen(pszExt);
Assert(cchExt > 3);
Assert(pszExt[0] == ' ');
Assert(pszExt[1] != ' ');
Assert(pszExt[cchExt - 2] != ' ');
Assert(pszExt[cchExt - 1] == ' ');
if (strstr(*ppszExtensions, pszExt) == NULL)
{
if (cPromoted++ == 0)
{
rc = RTStrAAppend(ppszExtensions, " <promoted-extensions:> <promoted-extensions:> <promoted-extensions:> ");
AssertRCReturn(rc, rc);
}
rc = RTStrAAppend(ppszExtensions, pszExt);
AssertRCReturn(rc, rc);
}
pszExt = strchr(pszExt, '\0') + 1;
}
}
#endif
return VINF_SUCCESS;
}
/**
* @interface_method_impl{VBOXVMSVGASHADERIF, pfnSwitchInitProfile}
*/
static DECLCALLBACK(void) vmsvga3dShaderIfSwitchInitProfile(PVBOXVMSVGASHADERIF pThis, bool fOtherProfile)
{
#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
VMSVGA3D_SET_CURRENT_CONTEXT(pState, &pState->paContext[fOtherProfile ? 2 : 1]);
#else
NOREF(pThis);
NOREF(fOtherProfile);
#endif
}
/**
* @interface_method_impl{VBOXVMSVGASHADERIF, pfnGetNextExtension}
*/
static DECLCALLBACK(bool) vmsvga3dShaderIfGetNextExtension(PVBOXVMSVGASHADERIF pThis, void **ppvEnumCtx,
char *pszBuf, size_t cbBuf, bool fOtherProfile)
{
PVMSVGA3DSTATE pState = RT_FROM_MEMBER(pThis, VMSVGA3DSTATE, ShaderIf);
const char *pszCur = *ppvEnumCtx ? (const char *)*ppvEnumCtx
: fOtherProfile ? pState->pszOtherExtensions : pState->pszExtensions;
while (*pszCur == ' ')
pszCur++;
if (!*pszCur)
return false;
const char *pszEnd = strchr(pszCur, ' ');
AssertReturn(pszEnd, false);
size_t cch = pszEnd - pszCur;
if (cch < cbBuf)
{
memcpy(pszBuf, pszCur, cch);
pszBuf[cch] = '\0';
}
else if (cbBuf > 0)
{
memcpy(pszBuf, "<overflow>", RT_MIN(sizeof("<overflow>"), cbBuf));
pszBuf[cbBuf - 1] = '\0';
}
*ppvEnumCtx = (void *)pszEnd;
return true;
}
/**
* Initializes the VMSVGA3D state during VGA device construction.
*
* Failure are generally not fatal, 3D support will just be disabled.
*
* @returns VBox status code.
* @param pThis The VGA device state where svga.p3dState will be modified.
*/
int vmsvga3dInit(PVGASTATE pThis)
{
AssertCompile(GL_TRUE == 1);
AssertCompile(GL_FALSE == 0);
/*
* Load and resolve imports from the external shared libraries.
*/
RTERRINFOSTATIC ErrInfo;
int rc = ExplicitlyLoadVBoxSVGA3D(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
if (RT_FAILURE(rc))
{
LogRel(("VMSVGA3d: Error loading VBoxSVGA3D and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
return rc;
}
#ifdef RT_OS_DARWIN
rc = ExplicitlyLoadVBoxSVGA3DObjC(true /*fResolveAllImports*/, RTErrInfoInitStatic(&ErrInfo));
if (RT_FAILURE(rc))
{
LogRel(("VMSVGA3d: Error loading VBoxSVGA3DObjC and resolving necessary functions: %Rrc - %s\n", rc, ErrInfo.Core.pszMsg));
return rc;
}
#endif
/*
* Allocate the state.
*/
pThis->svga.p3dState = RTMemAllocZ(sizeof(VMSVGA3DSTATE));
AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
#ifdef RT_OS_WINDOWS
/* Create event semaphore and async IO thread. */
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
rc = RTSemEventCreate(&pState->WndRequestSem);
if (RT_SUCCESS(rc))
{
rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dWindowThread, pState->WndRequestSem, 0, RTTHREADTYPE_GUI, 0,
"VMSVGA3DWND");
if (RT_SUCCESS(rc))
return VINF_SUCCESS;
/* bail out. */
LogRel(("VMSVGA3d: RTThreadCreate failed: %Rrc\n", rc));
RTSemEventDestroy(&pState->WndRequestSem);
}
else
LogRel(("VMSVGA3d: RTSemEventCreate failed: %Rrc\n", rc));
RTMemFree(pThis->svga.p3dState);
pThis->svga.p3dState = NULL;
return rc;
#else
return VINF_SUCCESS;
#endif
}
/* We must delay window creation until the PowerOn phase. Init is too early and will cause failures. */
int vmsvga3dPowerOn(PVGASTATE pThis)
{
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
PVMSVGA3DCONTEXT pContext;
#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
PVMSVGA3DCONTEXT pOtherCtx;
#endif
int rc;
if (pState->fGLVersion != 0.0)
return VINF_SUCCESS; /* already initialized (load state) */
/*
* OpenGL function calls aren't possible without a valid current context, so create a fake one here.
*/
rc = vmsvga3dContextDefine(pThis, 1, false /*fOtherProfile*/);
AssertRCReturn(rc, rc);
pContext = &pState->paContext[1];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
LogRel(("VMSVGA3d: OpenGL version: %s\n"
"VMSVGA3d: OpenGL Vendor: %s\n"
"VMSVGA3d: OpenGL Renderer: %s\n"
"VMSVGA3d: OpenGL shader language version: %s\n",
glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
glGetString(GL_SHADING_LANGUAGE_VERSION)));
rc = vmsvga3dGatherExtensions(&pState->pszExtensions, VBOX_VMSVGA3D_DEFAULT_OGL_PROFILE);
AssertRCReturn(rc, rc);
vmsvga3dLogRelExtensions("", pState->pszExtensions);
pState->fGLVersion = atof((const char *)glGetString(GL_VERSION));
#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
/*
* Get the extension list for the alternative profile so we can better
* figure out the shader model and stuff.
*/
rc = vmsvga3dContextDefine(pThis, 2, true /*fOtherProfile*/);
AssertLogRelRCReturn(rc, rc);
pContext = &pState->paContext[1]; /* Array may have been reallocated. */
pOtherCtx = &pState->paContext[2];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pOtherCtx);
LogRel(("VMSVGA3d: Alternative OpenGL version: %s\n"
"VMSVGA3d: Alternative OpenGL Vendor: %s\n"
"VMSVGA3d: Alternative OpenGL Renderer: %s\n"
"VMSVGA3d: Alternative OpenGL shader language version: %s\n",
glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER),
glGetString(GL_SHADING_LANGUAGE_VERSION)));
rc = vmsvga3dGatherExtensions(&pState->pszOtherExtensions, VBOX_VMSVGA3D_OTHER_OGL_PROFILE);
AssertRCReturn(rc, rc);
vmsvga3dLogRelExtensions("Alternative ", pState->pszOtherExtensions);
pState->fOtherGLVersion = atof((const char *)glGetString(GL_VERSION));
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
#else
pState->pszOtherExtensions = (char *)"";
pState->fOtherGLVersion = pState->fGLVersion;
#endif
if (vmsvga3dCheckGLExtension(pState, 3.0, " GL_ARB_framebuffer_object "))
{
pState->ext.glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)OGLGETPROCADDRESS("glIsRenderbuffer");
pState->ext.glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)OGLGETPROCADDRESS("glBindRenderbuffer");
pState->ext.glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)OGLGETPROCADDRESS("glDeleteRenderbuffers");
pState->ext.glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)OGLGETPROCADDRESS("glGenRenderbuffers");
pState->ext.glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)OGLGETPROCADDRESS("glRenderbufferStorage");
pState->ext.glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)OGLGETPROCADDRESS("glGetRenderbufferParameteriv");
pState->ext.glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)OGLGETPROCADDRESS("glIsFramebuffer");
pState->ext.glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)OGLGETPROCADDRESS("glBindFramebuffer");
pState->ext.glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)OGLGETPROCADDRESS("glDeleteFramebuffers");
pState->ext.glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)OGLGETPROCADDRESS("glGenFramebuffers");
pState->ext.glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)OGLGETPROCADDRESS("glCheckFramebufferStatus");
pState->ext.glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)OGLGETPROCADDRESS("glFramebufferTexture1D");
pState->ext.glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)OGLGETPROCADDRESS("glFramebufferTexture2D");
pState->ext.glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)OGLGETPROCADDRESS("glFramebufferTexture3D");
pState->ext.glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)OGLGETPROCADDRESS("glFramebufferRenderbuffer");
pState->ext.glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)OGLGETPROCADDRESS("glGetFramebufferAttachmentParameteriv");
pState->ext.glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)OGLGETPROCADDRESS("glGenerateMipmap");
pState->ext.glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)OGLGETPROCADDRESS("glBlitFramebuffer");
pState->ext.glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)OGLGETPROCADDRESS("glRenderbufferStorageMultisample");
pState->ext.glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)OGLGETPROCADDRESS("glFramebufferTextureLayer");
}
pState->ext.glPointParameterf = (PFNGLPOINTPARAMETERFPROC)OGLGETPROCADDRESS("glPointParameterf");
AssertMsgReturn(pState->ext.glPointParameterf, ("glPointParameterf missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glBlendEquation = (PFNGLBLENDEQUATIONPROC)OGLGETPROCADDRESS("glBlendEquation");
AssertMsgReturn(pState->ext.glBlendEquation, ("glBlendEquation missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)OGLGETPROCADDRESS("glBlendEquationSeparate");
AssertMsgReturn(pState->ext.glBlendEquationSeparate, ("glBlendEquationSeparate missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)OGLGETPROCADDRESS("glBlendFuncSeparate");
AssertMsgReturn(pState->ext.glBlendFuncSeparate, ("glBlendFuncSeparate missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)OGLGETPROCADDRESS("glStencilOpSeparate");
AssertMsgReturn(pState->ext.glStencilOpSeparate, ("glStencilOpSeparate missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)OGLGETPROCADDRESS("glStencilFuncSeparate");
AssertMsgReturn(pState->ext.glStencilFuncSeparate, ("glStencilFuncSeparate missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glBlendColor = (PFNGLBLENDCOLORPROC)OGLGETPROCADDRESS("glBlendColor");
AssertMsgReturn(pState->ext.glBlendColor, ("glBlendColor missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glBindBuffer = (PFNGLBINDBUFFERPROC)OGLGETPROCADDRESS("glBindBuffer");
AssertMsgReturn(pState->ext.glBindBuffer, ("glBindBuffer missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)OGLGETPROCADDRESS("glDeleteBuffers");
AssertMsgReturn(pState->ext.glDeleteBuffers, ("glDeleteBuffers missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glGenBuffers = (PFNGLGENBUFFERSPROC)OGLGETPROCADDRESS("glGenBuffers");
AssertMsgReturn(pState->ext.glGenBuffers, ("glGenBuffers missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glBufferData = (PFNGLBUFFERDATAPROC)OGLGETPROCADDRESS("glBufferData");
AssertMsgReturn(pState->ext.glBufferData, ("glBufferData missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glMapBuffer = (PFNGLMAPBUFFERPROC)OGLGETPROCADDRESS("glMapBuffer");
AssertMsgReturn(pState->ext.glMapBuffer, ("glMapBuffer missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)OGLGETPROCADDRESS("glUnmapBuffer");
AssertMsgReturn(pState->ext.glUnmapBuffer, ("glUnmapBuffer missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)OGLGETPROCADDRESS("glEnableVertexAttribArray");
AssertMsgReturn(pState->ext.glEnableVertexAttribArray, ("glEnableVertexAttribArray missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)OGLGETPROCADDRESS("glDisableVertexAttribArray");
AssertMsgReturn(pState->ext.glDisableVertexAttribArray, ("glDisableVertexAttribArray missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)OGLGETPROCADDRESS("glVertexAttribPointer");
AssertMsgReturn(pState->ext.glVertexAttribPointer, ("glVertexAttribPointer missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glFogCoordPointer = (PFNGLFOGCOORDPOINTERPROC)OGLGETPROCADDRESS("glFogCoordPointer");
AssertMsgReturn(pState->ext.glFogCoordPointer, ("glFogCoordPointer missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glActiveTexture = (PFNGLACTIVETEXTUREPROC)OGLGETPROCADDRESS("glActiveTexture");
AssertMsgReturn(pState->ext.glActiveTexture, ("glActiveTexture missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)OGLGETPROCADDRESS("glClientActiveTexture");
AssertMsgReturn(pState->ext.glClientActiveTexture, ("glClientActiveTexture missing"), VERR_NOT_IMPLEMENTED);
pState->ext.glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)OGLGETPROCADDRESS("glGetProgramivARB");
AssertMsgReturn(pState->ext.glGetProgramivARB, ("glGetProgramivARB missing"), VERR_NOT_IMPLEMENTED);
/* OpenGL 3.2 core */
if (vmsvga3dCheckGLExtension(pState, 3.2, " GL_ARB_draw_elements_base_vertex "))
{
pState->ext.glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)OGLGETPROCADDRESS("glDrawElementsBaseVertex");
pState->ext.glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)OGLGETPROCADDRESS("glDrawElementsInstancedBaseVertex");
}
else
LogRel(("VMSVGA3d: missing extension GL_ARB_draw_elements_base_vertex\n"));
/* OpenGL 3.2 core */
if (vmsvga3dCheckGLExtension(pState, 3.2, " GL_ARB_provoking_vertex "))
{
pState->ext.glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)OGLGETPROCADDRESS("glProvokingVertex");
}
else
LogRel(("VMSVGA3d: missing extension GL_ARB_provoking_vertex\n"));
/* Extension support */
#if defined(RT_OS_DARWIN)
/** @todo OpenGL version history suggest this, verify... */
pState->ext.fEXT_stencil_two_side = vmsvga3dCheckGLExtension(pState, 2.0, " GL_EXT_stencil_two_side ");
#else
pState->ext.fEXT_stencil_two_side = vmsvga3dCheckGLExtension(pState, 0.0, " GL_EXT_stencil_two_side ");
#endif
/*
* Initialize the capabilities with sensible defaults.
*/
pState->caps.maxActiveLights = 1;
pState->caps.maxTextureBufferSize = 65536;
pState->caps.maxTextures = 1;
pState->caps.maxClipDistances = 4;
pState->caps.maxColorAttachments = 1;
pState->caps.maxRectangleTextureSize = 2048;
pState->caps.maxTextureAnisotropy = 2;
pState->caps.maxVertexShaderInstructions = 1024;
pState->caps.maxFragmentShaderInstructions = 1024;
pState->caps.vertexShaderVersion = SVGA3DVSVERSION_NONE;
pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_NONE;
pState->caps.flPointSize[0] = 1;
pState->caps.flPointSize[1] = 1;
/*
* Query capabilities
*/
VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_LIGHTS, &pState->caps.maxActiveLights));
VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &pState->caps.maxTextureBufferSize));
VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &pState->caps.maxTextures));
VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances));
VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &pState->caps.maxColorAttachments));
VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE, &pState->caps.maxRectangleTextureSize));
VMSVGA3D_INIT_CHECKED(glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &pState->caps.maxTextureAnisotropy));
VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx, glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pState->caps.flPointSize));
if (pState->ext.glGetProgramivARB)
{
VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
&pState->caps.maxFragmentShaderTemps));
VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
&pState->caps.maxFragmentShaderInstructions));
VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB,
&pState->caps.maxVertexShaderTemps));
VMSVGA3D_INIT_CHECKED_BOTH(pState, pContext, pOtherCtx,
pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB,
&pState->caps.maxVertexShaderInstructions));
}
pState->caps.fS3TCSupported = vmsvga3dCheckGLExtension(pState, 0.0, " GL_EXT_texture_compression_s3tc ");
/* http://http://www.opengl.org/wiki/Detecting_the_Shader_Model
* ARB Assembly Language
* These are done through testing the presence of extensions. You should test them in this order:
* GL_NV_gpu_program4: SM 4.0 or better.
* GL_NV_vertex_program3: SM 3.0 or better.
* GL_ARB_fragment_program: SM 2.0 or better.
* ATI does not support higher than SM 2.0 functionality in assembly shaders.
*
*/
/** @todo: distinguish between vertex and pixel shaders??? */
if ( vmsvga3dCheckGLExtension(pState, 0.0, " GL_NV_gpu_program4 ")
|| strstr(pState->pszOtherExtensions, " GL_NV_gpu_program4 "))
{
pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40;
pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40;
}
else
if ( vmsvga3dCheckGLExtension(pState, 0.0, " GL_NV_vertex_program3 ")
|| strstr(pState->pszOtherExtensions, " GL_NV_vertex_program3 ")
|| vmsvga3dCheckGLExtension(pState, 0.0, " GL_ARB_shader_texture_lod ") /* Wine claims this suggests SM 3.0 support */
|| strstr(pState->pszOtherExtensions, " GL_ARB_shader_texture_lod ")
)
{
pState->caps.vertexShaderVersion = SVGA3DVSVERSION_30;
pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_30;
}
else
if ( vmsvga3dCheckGLExtension(pState, 0.0, " GL_ARB_fragment_program ")
|| strstr(pState->pszOtherExtensions, " GL_ARB_fragment_program "))
{
pState->caps.vertexShaderVersion = SVGA3DVSVERSION_20;
pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_20;
}
else
{
LogRel(("VMSVGA3D: WARNING: unknown support for assembly shaders!!\n"));
pState->caps.vertexShaderVersion = SVGA3DVSVERSION_11;
pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_11;
}
if (!vmsvga3dCheckGLExtension(pState, 3.2, " GL_ARB_vertex_array_bgra "))
{
/** @todo Intel drivers don't support this extension! */
LogRel(("VMSVGA3D: WARNING: Missing required extension GL_ARB_vertex_array_bgra (d3dcolor)!!!\n"));
}
#if 0
SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND = 11,
SVGA3D_DEVCAP_QUERY_TYPES = 15,
SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING = 16,
SVGA3D_DEVCAP_MAX_POINT_SIZE = 17,
SVGA3D_DEVCAP_MAX_SHADER_TEXTURES = 18,
SVGA3D_DEVCAP_MAX_VOLUME_EXTENT = 21,
SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT = 22,
SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO = 23,
SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY = 24,
SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT = 25,
SVGA3D_DEVCAP_MAX_VERTEX_INDEX = 26,
SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS = 28,
SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS = 29,
SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS = 30,
SVGA3D_DEVCAP_TEXTURE_OPS = 31,
SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8 = 32,
SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8 = 33,
SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10 = 34,
SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5 = 35,
SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5 = 36,
SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4 = 37,
SVGA3D_DEVCAP_SURFACEFMT_R5G6B5 = 38,
SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16 = 39,
SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8 = 40,
SVGA3D_DEVCAP_SURFACEFMT_ALPHA8 = 41,
SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8 = 42,
SVGA3D_DEVCAP_SURFACEFMT_Z_D16 = 43,
SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8 = 44,
SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8 = 45,
SVGA3D_DEVCAP_SURFACEFMT_DXT1 = 46,
SVGA3D_DEVCAP_SURFACEFMT_DXT2 = 47,
SVGA3D_DEVCAP_SURFACEFMT_DXT3 = 48,
SVGA3D_DEVCAP_SURFACEFMT_DXT4 = 49,
SVGA3D_DEVCAP_SURFACEFMT_DXT5 = 50,
SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8 = 51,
SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10 = 52,
SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8 = 53,
SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8 = 54,
SVGA3D_DEVCAP_SURFACEFMT_CxV8U8 = 55,
SVGA3D_DEVCAP_SURFACEFMT_R_S10E5 = 56,
SVGA3D_DEVCAP_SURFACEFMT_R_S23E8 = 57,
SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5 = 58,
SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8 = 59,
SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5 = 60,
SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8 = 61,
SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES = 63,
SVGA3D_DEVCAP_SURFACEFMT_V16U16 = 65,
SVGA3D_DEVCAP_SURFACEFMT_G16R16 = 66,
SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16 = 67,
SVGA3D_DEVCAP_SURFACEFMT_UYVY = 68,
SVGA3D_DEVCAP_SURFACEFMT_YUY2 = 69,
SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES = 70,
SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES = 71,
SVGA3D_DEVCAP_ALPHATOCOVERAGE = 72,
SVGA3D_DEVCAP_SUPERSAMPLE = 73,
SVGA3D_DEVCAP_AUTOGENMIPMAPS = 74,
SVGA3D_DEVCAP_SURFACEFMT_NV12 = 75,
SVGA3D_DEVCAP_SURFACEFMT_AYUV = 76,
SVGA3D_DEVCAP_SURFACEFMT_Z_DF16 = 79,
SVGA3D_DEVCAP_SURFACEFMT_Z_DF24 = 80,
SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT = 81,
SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM = 82,
SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM = 83,
#endif
LogRel(("VMSVGA3d: Capabilities:\n"));
LogRel(("VMSVGA3d: maxActiveLights=%-2d maxTextures=%-2d maxTextureBufferSize=%d\n",
pState->caps.maxActiveLights, pState->caps.maxTextures, pState->caps.maxTextureBufferSize));
LogRel(("VMSVGA3d: maxClipDistances=%-2d maxColorAttachments=%-2d maxClipDistances=%d\n",
pState->caps.maxClipDistances, pState->caps.maxColorAttachments, pState->caps.maxClipDistances));
LogRel(("VMSVGA3d: maxColorAttachments=%-2d maxTextureAnisotropy=%-2d maxRectangleTextureSize=%d\n",
pState->caps.maxColorAttachments, pState->caps.maxTextureAnisotropy, pState->caps.maxRectangleTextureSize));
LogRel(("VMSVGA3d: maxVertexShaderTemps=%-2d maxVertexShaderInstructions=%d maxFragmentShaderInstructions=%d\n",
pState->caps.maxVertexShaderTemps, pState->caps.maxVertexShaderInstructions, pState->caps.maxFragmentShaderInstructions));
LogRel(("VMSVGA3d: maxFragmentShaderTemps=%d flPointSize={%d.%02u, %d.%02u}\n",
pState->caps.maxFragmentShaderTemps,
(int)pState->caps.flPointSize[0], (int)(pState->caps.flPointSize[0] * 100) % 100,
(int)pState->caps.flPointSize[1], (int)(pState->caps.flPointSize[1] * 100) % 100));
LogRel(("VMSVGA3d: fragmentShaderVersion=%-2d vertexShaderVersion=%-2d fS3TCSupported=%d\n",
pState->caps.fragmentShaderVersion, pState->caps.vertexShaderVersion, pState->caps.fS3TCSupported));
/* Initialize the shader library. */
pState->ShaderIf.pfnSwitchInitProfile = vmsvga3dShaderIfSwitchInitProfile;
pState->ShaderIf.pfnGetNextExtension = vmsvga3dShaderIfGetNextExtension;
rc = ShaderInitLib(&pState->ShaderIf);
AssertRC(rc);
/* Cleanup */
rc = vmsvga3dContextDestroy(pThis, 1);
AssertRC(rc);
#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
rc = vmsvga3dContextDestroy(pThis, 2);
AssertRC(rc);
#endif
if ( pState->fGLVersion < 3.0
&& pState->fOtherGLVersion < 3.0 /* darwin: legacy profile hack */)
{
LogRel(("VMSVGA3d: unsupported OpenGL version; minimum is 3.0\n"));
return VERR_NOT_IMPLEMENTED;
}
if ( !pState->ext.glIsRenderbuffer
|| !pState->ext.glBindRenderbuffer
|| !pState->ext.glDeleteRenderbuffers
|| !pState->ext.glGenRenderbuffers
|| !pState->ext.glRenderbufferStorage
|| !pState->ext.glGetRenderbufferParameteriv
|| !pState->ext.glIsFramebuffer
|| !pState->ext.glBindFramebuffer
|| !pState->ext.glDeleteFramebuffers
|| !pState->ext.glGenFramebuffers
|| !pState->ext.glCheckFramebufferStatus
|| !pState->ext.glFramebufferTexture1D
|| !pState->ext.glFramebufferTexture2D
|| !pState->ext.glFramebufferTexture3D
|| !pState->ext.glFramebufferRenderbuffer
|| !pState->ext.glGetFramebufferAttachmentParameteriv
|| !pState->ext.glGenerateMipmap
|| !pState->ext.glBlitFramebuffer
|| !pState->ext.glRenderbufferStorageMultisample
|| !pState->ext.glFramebufferTextureLayer)
{
LogRel(("VMSVGA3d: missing required OpenGL extension; aborting\n"));
return VERR_NOT_IMPLEMENTED;
}
#ifdef DEBUG_DEBUG_GFX_WINDOW_TEST_CONTEXT
pState->idTestContext = SVGA_ID_INVALID;
#endif
return VINF_SUCCESS;
}
int vmsvga3dReset(PVGASTATE pThis)
{
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY);
/* Destroy all leftover surfaces. */
for (uint32_t i = 0; i < pState->cSurfaces; i++)
{
if (pState->paSurface[i].id != SVGA3D_INVALID_ID)
vmsvga3dSurfaceDestroy(pThis, pState->paSurface[i].id);
}
/* Destroy all leftover contexts. */
for (uint32_t i = 0; i < pState->cContexts; i++)
{
if (pState->paContext[i].id != SVGA3D_INVALID_ID)
vmsvga3dContextDestroy(pThis, pState->paContext[i].id);
}
return VINF_SUCCESS;
}
int vmsvga3dTerminate(PVGASTATE pThis)
{
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_WRONG_ORDER);
int rc;
rc = vmsvga3dReset(pThis);
AssertRCReturn(rc, rc);
/* Terminate the shader library. */
rc = ShaderDestroyLib();
AssertRC(rc);
#ifdef RT_OS_WINDOWS
/* Terminate the window creation thread. */
rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_EXIT, 0, 0);
AssertRCReturn(rc, rc);
RTSemEventDestroy(pState->WndRequestSem);
#elif defined(RT_OS_DARWIN)
#elif defined(RT_OS_LINUX)
/* signal to the thread that it is supposed to exit */
pState->bTerminate = true;
/* wait for it to terminate */
rc = RTThreadWait(pState->pWindowThread, 10000, NULL);
AssertRC(rc);
XCloseDisplay(pState->display);
#endif
RTStrFree(pState->pszExtensions);
pState->pszExtensions = NULL;
#ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE
RTStrFree(pState->pszOtherExtensions);
#endif
pState->pszOtherExtensions = NULL;
return VINF_SUCCESS;
}
/* Shared functions that depend on private structure definitions. */
#define VMSVGA3D_OPENGL
#include "DevVGA-SVGA3d-shared.h"
static uint32_t vmsvga3dGetSurfaceFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps)
{
uint32_t result = 0;
/* @todo missing:
*
* SVGA3DFORMAT_OP_PIXELSIZE
*/
switch (idx3dCaps)
{
case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
| SVGA3DFORMAT_OP_CONVERT_TO_ARGB
| SVGA3DFORMAT_OP_DISPLAYMODE /* Should not be set for alpha formats. */
| SVGA3DFORMAT_OP_3DACCELERATION; /* implies OP_DISPLAYMODE */
break;
case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
result |= SVGA3DFORMAT_OP_MEMBEROFGROUP_ARGB
| SVGA3DFORMAT_OP_CONVERT_TO_ARGB
| SVGA3DFORMAT_OP_SAME_FORMAT_UP_TO_ALPHA_RENDERTARGET;
break;
}
/* @todo check hardware caps! */
switch (idx3dCaps)
{
case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
result |= SVGA3DFORMAT_OP_TEXTURE
| SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET
| SVGA3DFORMAT_OP_OFFSCREENPLAIN
| SVGA3DFORMAT_OP_SAME_FORMAT_RENDERTARGET
| SVGA3DFORMAT_OP_VOLUMETEXTURE
| SVGA3DFORMAT_OP_CUBETEXTURE
| SVGA3DFORMAT_OP_SRGBREAD
| SVGA3DFORMAT_OP_SRGBWRITE;
break;
case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
result |= SVGA3DFORMAT_OP_ZSTENCIL
| SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH
| SVGA3DFORMAT_OP_TEXTURE /* Necessary for Ubuntu Unity */;
break;
case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
result |= SVGA3DFORMAT_OP_TEXTURE
| SVGA3DFORMAT_OP_VOLUMETEXTURE
| SVGA3DFORMAT_OP_CUBETEXTURE
| SVGA3DFORMAT_OP_SRGBREAD;
break;
case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
break;
case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
break;
case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
case SVGA3D_DEVCAP_SURFACEFMT_NV12:
case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
break;
}
Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
return result;
}
static uint32_t vmsvga3dGetDepthFormatSupport(PVMSVGA3DSTATE pState3D, uint32_t idx3dCaps)
{
uint32_t result = 0;
/* @todo test this somehow */
result = SVGA3DFORMAT_OP_ZSTENCIL | SVGA3DFORMAT_OP_ZSTENCIL_WITH_ARBITRARY_COLOR_DEPTH;
Log(("CAPS: %s =\n%s\n", vmsvga3dGetCapString(idx3dCaps), vmsvga3dGet3dFormatString(result)));
return result;
}
int vmsvga3dQueryCaps(PVGASTATE pThis, uint32_t idx3dCaps, uint32_t *pu32Val)
{
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
int rc = VINF_SUCCESS;
*pu32Val = 0;
switch (idx3dCaps)
{
case SVGA3D_DEVCAP_3D:
*pu32Val = 1; /* boolean? */
break;
case SVGA3D_DEVCAP_MAX_LIGHTS:
*pu32Val = pState->caps.maxActiveLights;
break;
case SVGA3D_DEVCAP_MAX_TEXTURES:
*pu32Val = pState->caps.maxTextures;
break;
case SVGA3D_DEVCAP_MAX_CLIP_PLANES:
*pu32Val = pState->caps.maxClipDistances;
break;
case SVGA3D_DEVCAP_VERTEX_SHADER_VERSION:
*pu32Val = pState->caps.vertexShaderVersion;
break;
case SVGA3D_DEVCAP_VERTEX_SHADER:
/* boolean? */
*pu32Val = (pState->caps.vertexShaderVersion != SVGA3DVSVERSION_NONE);
break;
case SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION:
*pu32Val = pState->caps.fragmentShaderVersion;
break;
case SVGA3D_DEVCAP_FRAGMENT_SHADER:
/* boolean? */
*pu32Val = (pState->caps.fragmentShaderVersion != SVGA3DPSVERSION_NONE);
break;
case SVGA3D_DEVCAP_S23E8_TEXTURES:
case SVGA3D_DEVCAP_S10E5_TEXTURES:
/* Must be obsolete by now; surface format caps specify the same thing. */
rc = VERR_INVALID_PARAMETER;
break;
case SVGA3D_DEVCAP_MAX_FIXED_VERTEXBLEND:
break;
/*
* 2. The BUFFER_FORMAT capabilities are deprecated, and they always
* return TRUE. Even on physical hardware that does not support
* these formats natively, the SVGA3D device will provide an emulation
* which should be invisible to the guest OS.
*/
case SVGA3D_DEVCAP_D16_BUFFER_FORMAT:
case SVGA3D_DEVCAP_D24S8_BUFFER_FORMAT:
case SVGA3D_DEVCAP_D24X8_BUFFER_FORMAT:
*pu32Val = 1;
break;
case SVGA3D_DEVCAP_QUERY_TYPES:
break;
case SVGA3D_DEVCAP_TEXTURE_GRADIENT_SAMPLING:
break;
case SVGA3D_DEVCAP_MAX_POINT_SIZE:
AssertCompile(sizeof(uint32_t) == sizeof(float));
*(float *)pu32Val = pState->caps.flPointSize[1];
break;
case SVGA3D_DEVCAP_MAX_SHADER_TEXTURES:
/* @todo ?? */
rc = VERR_INVALID_PARAMETER;
break;
case SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH:
case SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT:
*pu32Val = pState->caps.maxRectangleTextureSize;
break;
case SVGA3D_DEVCAP_MAX_VOLUME_EXTENT:
//*pu32Val = pCaps->MaxVolumeExtent;
break;
case SVGA3D_DEVCAP_MAX_TEXTURE_REPEAT:
*pu32Val = 32768; /* hardcoded in Wine */
break;
case SVGA3D_DEVCAP_MAX_TEXTURE_ASPECT_RATIO:
//*pu32Val = pCaps->MaxTextureAspectRatio;
break;
case SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY:
*pu32Val = pState->caps.maxTextureAnisotropy;
break;
case SVGA3D_DEVCAP_MAX_PRIMITIVE_COUNT:
case SVGA3D_DEVCAP_MAX_VERTEX_INDEX:
*pu32Val = 0xFFFFF; /* hardcoded in Wine */
break;
case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS:
*pu32Val = pState->caps.maxVertexShaderInstructions;
break;
case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_INSTRUCTIONS:
*pu32Val = pState->caps.maxFragmentShaderInstructions;
break;
case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS:
*pu32Val = pState->caps.maxVertexShaderTemps;
break;
case SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS:
*pu32Val = pState->caps.maxFragmentShaderTemps;
break;
case SVGA3D_DEVCAP_TEXTURE_OPS:
break;
case SVGA3D_DEVCAP_MULTISAMPLE_NONMASKABLESAMPLES:
break;
case SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES:
break;
case SVGA3D_DEVCAP_ALPHATOCOVERAGE:
break;
case SVGA3D_DEVCAP_SUPERSAMPLE:
break;
case SVGA3D_DEVCAP_AUTOGENMIPMAPS:
//*pu32Val = !!(pCaps->Caps2 & D3DCAPS2_CANAUTOGENMIPMAP);
break;
case SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEXTURES:
break;
case SVGA3D_DEVCAP_MAX_RENDER_TARGETS: /* @todo same thing? */
case SVGA3D_DEVCAP_MAX_SIMULTANEOUS_RENDER_TARGETS:
*pu32Val = pState->caps.maxColorAttachments;
break;
/*
* This is the maximum number of SVGA context IDs that the guest
* can define using SVGA_3D_CMD_CONTEXT_DEFINE.
*/
case SVGA3D_DEVCAP_MAX_CONTEXT_IDS:
*pu32Val = SVGA3D_MAX_CONTEXT_IDS;
break;
/*
* This is the maximum number of SVGA surface IDs that the guest
* can define using SVGA_3D_CMD_SURFACE_DEFINE*.
*/
case SVGA3D_DEVCAP_MAX_SURFACE_IDS:
*pu32Val = SVGA3D_MAX_SURFACE_IDS;
break;
/* Supported surface formats. */
case SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8:
case SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8:
case SVGA3D_DEVCAP_SURFACEFMT_A2R10G10B10:
case SVGA3D_DEVCAP_SURFACEFMT_X1R5G5B5:
case SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5:
case SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4:
case SVGA3D_DEVCAP_SURFACEFMT_R5G6B5:
case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE16:
case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8_ALPHA8:
case SVGA3D_DEVCAP_SURFACEFMT_ALPHA8:
case SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8:
case SVGA3D_DEVCAP_SURFACEFMT_Z_D16:
case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8:
case SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8:
case SVGA3D_DEVCAP_SURFACEFMT_Z_DF16:
case SVGA3D_DEVCAP_SURFACEFMT_Z_DF24:
case SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT:
case SVGA3D_DEVCAP_SURFACEFMT_DXT1:
*pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps);
break;
case SVGA3D_DEVCAP_SURFACEFMT_DXT2:
case SVGA3D_DEVCAP_SURFACEFMT_DXT4:
*pu32Val = 0; /* apparently not supported in OpenGL */
break;
case SVGA3D_DEVCAP_SURFACEFMT_DXT3:
case SVGA3D_DEVCAP_SURFACEFMT_DXT5:
case SVGA3D_DEVCAP_SURFACEFMT_BUMPX8L8V8U8:
case SVGA3D_DEVCAP_SURFACEFMT_A2W10V10U10:
case SVGA3D_DEVCAP_SURFACEFMT_BUMPU8V8:
case SVGA3D_DEVCAP_SURFACEFMT_Q8W8V8U8:
case SVGA3D_DEVCAP_SURFACEFMT_CxV8U8:
case SVGA3D_DEVCAP_SURFACEFMT_R_S10E5:
case SVGA3D_DEVCAP_SURFACEFMT_R_S23E8:
case SVGA3D_DEVCAP_SURFACEFMT_RG_S10E5:
case SVGA3D_DEVCAP_SURFACEFMT_RG_S23E8:
case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S10E5:
case SVGA3D_DEVCAP_SURFACEFMT_ARGB_S23E8:
case SVGA3D_DEVCAP_SURFACEFMT_V16U16:
case SVGA3D_DEVCAP_SURFACEFMT_G16R16:
case SVGA3D_DEVCAP_SURFACEFMT_A16B16G16R16:
case SVGA3D_DEVCAP_SURFACEFMT_UYVY:
case SVGA3D_DEVCAP_SURFACEFMT_YUY2:
case SVGA3D_DEVCAP_SURFACEFMT_NV12:
case SVGA3D_DEVCAP_SURFACEFMT_AYUV:
*pu32Val = vmsvga3dGetSurfaceFormatSupport(pState, idx3dCaps);
break;
case SVGA3D_DEVCAP_SURFACEFMT_BC4_UNORM:
case SVGA3D_DEVCAP_SURFACEFMT_BC5_UNORM:
Log(("CAPS: Unknown CAP %s\n", vmsvga3dGetCapString(idx3dCaps)));
rc = VERR_INVALID_PARAMETER;
*pu32Val = 0;
break;
default:
Log(("CAPS: Unexpected CAP %d\n", idx3dCaps));
rc = VERR_INVALID_PARAMETER;
break;
}
Log(("CAPS: %s - %x\n", vmsvga3dGetCapString(idx3dCaps), *pu32Val));
return rc;
}
/**
* Convert SVGA format value to its OpenGL equivalent
*/
static void vmsvga3dSurfaceFormat2OGL(PVMSVGA3DSURFACE pSurface, SVGA3dSurfaceFormat format)
{
switch (format)
{
case SVGA3D_X8R8G8B8:
pSurface->internalFormatGL = GL_RGB8;
pSurface->formatGL = GL_BGRA;
pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case SVGA3D_A8R8G8B8:
pSurface->internalFormatGL = GL_RGBA8;
pSurface->formatGL = GL_BGRA;
pSurface->typeGL = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case SVGA3D_R5G6B5:
pSurface->internalFormatGL = GL_RGB;
pSurface->formatGL = GL_RGB;
pSurface->typeGL = GL_UNSIGNED_SHORT_5_6_5;
break;
case SVGA3D_X1R5G5B5:
pSurface->internalFormatGL = GL_RGB;
pSurface->formatGL = GL_RGB;
pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
break;
case SVGA3D_A1R5G5B5:
pSurface->internalFormatGL = GL_RGBA;
pSurface->formatGL = GL_RGB;
pSurface->typeGL = GL_UNSIGNED_SHORT_1_5_5_5_REV;
break;
case SVGA3D_A4R4G4B4:
pSurface->internalFormatGL = GL_RGBA;
pSurface->formatGL = GL_RGBA;
pSurface->typeGL = GL_UNSIGNED_SHORT_4_4_4_4;
break;
case SVGA3D_Z_D32:
pSurface->internalFormatGL = GL_DEPTH_COMPONENT32;
pSurface->formatGL = GL_DEPTH_COMPONENT;
pSurface->typeGL = GL_UNSIGNED_INT;
break;
case SVGA3D_Z_D16:
pSurface->internalFormatGL = GL_DEPTH_COMPONENT16;
pSurface->formatGL = GL_DEPTH_COMPONENT;
pSurface->typeGL = GL_UNSIGNED_SHORT;
break;
case SVGA3D_Z_D24S8:
pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
pSurface->formatGL = GL_DEPTH_STENCIL;
pSurface->typeGL = GL_UNSIGNED_INT;
break;
case SVGA3D_Z_D15S1:
pSurface->internalFormatGL = GL_DEPTH_COMPONENT16; /* @todo ??? */
pSurface->formatGL = GL_DEPTH_STENCIL;
pSurface->typeGL = GL_UNSIGNED_SHORT;
break;
case SVGA3D_Z_D24X8:
pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
pSurface->formatGL = GL_DEPTH_COMPONENT;
pSurface->typeGL = GL_UNSIGNED_INT;
break;
/* Advanced D3D9 depth formats. */
case SVGA3D_Z_DF16:
pSurface->internalFormatGL = GL_DEPTH_COMPONENT16;
pSurface->formatGL = GL_DEPTH_COMPONENT;
pSurface->typeGL = GL_FLOAT;
break;
case SVGA3D_Z_DF24:
pSurface->internalFormatGL = GL_DEPTH_COMPONENT24;
pSurface->formatGL = GL_DEPTH_COMPONENT;
pSurface->typeGL = GL_FLOAT; /* ??? */
break;
case SVGA3D_Z_D24S8_INT:
pSurface->internalFormatGL = GL_DEPTH24_STENCIL8;
pSurface->formatGL = GL_DEPTH_STENCIL;
pSurface->typeGL = GL_INT; /* ??? */
break;
case SVGA3D_DXT1:
pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
pSurface->formatGL = GL_RGBA_S3TC; /* ??? */
pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
break;
case SVGA3D_DXT3:
pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
pSurface->formatGL = GL_RGBA_S3TC; /* ??? */
pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
break;
case SVGA3D_DXT5:
pSurface->internalFormatGL = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
pSurface->formatGL = GL_RGBA_S3TC;
pSurface->typeGL = GL_UNSIGNED_INT;
break;
case SVGA3D_LUMINANCE8:
pSurface->internalFormatGL = GL_LUMINANCE8_EXT;
pSurface->formatGL = GL_LUMINANCE;
pSurface->typeGL = GL_UNSIGNED_BYTE;
break;
case SVGA3D_LUMINANCE16:
pSurface->internalFormatGL = GL_LUMINANCE16_EXT;
pSurface->formatGL = GL_LUMINANCE;
pSurface->typeGL = GL_UNSIGNED_SHORT;
break;
case SVGA3D_LUMINANCE4_ALPHA4:
pSurface->internalFormatGL = GL_LUMINANCE4_ALPHA4_EXT;
pSurface->formatGL = GL_LUMINANCE_ALPHA;
pSurface->typeGL = GL_UNSIGNED_BYTE;
break;
case SVGA3D_LUMINANCE8_ALPHA8:
pSurface->internalFormatGL = GL_LUMINANCE8_ALPHA8_EXT;
pSurface->formatGL = GL_LUMINANCE_ALPHA;
pSurface->typeGL = GL_UNSIGNED_BYTE; /* unsigned_short causes issues even though this type should be 16-bit */
break;
case SVGA3D_ALPHA8:
pSurface->internalFormatGL = GL_ALPHA8_EXT;
pSurface->formatGL = GL_ALPHA;
pSurface->typeGL = GL_UNSIGNED_BYTE;
break;
#if 0
/* Bump-map formats */
case SVGA3D_BUMPU8V8:
return D3DFMT_V8U8;
case SVGA3D_BUMPL6V5U5:
return D3DFMT_L6V5U5;
case SVGA3D_BUMPX8L8V8U8:
return D3DFMT_X8L8V8U8;
case SVGA3D_BUMPL8V8U8:
/* No corresponding D3D9 equivalent. */
AssertFailedReturn(D3DFMT_UNKNOWN);
/* signed bump-map formats */
case SVGA3D_V8U8:
return D3DFMT_V8U8;
case SVGA3D_Q8W8V8U8:
return D3DFMT_Q8W8V8U8;
case SVGA3D_CxV8U8:
return D3DFMT_CxV8U8;
/* mixed bump-map formats */
case SVGA3D_X8L8V8U8:
return D3DFMT_X8L8V8U8;
case SVGA3D_A2W10V10U10:
return D3DFMT_A2W10V10U10;
#endif
case SVGA3D_ARGB_S10E5: /* 16-bit floating-point ARGB */
pSurface->internalFormatGL = GL_RGBA16F;
pSurface->formatGL = GL_RGBA;
pSurface->typeGL = GL_FLOAT;
break;
case SVGA3D_ARGB_S23E8: /* 32-bit floating-point ARGB */
pSurface->internalFormatGL = GL_RGBA32F;
pSurface->formatGL = GL_RGBA;
pSurface->typeGL = GL_FLOAT; /* ?? */
break;
case SVGA3D_A2R10G10B10:
pSurface->internalFormatGL = GL_RGB10_A2; /* ?? */
pSurface->formatGL = GL_RGBA;
pSurface->typeGL = GL_UNSIGNED_INT;
break;
/* Single- and dual-component floating point formats */
case SVGA3D_R_S10E5:
pSurface->internalFormatGL = GL_R16F;
pSurface->formatGL = GL_RED;
pSurface->typeGL = GL_FLOAT;
break;
case SVGA3D_R_S23E8:
pSurface->internalFormatGL = GL_R32F;
pSurface->formatGL = GL_RG;
pSurface->typeGL = GL_FLOAT;
break;
case SVGA3D_RG_S10E5:
pSurface->internalFormatGL = GL_RG16F;
pSurface->formatGL = GL_RG;
pSurface->typeGL = GL_FLOAT;
break;
case SVGA3D_RG_S23E8:
pSurface->internalFormatGL = GL_RG32F;
pSurface->formatGL = GL_RG;
pSurface->typeGL = GL_FLOAT;
break;
/*
* Any surface can be used as a buffer object, but SVGA3D_BUFFER is
* the most efficient format to use when creating new surfaces
* expressly for index or vertex data.
*/
case SVGA3D_BUFFER:
pSurface->internalFormatGL = -1;
pSurface->formatGL = -1;
pSurface->typeGL = -1;
break;
#if 0
return D3DFMT_UNKNOWN;
case SVGA3D_V16U16:
return D3DFMT_V16U16;
#endif
case SVGA3D_G16R16:
pSurface->internalFormatGL = GL_RG16;
pSurface->formatGL = GL_RG;
pSurface->typeGL = GL_UNSIGNED_INT;
break;
case SVGA3D_A16B16G16R16:
pSurface->internalFormatGL = GL_RGBA16;
pSurface->formatGL = GL_RG;
pSurface->typeGL = GL_UNSIGNED_INT; /* ??? */
break;
#if 0
/* Packed Video formats */
case SVGA3D_UYVY:
return D3DFMT_UYVY;
case SVGA3D_YUY2:
return D3DFMT_YUY2;
/* Planar video formats */
case SVGA3D_NV12:
return (D3DFORMAT)MAKEFOURCC('N', 'V', '1', '2');
/* Video format with alpha */
case SVGA3D_AYUV:
return (D3DFORMAT)MAKEFOURCC('A', 'Y', 'U', 'V');
case SVGA3D_BC4_UNORM:
case SVGA3D_BC5_UNORM:
/* Unknown; only in DX10 & 11 */
break;
#endif
default:
AssertMsgFailed(("Unsupported format %d\n", format));
break;
}
}
#if 0
/**
* Convert SVGA multi sample count value to its D3D equivalent
*/
D3DMULTISAMPLE_TYPE vmsvga3dMultipeSampleCount2D3D(uint32_t multisampleCount)
{
AssertCompile(D3DMULTISAMPLE_2_SAMPLES == 2);
AssertCompile(D3DMULTISAMPLE_16_SAMPLES == 16);
if (multisampleCount > 16)
return D3DMULTISAMPLE_NONE;
/* @todo exact same mapping as d3d? */
return (D3DMULTISAMPLE_TYPE)multisampleCount;
}
#endif
int vmsvga3dSurfaceDefine(PVGASTATE pThis, uint32_t sid, uint32_t surfaceFlags, SVGA3dSurfaceFormat format, SVGA3dSurfaceFace face[SVGA3D_MAX_SURFACE_FACES],
uint32_t multisampleCount, SVGA3dTextureFilter autogenFilter, uint32_t cMipLevels, SVGA3dSize *pMipLevelSize)
{
PVMSVGA3DSURFACE pSurface;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
Log(("vmsvga3dSurfaceDefine: sid=%x surfaceFlags=%x format=%s (%x) multiSampleCount=%d autogenFilter=%d, cMipLevels=%d size=(%d,%d,%d)\n",
sid, surfaceFlags, vmsvgaSurfaceType2String(format), format, multisampleCount, autogenFilter, cMipLevels, pMipLevelSize->width, pMipLevelSize->height, pMipLevelSize->depth));
AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
AssertReturn(cMipLevels >= 1, VERR_INVALID_PARAMETER);
/* Assuming all faces have the same nr of mipmaps. */
AssertReturn(!(surfaceFlags & SVGA3D_SURFACE_CUBEMAP) || cMipLevels == face[0].numMipLevels * 6, VERR_INVALID_PARAMETER);
AssertReturn((surfaceFlags & SVGA3D_SURFACE_CUBEMAP) || cMipLevels == face[0].numMipLevels, VERR_INVALID_PARAMETER);
if (sid >= pState->cSurfaces)
{
pState->paSurface = (PVMSVGA3DSURFACE )RTMemRealloc(pState->paSurface, sizeof(VMSVGA3DSURFACE) * (sid + 1));
AssertReturn(pState->paSurface, VERR_NO_MEMORY);
memset(&pState->paSurface[pState->cSurfaces], 0, sizeof(VMSVGA3DSURFACE) * (sid + 1 - pState->cSurfaces));
for (uint32_t i = pState->cSurfaces; i < sid + 1; i++)
pState->paSurface[i].id = SVGA3D_INVALID_ID;
pState->cSurfaces = sid + 1;
}
/* If one already exists with this id, then destroy it now. */
if (pState->paSurface[sid].id != SVGA3D_INVALID_ID)
vmsvga3dSurfaceDestroy(pThis, sid);
pSurface = &pState->paSurface[sid];
memset(pSurface, 0, sizeof(*pSurface));
pSurface->id = sid;
pSurface->idAssociatedContext = SVGA3D_INVALID_ID;
vmsvga3dSurfaceFormat2OGL(pSurface, format);
pSurface->oglId.buffer = OPENGL_INVALID_ID;
/* The surface type is sort of undefined now, even though the hints and format can help to clear that up.
* In some case we'll have to wait until the surface is used to create the D3D object.
*/
switch (format)
{
case SVGA3D_Z_D32:
case SVGA3D_Z_D16:
case SVGA3D_Z_D24S8:
case SVGA3D_Z_D15S1:
case SVGA3D_Z_D24X8:
case SVGA3D_Z_DF16:
case SVGA3D_Z_DF24:
case SVGA3D_Z_D24S8_INT:
surfaceFlags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
break;
/* Texture compression formats */
case SVGA3D_DXT1:
case SVGA3D_DXT2:
case SVGA3D_DXT3:
case SVGA3D_DXT4:
case SVGA3D_DXT5:
/* Bump-map formats */
case SVGA3D_BUMPU8V8:
case SVGA3D_BUMPL6V5U5:
case SVGA3D_BUMPX8L8V8U8:
case SVGA3D_BUMPL8V8U8:
case SVGA3D_V8U8:
case SVGA3D_Q8W8V8U8:
case SVGA3D_CxV8U8:
case SVGA3D_X8L8V8U8:
case SVGA3D_A2W10V10U10:
case SVGA3D_V16U16:
/* Typical render target formats; we should allow render target buffers to be used as textures. */
case SVGA3D_X8R8G8B8:
case SVGA3D_A8R8G8B8:
case SVGA3D_R5G6B5:
case SVGA3D_X1R5G5B5:
case SVGA3D_A1R5G5B5:
case SVGA3D_A4R4G4B4:
surfaceFlags |= SVGA3D_SURFACE_HINT_TEXTURE;
break;
case SVGA3D_LUMINANCE8:
case SVGA3D_LUMINANCE4_ALPHA4:
case SVGA3D_LUMINANCE16:
case SVGA3D_LUMINANCE8_ALPHA8:
case SVGA3D_ARGB_S10E5: /* 16-bit floating-point ARGB */
case SVGA3D_ARGB_S23E8: /* 32-bit floating-point ARGB */
case SVGA3D_A2R10G10B10:
case SVGA3D_ALPHA8:
case SVGA3D_R_S10E5:
case SVGA3D_R_S23E8:
case SVGA3D_RG_S10E5:
case SVGA3D_RG_S23E8:
case SVGA3D_G16R16:
case SVGA3D_A16B16G16R16:
case SVGA3D_UYVY:
case SVGA3D_YUY2:
case SVGA3D_NV12:
case SVGA3D_AYUV:
case SVGA3D_BC4_UNORM:
case SVGA3D_BC5_UNORM:
break;
/*
* Any surface can be used as a buffer object, but SVGA3D_BUFFER is
* the most efficient format to use when creating new surfaces
* expressly for index or vertex data.
*/
case SVGA3D_BUFFER:
break;
default:
break;
}
pSurface->flags = surfaceFlags;
pSurface->format = format;
memcpy(pSurface->faces, face, sizeof(face));
pSurface->cFaces = 1; /* check for cube maps later */
pSurface->multiSampleCount = multisampleCount;
pSurface->autogenFilter = autogenFilter;
Assert(autogenFilter != SVGA3D_TEX_FILTER_FLATCUBIC);
Assert(autogenFilter != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
pSurface->pMipmapLevels = (PVMSVGA3DMIPMAPLEVEL)RTMemAllocZ(cMipLevels * sizeof(VMSVGA3DMIPMAPLEVEL));
AssertReturn(pSurface->pMipmapLevels, VERR_NO_MEMORY);
for (uint32_t i=0; i < cMipLevels; i++)
pSurface->pMipmapLevels[i].size = pMipLevelSize[i];
pSurface->cbBlock = vmsvga3dSurfaceFormatSize(format);
switch (surfaceFlags & (SVGA3D_SURFACE_HINT_INDEXBUFFER | SVGA3D_SURFACE_HINT_VERTEXBUFFER | SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET | SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_CUBEMAP))
{
case SVGA3D_SURFACE_CUBEMAP:
Log(("SVGA3D_SURFACE_CUBEMAP\n"));
pSurface->cFaces = 6;
break;
case SVGA3D_SURFACE_HINT_INDEXBUFFER:
Log(("SVGA3D_SURFACE_HINT_INDEXBUFFER\n"));
/* else type unknown at this time; postpone buffer creation */
break;
case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
Log(("SVGA3D_SURFACE_HINT_VERTEXBUFFER\n"));
/* Type unknown at this time; postpone buffer creation */
break;
case SVGA3D_SURFACE_HINT_TEXTURE:
Log(("SVGA3D_SURFACE_HINT_TEXTURE\n"));
break;
case SVGA3D_SURFACE_HINT_RENDERTARGET:
Log(("SVGA3D_SURFACE_HINT_RENDERTARGET\n"));
break;
case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
Log(("SVGA3D_SURFACE_HINT_DEPTHSTENCIL\n"));
break;
default:
/* Unknown; decide later. */
break;
}
/* Allocate buffer to hold the surface data until we can move it into a D3D object */
for (uint32_t iFace=0; iFace < pSurface->cFaces; iFace++)
{
for (uint32_t i=0; i < pSurface->faces[iFace].numMipLevels; i++)
{
uint32_t idx = i + iFace * pSurface->faces[0].numMipLevels;
Log(("vmsvga3dSurfaceDefine: face %d mip level %d (%d,%d,%d)\n", iFace, i, pSurface->pMipmapLevels[idx].size.width, pSurface->pMipmapLevels[idx].size.height, pSurface->pMipmapLevels[idx].size.depth));
Log(("vmsvga3dSurfaceDefine: cbPitch=%x cbBlock=%x \n", pSurface->cbBlock * pSurface->pMipmapLevels[idx].size.width, pSurface->cbBlock));
pSurface->pMipmapLevels[idx].cbSurfacePitch = pSurface->cbBlock * pSurface->pMipmapLevels[idx].size.width;
pSurface->pMipmapLevels[idx].cbSurface = pSurface->pMipmapLevels[idx].cbSurfacePitch * pSurface->pMipmapLevels[idx].size.height * pSurface->pMipmapLevels[idx].size.depth;
pSurface->pMipmapLevels[idx].pSurfaceData = RTMemAllocZ(pSurface->pMipmapLevels[idx].cbSurface);
AssertReturn(pSurface->pMipmapLevels[idx].pSurfaceData, VERR_NO_MEMORY);
}
}
return VINF_SUCCESS;
}
int vmsvga3dSurfaceDestroy(PVGASTATE pThis, uint32_t sid)
{
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
if ( sid < pState->cSurfaces
&& pState->paSurface[sid].id == sid)
{
PVMSVGA3DSURFACE pSurface = &pState->paSurface[sid];
PVMSVGA3DCONTEXT pContext = NULL;
Log(("vmsvga3dSurfaceDestroy id %x\n", sid));
/* @todo stricter checks for associated context */
uint32_t cid = pSurface->idAssociatedContext;
if ( cid <= pState->cContexts
&& pState->paContext[cid].id == cid)
{
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
}
else
{
/* Pick any active context; we need something here */
for (cid = 0; cid < pState->cContexts; cid++)
{
if (pState->paContext[cid].id == cid)
{
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
break;
}
}
AssertReturn(pContext, VERR_INTERNAL_ERROR); /* otherwise crashes/fails */
}
switch (pSurface->flags & (SVGA3D_SURFACE_HINT_INDEXBUFFER | SVGA3D_SURFACE_HINT_VERTEXBUFFER | SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET | SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_CUBEMAP))
{
case SVGA3D_SURFACE_CUBEMAP:
AssertFailed(); /* @todo */
break;
case SVGA3D_SURFACE_HINT_INDEXBUFFER:
case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
if (pSurface->oglId.buffer != OPENGL_INVALID_ID)
{
pState->ext.glDeleteBuffers(1, &pSurface->oglId.buffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
}
break;
case SVGA3D_SURFACE_HINT_TEXTURE:
case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
if (pSurface->oglId.texture != OPENGL_INVALID_ID)
{
glDeleteTextures(1, &pSurface->oglId.texture);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
}
break;
case SVGA3D_SURFACE_HINT_RENDERTARGET:
case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
case SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_HINT_TEXTURE: /* @todo actual texture surface not supported */
if (pSurface->oglId.renderbuffer != OPENGL_INVALID_ID)
{
pState->ext.glDeleteRenderbuffers(1, &pSurface->oglId.renderbuffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
}
break;
default:
break;
}
if (pSurface->pMipmapLevels)
{
for (uint32_t face=0; face < pSurface->cFaces; face++)
{
for (uint32_t i=0; i < pSurface->faces[face].numMipLevels; i++)
{
uint32_t idx = i + face * pSurface->faces[0].numMipLevels;
if (pSurface->pMipmapLevels[idx].pSurfaceData)
RTMemFree(pSurface->pMipmapLevels[idx].pSurfaceData);
}
}
RTMemFree(pSurface->pMipmapLevels);
}
memset(pSurface, 0, sizeof(*pSurface));
pSurface->id = SVGA3D_INVALID_ID;
}
else
AssertFailedReturn(VERR_INVALID_PARAMETER);
return VINF_SUCCESS;
}
int vmsvga3dSurfaceCopy(PVGASTATE pThis, SVGA3dSurfaceImageId dest, SVGA3dSurfaceImageId src, uint32_t cCopyBoxes, SVGA3dCopyBox *pBox)
{
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
uint32_t sidSrc = src.sid;
uint32_t sidDest = dest.sid;
int rc = VINF_SUCCESS;
AssertReturn(pState, VERR_NO_MEMORY);
AssertReturn(sidSrc < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
AssertReturn(sidSrc < pState->cSurfaces && pState->paSurface[sidSrc].id == sidSrc, VERR_INVALID_PARAMETER);
AssertReturn(sidDest < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
AssertReturn(sidDest < pState->cSurfaces && pState->paSurface[sidDest].id == sidDest, VERR_INVALID_PARAMETER);
for (uint32_t i = 0; i < cCopyBoxes; i++)
{
SVGA3dBox destBox, srcBox;
srcBox.x = pBox[i].srcx;
srcBox.y = pBox[i].srcy;
srcBox.z = pBox[i].srcz;
srcBox.w = pBox[i].w;
srcBox.h = pBox[i].h;
srcBox.d = pBox[i].z;
destBox.x = pBox[i].x;
destBox.y = pBox[i].y;
destBox.z = pBox[i].z;
destBox.w = pBox[i].w;
destBox.h = pBox[i].h;
destBox.z = pBox[i].z;
rc = vmsvga3dSurfaceStretchBlt(pThis, dest, destBox, src, srcBox, SVGA3D_STRETCH_BLT_LINEAR);
AssertRCReturn(rc, rc);
}
return VINF_SUCCESS;
}
/* Create D3D texture object for the specified surface. */
static int vmsvga3dCreateTexture(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t idAssociatedContext, PVMSVGA3DSURFACE pSurface)
{
GLint activeTexture = 0;
glGenTextures(1, &pSurface->oglId.texture);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
/* @todo Set the mip map generation filter settings. */
glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
/* Must bind texture to the current context in order to change it. */
glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
if (pSurface->fDirty)
{
Log(("vmsvga3dCreateTexture: sync dirty texture\n"));
for (uint32_t i = 0; i < pSurface->faces[0].numMipLevels; i++)
{
if (pSurface->pMipmapLevels[i].fDirty)
{
Log(("vmsvga3dCreateTexture: sync dirty texture mipmap level %d (pitch %x)\n", i, pSurface->pMipmapLevels[i].cbSurfacePitch));
glTexImage2D(GL_TEXTURE_2D,
i,
pSurface->internalFormatGL,
pSurface->pMipmapLevels[i].size.width,
pSurface->pMipmapLevels[i].size.height,
0,
pSurface->formatGL,
pSurface->typeGL,
pSurface->pMipmapLevels[i].pSurfaceData);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pSurface->pMipmapLevels[i].fDirty = false;
}
}
pSurface->fDirty = false;
}
else
/* Reserve texture memory. */
glTexImage2D(GL_TEXTURE_2D,
0,
pSurface->internalFormatGL,
pSurface->pMipmapLevels[0].size.width,
pSurface->pMipmapLevels[0].size.height,
0,
pSurface->formatGL,
pSurface->typeGL,
NULL);
/* Restore the old active texture. */
glBindTexture(GL_TEXTURE_2D, activeTexture);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pSurface->flags |= SVGA3D_SURFACE_HINT_TEXTURE;
pSurface->idAssociatedContext = idAssociatedContext;
return VINF_SUCCESS;
}
int vmsvga3dSurfaceStretchBlt(PVGASTATE pThis, SVGA3dSurfaceImageId dest, SVGA3dBox destBox, SVGA3dSurfaceImageId src, SVGA3dBox srcBox, SVGA3dStretchBltMode mode)
{
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
PVMSVGA3DSURFACE pSurfaceSrc;
uint32_t sidSrc = src.sid;
PVMSVGA3DSURFACE pSurfaceDest;
uint32_t sidDest = dest.sid;
int rc = VINF_SUCCESS;
uint32_t cid;
PVMSVGA3DCONTEXT pContext;
AssertReturn(pState, VERR_NO_MEMORY);
AssertReturn(sidSrc < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
AssertReturn(sidSrc < pState->cSurfaces && pState->paSurface[sidSrc].id == sidSrc, VERR_INVALID_PARAMETER);
AssertReturn(sidDest < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
AssertReturn(sidDest < pState->cSurfaces && pState->paSurface[sidDest].id == sidDest, VERR_INVALID_PARAMETER);
pSurfaceSrc = &pState->paSurface[sidSrc];
pSurfaceDest = &pState->paSurface[sidDest];
AssertReturn(pSurfaceSrc->faces[0].numMipLevels > src.mipmap, VERR_INVALID_PARAMETER);
AssertReturn(pSurfaceDest->faces[0].numMipLevels > dest.mipmap, VERR_INVALID_PARAMETER);
Log(("vmsvga3dSurfaceStretchBlt: src sid=%x (%d,%d)(%d,%d) dest sid=%x (%d,%d)(%d,%d) mode=%x\n", src.sid, srcBox.x, srcBox.y, srcBox.x + srcBox.w, srcBox.y + srcBox.h, dest.sid, destBox.x, destBox.y, destBox.x + destBox.w, destBox.y + destBox.h, mode));
/* @todo stricter checks for associated context */
cid = pSurfaceDest->idAssociatedContext;
if (cid == SVGA3D_INVALID_ID)
cid = pSurfaceSrc->idAssociatedContext;
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dSurfaceStretchBlt invalid context id!\n"));
AssertFailedReturn(VERR_INVALID_PARAMETER);
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
if (pSurfaceSrc->oglId.texture == OPENGL_INVALID_ID)
{
/* Unknown surface type; turn it into a texture, which can be used for other purposes too. */
Log(("vmsvga3dSurfaceStretchBlt: unknown src surface id=%x type=%d format=%d -> create texture\n", sidSrc, pSurfaceSrc->flags, pSurfaceSrc->format));
rc = vmsvga3dCreateTexture(pState, pContext, cid, pSurfaceSrc);
AssertRCReturn(rc, rc);
}
if (pSurfaceDest->oglId.texture == OPENGL_INVALID_ID)
{
/* Unknown surface type; turn it into a texture, which can be used for other purposes too. */
Log(("vmsvga3dSurfaceStretchBlt: unknown dest surface id=%x type=%d format=%d -> create texture\n", sidDest, pSurfaceDest->flags, pSurfaceDest->format));
rc = vmsvga3dCreateTexture(pState, pContext, cid, pSurfaceDest);
AssertRCReturn(rc, rc);
}
/* Activate the read and draw framebuffer objects. */
pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, pContext->idDrawFramebuffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
/* Bind the source and destination objects to the right place. */
pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pSurfaceSrc->oglId.texture, src.mipmap);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pState->ext.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pSurfaceDest->oglId.texture, dest.mipmap);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
Log(("src conv. (%d,%d)(%d,%d); dest conv (%d,%d)(%d,%d)\n", srcBox.x, D3D_TO_OGL_Y_COORD(pSurfaceSrc, srcBox.y + srcBox.h),
srcBox.x + srcBox.w, D3D_TO_OGL_Y_COORD(pSurfaceSrc, srcBox.y), destBox.x, D3D_TO_OGL_Y_COORD(pSurfaceDest, destBox.y + destBox.h),
destBox.x + destBox.w, D3D_TO_OGL_Y_COORD(pSurfaceDest, destBox.y)));
pState->ext.glBlitFramebuffer(srcBox.x,
#ifdef MANUAL_FLIP_SURFACE_DATA
D3D_TO_OGL_Y_COORD(pSurfaceSrc, srcBox.y + srcBox.h), /* inclusive */
#else
srcBox.y,
#endif
srcBox.x + srcBox.w, /* exclusive. */
#ifdef MANUAL_FLIP_SURFACE_DATA
D3D_TO_OGL_Y_COORD(pSurfaceSrc, srcBox.y), /* exclusive */
#else
srcBox.y + srcBox.h,
#endif
destBox.x,
#ifdef MANUAL_FLIP_SURFACE_DATA
D3D_TO_OGL_Y_COORD(pSurfaceDest, destBox.y + destBox.h), /* inclusive. */
#else
destBox.y,
#endif
destBox.x + destBox.w, /* exclusive. */
#ifdef MANUAL_FLIP_SURFACE_DATA
D3D_TO_OGL_Y_COORD(pSurfaceDest, destBox.y), /* exclusive */
#else
destBox.y + destBox.h,
#endif
GL_COLOR_BUFFER_BIT,
(mode == SVGA3D_STRETCH_BLT_POINT) ? GL_NEAREST : GL_LINEAR);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
/* Reset the frame buffer association */
pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
return VINF_SUCCESS;
}
int vmsvga3dSurfaceDMA(PVGASTATE pThis, SVGA3dGuestImage guest, SVGA3dSurfaceImageId host, SVGA3dTransferType transfer, uint32_t cCopyBoxes, SVGA3dCopyBox *pBoxes)
{
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
PVMSVGA3DSURFACE pSurface;
PVMSVGA3DMIPMAPLEVEL pMipLevel;
uint32_t sid = host.sid;
int rc = VINF_SUCCESS;
AssertReturn(pState, VERR_NO_MEMORY);
AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
AssertReturn(sid < pState->cSurfaces && pState->paSurface[sid].id == sid, VERR_INVALID_PARAMETER);
pSurface = &pState->paSurface[sid];
AssertReturn(pSurface->faces[0].numMipLevels > host.mipmap, VERR_INVALID_PARAMETER);
pMipLevel = &pSurface->pMipmapLevels[host.mipmap];
if (pSurface->flags & SVGA3D_SURFACE_HINT_TEXTURE)
Log(("vmsvga3dSurfaceDMA TEXTURE guestptr gmr=%x offset=%x pitch=%x host sid=%x face=%d mipmap=%d transfer=%x cCopyBoxes=%d\n", guest.ptr.gmrId, guest.ptr.offset, guest.pitch, host.sid, host.face, host.mipmap, transfer, cCopyBoxes));
else
Log(("vmsvga3dSurfaceDMA guestptr gmr=%x offset=%x pitch=%x host sid=%x face=%d mipmap=%d transfer=%x cCopyBoxes=%d\n", guest.ptr.gmrId, guest.ptr.offset, guest.pitch, host.sid, host.face, host.mipmap, transfer, cCopyBoxes));
if (pSurface->oglId.texture == OPENGL_INVALID_ID)
{
AssertReturn(pSurface->pMipmapLevels[host.mipmap].pSurfaceData, VERR_INTERNAL_ERROR);
for (unsigned i = 0; i < cCopyBoxes; i++)
{
unsigned uDestOffset;
unsigned cbSrcPitch;
uint8_t *pBufferStart;
Log(("Copy box %d (%d,%d,%d)(%d,%d,%d) dest (%d,%d)\n", i, pBoxes[i].srcx, pBoxes[i].srcy, pBoxes[i].srcz, pBoxes[i].w, pBoxes[i].h, pBoxes[i].d, pBoxes[i].x, pBoxes[i].y));
/* Apparently we're supposed to clip it (gmr test sample) */
if (pBoxes[i].x + pBoxes[i].w > pMipLevel->size.width)
pBoxes[i].w = pMipLevel->size.width - pBoxes[i].x;
if (pBoxes[i].y + pBoxes[i].h > pMipLevel->size.height)
pBoxes[i].h = pMipLevel->size.height - pBoxes[i].y;
if (pBoxes[i].z + pBoxes[i].d > pMipLevel->size.depth)
pBoxes[i].d = pMipLevel->size.depth - pBoxes[i].z;
if ( !pBoxes[i].w
|| !pBoxes[i].h
|| !pBoxes[i].d
|| pBoxes[i].x > pMipLevel->size.width
|| pBoxes[i].y > pMipLevel->size.height
|| pBoxes[i].z > pMipLevel->size.depth)
{
Log(("Empty box; skip\n"));
continue;
}
uDestOffset = pBoxes[i].x * pSurface->cbBlock + pBoxes[i].y * pMipLevel->cbSurfacePitch + pBoxes[i].z * pMipLevel->size.height * pMipLevel->cbSurfacePitch;
AssertReturn(uDestOffset + pBoxes[i].w * pSurface->cbBlock * pBoxes[i].h * pBoxes[i].d <= pMipLevel->cbSurface, VERR_INTERNAL_ERROR);
cbSrcPitch = (guest.pitch == 0) ? pBoxes[i].w * pSurface->cbBlock : guest.pitch;
#ifdef MANUAL_FLIP_SURFACE_DATA
pBufferStart = (uint8_t *)pMipLevel->pSurfaceData
+ pBoxes[i].x * pSurface->cbBlock
+ pMipLevel->cbSurface - pBoxes[i].y * pMipLevel->cbSurfacePitch
- pMipLevel->cbSurfacePitch; /* flip image during copy */
#else
pBufferStart = (uint8_t *)pMipLevel->pSurfaceData + uDestOffset;
#endif
rc = vmsvgaGMRTransfer(pThis,
transfer,
pBufferStart,
#ifdef MANUAL_FLIP_SURFACE_DATA
-(int32_t)pMipLevel->cbSurfacePitch,
#else
(int32_t)pMipLevel->cbSurfacePitch,
#endif
guest.ptr,
pBoxes[i].srcx * pSurface->cbBlock + (pBoxes[i].srcy + pBoxes[i].srcz * pBoxes[i].h) * cbSrcPitch,
cbSrcPitch,
pBoxes[i].w * pSurface->cbBlock,
pBoxes[i].d * pBoxes[i].h);
Log4(("first line:\n%.*Rhxd\n", pMipLevel->cbSurface, pMipLevel->pSurfaceData));
AssertRC(rc);
}
pSurface->pMipmapLevels[host.mipmap].fDirty = true;
pSurface->fDirty = true;
}
else
{
/* @todo stricter checks for associated context */
uint32_t cid = pSurface->idAssociatedContext;
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dSurfaceDMA invalid context id (%x - %x)!\n", cid, (cid >= pState->cContexts) ? -1 : pState->paContext[cid].id));
AssertFailedReturn(VERR_INVALID_PARAMETER);
}
PVMSVGA3DCONTEXT pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
for (unsigned i = 0; i < cCopyBoxes; i++)
{
bool fVertex = false;
unsigned cbSrcPitch;
/* Apparently we're supposed to clip it (gmr test sample) */
if (pBoxes[i].x + pBoxes[i].w > pMipLevel->size.width)
pBoxes[i].w = pMipLevel->size.width - pBoxes[i].x;
if (pBoxes[i].y + pBoxes[i].h > pMipLevel->size.height)
pBoxes[i].h = pMipLevel->size.height - pBoxes[i].y;
if (pBoxes[i].z + pBoxes[i].d > pMipLevel->size.depth)
pBoxes[i].d = pMipLevel->size.depth - pBoxes[i].z;
Assert((pBoxes[i].d == 1 || pBoxes[i].d == 0) && pBoxes[i].z == 0);
if ( !pBoxes[i].w
|| !pBoxes[i].h
|| pBoxes[i].x > pMipLevel->size.width
|| pBoxes[i].y > pMipLevel->size.height)
{
Log(("Empty box; skip\n"));
continue;
}
Log(("Copy box %d (%d,%d,%d)(%d,%d,%d) dest (%d,%d)\n", i, pBoxes[i].srcx, pBoxes[i].srcy, pBoxes[i].srcz, pBoxes[i].w, pBoxes[i].h, pBoxes[i].d, pBoxes[i].x, pBoxes[i].y));
cbSrcPitch = (guest.pitch == 0) ? pBoxes[i].w * pSurface->cbBlock : guest.pitch;
switch (pSurface->flags & (SVGA3D_SURFACE_HINT_INDEXBUFFER | SVGA3D_SURFACE_HINT_VERTEXBUFFER | SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET | SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_CUBEMAP))
{
case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
case SVGA3D_SURFACE_HINT_TEXTURE:
case SVGA3D_SURFACE_HINT_RENDERTARGET:
{
uint32_t cbSurfacePitch;
uint8_t *pDoubleBuffer, *pBufferStart;
unsigned uDestOffset = 0;
pDoubleBuffer = (uint8_t *)RTMemAlloc(pMipLevel->cbSurface);
AssertReturn(pDoubleBuffer, VERR_NO_MEMORY);
if (transfer == SVGA3D_READ_HOST_VRAM)
{
GLint activeTexture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
glGetTexImage(GL_TEXTURE_2D,
host.mipmap,
pSurface->formatGL,
pSurface->typeGL,
pDoubleBuffer);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
/* Restore the old active texture. */
glBindTexture(GL_TEXTURE_2D, activeTexture);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
uDestOffset = pBoxes[i].x * pSurface->cbBlock + pBoxes[i].y * pMipLevel->cbSurfacePitch;
AssertReturn(uDestOffset + pBoxes[i].w * pSurface->cbBlock + (pBoxes[i].h - 1) * pMipLevel->cbSurfacePitch <= pMipLevel->cbSurface, VERR_INTERNAL_ERROR);
cbSurfacePitch = pMipLevel->cbSurfacePitch;
#ifdef MANUAL_FLIP_SURFACE_DATA
pBufferStart = pDoubleBuffer
+ pBoxes[i].x * pSurface->cbBlock
+ pMipLevel->cbSurface - pBoxes[i].y * cbSurfacePitch
- cbSurfacePitch; /* flip image during copy */
#else
pBufferStart = pDoubleBuffer + uDestOffset;
#endif
}
else
{
cbSurfacePitch = pBoxes[i].w * pSurface->cbBlock;
#ifdef MANUAL_FLIP_SURFACE_DATA
pBufferStart = pDoubleBuffer + cbSurfacePitch * pBoxes[i].h - cbSurfacePitch; /* flip image during copy */
#else
pBufferStart = pDoubleBuffer;
#endif
}
rc = vmsvgaGMRTransfer(pThis,
transfer,
pBufferStart,
#ifdef MANUAL_FLIP_SURFACE_DATA
-(int32_t)cbSurfacePitch,
#else
(int32_t)cbSurfacePitch,
#endif
guest.ptr,
pBoxes[i].srcx * pSurface->cbBlock + pBoxes[i].srcy * cbSrcPitch,
cbSrcPitch,
pBoxes[i].w * pSurface->cbBlock,
pBoxes[i].h);
AssertRC(rc);
/* Update the opengl surface data. */
if (transfer == SVGA3D_WRITE_HOST_VRAM)
{
GLint activeTexture = 0;
GLint alignment;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
/* Must bind texture to the current context in order to change it. */
glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
Log(("vmsvga3dSurfaceDMA: copy texture mipmap level %d (pitch %x)\n", host.mipmap, pMipLevel->cbSurfacePitch));
/* Set row length and alignment of the input data. */
glGetIntegerv(GL_UNPACK_ALIGNMENT, &alignment);
glPixelStorei(GL_UNPACK_ROW_LENGTH, pBoxes[i].w);
glPixelStorei(GL_UNPACK_ALIGNMENT, pSurface->cbBlock);
glTexSubImage2D(GL_TEXTURE_2D,
host.mipmap,
pBoxes[i].x,
pBoxes[i].y,
pBoxes[i].w,
pBoxes[i].h,
pSurface->formatGL,
pSurface->typeGL,
pDoubleBuffer);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
/* Restore old values. */
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
/* Restore the old active texture. */
glBindTexture(GL_TEXTURE_2D, activeTexture);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
}
Log4(("first line:\n%.*Rhxd\n", pBoxes[i].w * pSurface->cbBlock, pDoubleBuffer));
/* Free the double buffer. */
RTMemFree(pDoubleBuffer);
break;
}
case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
AssertFailed(); /* @todo */
break;
case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
case SVGA3D_SURFACE_HINT_INDEXBUFFER:
{
uint8_t *pData;
unsigned uDestOffset;
Assert(pBoxes[i].h == 1);
pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pSurface->oglId.buffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pData = (uint8_t *)pState->ext.glMapBuffer(GL_ARRAY_BUFFER, (transfer == SVGA3D_READ_HOST_VRAM) ? GL_READ_ONLY : GL_WRITE_ONLY);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
Assert(pData);
uDestOffset = pBoxes[i].x * pSurface->cbBlock + pBoxes[i].y * pMipLevel->cbSurfacePitch;
AssertReturn(uDestOffset + pBoxes[i].w * pSurface->cbBlock + (pBoxes[i].h - 1) * pMipLevel->cbSurfacePitch <= pMipLevel->cbSurface, VERR_INTERNAL_ERROR);
Log(("Lock %s memory for rectangle (%d,%d)(%d,%d)\n", (fVertex) ? "vertex" : "index", pBoxes[i].x, pBoxes[i].y, pBoxes[i].x + pBoxes[i].w, pBoxes[i].y + pBoxes[i].h));
rc = vmsvgaGMRTransfer(pThis,
transfer,
pData + uDestOffset,
pMipLevel->cbSurfacePitch,
guest.ptr,
pBoxes[i].srcx * pSurface->cbBlock + pBoxes[i].srcy * cbSrcPitch,
cbSrcPitch,
pBoxes[i].w * pSurface->cbBlock,
pBoxes[i].h);
AssertRC(rc);
Log4(("first line:\n%.*Rhxd\n", cbSrcPitch, pData));
pState->ext.glUnmapBuffer(GL_ARRAY_BUFFER);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
}
default:
AssertFailed();
break;
}
}
}
return rc;
}
int vmsvga3dSurfaceBlitToScreen(PVGASTATE pThis, uint32_t dest, SVGASignedRect destRect, SVGA3dSurfaceImageId src, SVGASignedRect srcRect, uint32_t cRects, SVGASignedRect *pRect)
{
/* Requires SVGA_FIFO_CAP_SCREEN_OBJECT support */
Log(("vmsvga3dSurfaceBlitToScreen: dest=%d (%d,%d)(%d,%d) surface=%x (face=%d, mipmap=%d) (%d,%d)(%d,%d) cRects=%d\n", dest, destRect.left, destRect.top, destRect.right, destRect.bottom, src.sid, src.face, src.mipmap, srcRect.left, srcRect.top, srcRect.right, srcRect.bottom, cRects));
for (uint32_t i = 0; i < cRects; i++)
{
Log(("vmsvga3dSurfaceBlitToScreen: clipping rect %d (%d,%d)(%d,%d)\n", i, pRect[i].left, pRect[i].top, pRect[i].right, pRect[i].bottom));
}
/* @todo Only screen 0 for now. */
AssertReturn(dest == 0, VERR_INTERNAL_ERROR);
AssertReturn(src.mipmap == 0 && src.face == 0, VERR_INVALID_PARAMETER);
/* @todo scaling */
AssertReturn(destRect.right - destRect.left == srcRect.right - srcRect.left && destRect.bottom - destRect.top == srcRect.bottom - srcRect.top, VERR_INVALID_PARAMETER);
if (cRects == 0)
{
/* easy case; no clipping */
SVGA3dCopyBox box;
SVGA3dGuestImage dst;
box.x = destRect.left;
box.y = destRect.top;
box.z = 0;
box.w = destRect.right - destRect.left;
box.h = destRect.bottom - destRect.top;
box.d = 1;
box.srcx = srcRect.left;
box.srcy = srcRect.top;
box.srcz = 0;
dst.ptr.gmrId = SVGA_GMR_FRAMEBUFFER;
dst.ptr.offset = 0;
dst.pitch = pThis->svga.cbScanline;
int rc = vmsvga3dSurfaceDMA(pThis, dst, src, SVGA3D_READ_HOST_VRAM, 1, &box);
AssertRCReturn(rc, rc);
vgaR3UpdateDisplay(pThis, box.x, box.y, box.w, box.h);
return VINF_SUCCESS;
}
else
{
SVGA3dGuestImage dst;
SVGA3dCopyBox box;
box.srcz = 0;
box.z = 0;
box.d = 1;
dst.ptr.gmrId = SVGA_GMR_FRAMEBUFFER;
dst.ptr.offset = 0;
dst.pitch = pThis->svga.cbScanline;
/* @todo merge into one SurfaceDMA call */
for (uint32_t i = 0; i < cRects; i++)
{
/* The clipping rectangle is relative to the top-left corner of srcRect & destRect. Adjust here. */
box.srcx = srcRect.left + pRect[i].left;
box.srcy = srcRect.top + pRect[i].top;
box.x = pRect[i].left + destRect.left;
box.y = pRect[i].top + destRect.top;
box.z = 0;
box.w = pRect[i].right - pRect[i].left;
box.h = pRect[i].bottom - pRect[i].top;
int rc = vmsvga3dSurfaceDMA(pThis, dst, src, SVGA3D_READ_HOST_VRAM, 1, &box);
AssertRCReturn(rc, rc);
vgaR3UpdateDisplay(pThis, box.x, box.y, box.w, box.h);
}
return VINF_SUCCESS;
}
}
int vmsvga3dGenerateMipmaps(PVGASTATE pThis, uint32_t sid, SVGA3dTextureFilter filter)
{
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
PVMSVGA3DSURFACE pSurface;
int rc = VINF_SUCCESS;
PVMSVGA3DCONTEXT pContext;
uint32_t cid;
GLint activeTexture = 0;
AssertReturn(pState, VERR_NO_MEMORY);
AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
AssertReturn(sid < pState->cSurfaces && pState->paSurface[sid].id == sid, VERR_INVALID_PARAMETER);
pSurface = &pState->paSurface[sid];
AssertReturn(pSurface->idAssociatedContext != SVGA3D_INVALID_ID, VERR_INTERNAL_ERROR);
Assert(filter != SVGA3D_TEX_FILTER_FLATCUBIC);
Assert(filter != SVGA3D_TEX_FILTER_GAUSSIANCUBIC);
pSurface->autogenFilter = filter;
Log(("vmsvga3dGenerateMipmaps: sid=%x filter=%d\n", sid, filter));
/* @todo stricter checks for associated context */
cid = pSurface->idAssociatedContext;
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dGenerateMipmaps invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
if (pSurface->oglId.texture == OPENGL_INVALID_ID)
{
/* Unknown surface type; turn it into a texture. */
Log(("vmsvga3dGenerateMipmaps: unknown src surface id=%x type=%d format=%d -> create texture\n", sid, pSurface->flags, pSurface->format));
rc = vmsvga3dCreateTexture(pState, pContext, cid, pSurface);
AssertRCReturn(rc, rc);
}
else
{
/* @todo new filter */
AssertFailed();
}
glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
/* Must bind texture to the current context in order to change it. */
glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
/* Generate the mip maps. */
pState->ext.glGenerateMipmap(GL_TEXTURE_2D);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
/* Restore the old texture. */
glBindTexture(GL_TEXTURE_2D, activeTexture);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
return VINF_SUCCESS;
}
int vmsvga3dCommandPresent(PVGASTATE pThis, uint32_t sid, uint32_t cRects, SVGA3dCopyRect *pRect)
{
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
PVMSVGA3DSURFACE pSurface;
int rc = VINF_SUCCESS;
PVMSVGA3DCONTEXT pContext;
uint32_t cid;
struct
{
uint32_t x;
uint32_t y;
uint32_t cx;
uint32_t cy;
} srcViewPort;
AssertReturn(pState, VERR_NO_MEMORY);
AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
AssertReturn(sid < pState->cSurfaces && pState->paSurface[sid].id == sid, VERR_INVALID_PARAMETER);
pSurface = &pState->paSurface[sid];
AssertReturn(pSurface->idAssociatedContext != SVGA3D_INVALID_ID, VERR_INTERNAL_ERROR);
/* @todo stricter checks for associated context */
cid = pSurface->idAssociatedContext;
Log(("vmsvga3dCommandPresent: sid=%x cRects=%d cid=%x\n", sid, cRects, cid));
for (uint32_t i=0; i < cRects; i++)
{
Log(("vmsvga3dCommandPresent: rectangle %d src=(%d,%d) (%d,%d)(%d,%d)\n", i, pRect[i].srcx, pRect[i].srcy, pRect[i].x, pRect[i].y, pRect[i].x + pRect[i].w, pRect[i].y + pRect[i].h));
}
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dCommandPresent invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
/* Source surface different size? */
if (pSurface->pMipmapLevels[0].size.width != pThis->svga.uWidth ||
pSurface->pMipmapLevels[0].size.height != pThis->svga.uHeight)
{
float xMultiplier = (float)pSurface->pMipmapLevels[0].size.width / (float)pThis->svga.uWidth;
float yMultiplier = (float)pSurface->pMipmapLevels[0].size.height / (float)pThis->svga.uHeight;
LogFlow(("size (%d vs %d) (%d vs %d) multiplier %d\n", pSurface->pMipmapLevels[0].size.width, pThis->svga.uWidth, pSurface->pMipmapLevels[0].size.height, pThis->svga.uHeight, (int)(xMultiplier * 100.0), (int)(yMultiplier * 100.0)));
srcViewPort.x = (uint32_t)((float)pThis->svga.viewport.x * xMultiplier);
srcViewPort.y = (uint32_t)((float)pThis->svga.viewport.y * yMultiplier);
srcViewPort.cx = (uint32_t)((float)pThis->svga.viewport.cx * xMultiplier);
srcViewPort.cy = (uint32_t)((float)pThis->svga.viewport.cy * yMultiplier);
}
else
{
srcViewPort.x = pThis->svga.viewport.x;
srcViewPort.y = pThis->svga.viewport.y;
srcViewPort.cx = pThis->svga.viewport.cx;
srcViewPort.cy = pThis->svga.viewport.cy;
}
#if 1
/* @note this path is slightly faster than the glBlitFrameBuffer path below. */
SVGA3dCopyRect rect;
uint32_t oldVShader, oldPShader;
GLint oldTextureId;
if (cRects == 0)
{
rect.x = rect.y = rect.srcx = rect.srcy = 0;
rect.w = pSurface->pMipmapLevels[0].size.width;
rect.h = pSurface->pMipmapLevels[0].size.height;
pRect = &rect;
cRects = 1;
}
//glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
#if 0
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glViewport(0, 0, pSurface->pMipmapLevels[0].size.width, pSurface->pMipmapLevels[0].size.height);
#endif
glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTextureId);
oldVShader = pContext->state.shidVertex;
oldPShader = pContext->state.shidPixel;
vmsvga3dShaderSet(pThis, cid, SVGA3D_SHADERTYPE_VS, SVGA_ID_INVALID);
vmsvga3dShaderSet(pThis, cid, SVGA3D_SHADERTYPE_PS, SVGA_ID_INVALID);
/* Flush shader changes. */
if (pContext->pShaderContext)
ShaderUpdateState(pContext->pShaderContext, 0);
/* Activate the read and draw framebuffer objects. */
pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 /* back buffer */);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pState->ext.glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
/* Reset the transformation matrices. */
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glScalef(1.0f, -1.0f, 1.0f);
glOrtho(0, pThis->svga.uWidth, pThis->svga.uHeight, 0, 0.0, -1.0);
for (uint32_t i = 0; i < cRects; i++)
{
float left, right, top, bottom; /* Texture coordinates */
int vertexLeft, vertexRight, vertexTop, vertexBottom;
pRect[i].srcx = RT_MAX(pRect[i].srcx, srcViewPort.x);
pRect[i].srcy = RT_MAX(pRect[i].srcy, srcViewPort.y);
pRect[i].x = RT_MAX(pRect[i].x, pThis->svga.viewport.x) - pThis->svga.viewport.x;
pRect[i].y = RT_MAX(pRect[i].y, pThis->svga.viewport.y) - pThis->svga.viewport.y;
pRect[i].w = pThis->svga.viewport.cx;
pRect[i].h = pThis->svga.viewport.cy;
if ( pRect[i].x + pRect[i].w <= pThis->svga.viewport.x
|| pThis->svga.viewport.x + pThis->svga.viewport.cx <= pRect[i].x
|| pRect[i].y + pRect[i].h <= pThis->svga.viewport.y
|| pThis->svga.viewport.y + pThis->svga.viewport.cy <= pRect[i].y)
{
/* Intersection is empty; skip */
continue;
}
left = pRect[i].srcx;
right = pRect[i].srcx + pRect[i].w;
top = pRect[i].srcy + pRect[i].h;
bottom = pRect[i].srcy;
left /= pSurface->pMipmapLevels[0].size.width;
right /= pSurface->pMipmapLevels[0].size.width;
top /= pSurface->pMipmapLevels[0].size.height;
bottom /= pSurface->pMipmapLevels[0].size.height;
vertexLeft = pRect[i].x;
vertexRight = pRect[i].x + pRect[i].w;
vertexTop = ((uint32_t)pThis->svga.uHeight >= pRect[i].y + pRect[i].h) ? pThis->svga.uHeight - pRect[i].y - pRect[i].h : 0;
vertexBottom = pThis->svga.uHeight - pRect[i].y;
Log(("view port (%d,%d)(%d,%d)\n", srcViewPort.x, srcViewPort.y, srcViewPort.cx, srcViewPort.cy));
Log(("vertex (%d,%d) (%d,%d) (%d,%d) (%d,%d)\n", vertexLeft, vertexBottom, vertexLeft, vertexTop, vertexRight, vertexTop, vertexRight, vertexBottom));
Log(("texture (%d,%d) (%d,%d) (%d,%d) (%d,%d)\n", pRect[i].srcx, pSurface->pMipmapLevels[0].size.height - (pRect[i].srcy + pRect[i].h), pRect[i].srcx, pSurface->pMipmapLevels[0].size.height - pRect[i].srcy, pRect[i].srcx + pRect[i].w, pSurface->pMipmapLevels[0].size.height - pRect[i].srcy, pRect[i].srcx + pRect[i].w, pSurface->pMipmapLevels[0].size.height - (pRect[i].srcy + pRect[i].h)));
glBegin(GL_QUADS);
/* bottom left */
glTexCoord2f(left, bottom);
glVertex2i(vertexLeft, vertexBottom);
/* top left */
glTexCoord2f(left, top);
glVertex2i(vertexLeft, vertexTop);
/* top right */
glTexCoord2f(right, top);
glVertex2i(vertexRight, vertexTop);
/* bottom right */
glTexCoord2f(right, bottom);
glVertex2i(vertexRight, vertexBottom);
glEnd();
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
}
/* Restore old settings. */
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
//glPopAttrib();
glBindTexture(GL_TEXTURE_2D, oldTextureId);
vmsvga3dShaderSet(pThis, cid, SVGA3D_SHADERTYPE_VS, oldVShader);
vmsvga3dShaderSet(pThis, cid, SVGA3D_SHADERTYPE_PS, oldPShader);
/* Reset the frame buffer association */
pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
#else
/* Activate the read and draw framebuffer objects. */
pState->ext.glBindFramebuffer(GL_READ_FRAMEBUFFER, pContext->idReadFramebuffer);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
pState->ext.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 /* back buffer */);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
/* Bind the source objects to the right place. */
pState->ext.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pSurface->oglId.texture, 0 /* level 0 */);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
/* Blit the surface rectangle(s) to the back buffer. */
if (cRects == 0)
{
Log(("view port (%d,%d)(%d,%d)\n", srcViewPort.x, srcViewPort.y, srcViewPort.cx, srcViewPort.cy));
pState->ext.glBlitFramebuffer(srcViewPort.x,
srcViewPort.y,
srcViewPort.x + srcViewPort.cx, /* exclusive. */
srcViewPort.y + srcViewPort.cy, /* exclusive. (reverse to flip the image) */
0,
pThis->svga.viewport.cy, /* exclusive. */
pThis->svga.viewport.cx, /* exclusive. */
0,
GL_COLOR_BUFFER_BIT,
GL_LINEAR);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
}
else
{
for (uint32_t i = 0; i < cRects; i++)
{
if ( pRect[i].x + pRect[i].w <= pThis->svga.viewport.x
|| pThis->svga.viewport.x + pThis->svga.viewport.cx <= pRect[i].x
|| pRect[i].y + pRect[i].h <= pThis->svga.viewport.y
|| pThis->svga.viewport.y + pThis->svga.viewport.cy <= pRect[i].y)
{
/* Intersection is empty; skip */
continue;
}
pState->ext.glBlitFramebuffer(RT_MAX(pRect[i].srcx, srcViewPort.x),
pSurface->pMipmapLevels[0].size.width - RT_MAX(pRect[i].srcy, srcViewPort.y), /* exclusive. (reverse to flip the image) */
RT_MIN(pRect[i].srcx + pRect[i].w, srcViewPort.x + srcViewPort.cx), /* exclusive. */
pSurface->pMipmapLevels[0].size.width - RT_MIN(pRect[i].srcy + pRect[i].h, srcViewPort.y + srcViewPort.cy),
RT_MAX(pRect[i].x, pThis->svga.viewport.x) - pThis->svga.viewport.x,
pThis->svga.uHeight - (RT_MIN(pRect[i].y + pRect[i].h, pThis->svga.viewport.y + pThis->svga.viewport.cy) - pThis->svga.viewport.y), /* exclusive. */
RT_MIN(pRect[i].x + pRect[i].w, pThis->svga.viewport.x + pThis->svga.viewport.cx) - pThis->svga.viewport.x, /* exclusive. */
pThis->svga.uHeight - (RT_MAX(pRect[i].y, pThis->svga.viewport.y) - pThis->svga.viewport.y),
GL_COLOR_BUFFER_BIT,
GL_LINEAR);
}
}
/* Reset the frame buffer association */
pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
#endif
/* Flip the front and back buffers. */
#ifdef RT_OS_WINDOWS
BOOL ret = SwapBuffers(pContext->hdc);
AssertMsg(ret, ("SwapBuffers failed with %d\n", GetLastError()));
#elif defined(RT_OS_DARWIN)
vmsvga3dCocoaSwapBuffers(pContext->cocoaView, pContext->cocoaContext);
#else
/* show the window if not already done */
if (!pContext->fMapped)
{
XMapWindow(pState->display, pContext->window);
pContext->fMapped = true;
}
/* now swap the buffers, i.e. display the rendering result */
glXSwapBuffers(pState->display, pContext->window);
#endif
return VINF_SUCCESS;
}
#ifdef RT_OS_LINUX
/**
* X11 event handling thread
* @param ThreadSelf thread handle
* @param pvUser pointer to pState structure
* @returns VBox status code
*/
DECLCALLBACK(int) vmsvga3dXEventThread(RTTHREAD ThreadSelf, void *pvUser)
{
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pvUser;
while (!pState->bTerminate)
{
while (XPending(pState->display) > 0)
{
XEvent event;
XNextEvent(pState->display, &event);
switch (event.type)
{
default:
break;
}
}
/* sleep for 16ms to not burn too many cycles */
RTThreadSleep(16);
}
return VINF_SUCCESS;
}
#endif // RT_OS_LINUX
/**
* Create a new 3d context
*
* @returns VBox status code.
* @param pThis VGA device instance data.
* @param cid Context id
* @param fOtherProfile 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.
*/
int vmsvga3dContextDefine(PVGASTATE pThis, uint32_t cid, bool fOtherProfile)
{
int rc;
PVMSVGA3DCONTEXT pContext;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER);
#if !defined(VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE) || !(defined(RT_OS_DARWIN))
AssertReturn(!fOtherProfile, VERR_INTERNAL_ERROR_3);
#endif
Log(("vmsvga3dContextDefine id %x\n", cid));
#ifdef DEBUG_DEBUG_GFX_WINDOW_TEST_CONTEXT
if (pState->idTestContext == SVGA_ID_INVALID)
{
pState->idTestContext = 207;
rc = vmsvga3dContextDefine(pThis, pState->idTestContext, false /*fOtherProfile*/);
AssertRCReturn(rc, rc);
}
#endif
if (cid >= pState->cContexts)
{
pState->paContext = (PVMSVGA3DCONTEXT)RTMemRealloc(pState->paContext, sizeof(VMSVGA3DCONTEXT) * (cid + 1));
AssertReturn(pState->paContext, VERR_NO_MEMORY);
memset(&pState->paContext[pState->cContexts], 0, sizeof(VMSVGA3DCONTEXT) * (cid + 1 - pState->cContexts));
for (uint32_t i = pState->cContexts; i < cid + 1; i++)
pState->paContext[i].id = SVGA3D_INVALID_ID;
pState->cContexts = cid + 1;
}
/* If one already exists with this id, then destroy it now. */
if (pState->paContext[cid].id != SVGA3D_INVALID_ID)
vmsvga3dContextDestroy(pThis, cid);
pContext = &pState->paContext[cid];
memset(pContext, 0, sizeof(*pContext));
pContext->id = cid;
for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTexture); i++)
pContext->aSidActiveTexture[i] = SVGA3D_INVALID_ID;
pContext->sidRenderTarget = SVGA3D_INVALID_ID;
pContext->state.shidVertex = SVGA3D_INVALID_ID;
pContext->state.shidPixel = SVGA3D_INVALID_ID;
pContext->idFramebuffer = OPENGL_INVALID_ID;
pContext->idReadFramebuffer = OPENGL_INVALID_ID;
pContext->idDrawFramebuffer = OPENGL_INVALID_ID;
rc = ShaderContextCreate(&pContext->pShaderContext);
AssertRCReturn(rc, rc);
for (uint32_t i = 0; i < RT_ELEMENTS(pContext->state.aRenderTargets); i++)
pContext->state.aRenderTargets[i] = SVGA3D_INVALID_ID;
AssertReturn(pThis->svga.u64HostWindowId, VERR_INTERNAL_ERROR);
#ifdef RT_OS_WINDOWS
/* Create a context window. */
CREATESTRUCT cs;
cs.lpCreateParams = NULL;
cs.dwExStyle = WS_EX_NOACTIVATE | WS_EX_NOPARENTNOTIFY | WS_EX_TRANSPARENT;
# ifdef DEBUG_GFX_WINDOW
cs.lpszName = (char *)RTMemAllocZ(256);
RTStrPrintf((char *)cs.lpszName, 256, "Context %d OpenGL Window", cid);
# else
cs.lpszName = NULL;
# endif
cs.lpszClass = 0;
# ifdef DEBUG_GFX_WINDOW
cs.style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE | WS_CAPTION;
# else
cs.style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_DISABLED | WS_CHILD | WS_VISIBLE;
# endif
cs.x = 0;
cs.y = 0;
cs.cx = pThis->svga.uWidth;
cs.cy = pThis->svga.uHeight;
cs.hwndParent = (HWND)pThis->svga.u64HostWindowId;
cs.hMenu = NULL;
cs.hInstance = pState->hInstance;
rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_CREATEWINDOW, (WPARAM)&pContext->hwnd, (LPARAM)&cs);
AssertRCReturn(rc, rc);
pContext->hdc = GetDC(pContext->hwnd);
AssertMsgReturn(pContext->hdc, ("GetDC %x failed with %d\n", pContext->hwnd, GetLastError()), VERR_INTERNAL_ERROR);
PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), /* size of this pfd */
1, /* version number */
PFD_DRAW_TO_WINDOW | /* support window */
PFD_DOUBLEBUFFER | /* support double buffering */
PFD_SUPPORT_OPENGL, /* support OpenGL */
PFD_TYPE_RGBA, /* RGBA type */
24, /* 24-bit color depth */
0, 0, 0, 0, 0, 0, /* color bits ignored */
8, /* alpha buffer */
0, /* shift bit ignored */
0, /* no accumulation buffer */
0, 0, 0, 0, /* accum bits ignored */
16, /* set depth buffer */
16, /* set stencil buffer */
0, /* no auxiliary buffer */
PFD_MAIN_PLANE, /* main layer */
0, /* reserved */
0, 0, 0 /* layer masks ignored */
};
int pixelFormat;
BOOL ret;
pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
/* @todo is this really necessary?? */
pixelFormat = ChoosePixelFormat(pContext->hdc, &pfd);
AssertMsgReturn(pixelFormat != 0, ("ChoosePixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
ret = SetPixelFormat(pContext->hdc, pixelFormat, &pfd);
AssertMsgReturn(ret == TRUE, ("SetPixelFormat failed with %d\n", GetLastError()), VERR_INTERNAL_ERROR);
pContext->hglrc = wglCreateContext(pContext->hdc);
AssertMsgReturn(pContext->hglrc, ("wglCreateContext %x failed with %d\n", pContext->hdc, GetLastError()), VERR_INTERNAL_ERROR);
// TODO isn't this default on Linux since OpenGL 1.1?
/* Find the first active context to share the display list with (necessary for sharing e.g. textures between contexts). */
for (uint32_t i = 0; i < pState->cContexts; i++)
{
if ( pState->paContext[i].id != SVGA3D_INVALID_ID
&& i != pContext->id)
{
Log(("Sharing display lists between cid=%d and cid=%d\n", pContext->id, i));
ret = wglShareLists(pState->paContext[i].hglrc, pContext->hglrc);
Assert(ret == TRUE);
break;
}
}
#elif defined(RT_OS_DARWIN)
pContext->fOtherProfile = fOtherProfile;
/* Find the first active context to share the display list with (necessary for sharing e.g. textures between contexts). */
NativeNSOpenGLContextRef shareContext = NULL;
for (uint32_t i = 0; i < pState->cContexts; i++)
{
if ( pState->paContext[i].id != SVGA3D_INVALID_ID
&& i != pContext->id
&& pState->paContext[i].fOtherProfile == fOtherProfile)
{
Log(("Sharing display lists between cid=%d and cid=%d\n", pContext->id, i));
shareContext = pState->paContext[i].cocoaContext;
break;
}
}
vmsvga3dCocoaCreateContext(&pContext->cocoaContext, shareContext, fOtherProfile);
NativeNSViewRef pHostView = (NativeNSViewRef)pThis->svga.u64HostWindowId;
vmsvga3dCocoaCreateView(&pContext->cocoaView, pHostView);
#else
Window hostWindow = (Window)pThis->svga.u64HostWindowId;
if (pState->display == NULL)
{
/* get an X display and make sure we have glX 1.3 */
pState->display = XOpenDisplay(0);
Assert(pState->display);
int glxMajor, glxMinor;
Bool ret = glXQueryVersion(pState->display, &glxMajor, &glxMinor);
AssertMsgReturn(ret && glxMajor == 1 && glxMinor >= 3, ("glX >=1.3 not present"), VERR_INTERNAL_ERROR);
/* start our X event handling thread */
rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dXEventThread, pState, 0, RTTHREADTYPE_GUI, RTTHREADFLAGS_WAITABLE, "VMSVGA3DXEVENT");
if (RT_FAILURE(rc))
{
AssertMsgFailed(("%s: Async IO Thread creation for 3d window handling failed rc=%d\n", __FUNCTION__, rc));
return rc;
}
}
int attrib[] =
{
GLX_RGBA,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
//GLX_ALPHA_SIZE, 1, this flips the bbos screen
GLX_DOUBLEBUFFER,
None
};
XVisualInfo *vi = glXChooseVisual(pState->display, DefaultScreen(pState->display), attrib);
XSetWindowAttributes swa;
swa.colormap = XCreateColormap(pState->display, XDefaultRootWindow(pState->display), vi->visual, AllocNone);
swa.border_pixel = 0;
swa.background_pixel = 0;
swa.event_mask = StructureNotifyMask | ExposureMask;
unsigned long flags = CWBorderPixel | CWBackPixel | CWColormap | CWEventMask;
pContext->window = XCreateWindow(pState->display, hostWindow,//XDefaultRootWindow(pState->display),//hostWindow,
0, 0, pThis->svga.uWidth, pThis->svga.uHeight,
0, vi->depth, InputOutput,
vi->visual, flags, &swa);
AssertMsgReturn(pContext->window, ("XCreateWindow failed"), VERR_INTERNAL_ERROR);
uint32_t cardinal_alpha = (uint32_t) (0.5 * (uint32_t)-1) ;
/* the window is hidden by default and only mapped when CommandPresent is executed on it */
/* Find the first active context to share the display list with (necessary for sharing e.g. textures between contexts). */
GLXContext shareContext = NULL;
for (uint32_t i = 0; i < pState->cContexts; i++)
{
if ( pState->paContext[i].id != SVGA3D_INVALID_ID
&& i != pContext->id)
{
Log(("Sharing display lists between cid=%d and cid=%d\n", pContext->id, i));
shareContext = pState->paContext[i].glxContext;
break;
}
}
pContext->glxContext = glXCreateContext(pState->display, vi, shareContext, GL_TRUE);
AssertMsgReturn(pContext->glxContext, ("glXCreateContext failed"), VERR_INTERNAL_ERROR);
#endif
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
/* NULL during the first PowerOn call. */
if (pState->ext.glGenFramebuffers)
{
/* Create a framebuffer object for this context. */
pState->ext.glGenFramebuffers(1, &pContext->idFramebuffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
/* Bind the object to the framebuffer target. */
pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
/* Create read and draw framebuffer objects for this context. */
pState->ext.glGenFramebuffers(1, &pContext->idReadFramebuffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pState->ext.glGenFramebuffers(1, &pContext->idDrawFramebuffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
}
#if 0
/* @todo move to shader lib!!! */
/* Clear the screen */
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
glClearIndex(0);
glClearDepth(1);
glClearStencil(0xffff);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
if (pState->ext.glProvokingVertex)
pState->ext.glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
/* @todo move to shader lib!!! */
#endif
return VINF_SUCCESS;
}
/**
* Destroy an existing 3d context
*
* @returns VBox status code.
* @param pThis VGA device instance data.
* @param cid Context id
*/
int vmsvga3dContextDestroy(PVGASTATE pThis, uint32_t cid)
{
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER);
if ( cid < pState->cContexts
&& pState->paContext[cid].id == cid)
{
PVMSVGA3DCONTEXT pContext = &pState->paContext[cid];
Log(("vmsvga3dContextDestroy id %x\n", cid));
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
/* Destroy all leftover pixel shaders. */
for (uint32_t i = 0; i < pContext->cPixelShaders; i++)
{
if (pContext->paPixelShader[i].id != SVGA3D_INVALID_ID)
vmsvga3dShaderDestroy(pThis, pContext->paPixelShader[i].cid, pContext->paPixelShader[i].id, pContext->paPixelShader[i].type);
}
if (pContext->paPixelShader)
RTMemFree(pContext->paPixelShader);
/* Destroy all leftover vertex shaders. */
for (uint32_t i = 0; i < pContext->cVertexShaders; i++)
{
if (pContext->paVertexShader[i].id != SVGA3D_INVALID_ID)
vmsvga3dShaderDestroy(pThis, pContext->paVertexShader[i].cid, pContext->paVertexShader[i].id, pContext->paVertexShader[i].type);
}
if (pContext->paVertexShader)
RTMemFree(pContext->paVertexShader);
if (pContext->state.paVertexShaderConst)
RTMemFree(pContext->state.paVertexShaderConst);
if (pContext->state.paPixelShaderConst)
RTMemFree(pContext->state.paPixelShaderConst);
if (pContext->pShaderContext)
{
int rc = ShaderContextDestroy(pContext->pShaderContext);
AssertRC(rc);
}
if (pContext->idFramebuffer != OPENGL_INVALID_ID)
{
/* Unbind the object from the framebuffer target. */
pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, 0 /* back buffer */);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pState->ext.glDeleteFramebuffers(1, &pContext->idFramebuffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
if (pContext->idReadFramebuffer != OPENGL_INVALID_ID)
{
pState->ext.glDeleteFramebuffers(1, &pContext->idReadFramebuffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
}
if (pContext->idDrawFramebuffer != OPENGL_INVALID_ID)
{
pState->ext.glDeleteFramebuffers(1, &pContext->idDrawFramebuffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
}
}
#ifdef RT_OS_WINDOWS
wglMakeCurrent(NULL, NULL);
wglDeleteContext(pContext->hglrc);
ReleaseDC(pContext->hwnd, pContext->hdc);
/* Destroy the window we've created. */
int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_DESTROYWINDOW, (WPARAM)pContext->hwnd, 0);
AssertRC(rc);
#elif defined(RT_OS_DARWIN)
vmsvga3dCocoaDestroyView(pContext->cocoaView);
vmsvga3dCocoaDestroyContext(pContext->cocoaContext);
#elif defined(RT_OS_LINUX)
glXMakeCurrent(pState->display, None, NULL);
glXDestroyContext(pState->display, pContext->glxContext);
XDestroyWindow(pState->display, pContext->window);
#endif
memset(pContext, 0, sizeof(*pContext));
pContext->id = SVGA3D_INVALID_ID;
VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState);
}
else
AssertFailed();
return VINF_SUCCESS;
}
/* Handle resize */
int vmsvga3dChangeMode(PVGASTATE pThis)
{
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
/* Resize all active contexts. */
for (uint32_t i = 0; i < pState->cContexts; i++)
{
PVMSVGA3DCONTEXT pContext = &pState->paContext[i];
uint32_t cid = pContext->id;
if (cid != SVGA3D_INVALID_ID)
{
#ifdef RT_OS_WINDOWS
CREATESTRUCT cs;
memset(&cs, 0, sizeof(cs));
cs.cx = pThis->svga.uWidth;
cs.cy = pThis->svga.uHeight;
/* Resize the window. */
int rc = vmsvga3dSendThreadMessage(pState->pWindowThread, pState->WndRequestSem, WM_VMSVGA3D_RESIZEWINDOW, (WPARAM)pContext->hwnd, (LPARAM)&cs);
AssertRC(rc);
#elif defined(RT_OS_DARWIN)
vmsvga3dCocoaViewSetSize(pContext->cocoaView, pThis->svga.uWidth, pThis->svga.uHeight);
#elif defined(RT_OS_LINUX)
XWindowChanges wc;
wc.width = pThis->svga.uWidth;
wc.height = pThis->svga.uHeight;
XConfigureWindow(pState->display, pContext->window, CWWidth | CWHeight, &wc);
#endif
}
}
return VINF_SUCCESS;
}
int vmsvga3dSetTransform(PVGASTATE pThis, uint32_t cid, SVGA3dTransformType type, float matrix[16])
{
PVMSVGA3DCONTEXT pContext;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
bool fModelViewChanged = false;
Log(("vmsvga3dSetTransform cid=%x %s\n", cid, vmsvgaTransformToString(type)));
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dSetTransform invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
/* Save this matrix for vm state save/restore. */
pContext->state.aTransformState[type].fValid = true;
memcpy(pContext->state.aTransformState[type].matrix, matrix, sizeof(pContext->state.aTransformState[type].matrix));
pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_TRANSFORM;
Log(("Matrix [%d %d %d %d]\n", (int)(matrix[0] * 10.0), (int)(matrix[1] * 10.0), (int)(matrix[2] * 10.0), (int)(matrix[3] * 10.0)));
Log((" [%d %d %d %d]\n", (int)(matrix[4] * 10.0), (int)(matrix[5] * 10.0), (int)(matrix[6] * 10.0), (int)(matrix[7] * 10.0)));
Log((" [%d %d %d %d]\n", (int)(matrix[8] * 10.0), (int)(matrix[9] * 10.0), (int)(matrix[10] * 10.0), (int)(matrix[11] * 10.0)));
Log((" [%d %d %d %d]\n", (int)(matrix[12] * 10.0), (int)(matrix[13] * 10.0), (int)(matrix[14] * 10.0), (int)(matrix[15] * 10.0)));
switch (type)
{
case SVGA3D_TRANSFORM_VIEW:
/* View * World = Model View */
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(matrix);
if (pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].fValid)
glMultMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].matrix);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
fModelViewChanged = true;
break;
case SVGA3D_TRANSFORM_PROJECTION:
{
int rc = ShaderTransformProjection(pContext->state.RectViewPort.w, pContext->state.RectViewPort.h, matrix);
AssertRCReturn(rc, rc);
break;
}
case SVGA3D_TRANSFORM_TEXTURE0:
glMatrixMode(GL_TEXTURE);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glLoadMatrixf(matrix);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_TRANSFORM_TEXTURE1:
case SVGA3D_TRANSFORM_TEXTURE2:
case SVGA3D_TRANSFORM_TEXTURE3:
case SVGA3D_TRANSFORM_TEXTURE4:
case SVGA3D_TRANSFORM_TEXTURE5:
case SVGA3D_TRANSFORM_TEXTURE6:
case SVGA3D_TRANSFORM_TEXTURE7:
Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_TEXTUREx transform!!\n"));
return VERR_INVALID_PARAMETER;
case SVGA3D_TRANSFORM_WORLD:
/* View * World = Model View */
glMatrixMode(GL_MODELVIEW);
if (pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].fValid)
glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
else
glLoadIdentity();
glMultMatrixf(matrix);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
fModelViewChanged = true;
break;
case SVGA3D_TRANSFORM_WORLD1:
case SVGA3D_TRANSFORM_WORLD2:
case SVGA3D_TRANSFORM_WORLD3:
Log(("vmsvga3dSetTransform: unsupported SVGA3D_TRANSFORM_WORLDx transform!!\n"));
return VERR_INVALID_PARAMETER;
default:
Log(("vmsvga3dSetTransform: unknown type!!\n"));
return VERR_INVALID_PARAMETER;
}
/* Apparently we need to reset the light and clip data after modifying the modelview matrix. */
if (fModelViewChanged)
{
/* Reprogram the clip planes. */
for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aClipPlane); j++)
{
if (pContext->state.aClipPlane[j].fValid == true)
vmsvga3dSetClipPlane(pThis, cid, j, pContext->state.aClipPlane[j].plane);
}
/* Reprogram the light data. */
for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aLightData); j++)
{
if (pContext->state.aLightData[j].fValidData == true)
vmsvga3dSetLightData(pThis, cid, j, &pContext->state.aLightData[j].data);
}
}
return VINF_SUCCESS;
}
int vmsvga3dSetZRange(PVGASTATE pThis, uint32_t cid, SVGA3dZRange zRange)
{
PVMSVGA3DCONTEXT pContext;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
Log(("vmsvga3dSetZRange cid=%x min=%d max=%d\n", cid, (uint32_t)(zRange.min * 100.0), (uint32_t)(zRange.max * 100.0)));
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dSetZRange invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
pContext->state.zRange = zRange;
pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_ZRANGE;
if (zRange.min < -1.0)
zRange.min = -1.0;
if (zRange.max > 1.0)
zRange.max = 1.0;
glDepthRange((GLdouble)zRange.min, (GLdouble)zRange.max);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
return VINF_SUCCESS;
}
/**
* Convert SVGA blend op value to its OpenGL equivalent
*/
static GLenum vmsvga3dBlendOp2GL(uint32_t blendOp)
{
switch (blendOp)
{
case SVGA3D_BLENDOP_ZERO:
return GL_ZERO;
case SVGA3D_BLENDOP_ONE:
return GL_ONE;
case SVGA3D_BLENDOP_SRCCOLOR:
return GL_SRC_COLOR;
case SVGA3D_BLENDOP_INVSRCCOLOR:
return GL_ONE_MINUS_SRC_COLOR;
case SVGA3D_BLENDOP_SRCALPHA:
return GL_SRC_ALPHA;
case SVGA3D_BLENDOP_INVSRCALPHA:
return GL_ONE_MINUS_SRC_ALPHA;
case SVGA3D_BLENDOP_DESTALPHA:
return GL_DST_ALPHA;
case SVGA3D_BLENDOP_INVDESTALPHA:
return GL_ONE_MINUS_DST_ALPHA;
case SVGA3D_BLENDOP_DESTCOLOR:
return GL_DST_COLOR;
case SVGA3D_BLENDOP_INVDESTCOLOR:
return GL_ONE_MINUS_DST_COLOR;
case SVGA3D_BLENDOP_SRCALPHASAT:
return GL_SRC_ALPHA_SATURATE;
case SVGA3D_BLENDOP_BLENDFACTOR:
return GL_CONSTANT_ALPHA; /* @todo correct?? */
case SVGA3D_BLENDOP_INVBLENDFACTOR:
return GL_ONE_MINUS_CONSTANT_ALPHA; /* @todo correct?? */
default:
AssertFailed();
return GL_ONE;
}
}
static GLenum vmsvga3dBlendEquation2GL(uint32_t blendEq)
{
switch (blendEq)
{
case SVGA3D_BLENDEQ_ADD:
return GL_FUNC_ADD;
case SVGA3D_BLENDEQ_SUBTRACT:
return GL_FUNC_SUBTRACT;
case SVGA3D_BLENDEQ_REVSUBTRACT:
return GL_FUNC_REVERSE_SUBTRACT;
case SVGA3D_BLENDEQ_MINIMUM:
return GL_MIN;
case SVGA3D_BLENDEQ_MAXIMUM:
return GL_MAX;
default:
AssertFailed();
return GL_FUNC_ADD;
}
}
static GLenum vmsvgaCmpFunc2GL(uint32_t cmpFunc)
{
switch (cmpFunc)
{
case SVGA3D_CMP_NEVER:
return GL_NEVER;
case SVGA3D_CMP_LESS:
return GL_LESS;
case SVGA3D_CMP_EQUAL:
return GL_EQUAL;
case SVGA3D_CMP_LESSEQUAL:
return GL_LEQUAL;
case SVGA3D_CMP_GREATER:
return GL_GREATER;
case SVGA3D_CMP_NOTEQUAL:
return GL_NOTEQUAL;
case SVGA3D_CMP_GREATEREQUAL:
return GL_GEQUAL;
case SVGA3D_CMP_ALWAYS:
return GL_ALWAYS;
default:
AssertFailed();
return GL_LESS;
}
}
static GLenum vmsvgaStencipOp2GL(uint32_t stencilOp)
{
switch (stencilOp)
{
case SVGA3D_STENCILOP_KEEP:
return GL_KEEP;
case SVGA3D_STENCILOP_ZERO:
return GL_ZERO;
case SVGA3D_STENCILOP_REPLACE:
return GL_REPLACE;
case SVGA3D_STENCILOP_INCRSAT:
return GL_INCR_WRAP;
case SVGA3D_STENCILOP_DECRSAT:
return GL_DECR_WRAP;
case SVGA3D_STENCILOP_INVERT:
return GL_INVERT;
case SVGA3D_STENCILOP_INCR:
return GL_INCR;
case SVGA3D_STENCILOP_DECR:
return GL_DECR;
default:
AssertFailed();
return GL_KEEP;
}
}
int vmsvga3dSetRenderState(PVGASTATE pThis, uint32_t cid, uint32_t cRenderStates, SVGA3dRenderState *pRenderState)
{
uint32_t val;
PVMSVGA3DCONTEXT pContext;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
Log(("vmsvga3dSetRenderState cid=%x cRenderStates=%d\n", cid, cRenderStates));
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dSetRenderState invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
for (unsigned i = 0; i < cRenderStates; i++)
{
GLenum enableCap = ~0U;
Log(("vmsvga3dSetRenderState: cid=%d state=%s (%d) val=%x\n", cid, vmsvga3dGetRenderStateName(pRenderState[i].state), pRenderState[i].state, pRenderState[i].uintValue));
/* Save the render state for vm state saving. */
if (pRenderState[i].state < SVGA3D_RS_MAX)
pContext->state.aRenderState[pRenderState[i].state] = pRenderState[i];
switch (pRenderState[i].state)
{
case SVGA3D_RS_ZENABLE: /* SVGA3dBool */
enableCap = GL_DEPTH_TEST;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_ZWRITEENABLE: /* SVGA3dBool */
glDepthMask(!!pRenderState[i].uintValue);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_RS_ALPHATESTENABLE: /* SVGA3dBool */
enableCap = GL_ALPHA_TEST;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_DITHERENABLE: /* SVGA3dBool */
enableCap = GL_DITHER;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_FOGENABLE: /* SVGA3dBool */
enableCap = GL_FOG;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_SPECULARENABLE: /* SVGA3dBool */
Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
break;
case SVGA3D_RS_LIGHTINGENABLE: /* SVGA3dBool */
enableCap = GL_LIGHTING;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_NORMALIZENORMALS: /* SVGA3dBool */
/* not applicable */
Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
break;
case SVGA3D_RS_POINTSPRITEENABLE: /* SVGA3dBool */
enableCap = GL_POINT_SPRITE_ARB;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_POINTSIZE: /* float */
/* @todo we need to apply scaling for point sizes below the min or above the max; see Wine) */
if (pRenderState[i].floatValue < pState->caps.flPointSize[0])
pRenderState[i].floatValue = pState->caps.flPointSize[0];
if (pRenderState[i].floatValue > pState->caps.flPointSize[1])
pRenderState[i].floatValue = pState->caps.flPointSize[1];
glPointSize(pRenderState[i].floatValue);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
Log(("SVGA3D_RS_POINTSIZE: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
break;
case SVGA3D_RS_POINTSIZEMIN: /* float */
pState->ext.glPointParameterf(GL_POINT_SIZE_MIN, pRenderState[i].floatValue);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
Log(("SVGA3D_RS_POINTSIZEMIN: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
break;
case SVGA3D_RS_POINTSIZEMAX: /* float */
pState->ext.glPointParameterf(GL_POINT_SIZE_MAX, pRenderState[i].floatValue);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
Log(("SVGA3D_RS_POINTSIZEMAX: %d\n", (uint32_t) (pRenderState[i].floatValue * 100.0)));
break;
case SVGA3D_RS_POINTSCALEENABLE: /* SVGA3dBool */
case SVGA3D_RS_POINTSCALE_A: /* float */
case SVGA3D_RS_POINTSCALE_B: /* float */
case SVGA3D_RS_POINTSCALE_C: /* float */
Log(("vmsvga3dSetRenderState: WARNING: not applicable.\n"));
break;
case SVGA3D_RS_AMBIENT: /* SVGA3dColor */
{
GLfloat color[4]; /* red, green, blue, alpha */
vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
}
case SVGA3D_RS_CLIPPLANEENABLE: /* SVGA3dClipPlanes */
{
AssertCompile(SVGA3D_CLIPPLANE_MAX == (1 << 5));
for (uint32_t j = 0; j <= 5; j++)
{
if (pRenderState[i].uintValue & RT_BIT(j))
glEnable(GL_CLIP_PLANE0 + j);
else
glDisable(GL_CLIP_PLANE0 + j);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
}
break;
}
case SVGA3D_RS_FOGCOLOR: /* SVGA3dColor */
{
GLfloat color[4]; /* red, green, blue, alpha */
vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &color[0], &color[1], &color[2], &color[3]);
glFogfv(GL_FOG_COLOR, color);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
}
case SVGA3D_RS_FOGSTART: /* float */
glFogf(GL_FOG_START, pRenderState[i].floatValue);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_RS_FOGEND: /* float */
glFogf(GL_FOG_END, pRenderState[i].floatValue);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_RS_FOGDENSITY: /* float */
glFogf(GL_FOG_DENSITY, pRenderState[i].floatValue);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_RS_RANGEFOGENABLE: /* SVGA3dBool */
glFogi(GL_FOG_COORD_SRC, (pRenderState[i].uintValue) ? GL_FOG_COORD : GL_FRAGMENT_DEPTH);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_RS_FOGMODE: /* SVGA3dFogMode */
{
SVGA3dFogMode mode;
mode.uintValue = pRenderState[i].uintValue;
enableCap = GL_FOG_MODE;
switch (mode.s.function)
{
case SVGA3D_FOGFUNC_EXP:
val = GL_EXP;
break;
case SVGA3D_FOGFUNC_EXP2:
val = GL_EXP2;
break;
case SVGA3D_FOGFUNC_LINEAR:
val = GL_LINEAR;
break;
default:
AssertMsgFailedReturn(("Unexpected fog function %d\n", mode.s.function), VERR_INTERNAL_ERROR);
break;
}
/* @todo how to switch between vertex and pixel fog modes??? */
Assert(mode.s.type == SVGA3D_FOGTYPE_PIXEL);
#if 0
/* The fog type determines the render state. */
switch (mode.s.type)
{
case SVGA3D_FOGTYPE_VERTEX:
renderState = D3DRS_FOGVERTEXMODE;
break;
case SVGA3D_FOGTYPE_PIXEL:
renderState = D3DRS_FOGTABLEMODE;
break;
default:
AssertMsgFailedReturn(("Unexpected fog type %d\n", mode.s.type), VERR_INTERNAL_ERROR);
break;
}
#endif
/* Set the fog base to depth or range. */
switch (mode.s.base)
{
case SVGA3D_FOGBASE_DEPTHBASED:
glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_FOGBASE_RANGEBASED:
glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
default:
/* ignore */
AssertMsgFailed(("Unexpected fog base %d\n", mode.s.base));
break;
}
break;
}
case SVGA3D_RS_FILLMODE: /* SVGA3dFillMode */
{
SVGA3dFillMode mode;
mode.uintValue = pRenderState[i].uintValue;
switch (mode.s.mode)
{
case SVGA3D_FILLMODE_POINT:
val = GL_POINT;
break;
case SVGA3D_FILLMODE_LINE:
val = GL_LINE;
break;
case SVGA3D_FILLMODE_FILL:
val = GL_FILL;
break;
default:
AssertMsgFailedReturn(("Unexpected fill mode %d\n", mode.s.mode), VERR_INTERNAL_ERROR);
break;
}
/* @note only front and back faces */
Assert(mode.s.face == SVGA3D_FACE_FRONT_BACK);
glPolygonMode(GL_FRONT_AND_BACK, val);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
}
case SVGA3D_RS_SHADEMODE: /* SVGA3dShadeMode */
switch (pRenderState[i].uintValue)
{
case SVGA3D_SHADEMODE_FLAT:
val = GL_FLAT;
break;
case SVGA3D_SHADEMODE_SMOOTH:
val = GL_SMOOTH;
break;
default:
AssertMsgFailedReturn(("Unexpected shade mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
break;
}
glShadeModel(val);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_RS_LINEPATTERN: /* SVGA3dLinePattern */
/* No longer supported by d3d; mesagl comments suggest not all backends support it */
/* @todo */
Log(("WARNING: SVGA3D_RS_LINEPATTERN %x not supported!!\n", pRenderState[i].uintValue));
/*
renderState = D3DRS_LINEPATTERN;
val = pRenderState[i].uintValue;
*/
break;
case SVGA3D_RS_LINEAA: /* SVGA3dBool */
enableCap = GL_LINE_SMOOTH;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_LINEWIDTH: /* float */
glLineWidth(pRenderState[i].floatValue);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
{
/* Refresh the blending state based on the new enable setting. */
SVGA3dRenderState renderstate[2];
renderstate[0].state = SVGA3D_RS_SRCBLEND;
renderstate[0].uintValue = pContext->state.aRenderState[SVGA3D_RS_SRCBLEND].uintValue;
renderstate[1].state = SVGA3D_RS_BLENDEQUATION;
renderstate[1].uintValue = pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue;
int rc = vmsvga3dSetRenderState(pThis, cid, 2, renderstate);
AssertRCReturn(rc, rc);
if (pContext->state.aRenderState[SVGA3D_RS_BLENDENABLE].uintValue != 0)
continue; /* ignore if blend is already enabled */
/* no break */
}
case SVGA3D_RS_BLENDENABLE: /* SVGA3dBool */
enableCap = GL_BLEND;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_SRCBLENDALPHA: /* SVGA3dBlendOp */
case SVGA3D_RS_DSTBLENDALPHA: /* SVGA3dBlendOp */
case SVGA3D_RS_SRCBLEND: /* SVGA3dBlendOp */
case SVGA3D_RS_DSTBLEND: /* SVGA3dBlendOp */
{
GLint srcRGB, srcAlpha, dstRGB, dstAlpha;
GLint blendop = vmsvga3dBlendOp2GL(pRenderState[i].uintValue);
glGetIntegerv(GL_BLEND_SRC_RGB, &srcRGB);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glGetIntegerv(GL_BLEND_DST_RGB, &dstRGB);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glGetIntegerv(GL_BLEND_DST_ALPHA, &dstAlpha);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glGetIntegerv(GL_BLEND_SRC_ALPHA, &srcAlpha);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
switch (pRenderState[i].state)
{
case SVGA3D_RS_SRCBLEND:
srcRGB = blendop;
break;
case SVGA3D_RS_DSTBLEND:
dstRGB = blendop;
break;
case SVGA3D_RS_SRCBLENDALPHA:
srcAlpha = blendop;
break;
case SVGA3D_RS_DSTBLENDALPHA:
dstAlpha = blendop;
break;
default:
/* not possible; shut up gcc */
AssertFailed();
break;
}
if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
pState->ext.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
else
glBlendFunc(srcRGB, dstRGB);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
}
case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
case SVGA3D_RS_BLENDEQUATION: /* SVGA3dBlendEquation */
if (pContext->state.aRenderState[SVGA3D_RS_SEPARATEALPHABLENDENABLE].uintValue != 0)
pState->ext.glBlendEquationSeparate(vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATION].uintValue),
vmsvga3dBlendEquation2GL(pContext->state.aRenderState[SVGA3D_RS_BLENDEQUATIONALPHA].uintValue));
else
pState->ext.glBlendEquation(vmsvga3dBlendEquation2GL(pRenderState[i].uintValue));
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_RS_BLENDCOLOR: /* SVGA3dColor */
{
GLfloat red, green, blue, alpha;
vmsvgaColor2GLFloatArray(pRenderState[i].uintValue, &red, &green, &blue, &alpha);
pState->ext.glBlendColor(red, green, blue, alpha);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
}
case SVGA3D_RS_CULLMODE: /* SVGA3dFace */
{
GLenum mode = GL_BACK; /* default for OpenGL */
switch (pRenderState[i].uintValue)
{
case SVGA3D_FACE_NONE:
break;
case SVGA3D_FACE_FRONT:
mode = GL_FRONT;
break;
case SVGA3D_FACE_BACK:
mode = GL_BACK;
break;
case SVGA3D_FACE_FRONT_BACK:
mode = GL_FRONT_AND_BACK;
break;
default:
AssertMsgFailedReturn(("Unexpected cull mode %d\n", pRenderState[i].uintValue), VERR_INTERNAL_ERROR);
break;
}
enableCap = GL_CULL_FACE;
if (pRenderState[i].uintValue != SVGA3D_FACE_NONE)
{
glCullFace(mode);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
val = 1;
}
else
val = 0;
break;
}
case SVGA3D_RS_ZFUNC: /* SVGA3dCmpFunc */
glDepthFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue));
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_RS_ALPHAFUNC: /* SVGA3dCmpFunc */
{
GLclampf ref;
glGetFloatv(GL_ALPHA_TEST_REF, &ref);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glAlphaFunc(vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
}
case SVGA3D_RS_ALPHAREF: /* float (0.0 .. 1.0) */
{
GLint func;
glGetIntegerv(GL_ALPHA_TEST_FUNC, &func);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glAlphaFunc(func, pRenderState[i].floatValue);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
}
case SVGA3D_RS_STENCILENABLE: /* SVGA3dBool */
enableCap = GL_STENCIL_TEST;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
case SVGA3D_RS_STENCILREF: /* uint32_t */
case SVGA3D_RS_STENCILMASK: /* uint32_t */
{
GLint func, ref;
GLuint mask;
glGetIntegerv(GL_STENCIL_FUNC, &func);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&mask);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glGetIntegerv(GL_STENCIL_REF, &ref);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
switch (pRenderState[i].state)
{
case SVGA3D_RS_STENCILFUNC: /* SVGA3dCmpFunc */
func = vmsvgaCmpFunc2GL(pRenderState[i].uintValue);
break;
case SVGA3D_RS_STENCILREF: /* uint32_t */
ref = pRenderState[i].uintValue;
break;
case SVGA3D_RS_STENCILMASK: /* uint32_t */
mask = pRenderState[i].uintValue;
break;
default:
/* not possible; shut up gcc */
AssertFailed();
break;
}
glStencilFunc(func, ref, mask);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
}
case SVGA3D_RS_STENCILWRITEMASK: /* uint32_t */
glStencilMask(pRenderState[i].uintValue);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
{
GLint sfail, dpfail, dppass;
GLenum stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
glGetIntegerv(GL_STENCIL_FAIL, &sfail);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &dpfail);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &dppass);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
switch (pRenderState[i].state)
{
case SVGA3D_RS_STENCILFAIL: /* SVGA3dStencilOp */
sfail = stencilop;
break;
case SVGA3D_RS_STENCILZFAIL: /* SVGA3dStencilOp */
dpfail = stencilop;
break;
case SVGA3D_RS_STENCILPASS: /* SVGA3dStencilOp */
dppass = stencilop;
break;
default:
/* not possible; shut up gcc */
AssertFailed();
break;
}
glStencilOp(sfail, dpfail, dppass);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
}
case SVGA3D_RS_STENCILENABLE2SIDED: /* SVGA3dBool */
/* @note GL_EXT_stencil_two_side required! */
if (pState->ext.fEXT_stencil_two_side)
{
enableCap = GL_STENCIL_TEST_TWO_SIDE_EXT;
val = pRenderState[i].uintValue;
}
else
Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_STENCILENABLE2SIDED\n"));
break;
case SVGA3D_RS_CCWSTENCILFUNC: /* SVGA3dCmpFunc */
{
/* @todo SVGA3D_RS_STENCILFAIL/ZFAIL/PASS for front & back faces
* SVGA3D_RS_CCWSTENCILFAIL/ZFAIL/PASS for back faces ??
*/
GLint ref;
GLuint mask;
glGetIntegerv(GL_STENCIL_BACK_VALUE_MASK, (GLint *)&mask);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glGetIntegerv(GL_STENCIL_BACK_REF, &ref);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pState->ext.glStencilFuncSeparate(GL_BACK, vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref, mask);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
}
case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
{
/* @todo SVGA3D_RS_STENCILFAIL/ZFAIL/PASS for front & back faces
* SVGA3D_RS_CCWSTENCILFAIL/ZFAIL/PASS for back faces ??
*/
GLint sfail, dpfail, dppass;
GLenum stencilop = vmsvgaStencipOp2GL(pRenderState[i].uintValue);
glGetIntegerv(GL_STENCIL_BACK_FAIL, &sfail);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &dpfail);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &dppass);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
switch (pRenderState[i].state)
{
case SVGA3D_RS_CCWSTENCILFAIL: /* SVGA3dStencilOp */
sfail = stencilop;
break;
case SVGA3D_RS_CCWSTENCILZFAIL: /* SVGA3dStencilOp */
dpfail = stencilop;
break;
case SVGA3D_RS_CCWSTENCILPASS: /* SVGA3dStencilOp */
dppass = stencilop;
break;
default:
/* not possible; shut up gcc */
AssertFailed();
break;
}
pState->ext.glStencilOpSeparate(GL_BACK, sfail, dpfail, dppass);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
}
case SVGA3D_RS_ZBIAS: /* float */
/* @todo unknown meaning; depth bias is not identical
renderState = D3DRS_DEPTHBIAS;
val = pRenderState[i].uintValue;
*/
Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_RS_ZBIAS\n"));
break;
case SVGA3D_RS_DEPTHBIAS: /* float */
{
GLfloat factor;
/* @todo not sure if the d3d & ogl definitions are identical. */
/* Do not change the factor part. */
glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &factor);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glPolygonOffset(factor, pRenderState[i].floatValue);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
}
case SVGA3D_RS_SLOPESCALEDEPTHBIAS: /* float */
{
GLfloat units;
/* @todo not sure if the d3d & ogl definitions are identical. */
/* Do not change the factor part. */
glGetFloatv(GL_POLYGON_OFFSET_UNITS, &units);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glPolygonOffset(pRenderState[i].floatValue, units);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
}
case SVGA3D_RS_COLORWRITEENABLE: /* SVGA3dColorMask */
{
GLboolean red, green, blue, alpha;
SVGA3dColorMask mask;
mask.uintValue = pRenderState[i].uintValue;
red = mask.s.red;
green = mask.s.green;
blue = mask.s.blue;
alpha = mask.s.alpha;
glColorMask(red, green, blue, alpha);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
}
case SVGA3D_RS_COLORWRITEENABLE1: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
case SVGA3D_RS_COLORWRITEENABLE2: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
case SVGA3D_RS_COLORWRITEENABLE3: /* SVGA3dColorMask to D3DCOLORWRITEENABLE_* */
Log(("vmsvga3dSetRenderState: WARNING SVGA3D_RS_COLORWRITEENABLEx not supported!!\n"));
break;
case SVGA3D_RS_SCISSORTESTENABLE: /* SVGA3dBool */
enableCap = GL_SCISSOR_TEST;
val = pRenderState[i].uintValue;
break;
#if 0
case SVGA3D_RS_DIFFUSEMATERIALSOURCE: /* SVGA3dVertexMaterial */
AssertCompile(D3DMCS_COLOR2 == SVGA3D_VERTEXMATERIAL_SPECULAR);
renderState = D3DRS_DIFFUSEMATERIALSOURCE;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_SPECULARMATERIALSOURCE: /* SVGA3dVertexMaterial */
renderState = D3DRS_SPECULARMATERIALSOURCE;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_AMBIENTMATERIALSOURCE: /* SVGA3dVertexMaterial */
renderState = D3DRS_AMBIENTMATERIALSOURCE;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_EMISSIVEMATERIALSOURCE: /* SVGA3dVertexMaterial */
renderState = D3DRS_EMISSIVEMATERIALSOURCE;
val = pRenderState[i].uintValue;
break;
#endif
case SVGA3D_RS_WRAP3: /* SVGA3dWrapFlags */
case SVGA3D_RS_WRAP4: /* SVGA3dWrapFlags */
case SVGA3D_RS_WRAP5: /* SVGA3dWrapFlags */
case SVGA3D_RS_WRAP6: /* SVGA3dWrapFlags */
case SVGA3D_RS_WRAP7: /* SVGA3dWrapFlags */
case SVGA3D_RS_WRAP8: /* SVGA3dWrapFlags */
case SVGA3D_RS_WRAP9: /* SVGA3dWrapFlags */
case SVGA3D_RS_WRAP10: /* SVGA3dWrapFlags */
case SVGA3D_RS_WRAP11: /* SVGA3dWrapFlags */
case SVGA3D_RS_WRAP12: /* SVGA3dWrapFlags */
case SVGA3D_RS_WRAP13: /* SVGA3dWrapFlags */
case SVGA3D_RS_WRAP14: /* SVGA3dWrapFlags */
case SVGA3D_RS_WRAP15: /* SVGA3dWrapFlags */
Log(("vmsvga3dSetRenderState: WARNING unsupported SVGA3D_WRAPx (x >= 3)\n"));
break;
case SVGA3D_RS_LASTPIXEL: /* SVGA3dBool */
case SVGA3D_RS_TWEENFACTOR: /* float */
case SVGA3D_RS_INDEXEDVERTEXBLENDENABLE: /* SVGA3dBool */
case SVGA3D_RS_VERTEXBLEND: /* SVGA3dVertexBlendFlags */
Log(("vmsvga3dSetRenderState: WARNING not applicable!!\n"));
break;
case SVGA3D_RS_MULTISAMPLEANTIALIAS: /* SVGA3dBool */
enableCap = GL_MULTISAMPLE;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_MULTISAMPLEMASK: /* uint32_t */
case SVGA3D_RS_ANTIALIASEDLINEENABLE: /* SVGA3dBool */
Log(("vmsvga3dSetRenderState: WARNING not applicable??!!\n"));
break;
case SVGA3D_RS_COORDINATETYPE: /* SVGA3dCoordinateType */
Assert(pRenderState[i].uintValue == SVGA3D_COORDINATE_LEFTHANDED);
/* @todo setup a view matrix to scale the world space by -1 in the z-direction for right handed coordinates. */
/*
renderState = D3DRS_COORDINATETYPE;
val = pRenderState[i].uintValue;
*/
break;
case SVGA3D_RS_FRONTWINDING: /* SVGA3dFrontWinding */
Assert(pRenderState[i].uintValue == SVGA3D_FRONTWINDING_CW);
/* Invert the selected mode because of y-inversion (?) */
glFrontFace((pRenderState[i].uintValue != SVGA3D_FRONTWINDING_CW) ? GL_CW : GL_CCW);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_RS_OUTPUTGAMMA: /* float */
//AssertFailed();
/*
D3DRS_SRGBWRITEENABLE ??
renderState = D3DRS_OUTPUTGAMMA;
val = pRenderState[i].uintValue;
*/
break;
#if 0
case SVGA3D_RS_VERTEXMATERIALENABLE: /* SVGA3dBool */
//AssertFailed();
renderState = D3DRS_INDEXEDVERTEXBLENDENABLE; /* correct?? */
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_TEXTUREFACTOR: /* SVGA3dColor */
renderState = D3DRS_TEXTUREFACTOR;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_LOCALVIEWER: /* SVGA3dBool */
renderState = D3DRS_LOCALVIEWER;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_ZVISIBLE: /* SVGA3dBool */
AssertFailed();
/*
renderState = D3DRS_ZVISIBLE;
val = pRenderState[i].uintValue;
*/
break;
case SVGA3D_RS_CLIPPING: /* SVGA3dBool */
renderState = D3DRS_CLIPPING;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_WRAP0: /* SVGA3dWrapFlags */
glTexParameter GL_TEXTURE_WRAP_S
Assert(SVGA3D_WRAPCOORD_3 == D3DWRAPCOORD_3);
renderState = D3DRS_WRAP0;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_WRAP1: /* SVGA3dWrapFlags */
glTexParameter GL_TEXTURE_WRAP_T
renderState = D3DRS_WRAP1;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_WRAP2: /* SVGA3dWrapFlags */
glTexParameter GL_TEXTURE_WRAP_R
renderState = D3DRS_WRAP2;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_SEPARATEALPHABLENDENABLE: /* SVGA3dBool */
renderState = D3DRS_SEPARATEALPHABLENDENABLE;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_BLENDEQUATIONALPHA: /* SVGA3dBlendEquation */
renderState = D3DRS_BLENDOPALPHA;
val = pRenderState[i].uintValue;
break;
case SVGA3D_RS_TRANSPARENCYANTIALIAS: /* SVGA3dTransparencyAntialiasType */
AssertFailed();
/*
renderState = D3DRS_TRANSPARENCYANTIALIAS;
val = pRenderState[i].uintValue;
*/
break;
#endif
default:
AssertFailed();
break;
}
if (enableCap != ~0U)
{
if (val)
glEnable(enableCap);
else
glDisable(enableCap);
}
}
return VINF_SUCCESS;
}
int vmsvga3dSetRenderTarget(PVGASTATE pThis, uint32_t cid, SVGA3dRenderTargetType type, SVGA3dSurfaceImageId target)
{
PVMSVGA3DCONTEXT pContext;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
PVMSVGA3DSURFACE pRenderTarget;
AssertReturn(pState, VERR_NO_MEMORY);
AssertReturn(type < SVGA3D_RT_MAX, VERR_INVALID_PARAMETER);
AssertReturn(target.face == 0, VERR_INVALID_PARAMETER);
AssertReturn(target.mipmap == 0, VERR_INVALID_PARAMETER);
Log(("vmsvga3dSetRenderTarget cid=%x type=%x surface id=%x\n", cid, type, target.sid));
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dSetRenderTarget invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
/* Save for vm state save/restore. */
pContext->state.aRenderTargets[type] = target.sid;
if (target.sid == SVGA3D_INVALID_ID)
{
/* Disable render target. */
switch (type)
{
case SVGA3D_RT_DEPTH:
case SVGA3D_RT_STENCIL:
pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_RT_COLOR0:
case SVGA3D_RT_COLOR1:
case SVGA3D_RT_COLOR2:
case SVGA3D_RT_COLOR3:
case SVGA3D_RT_COLOR4:
case SVGA3D_RT_COLOR5:
case SVGA3D_RT_COLOR6:
case SVGA3D_RT_COLOR7:
pContext->sidRenderTarget = SVGA3D_INVALID_ID;
pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, 0, 0, 0);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
default:
AssertFailedReturn(VERR_INVALID_PARAMETER);
}
return VINF_SUCCESS;
}
AssertReturn(target.sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
AssertReturn(target.sid < pState->cSurfaces && pState->paSurface[target.sid].id == target.sid, VERR_INVALID_PARAMETER);
pRenderTarget = &pState->paSurface[target.sid];
switch (type)
{
case SVGA3D_RT_DEPTH:
case SVGA3D_RT_STENCIL:
if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
{
Log(("vmsvga3dSetRenderTarget: create renderbuffer to be used as render target; surface id=%x type=%d format=%d\n", target.sid, pRenderTarget->flags, pRenderTarget->internalFormatGL));
pState->ext.glGenRenderbuffers(1, &pRenderTarget->oglId.renderbuffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pState->ext.glRenderbufferStorage(GL_RENDERBUFFER,
pRenderTarget->internalFormatGL,
pRenderTarget->pMipmapLevels[0].size.width,
pRenderTarget->pMipmapLevels[0].size.height);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pRenderTarget->idAssociatedContext = cid;
}
else
{
pState->ext.glBindRenderbuffer(GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
}
Assert(pRenderTarget->idAssociatedContext == cid);
Assert(!pRenderTarget->fDirty);
AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
pRenderTarget->flags |= SVGA3D_SURFACE_HINT_DEPTHSTENCIL;
pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, pRenderTarget->oglId.renderbuffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_RT_COLOR0:
case SVGA3D_RT_COLOR1:
case SVGA3D_RT_COLOR2:
case SVGA3D_RT_COLOR3:
case SVGA3D_RT_COLOR4:
case SVGA3D_RT_COLOR5:
case SVGA3D_RT_COLOR6:
case SVGA3D_RT_COLOR7:
{
/* A texture surface can be used as a render target to fill it and later on used as a texture. */
if (pRenderTarget->oglId.texture == OPENGL_INVALID_ID)
{
Log(("vmsvga3dSetRenderTarget: create texture to be used as render target; surface id=%x type=%d format=%d -> create texture\n", target.sid, pRenderTarget->flags, pRenderTarget->format));
int rc = vmsvga3dCreateTexture(pState, pContext, cid, pRenderTarget);
AssertRCReturn(rc, rc);
}
AssertReturn(pRenderTarget->oglId.texture != OPENGL_INVALID_ID, VERR_INVALID_PARAMETER);
Assert(!pRenderTarget->fDirty);
pRenderTarget->flags |= SVGA3D_SURFACE_HINT_RENDERTARGET;
pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, GL_TEXTURE_2D, pRenderTarget->oglId.texture, target.mipmap);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pContext->sidRenderTarget = target.sid;
#ifdef DEBUG
GLenum status = pState->ext.glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
Log(("vmsvga3dSetRenderTarget: WARNING: glCheckFramebufferStatus returned %x\n", status));
#endif
/* @todo use glDrawBuffers too? */
break;
}
default:
AssertFailedReturn(VERR_INVALID_PARAMETER);
}
return VINF_SUCCESS;
}
#if 0
/**
* Convert SVGA texture combiner value to its D3D equivalent
*/
static DWORD vmsvga3dTextureCombiner2D3D(uint32_t value)
{
switch (value)
{
case SVGA3D_TC_DISABLE:
return D3DTOP_DISABLE;
case SVGA3D_TC_SELECTARG1:
return D3DTOP_SELECTARG1;
case SVGA3D_TC_SELECTARG2:
return D3DTOP_SELECTARG2;
case SVGA3D_TC_MODULATE:
return D3DTOP_MODULATE;
case SVGA3D_TC_ADD:
return D3DTOP_ADD;
case SVGA3D_TC_ADDSIGNED:
return D3DTOP_ADDSIGNED;
case SVGA3D_TC_SUBTRACT:
return D3DTOP_SUBTRACT;
case SVGA3D_TC_BLENDTEXTUREALPHA:
return D3DTOP_BLENDTEXTUREALPHA;
case SVGA3D_TC_BLENDDIFFUSEALPHA:
return D3DTOP_BLENDDIFFUSEALPHA;
case SVGA3D_TC_BLENDCURRENTALPHA:
return D3DTOP_BLENDCURRENTALPHA;
case SVGA3D_TC_BLENDFACTORALPHA:
return D3DTOP_BLENDFACTORALPHA;
case SVGA3D_TC_MODULATE2X:
return D3DTOP_MODULATE2X;
case SVGA3D_TC_MODULATE4X:
return D3DTOP_MODULATE4X;
case SVGA3D_TC_DSDT:
AssertFailed(); /* @todo ??? */
return D3DTOP_DISABLE;
case SVGA3D_TC_DOTPRODUCT3:
return D3DTOP_DOTPRODUCT3;
case SVGA3D_TC_BLENDTEXTUREALPHAPM:
return D3DTOP_BLENDTEXTUREALPHAPM;
case SVGA3D_TC_ADDSIGNED2X:
return D3DTOP_ADDSIGNED2X;
case SVGA3D_TC_ADDSMOOTH:
return D3DTOP_ADDSMOOTH;
case SVGA3D_TC_PREMODULATE:
return D3DTOP_PREMODULATE;
case SVGA3D_TC_MODULATEALPHA_ADDCOLOR:
return D3DTOP_MODULATEALPHA_ADDCOLOR;
case SVGA3D_TC_MODULATECOLOR_ADDALPHA:
return D3DTOP_MODULATECOLOR_ADDALPHA;
case SVGA3D_TC_MODULATEINVALPHA_ADDCOLOR:
return D3DTOP_MODULATEINVALPHA_ADDCOLOR;
case SVGA3D_TC_MODULATEINVCOLOR_ADDALPHA:
return D3DTOP_MODULATEINVCOLOR_ADDALPHA;
case SVGA3D_TC_BUMPENVMAPLUMINANCE:
return D3DTOP_BUMPENVMAPLUMINANCE;
case SVGA3D_TC_MULTIPLYADD:
return D3DTOP_MULTIPLYADD;
case SVGA3D_TC_LERP:
return D3DTOP_LERP;
default:
AssertFailed();
return D3DTOP_DISABLE;
}
}
/**
* Convert SVGA texture arg data value to its D3D equivalent
*/
static DWORD vmsvga3dTextureArgData2D3D(uint32_t value)
{
switch (value)
{
case SVGA3D_TA_CONSTANT:
return D3DTA_CONSTANT;
case SVGA3D_TA_PREVIOUS:
return D3DTA_CURRENT; /* current = previous */
case SVGA3D_TA_DIFFUSE:
return D3DTA_DIFFUSE;
case SVGA3D_TA_TEXTURE:
return D3DTA_TEXTURE;
case SVGA3D_TA_SPECULAR:
return D3DTA_SPECULAR;
default:
AssertFailed();
return 0;
}
}
/**
* Convert SVGA texture transform flag value to its D3D equivalent
*/
static DWORD vmsvga3dTextTransformFlags2D3D(uint32_t value)
{
switch (value)
{
case SVGA3D_TEX_TRANSFORM_OFF:
return D3DTTFF_DISABLE;
case SVGA3D_TEX_TRANSFORM_S:
return D3DTTFF_COUNT1; /* @todo correct? */
case SVGA3D_TEX_TRANSFORM_T:
return D3DTTFF_COUNT2; /* @todo correct? */
case SVGA3D_TEX_TRANSFORM_R:
return D3DTTFF_COUNT3; /* @todo correct? */
case SVGA3D_TEX_TRANSFORM_Q:
return D3DTTFF_COUNT4; /* @todo correct? */
case SVGA3D_TEX_PROJECTED:
return D3DTTFF_PROJECTED;
default:
AssertFailed();
return 0;
}
}
#endif
static GLenum vmsvga3dTextureAddress2OGL(SVGA3dTextureAddress value)
{
switch (value)
{
case SVGA3D_TEX_ADDRESS_WRAP:
return GL_REPEAT;
case SVGA3D_TEX_ADDRESS_MIRROR:
return GL_MIRRORED_REPEAT;
case SVGA3D_TEX_ADDRESS_CLAMP:
return GL_CLAMP_TO_EDGE;
case SVGA3D_TEX_ADDRESS_BORDER:
return GL_CLAMP_TO_BORDER;
case SVGA3D_TEX_ADDRESS_MIRRORONCE:
AssertFailed();
return GL_CLAMP_TO_EDGE_SGIS; /* @todo correct? */
case SVGA3D_TEX_ADDRESS_EDGE:
case SVGA3D_TEX_ADDRESS_INVALID:
default:
AssertFailed();
return GL_REPEAT; /* default */
}
}
static GLenum vmsvga3dTextureFilter2OGL(SVGA3dTextureFilter value)
{
switch (value)
{
case SVGA3D_TEX_FILTER_NONE:
case SVGA3D_TEX_FILTER_LINEAR:
return GL_LINEAR;
case SVGA3D_TEX_FILTER_NEAREST:
return GL_NEAREST;
case SVGA3D_TEX_FILTER_ANISOTROPIC:
/* @todo */
case SVGA3D_TEX_FILTER_FLATCUBIC: // Deprecated, not implemented
case SVGA3D_TEX_FILTER_GAUSSIANCUBIC: // Deprecated, not implemented
case SVGA3D_TEX_FILTER_PYRAMIDALQUAD: // Not currently implemented
case SVGA3D_TEX_FILTER_GAUSSIANQUAD: // Not currently implemented
default:
AssertFailed();
return GL_LINEAR; /* default */
}
}
uint32_t vmsvga3dSVGA3dColor2RGBA(SVGA3dColor value)
{
/* flip the red and blue bytes */
uint8_t blue = value & 0xff;
uint8_t red = (value >> 16) & 0xff;
return (value & 0xff00ff00) | red | (blue << 16);
}
int vmsvga3dSetTextureState(PVGASTATE pThis, uint32_t cid, uint32_t cTextureStates, SVGA3dTextureState *pTextureState)
{
GLenum val;
GLenum currentStage = ~0L;
PVMSVGA3DCONTEXT pContext;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
Log(("vmsvga3dSetTextureState %x cTextureState=%d\n", cid, cTextureStates));
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dSetTextureState invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
for (unsigned i = 0; i < cTextureStates; i++)
{
GLenum textureType = ~0U;
GLenum samplerType = ~0U;
Log(("vmsvga3dSetTextureState: cid=%x stage=%d type=%s (%x) val=%x\n", cid, pTextureState[i].stage, vmsvga3dTextureStateToString(pTextureState[i].name), pTextureState[i].name, pTextureState[i].value));
/* Record the texture state for vm state saving. */
if ( pTextureState[i].stage < SVGA3D_MAX_TEXTURE_STAGE
&& pTextureState[i].name < SVGA3D_TS_MAX)
{
pContext->state.aTextureState[pTextureState[i].stage][pTextureState[i].name] = pTextureState[i];
}
/* Active the right texture unit for subsequent texture state changes. */
if (pTextureState[i].stage != currentStage)
{
pState->ext.glActiveTexture(GL_TEXTURE0 + pTextureState[i].stage);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
currentStage = pTextureState[i].stage;
}
switch (pTextureState[i].name)
{
case SVGA3D_TS_BUMPENVMAT00: /* float */
case SVGA3D_TS_BUMPENVMAT01: /* float */
case SVGA3D_TS_BUMPENVMAT10: /* float */
case SVGA3D_TS_BUMPENVMAT11: /* float */
case SVGA3D_TS_BUMPENVLSCALE: /* float */
case SVGA3D_TS_BUMPENVLOFFSET: /* float */
Log(("vmsvga3dSetTextureState: bump mapping texture options not supported!!\n"));
break;
case SVGA3D_TS_COLOROP: /* SVGA3dTextureCombiner */
case SVGA3D_TS_COLORARG0: /* SVGA3dTextureArgData */
case SVGA3D_TS_COLORARG1: /* SVGA3dTextureArgData */
case SVGA3D_TS_COLORARG2: /* SVGA3dTextureArgData */
case SVGA3D_TS_ALPHAOP: /* SVGA3dTextureCombiner */
case SVGA3D_TS_ALPHAARG0: /* SVGA3dTextureArgData */
case SVGA3D_TS_ALPHAARG1: /* SVGA3dTextureArgData */
case SVGA3D_TS_ALPHAARG2: /* SVGA3dTextureArgData */
/* @todo; not used by MesaGL */
Log(("vmsvga3dSetTextureState: colorop/alphaop not yet supported!!\n"));
break;
#if 0
case SVGA3D_TS_TEXCOORDINDEX: /* uint32_t */
textureType = D3DTSS_TEXCOORDINDEX;
val = pTextureState[i].value;
break;
case SVGA3D_TS_TEXTURETRANSFORMFLAGS: /* SVGA3dTexTransformFlags */
textureType = D3DTSS_TEXTURETRANSFORMFLAGS;
val = vmsvga3dTextTransformFlags2D3D(pTextureState[i].value);
break;
#endif
case SVGA3D_TS_BIND_TEXTURE: /* SVGA3dSurfaceId */
if (pTextureState[i].value == SVGA3D_INVALID_ID)
{
Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture surface id=%x\n", pTextureState[i].stage, pTextureState[i].value));
pContext->aSidActiveTexture[currentStage] = SVGA3D_INVALID_ID;
/* Unselect the currently associated texture. */
glBindTexture(GL_TEXTURE_2D, 0);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
/* Necessary for the fixed pipeline. */
glDisable(GL_TEXTURE_2D);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
}
else
{
uint32_t sid = pTextureState[i].value;
AssertReturn(sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
AssertReturn(sid < pState->cSurfaces && pState->paSurface[sid].id == sid, VERR_INVALID_PARAMETER);
PVMSVGA3DSURFACE pSurface = &pState->paSurface[sid];
Log(("SVGA3D_TS_BIND_TEXTURE: stage %d, texture surface id=%x (%d,%d)\n", pTextureState[i].stage, pTextureState[i].value, pSurface->pMipmapLevels[0].size.width, pSurface->pMipmapLevels[0].size.height));
if (pSurface->oglId.texture == OPENGL_INVALID_ID)
{
Assert(pSurface->idAssociatedContext == SVGA3D_INVALID_ID);
Log(("CreateTexture (%d,%d) level=%d\n", pSurface->pMipmapLevels[0].size.width, pSurface->pMipmapLevels[0].size.height, pSurface->faces[0].numMipLevels));
int rc = vmsvga3dCreateTexture(pState, pContext, cid, pSurface);
AssertRCReturn(rc, rc);
}
glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
/* Necessary for the fixed pipeline. */
glEnable(GL_TEXTURE_2D);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
if (pContext->aSidActiveTexture[currentStage] != sid)
{
/* Recreate the texture state as glBindTexture resets them all (sigh). */
for (uint32_t iStage = 0; iStage < SVGA3D_MAX_TEXTURE_STAGE; iStage++)
{
for (uint32_t j = 0; j < SVGA3D_TS_MAX; j++)
{
SVGA3dTextureState *pTextureStateIter = &pContext->state.aTextureState[iStage][j];
if ( pTextureStateIter->name != SVGA3D_TS_INVALID
&& pTextureStateIter->name != SVGA3D_TS_BIND_TEXTURE)
vmsvga3dSetTextureState(pThis, pContext->id, 1, pTextureStateIter);
}
}
}
pContext->aSidActiveTexture[currentStage] = sid;
}
/* Finished; continue with the next one. */
continue;
case SVGA3D_TS_ADDRESSW: /* SVGA3dTextureAddress */
textureType = GL_TEXTURE_WRAP_R; /* R = W */
val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
break;
case SVGA3D_TS_ADDRESSU: /* SVGA3dTextureAddress */
textureType = GL_TEXTURE_WRAP_S; /* S = U */
val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
break;
case SVGA3D_TS_ADDRESSV: /* SVGA3dTextureAddress */
textureType = GL_TEXTURE_WRAP_T; /* T = V */
val = vmsvga3dTextureAddress2OGL((SVGA3dTextureAddress)pTextureState[i].value);
break;
case SVGA3D_TS_MIPFILTER: /* SVGA3dTextureFilter */
//AssertFailed(); /* @todo */
//samplerType = D3DSAMP_MIPFILTER;
val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)pTextureState[i].value);
break;
case SVGA3D_TS_MAGFILTER: /* SVGA3dTextureFilter */
textureType = GL_TEXTURE_MAG_FILTER;
val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)pTextureState[i].value);
Assert(val == GL_NEAREST || val == GL_LINEAR);
break;
case SVGA3D_TS_MINFILTER: /* SVGA3dTextureFilter */
textureType = GL_TEXTURE_MIN_FILTER;
val = vmsvga3dTextureFilter2OGL((SVGA3dTextureFilter)pTextureState[i].value);
break;
case SVGA3D_TS_BORDERCOLOR: /* SVGA3dColor */
{
GLfloat color[4]; /* red, green, blue, alpha */
vmsvgaColor2GLFloatArray(pTextureState[i].value, &color[0], &color[1], &color[2], &color[3]);
glTexParameterfv(GL_TEXTURE_2D /* @todo flexible type */, GL_TEXTURE_BORDER_COLOR, color); /* Identical; default 0.0 identical too */
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
}
case SVGA3D_TS_TEXTURE_LOD_BIAS: /* float */
glTexParameterf(GL_TEXTURE_2D /* @todo flexible type */, GL_TEXTURE_LOD_BIAS, pTextureState[i].value); /* Identical; default 0.0 identical too */
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_TS_TEXTURE_MIPMAP_LEVEL: /* uint32_t */
textureType = GL_TEXTURE_MAX_LEVEL;
val = pTextureState[i].value; /* Identical?? */
break;
#if 0
case SVGA3D_TS_TEXTURE_ANISOTROPIC_LEVEL: /* uint32_t */
samplerType = D3DSAMP_MAXANISOTROPY;
val = pTextureState[i].value; /* Identical?? */
break;
case SVGA3D_TS_GAMMA: /* float */
samplerType = D3DSAMP_SRGBTEXTURE;
/* Boolean in D3D */
if (pTextureState[i].floatValue == 1.0f)
val = FALSE;
else
val = TRUE;
break;
#endif
/* Internal commands, that don't map directly to the SetTextureStageState API. */
case SVGA3D_TS_TEXCOORDGEN: /* SVGA3dTextureCoordGen */
AssertFailed();
break;
default:
//AssertFailed();
break;
}
if (textureType != ~0U)
{
glTexParameteri(GL_TEXTURE_2D /* @todo flexible type */, textureType, val);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
}
}
return VINF_SUCCESS;
}
int vmsvga3dSetMaterial(PVGASTATE pThis, uint32_t cid, SVGA3dFace face, SVGA3dMaterial *pMaterial)
{
PVMSVGA3DCONTEXT pContext;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
GLenum oglFace;
Log(("vmsvga3dSetMaterial cid=%x face %d\n", cid, face));
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dSetMaterial invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
switch (face)
{
case SVGA3D_FACE_NONE:
case SVGA3D_FACE_FRONT:
oglFace = GL_FRONT;
break;
case SVGA3D_FACE_BACK:
oglFace = GL_BACK;
break;
case SVGA3D_FACE_FRONT_BACK:
oglFace = GL_FRONT_AND_BACK;
break;
default:
AssertFailedReturn(VERR_INVALID_PARAMETER);
}
/* Save for vm state save/restore. */
pContext->state.aMaterial[face].fValid = true;
pContext->state.aMaterial[face].material = *pMaterial;
pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_MATERIAL;
glMaterialfv(oglFace, GL_DIFFUSE, pMaterial->diffuse);
glMaterialfv(oglFace, GL_AMBIENT, pMaterial->ambient);
glMaterialfv(oglFace, GL_SPECULAR, pMaterial->specular);
glMaterialfv(oglFace, GL_EMISSION, pMaterial->emissive);
glMaterialfv(oglFace, GL_SHININESS, &pMaterial->shininess);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
return VINF_SUCCESS;
}
/* @todo Move into separate library as we are using logic from Wine here. */
int vmsvga3dSetLightData(PVGASTATE pThis, uint32_t cid, uint32_t index, SVGA3dLightData *pData)
{
PVMSVGA3DCONTEXT pContext;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
float QuadAttenuation;
Log(("vmsvga3dSetLightData cid=%x index=%d type=%d\n", cid, index, pData->type));
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dSetLightData invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
/* Store for vm state save/restore */
if (index < SVGA3D_MAX_LIGHTS)
{
pContext->state.aLightData[index].fValidData = true;
pContext->state.aLightData[index].data = *pData;
}
else
AssertFailed();
if ( pData->attenuation0 < 0.0f
|| pData->attenuation1 < 0.0f
|| pData->attenuation2 < 0.0f)
{
Log(("vmsvga3dSetLightData: invalid negative attenuation values!!\n"));
return VINF_SUCCESS; /* ignore; could crash the GL driver */
}
/* Light settings are affected by the model view in OpenGL, the View transform in direct3d */
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, pData->diffuse);
glLightfv(GL_LIGHT0 + index, GL_SPECULAR, pData->specular);
glLightfv(GL_LIGHT0 + index, GL_AMBIENT, pData->ambient);
if (pData->range * pData->range >= FLT_MIN)
QuadAttenuation = 1.4f / (pData->range * pData->range);
else
QuadAttenuation = 0.0f;
switch (pData->type)
{
case SVGA3D_LIGHTTYPE_POINT:
{
GLfloat position[4];
position[0] = pData->position[0];
position[1] = pData->position[1];
position[2] = pData->position[2];
position[3] = 1.0f;
glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
/* Attenuation - Are these right? guessing... */
glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
/* @todo range */
break;
}
case SVGA3D_LIGHTTYPE_SPOT1:
{
GLfloat exponent;
GLfloat position[4];
const GLfloat pi = 4.0f * atanf(1.0f);
position[0] = pData->position[0];
position[1] = pData->position[1];
position[2] = pData->position[2];
position[3] = 1.0f;
glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
position[0] = pData->direction[0];
position[1] = pData->direction[1];
position[2] = pData->direction[2];
position[3] = 1.0f;
glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, position);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
/*
* opengl-ish and d3d-ish spot lights use too different models for the
* light "intensity" as a function of the angle towards the main light direction,
* so we only can approximate very roughly.
* however spot lights are rather rarely used in games (if ever used at all).
* furthermore if still used, probably nobody pays attention to such details.
*/
if (pData->falloff == 0)
{
/* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
* falloff resp. exponent parameter as an exponent, so the spot light lighting
* will always be 1.0 for both of them, and we don't have to care for the
* rest of the rather complex calculation
*/
exponent = 0.0f;
}
else
{
float rho = pData->theta + (pData->phi - pData->theta) / (2 * pData->falloff);
if (rho < 0.0001f)
rho = 0.0001f;
exponent = -0.3f/log(cos(rho/2));
}
if (exponent > 128.0f)
exponent = 128.0f;
glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, exponent);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, pData->phi * 90.0 / pi);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
/* Attenuation - Are these right? guessing... */
glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, pData->attenuation0);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, pData->attenuation1);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, (QuadAttenuation < pData->attenuation2) ? pData->attenuation2 : QuadAttenuation);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
/* @todo range */
break;
}
case SVGA3D_LIGHTTYPE_DIRECTIONAL:
{
GLfloat position[4];
position[0] = -pData->direction[0];
position[1] = -pData->direction[1];
position[2] = -pData->direction[2];
position[3] = 0.0f;
glLightfv(GL_LIGHT0 + index, GL_POSITION, position); /* Note gl uses w position of 0 for direction! */
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, 0.0f);
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
break;
}
case SVGA3D_LIGHTTYPE_SPOT2:
default:
Log(("Unsupported light type!!\n"));
return VERR_INVALID_PARAMETER;
}
/* Restore the modelview matrix */
glPopMatrix();
return VINF_SUCCESS;
}
int vmsvga3dSetLightEnabled(PVGASTATE pThis, uint32_t cid, uint32_t index, uint32_t enabled)
{
PVMSVGA3DCONTEXT pContext;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
Log(("vmsvga3dSetLightEnabled cid=%x %d -> %d\n", cid, index, enabled));
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dSetLightEnabled invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
/* Store for vm state save/restore */
if (index < SVGA3D_MAX_LIGHTS)
pContext->state.aLightData[index].fEnabled = !!enabled;
else
AssertFailed();
if (enabled)
{
/* Load the default settings if none have been set yet. */
if (!pContext->state.aLightData[index].fValidData)
vmsvga3dSetLightData(pThis, cid, index, (SVGA3dLightData *)&vmsvga3d_default_light);
glEnable(GL_LIGHT0 + index);
}
else
glDisable(GL_LIGHT0 + index);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
return VINF_SUCCESS;
}
int vmsvga3dSetViewPort(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
{
PVMSVGA3DCONTEXT pContext;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
Log(("vmsvga3dSetViewPort cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dSetViewPort invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
/* Save for vm state save/restore. */
pContext->state.RectViewPort = *pRect;
pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VIEWPORT;
/* @todo y-inversion for partial viewport coordinates? */
glViewport(pRect->x, pRect->y, pRect->w, pRect->h);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
/* Reset the projection matrix as that relies on the viewport setting. */
if (pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].fValid == true)
{
vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
}
else
{
float matrix[16];
/* identity matrix if no matrix set. */
memset(matrix, 0, sizeof(matrix));
matrix[0] = 1.0;
matrix[5] = 1.0;
matrix[10] = 1.0;
matrix[15] = 1.0;
vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, matrix);
}
return VINF_SUCCESS;
}
int vmsvga3dSetClipPlane(PVGASTATE pThis, uint32_t cid, uint32_t index, float plane[4])
{
PVMSVGA3DCONTEXT pContext;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
double oglPlane[4];
Log(("vmsvga3dSetClipPlane cid=%x %d (%d,%d)(%d,%d)\n", cid, index, (unsigned)(plane[0] * 100.0), (unsigned)(plane[1] * 100.0), (unsigned)(plane[2] * 100.0), (unsigned)(plane[3] * 100.0)));
AssertReturn(index < SVGA3D_CLIPPLANE_MAX, VERR_INVALID_PARAMETER);
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dSetClipPlane invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
/* Store for vm state save/restore. */
pContext->state.aClipPlane[index].fValid = true;
memcpy(pContext->state.aClipPlane[index].plane, plane, sizeof(plane));
/* @todo clip plane affected by model view in OpenGL & view in D3D + vertex shader -> not transformed (see Wine; state.c clipplane) */
oglPlane[0] = (double)plane[0];
oglPlane[1] = (double)plane[1];
oglPlane[2] = (double)plane[2];
oglPlane[3] = (double)plane[3];
glClipPlane(GL_CLIP_PLANE0 + index, oglPlane);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
return VINF_SUCCESS;
}
int vmsvga3dSetScissorRect(PVGASTATE pThis, uint32_t cid, SVGA3dRect *pRect)
{
PVMSVGA3DCONTEXT pContext;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
Log(("vmsvga3dSetScissorRect cid=%x (%d,%d)(%d,%d)\n", cid, pRect->x, pRect->y, pRect->w, pRect->h));
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dSetScissorRect invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
/* Store for vm state save/restore. */
pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_SCISSORRECT;
pContext->state.RectScissor = *pRect;
glScissor(pRect->x, pRect->y, pRect->w, pRect->h);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
return VINF_SUCCESS;
}
static void vmsvgaColor2GLFloatArray(uint32_t color, GLfloat *pRed, GLfloat *pGreen, GLfloat *pBlue, GLfloat *pAlpha)
{
/* Convert byte color components to float (0-1.0) */
*pAlpha = (GLfloat)(color >> 24) / 255.0;
*pRed = (GLfloat)((color >> 16) & 0xff) / 255.0;
*pGreen = (GLfloat)((color >> 8) & 0xff) / 255.0;
*pBlue = (GLfloat)(color & 0xff) / 255.0;
}
int vmsvga3dCommandClear(PVGASTATE pThis, uint32_t cid, SVGA3dClearFlag clearFlag, uint32_t color, float depth, uint32_t stencil, uint32_t cRects, SVGA3dRect *pRect)
{
GLbitfield mask = 0;
PVMSVGA3DCONTEXT pContext;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
GLboolean fDepthWriteEnabled = GL_FALSE;
Log(("vmsvga3dCommandClear cid=%x clearFlag=%x color=%x depth=%d stencil=%x cRects=%d\n", cid, clearFlag, color, (uint32_t)(depth * 100.0), stencil, cRects));
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dCommandClear invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
if (clearFlag & SVGA3D_CLEAR_COLOR)
{
GLfloat red, green, blue, alpha;
vmsvgaColor2GLFloatArray(color, &red, &green, &blue, &alpha);
/* Set the color clear value. */
glClearColor(red, green, blue, alpha);
mask |= GL_COLOR_BUFFER_BIT;
}
if (clearFlag & SVGA3D_CLEAR_STENCIL)
{
/* @todo possibly the same problem as with glDepthMask */
glClearStencil(stencil);
mask |= GL_STENCIL_BUFFER_BIT;
}
if (clearFlag & SVGA3D_CLEAR_DEPTH)
{
glClearDepth((GLdouble)depth);
mask |= GL_DEPTH_BUFFER_BIT;
/* glClear will not clear the depth buffer if writing is disabled. */
glGetBooleanv(GL_DEPTH_WRITEMASK, &fDepthWriteEnabled);
if (fDepthWriteEnabled == GL_FALSE)
glDepthMask(GL_TRUE);
}
if (cRects)
{
/* Save the current scissor test bit and scissor box. */
glPushAttrib(GL_SCISSOR_BIT);
glEnable(GL_SCISSOR_TEST);
for (unsigned i=0; i < cRects; i++)
{
Log(("vmsvga3dCommandClear: rect %d (%d,%d)(%d,%d)\n", i, pRect[i].x, pRect[i].y, pRect[i].x + pRect[i].w, pRect[i].y + pRect[i].h));
glScissor(pRect[i].x, pRect[i].y, pRect[i].w, pRect[i].h);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glClear(mask);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
}
/* Restore the old scissor test bit and box */
glPopAttrib();
}
else
{
glClear(mask);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
}
/* Restore depth write state. */
if ( (clearFlag & SVGA3D_CLEAR_DEPTH)
&& fDepthWriteEnabled == GL_FALSE)
glDepthMask(GL_FALSE);
return VINF_SUCCESS;
}
/* Convert VMWare vertex declaration to its OpenGL equivalent. */
int vmsvga3dVertexDecl2OGL(SVGA3dVertexArrayIdentity &identity, GLint &size, GLenum &type, GLboolean &normalized)
{
normalized = GL_FALSE;
switch (identity.type)
{
case SVGA3D_DECLTYPE_FLOAT1:
size = 1;
type = GL_FLOAT;
break;
case SVGA3D_DECLTYPE_FLOAT2:
size = 2;
type = GL_FLOAT;
break;
case SVGA3D_DECLTYPE_FLOAT3:
size = 3;
type = GL_FLOAT;
break;
case SVGA3D_DECLTYPE_FLOAT4:
size = 4;
type = GL_FLOAT;
break;
case SVGA3D_DECLTYPE_D3DCOLOR:
size = GL_BGRA; /* @note requires GL_ARB_vertex_array_bgra */
type = GL_UNSIGNED_BYTE;
normalized = GL_TRUE; /* glVertexAttribPointer fails otherwise */
break;
case SVGA3D_DECLTYPE_UBYTE4N:
normalized = GL_TRUE;
/* no break */
case SVGA3D_DECLTYPE_UBYTE4:
size = 4;
type = GL_UNSIGNED_BYTE;
break;
case SVGA3D_DECLTYPE_SHORT2N:
normalized = GL_TRUE;
/* no break */
case SVGA3D_DECLTYPE_SHORT2:
size = 2;
type = GL_SHORT;
break;
case SVGA3D_DECLTYPE_SHORT4N:
normalized = GL_TRUE;
/* no break */
case SVGA3D_DECLTYPE_SHORT4:
size = 4;
type = GL_SHORT;
break;
case SVGA3D_DECLTYPE_USHORT4N:
normalized = GL_TRUE;
size = 4;
type = GL_UNSIGNED_SHORT;
break;
case SVGA3D_DECLTYPE_USHORT2N:
normalized = GL_TRUE;
size = 2;
type = GL_UNSIGNED_SHORT;
break;
case SVGA3D_DECLTYPE_UDEC3:
size = 3;
type = GL_UNSIGNED_INT_2_10_10_10_REV; /* @todo correct? */
break;
case SVGA3D_DECLTYPE_DEC3N:
normalized = true;
size = 3;
type = GL_INT_2_10_10_10_REV; /* @todo correct? */
break;
case SVGA3D_DECLTYPE_FLOAT16_2:
size = 2;
type = GL_HALF_FLOAT;
break;
case SVGA3D_DECLTYPE_FLOAT16_4:
size = 4;
type = GL_HALF_FLOAT;
break;
default:
AssertFailedReturn(VERR_INVALID_PARAMETER);
}
//pVertexElement->Method = identity.method;
//pVertexElement->Usage = identity.usage;
return VINF_SUCCESS;
}
/* Convert VMWare primitive type to its OpenGL equivalent. */
/* Calculate the vertex count based on the primitive type and nr of primitives. */
int vmsvga3dPrimitiveType2OGL(SVGA3dPrimitiveType PrimitiveType, GLenum *pMode, uint32_t cPrimitiveCount, uint32_t *pcVertices)
{
switch (PrimitiveType)
{
case SVGA3D_PRIMITIVE_TRIANGLELIST:
*pMode = GL_TRIANGLES;
*pcVertices = cPrimitiveCount * 3;
break;
case SVGA3D_PRIMITIVE_POINTLIST:
*pMode = GL_POINTS;
*pcVertices = cPrimitiveCount;
break;
case SVGA3D_PRIMITIVE_LINELIST:
*pMode = GL_LINES;
*pcVertices = cPrimitiveCount * 2;
break;
case SVGA3D_PRIMITIVE_LINESTRIP:
*pMode = GL_LINE_STRIP;
*pcVertices = cPrimitiveCount + 1;
break;
case SVGA3D_PRIMITIVE_TRIANGLESTRIP:
*pMode = GL_TRIANGLE_STRIP;
*pcVertices = cPrimitiveCount + 2;
break;
case SVGA3D_PRIMITIVE_TRIANGLEFAN:
*pMode = GL_TRIANGLE_FAN;
*pcVertices = cPrimitiveCount + 2;
break;
default:
return VERR_INVALID_PARAMETER;
}
return VINF_SUCCESS;
}
int vmsvga3dDrawPrimitivesProcessVertexDecls(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
{
unsigned sidVertex = pVertexDecl[0].array.surfaceId;
PVMSVGA3DSURFACE pVertexSurface;
AssertReturn(sidVertex < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
AssertReturn(sidVertex < pState->cSurfaces && pState->paSurface[sidVertex].id == sidVertex, VERR_INVALID_PARAMETER);
pVertexSurface = &pState->paSurface[sidVertex];
Log(("vmsvga3dDrawPrimitives: vertex surface %x\n", sidVertex));
/* Create and/or bind the vertex buffer. */
if (pVertexSurface->oglId.buffer == OPENGL_INVALID_ID)
{
Log(("vmsvga3dDrawPrimitives: create vertex buffer fDirty=%d size=%x bytes\n", pVertexSurface->fDirty, pVertexSurface->pMipmapLevels[0].cbSurface));
pState->ext.glGenBuffers(1, &pVertexSurface->oglId.buffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
Assert(pVertexSurface->fDirty);
/* @todo rethink usage dynamic/static */
pState->ext.glBufferData(GL_ARRAY_BUFFER, pVertexSurface->pMipmapLevels[0].cbSurface, pVertexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pVertexSurface->pMipmapLevels[0].fDirty = false;
pVertexSurface->fDirty = false;
pVertexSurface->flags |= SVGA3D_SURFACE_HINT_VERTEXBUFFER;
}
else
{
Assert(pVertexSurface->fDirty == false);
pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pVertexSurface->oglId.buffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
}
pVertexSurface->idAssociatedContext = pContext->id;
/* Setup the vertex declarations. */
for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
{
GLint size;
GLenum type;
GLboolean normalized;
GLuint index = iVertexDeclBase + iVertex;
Log(("vmsvga3dDrawPrimitives: array index %d type=%s (%d) method=%s (%d) usage=%s (%d) usageIndex=%d stride=%d offset=%d\n", index, vmsvgaDeclType2String(pVertexDecl[iVertex].identity.type), pVertexDecl[iVertex].identity.type, vmsvgaDeclMethod2String(pVertexDecl[iVertex].identity.method), pVertexDecl[iVertex].identity.method, vmsvgaDeclUsage2String(pVertexDecl[iVertex].identity.usage), pVertexDecl[iVertex].identity.usage, pVertexDecl[iVertex].identity.usageIndex, pVertexDecl[iVertex].array.stride, pVertexDecl[iVertex].array.offset));
int rc = vmsvga3dVertexDecl2OGL(pVertexDecl[iVertex].identity, size, type, normalized);
AssertRCReturn(rc, rc);
if (pContext->state.shidVertex != SVGA_ID_INVALID)
{
/* Use numbered vertex arrays when shaders are active. */
pState->ext.glEnableVertexAttribArray(index);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pState->ext.glVertexAttribPointer(index, size, type, normalized, pVertexDecl[iVertex].array.stride, (const GLvoid *)pVertexDecl[iVertex].array.offset);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
/* case SVGA3D_DECLUSAGE_COLOR: @todo color component order not identical!! test GL_BGRA!! */
}
else
{
/* Use the predefined selection of vertex streams for the fixed pipeline. */
switch (pVertexDecl[iVertex].identity.usage)
{
case SVGA3D_DECLUSAGE_POSITION:
glEnableClientState(GL_VERTEX_ARRAY);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glVertexPointer(size, type, pVertexDecl[iVertex].array.stride, (const GLvoid *)pVertexDecl[iVertex].array.offset);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_DECLUSAGE_BLENDWEIGHT:
AssertFailed();
break;
case SVGA3D_DECLUSAGE_BLENDINDICES:
AssertFailed();
break;
case SVGA3D_DECLUSAGE_NORMAL:
glEnableClientState(GL_NORMAL_ARRAY);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glNormalPointer(type, pVertexDecl[iVertex].array.stride, (const GLvoid *)pVertexDecl[iVertex].array.offset);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_DECLUSAGE_PSIZE:
AssertFailed();
break;
case SVGA3D_DECLUSAGE_TEXCOORD:
/* Specify the affected texture unit. */
pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glTexCoordPointer(size, type, pVertexDecl[iVertex].array.stride, (const GLvoid *)pVertexDecl[iVertex].array.offset);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_DECLUSAGE_TANGENT:
AssertFailed();
break;
case SVGA3D_DECLUSAGE_BINORMAL:
AssertFailed();
break;
case SVGA3D_DECLUSAGE_TESSFACTOR:
AssertFailed();
break;
case SVGA3D_DECLUSAGE_POSITIONT:
AssertFailed(); /* see position_transformed in Wine */
break;
case SVGA3D_DECLUSAGE_COLOR: /* @todo color component order not identical!! test GL_BGRA!! */
glEnableClientState(GL_COLOR_ARRAY);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
glColorPointer(size, type, pVertexDecl[iVertex].array.stride, (const GLvoid *)pVertexDecl[iVertex].array.offset);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_DECLUSAGE_FOG:
glEnableClientState(GL_FOG_COORD_ARRAY);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pState->ext.glFogCoordPointer(type, pVertexDecl[iVertex].array.stride, (const GLvoid *)pVertexDecl[iVertex].array.offset);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_DECLUSAGE_DEPTH:
AssertFailed();
break;
case SVGA3D_DECLUSAGE_SAMPLE:
AssertFailed();
break;
case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
}
}
#ifdef LOG_ENABLED
if (pVertexDecl[iVertex].array.stride == 0)
Log(("vmsvga3dDrawPrimitives: stride == 0! Can be valid\n"));
#endif
}
return VINF_SUCCESS;
}
int vmsvga3dDrawPrimitivesCleanupVertexDecls(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, uint32_t iVertexDeclBase, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl)
{
/* Setup the vertex declarations. */
for (unsigned iVertex = 0; iVertex < numVertexDecls; iVertex++)
{
if (pContext->state.shidVertex != SVGA_ID_INVALID)
{
/* Use numbered vertex arrays when shaders are active. */
pState->ext.glDisableVertexAttribArray(iVertexDeclBase + iVertex);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
}
else
{
/* Use the predefined selection of vertex streams for the fixed pipeline. */
switch (pVertexDecl[iVertex].identity.usage)
{
case SVGA3D_DECLUSAGE_POSITION:
glDisableClientState(GL_VERTEX_ARRAY);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_DECLUSAGE_BLENDWEIGHT:
break;
case SVGA3D_DECLUSAGE_BLENDINDICES:
break;
case SVGA3D_DECLUSAGE_NORMAL:
glDisableClientState(GL_NORMAL_ARRAY);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_DECLUSAGE_PSIZE:
break;
case SVGA3D_DECLUSAGE_TEXCOORD:
/* Specify the affected texture unit. */
pState->ext.glClientActiveTexture(GL_TEXTURE0 + pVertexDecl[iVertex].identity.usageIndex);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_DECLUSAGE_TANGENT:
break;
case SVGA3D_DECLUSAGE_BINORMAL:
break;
case SVGA3D_DECLUSAGE_TESSFACTOR:
break;
case SVGA3D_DECLUSAGE_POSITIONT:
break;
case SVGA3D_DECLUSAGE_COLOR: /* @todo color component order not identical!! */
glDisableClientState(GL_COLOR_ARRAY);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_DECLUSAGE_FOG:
glDisableClientState(GL_FOG_COORD_ARRAY);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
break;
case SVGA3D_DECLUSAGE_DEPTH:
break;
case SVGA3D_DECLUSAGE_SAMPLE:
break;
case SVGA3D_DECLUSAGE_MAX: AssertFailed(); break; /* shut up gcc */
}
}
}
/* Unbind the vertex buffer after usage. */
pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
return VINF_SUCCESS;
}
int vmsvga3dDrawPrimitives(PVGASTATE pThis, uint32_t cid, uint32_t numVertexDecls, SVGA3dVertexDecl *pVertexDecl, uint32_t numRanges, SVGA3dPrimitiveRange *pRange, uint32_t cVertexDivisor, SVGA3dVertexDivisor *pVertexDivisor)
{
PVMSVGA3DCONTEXT pContext;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_INTERNAL_ERROR);
int rc = VERR_NOT_IMPLEMENTED;
uint32_t iCurrentVertex;
Log(("vmsvga3dDrawPrimitives cid=%x numVertexDecls=%d numRanges=%d, cVertexDivisor=%d\n", cid, numVertexDecls, numRanges, cVertexDivisor));
AssertReturn(numVertexDecls && numVertexDecls <= SVGA3D_MAX_VERTEX_ARRAYS, VERR_INVALID_PARAMETER);
AssertReturn(numRanges && numRanges <= SVGA3D_MAX_DRAW_PRIMITIVE_RANGES, VERR_INVALID_PARAMETER);
AssertReturn(!cVertexDivisor || cVertexDivisor == numVertexDecls, VERR_INVALID_PARAMETER);
/* @todo */
Assert(!cVertexDivisor);
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dDrawPrimitives invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
/* Flush any shader changes. */
if (pContext->pShaderContext)
{
uint32_t rtHeight = 0;
if (pContext->sidRenderTarget != SVGA_ID_INVALID)
{
PVMSVGA3DSURFACE pRenderTarget = &pState->paSurface[pContext->sidRenderTarget];
rtHeight = pRenderTarget->pMipmapLevels[0].size.height;
}
ShaderUpdateState(pContext->pShaderContext, rtHeight);
}
/* Process all vertex declarations. Each vertex buffer is represented by one stream. */
iCurrentVertex = 0;
while (iCurrentVertex < numVertexDecls)
{
uint32_t sidVertex = SVGA_ID_INVALID;
uint32_t iVertex;
for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
{
if ( sidVertex != SVGA_ID_INVALID
&& pVertexDecl[iVertex].array.surfaceId != sidVertex
)
break;
sidVertex = pVertexDecl[iVertex].array.surfaceId;
}
rc = vmsvga3dDrawPrimitivesProcessVertexDecls(pState, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
AssertRCReturn(rc, rc);
iCurrentVertex = iVertex;
}
/* Now draw the primitives. */
for (unsigned iPrimitive = 0; iPrimitive < numRanges; iPrimitive++)
{
GLenum modeDraw;
unsigned sidIndex = pRange[iPrimitive].indexArray.surfaceId;
PVMSVGA3DSURFACE pIndexSurface = NULL;
unsigned cVertices;
Log(("Primitive %d: type %s\n", iPrimitive, vmsvga3dPrimitiveType2String(pRange[iPrimitive].primType)));
rc = vmsvga3dPrimitiveType2OGL(pRange[iPrimitive].primType, &modeDraw, pRange[iPrimitive].primitiveCount, &cVertices);
if (RT_FAILURE(rc))
{
AssertRC(rc);
goto internal_error;
}
if (sidIndex != SVGA3D_INVALID_ID)
{
AssertMsg(pRange[iPrimitive].indexWidth == sizeof(uint32_t) || pRange[iPrimitive].indexWidth == sizeof(uint16_t), ("Unsupported primitive width %d\n", pRange[iPrimitive].indexWidth));
if ( sidIndex >= SVGA3D_MAX_SURFACE_IDS
|| sidIndex >= pState->cSurfaces
|| pState->paSurface[sidIndex].id != sidIndex)
{
Assert(sidIndex < SVGA3D_MAX_SURFACE_IDS);
Assert(sidIndex < pState->cSurfaces && pState->paSurface[sidIndex].id == sidIndex);
rc = VERR_INVALID_PARAMETER;
goto internal_error;
}
pIndexSurface = &pState->paSurface[sidIndex];
Log(("vmsvga3dDrawPrimitives: index surface %x\n", sidIndex));
if (pIndexSurface->oglId.buffer == OPENGL_INVALID_ID)
{
Log(("vmsvga3dDrawPrimitives: create index buffer fDirty=%d size=%x bytes\n", pIndexSurface->fDirty, pIndexSurface->pMipmapLevels[0].cbSurface));
pState->ext.glGenBuffers(1, &pIndexSurface->oglId.buffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
Assert(pIndexSurface->fDirty);
/* @todo rethink usage dynamic/static */
pState->ext.glBufferData(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->pMipmapLevels[0].cbSurface, pIndexSurface->pMipmapLevels[0].pSurfaceData, GL_DYNAMIC_DRAW);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
pIndexSurface->pMipmapLevels[0].fDirty = false;
pIndexSurface->fDirty = false;
pIndexSurface->flags |= SVGA3D_SURFACE_HINT_INDEXBUFFER;
}
else
{
Assert(pIndexSurface->fDirty == false);
pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pIndexSurface->oglId.buffer);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
}
pIndexSurface->idAssociatedContext = pContext->id;
}
if (!pIndexSurface)
{
/* Render without an index buffer */
Log(("DrawPrimitive %x cPrimitives=%d cVertices=%d index index bias=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pRange[iPrimitive].indexBias));
glDrawArrays(modeDraw, pRange[iPrimitive].indexBias, cVertices);
}
else
{
Assert(pRange[iPrimitive].indexBias >= 0); /* @todo */
Assert(pRange[iPrimitive].indexWidth == pRange[iPrimitive].indexArray.stride);
/* Render with an index buffer */
Log(("DrawIndexedPrimitive %x cPrimitives=%d cVertices=%d hint.first=%d hint.last=%d index offset=%d primitivecount=%d index width=%d index bias=%d\n", modeDraw, pRange[iPrimitive].primitiveCount, cVertices, pVertexDecl[0].rangeHint.first, pVertexDecl[0].rangeHint.last, pRange[iPrimitive].indexArray.offset, pRange[iPrimitive].primitiveCount, pRange[iPrimitive].indexWidth, pRange[iPrimitive].indexBias));
if (pRange[iPrimitive].indexBias == 0)
{
glDrawElements(modeDraw,
cVertices,
(pRange[iPrimitive].indexWidth == sizeof(uint16_t)) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
(GLvoid *)(pRange[iPrimitive].indexArray.offset)); /* byte offset in indices buffer */
}
else
pState->ext.glDrawElementsBaseVertex(modeDraw,
cVertices,
(pRange[iPrimitive].indexWidth == sizeof(uint16_t)) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
(GLvoid *)(pRange[iPrimitive].indexArray.offset), /* byte offset in indices buffer */
pRange[iPrimitive].indexBias); /* basevertex */
/* Unbind the index buffer after usage. */
pState->ext.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
}
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
}
internal_error:
/* Deactivate the vertex declarations. */
iCurrentVertex = 0;
while (iCurrentVertex < numVertexDecls)
{
uint32_t sidVertex = SVGA_ID_INVALID;
uint32_t iVertex;
for (iVertex = iCurrentVertex; iVertex < numVertexDecls; iVertex++)
{
if ( sidVertex != SVGA_ID_INVALID
&& pVertexDecl[iVertex].array.surfaceId != sidVertex
)
break;
sidVertex = pVertexDecl[iVertex].array.surfaceId;
}
rc = vmsvga3dDrawPrimitivesCleanupVertexDecls(pState, pContext, iCurrentVertex, iVertex - iCurrentVertex, &pVertexDecl[iCurrentVertex]);
AssertRCReturn(rc, rc);
iCurrentVertex = iVertex;
}
#ifdef DEBUG
for (uint32_t i = 0; i < RT_ELEMENTS(pContext->aSidActiveTexture); i++)
{
if (pContext->aSidActiveTexture[i] != SVGA3D_INVALID_ID)
{
GLint activeTexture = 0;
GLint activeTextureUnit = 0;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureUnit);
pState->ext.glActiveTexture(GL_TEXTURE0 + i);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
pState->ext.glActiveTexture(activeTextureUnit);
if (pContext->aSidActiveTexture[activeTextureUnit - GL_TEXTURE0] != SVGA3D_INVALID_ID)
{
PVMSVGA3DSURFACE pTexture;
pTexture = &pState->paSurface[pContext->aSidActiveTexture[activeTextureUnit - GL_TEXTURE0]];
AssertMsg(pTexture->oglId.texture == (GLuint)activeTexture, ("%x vs %x unit %d - %d\n", pTexture->oglId.texture, activeTexture, i, activeTextureUnit - GL_TEXTURE0));
}
}
}
#endif
#ifdef DEBUG_GFX_WINDOW
if (pContext->aSidActiveTexture[0])
{
SVGA3dCopyRect rect;
rect.srcx = rect.srcy = rect.x = rect.y = 0;
rect.w = 800;
rect.h = 600;
vmsvga3dCommandPresent(pThis, pContext->sidRenderTarget, 0, NULL);
}
#endif
return rc;
}
int vmsvga3dShaderDefine(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type, uint32_t cbData, uint32_t *pShaderData)
{
PVMSVGA3DCONTEXT pContext;
PVMSVGA3DSHADER pShader;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
int rc;
Log(("vmsvga3dShaderDefine cid=%x shid=%x type=%s cbData=%x\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cbData));
Log3(("shader code:\n%.*Rhxd\n", cbData, pShaderData));
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dShaderDefine invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
AssertReturn(shid < SVGA3D_MAX_SHADER_IDS, VERR_INVALID_PARAMETER);
if (type == SVGA3D_SHADERTYPE_VS)
{
if (shid >= pContext->cVertexShaders)
{
pContext->paVertexShader = (PVMSVGA3DSHADER)RTMemRealloc(pContext->paVertexShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
AssertReturn(pContext->paVertexShader, VERR_NO_MEMORY);
memset(&pContext->paVertexShader[pContext->cVertexShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cVertexShaders));
for (uint32_t i = pContext->cVertexShaders; i < shid + 1; i++)
pContext->paVertexShader[i].id = SVGA3D_INVALID_ID;
pContext->cVertexShaders = shid + 1;
}
/* If one already exists with this id, then destroy it now. */
if (pContext->paVertexShader[shid].id != SVGA3D_INVALID_ID)
vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paVertexShader[shid].type);
pShader = &pContext->paVertexShader[shid];
}
else
{
Assert(type == SVGA3D_SHADERTYPE_PS);
if (shid >= pContext->cPixelShaders)
{
pContext->paPixelShader = (PVMSVGA3DSHADER)RTMemRealloc(pContext->paPixelShader, sizeof(VMSVGA3DSHADER) * (shid + 1));
AssertReturn(pContext->paPixelShader, VERR_NO_MEMORY);
memset(&pContext->paPixelShader[pContext->cPixelShaders], 0, sizeof(VMSVGA3DSHADER) * (shid + 1 - pContext->cPixelShaders));
for (uint32_t i = pContext->cPixelShaders; i < shid + 1; i++)
pContext->paPixelShader[i].id = SVGA3D_INVALID_ID;
pContext->cPixelShaders = shid + 1;
}
/* If one already exists with this id, then destroy it now. */
if (pContext->paPixelShader[shid].id != SVGA3D_INVALID_ID)
vmsvga3dShaderDestroy(pThis, cid, shid, pContext->paPixelShader[shid].type);
pShader = &pContext->paPixelShader[shid];
}
memset(pShader, 0, sizeof(*pShader));
pShader->id = shid;
pShader->cid = cid;
pShader->type = type;
pShader->cbData = cbData;
pShader->pShaderProgram = RTMemAllocZ(cbData);
AssertReturn(pShader->pShaderProgram, VERR_NO_MEMORY);
memcpy(pShader->pShaderProgram, pShaderData, cbData);
switch (type)
{
case SVGA3D_SHADERTYPE_VS:
rc = ShaderCreateVertexShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pVertexShader);
break;
case SVGA3D_SHADERTYPE_PS:
rc = ShaderCreatePixelShader(pContext->pShaderContext, (const uint32_t *)pShaderData, &pShader->u.pPixelShader);
break;
default:
AssertFailedReturn(VERR_INVALID_PARAMETER);
}
return rc;
}
int vmsvga3dShaderDestroy(PVGASTATE pThis, uint32_t cid, uint32_t shid, SVGA3dShaderType type)
{
PVMSVGA3DCONTEXT pContext;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
PVMSVGA3DSHADER pShader = NULL;
int rc;
Log(("vmsvga3dShaderDestroy cid=%x shid=%x type=%s\n", cid, shid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL"));
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dShaderDestroy invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
if (type == SVGA3D_SHADERTYPE_VS)
{
if ( shid < pContext->cVertexShaders
&& pContext->paVertexShader[shid].id == shid)
{
pShader = &pContext->paVertexShader[shid];
rc = ShaderDestroyVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
AssertRC(rc);
}
}
else
{
Assert(type == SVGA3D_SHADERTYPE_PS);
if ( shid < pContext->cPixelShaders
&& pContext->paPixelShader[shid].id == shid)
{
pShader = &pContext->paPixelShader[shid];
rc = ShaderDestroyPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
AssertRC(rc);
}
}
if (pShader)
{
if (pShader->pShaderProgram)
RTMemFree(pShader->pShaderProgram);
memset(pShader, 0, sizeof(*pShader));
pShader->id = SVGA3D_INVALID_ID;
}
else
AssertFailedReturn(VERR_INVALID_PARAMETER);
return VINF_SUCCESS;
}
int vmsvga3dShaderSet(PVGASTATE pThis, uint32_t cid, SVGA3dShaderType type, uint32_t shid)
{
PVMSVGA3DCONTEXT pContext;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
int rc;
Log(("vmsvga3dShaderSet cid=%x type=%s shid=%d\n", cid, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", shid));
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dShaderSet invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
if (type == SVGA3D_SHADERTYPE_VS)
{
/* Save for vm state save/restore. */
pContext->state.shidVertex = shid;
pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_VERTEXSHADER;
if ( shid < pContext->cVertexShaders
&& pContext->paVertexShader[shid].id == shid)
{
PVMSVGA3DSHADER pShader = &pContext->paVertexShader[shid];
Assert(type == pShader->type);
rc = ShaderSetVertexShader(pContext->pShaderContext, pShader->u.pVertexShader);
AssertRCReturn(rc, rc);
}
else
if (shid == SVGA_ID_INVALID)
{
/* Unselect shader. */
rc = ShaderSetVertexShader(pContext->pShaderContext, NULL);
AssertRCReturn(rc, rc);
}
else
AssertFailedReturn(VERR_INVALID_PARAMETER);
}
else
{
/* Save for vm state save/restore. */
pContext->state.shidPixel = shid;
pContext->state.u32UpdateFlags |= VMSVGA3D_UPDATE_PIXELSHADER;
Assert(type == SVGA3D_SHADERTYPE_PS);
if ( shid < pContext->cPixelShaders
&& pContext->paPixelShader[shid].id == shid)
{
PVMSVGA3DSHADER pShader = &pContext->paPixelShader[shid];
Assert(type == pShader->type);
rc = ShaderSetPixelShader(pContext->pShaderContext, pShader->u.pPixelShader);
AssertRCReturn(rc, rc);
}
else
if (shid == SVGA_ID_INVALID)
{
/* Unselect shader. */
rc = ShaderSetPixelShader(pContext->pShaderContext, NULL);
AssertRCReturn(rc, rc);
}
else
AssertFailedReturn(VERR_INVALID_PARAMETER);
}
return VINF_SUCCESS;
}
int vmsvga3dShaderSetConst(PVGASTATE pThis, uint32_t cid, uint32_t reg, SVGA3dShaderType type, SVGA3dShaderConstType ctype, uint32_t cRegisters, uint32_t *pValues)
{
PVMSVGA3DCONTEXT pContext;
PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState;
AssertReturn(pState, VERR_NO_MEMORY);
int rc;
Log(("vmsvga3dShaderSetConst cid=%x reg=%x type=%s cregs=%d ctype=%x\n", cid, reg, (type == SVGA3D_SHADERTYPE_VS) ? "VERTEX" : "PIXEL", cRegisters, ctype));
if ( cid >= pState->cContexts
|| pState->paContext[cid].id != cid)
{
Log(("vmsvga3dShaderSetConst invalid context id!\n"));
return VERR_INVALID_PARAMETER;
}
pContext = &pState->paContext[cid];
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
for (uint32_t i = 0; i < cRegisters; i++)
{
#ifdef LOG_ENABLED
switch (ctype)
{
case SVGA3D_CONST_TYPE_FLOAT:
{
float *pValuesF = (float *)pValues;
Log(("Constant %d: value=%d-%d-%d-%d\n", reg + i, (int)(pValuesF[i*4 + 0] * 100.0), (int)(pValuesF[i*4 + 1] * 100.0), (int)(pValuesF[i*4 + 2] * 100.0), (int)(pValuesF[i*4 + 3] * 100.0)));
break;
}
case SVGA3D_CONST_TYPE_INT:
Log(("Constant %d: value=%x-%x-%x-%x\n", reg + i, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]));
break;
case SVGA3D_CONST_TYPE_BOOL:
Log(("Constant %d: value=%x-%x-%x-%x\n", reg + i, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]));
break;
}
#endif
vmsvga3dSaveShaderConst(pContext, reg + i, type, ctype, pValues[i*4 + 0], pValues[i*4 + 1], pValues[i*4 + 2], pValues[i*4 + 3]);
}
switch (type)
{
case SVGA3D_SHADERTYPE_VS:
switch (ctype)
{
case SVGA3D_CONST_TYPE_FLOAT:
rc = ShaderSetVertexShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
break;
case SVGA3D_CONST_TYPE_INT:
rc = ShaderSetVertexShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
break;
case SVGA3D_CONST_TYPE_BOOL:
rc = ShaderSetVertexShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
break;
default:
AssertFailedReturn(VERR_INVALID_PARAMETER);
}
AssertRCReturn(rc, rc);
break;
case SVGA3D_SHADERTYPE_PS:
switch (ctype)
{
case SVGA3D_CONST_TYPE_FLOAT:
rc = ShaderSetPixelShaderConstantF(pContext->pShaderContext, reg, (const float *)pValues, cRegisters);
break;
case SVGA3D_CONST_TYPE_INT:
rc = ShaderSetPixelShaderConstantI(pContext->pShaderContext, reg, (const int32_t *)pValues, cRegisters);
break;
case SVGA3D_CONST_TYPE_BOOL:
rc = ShaderSetPixelShaderConstantB(pContext->pShaderContext, reg, (const uint8_t *)pValues, cRegisters);
break;
default:
AssertFailedReturn(VERR_INVALID_PARAMETER);
}
AssertRCReturn(rc, rc);
break;
default:
AssertFailedReturn(VERR_INVALID_PARAMETER);
}
return VINF_SUCCESS;
}
int vmsvga3dQueryBegin(PVGASTATE pThis, uint32_t cid, SVGA3dQueryType type)
{
AssertFailed();
return VERR_NOT_IMPLEMENTED;
}
int vmsvga3dQueryEnd(PVGASTATE pThis, uint32_t cid, SVGA3dQueryType type, SVGAGuestPtr guestResult)
{
AssertFailed();
return VERR_NOT_IMPLEMENTED;
}
int vmsvga3dQueryWait(PVGASTATE pThis, uint32_t cid, SVGA3dQueryType type, SVGAGuestPtr guestResult)
{
AssertFailed();
return VERR_NOT_IMPLEMENTED;
}