/* $Id: DevVGA-SVGA3d-ogl.cpp 53348 2014-11-19 10:53:51Z vboxsync $ */ /** @file * DevVMWare - VMWare SVGA device */ /* * Copyright (C) 2013-2014 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 #include #include #include #include #include #include #include #include #include #include #include #include /* 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 # include "vmsvga_glext/wglext.h" #elif defined(RT_OS_DARWIN) # include # include # include # define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED # include # include # include "DevVGA-SVGA3d-cocoa.h" /* work around conflicting definition of GLhandleARB in VMware's glext.h */ //#define GL_ARB_shader_objects // HACK typedef void (APIENTRYP PFNGLFOGCOORDPOINTERPROC) (GLenum type, GLsizei stride, const GLvoid *pointer); typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture); typedef void (APIENTRYP PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint *params); # 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 # include # include # include # include //HACK FOR NOW typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture); #endif #include "vmsvga_glext/glext.h" #include "shaderlib/shaderlib.h" #include #include #include #ifdef RT_OS_WINDOWS #define OGLGETPROCADDRESS wglGetProcAddress #elif defined(RT_OS_DARWIN) #include void *MyNSGLGetProcAddress(const char *name) { static void *s_image = NULL; if (s_image == NULL) s_image = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY); return (s_image ? dlsym(s_image, name) : NULL); } # define OGLGETPROCADDRESS MyNSGLGetProcAddress #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 /******************************************************************************* * Structures and Typedefs * *******************************************************************************/ #define VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState) \ do { (pState)->idActiveContext = OPENGL_INVALID_ID; } while (0) #ifdef RT_OS_WINDOWS # define VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext) \ if ((pState)->idActiveContext != pContext->id) \ { \ BOOL makecurret = wglMakeCurrent((pContext)->hdc, (pContext)->hglrc); \ Assert(makecurret == 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 makecurret = glXMakeCurrent((pState)->display, \ (pContext)->window, \ (pContext)->glxContext); \ Assert(makecurret == True); \ (pState)->idActiveContext = (pContext)->id; \ } else do { } while (0) #endif #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 #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 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; #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() }; typedef struct { #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 } 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 static bool vmsvga3dCheckGLExtension(const char *pExtensionName) { char *pSupportedExtensions = (char *)glGetString(GL_EXTENSIONS); char *pExtensionSupported = pSupportedExtensions; size_t cbExtension = strlen(pExtensionName); while (true) { pExtensionSupported = strstr(pExtensionSupported, pExtensionName); if (pExtensionSupported == NULL) break; if ( ( pExtensionSupported == pSupportedExtensions || *(pExtensionSupported-1) == ' ') && ( pExtensionSupported[cbExtension] == ' ' || pExtensionSupported[cbExtension] == 0) ) return true; pExtensionSupported += cbExtension; } return false; } int vmsvga3dInit(PVGASTATE pThis) { PVMSVGA3DSTATE pState; int rc; AssertCompile(GL_TRUE == 1); AssertCompile(GL_FALSE == 0); pThis->svga.p3dState = RTMemAllocZ(sizeof(VMSVGA3DSTATE)); AssertReturn(pThis->svga.p3dState, VERR_NO_MEMORY); pState = (PVMSVGA3DSTATE)pThis->svga.p3dState; #ifdef RT_OS_WINDOWS /* Create event semaphore. */ rc = RTSemEventCreate(&pState->WndRequestSem); if (RT_FAILURE(rc)) { Log(("%s: Failed to create event semaphore for window handling.\n", __FUNCTION__)); return rc; } /* Create the async IO thread. */ rc = RTThreadCreate(&pState->pWindowThread, vmsvga3dWindowThread, pState->WndRequestSem, 0, RTTHREADTYPE_GUI, 0, "VMSVGA3DWND"); if (RT_FAILURE(rc)) { AssertMsgFailed(("%s: Async IO Thread creation for 3d window handling failed rc=%d\n", __FUNCTION__, rc)); return rc; } #endif return VINF_SUCCESS; } /* 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; 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); AssertRCReturn(rc, rc); pContext = &pState->paContext[1]; VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext); LogRel(("VMSVGA3d: OpenGL version: %s\nOpenGL Vendor: %s\nOpenGL Renderer: %s\n", glGetString(GL_VERSION), glGetString(GL_VENDOR), glGetString(GL_RENDERER))); LogRel(("VMSVGA3d: OpenGL shader language version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION))); LogRel(("VMSVGA3d: OpenGL extensions: %s\n\n", glGetString(GL_EXTENSIONS))); pState->fGLVersion = atof((const char *)glGetString(GL_VERSION)); if (vmsvga3dCheckGLExtension("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("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("GL_ARB_provoking_vertex")) { pState->ext.glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)OGLGETPROCADDRESS("glProvokingVertex"); } else LogRel(("VMSVGA3d: missing extension GL_ARB_provoking_vertex\n")); /* Extension support */ pState->ext.fEXT_stencil_two_side = vmsvga3dCheckGLExtension("GL_EXT_stencil_two_side"); /* First set 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; /* Query capabilities */ glGetIntegerv(GL_MAX_LIGHTS, &pState->caps.maxActiveLights); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &pState->caps.maxTextureBufferSize); #ifdef DEBUG_bird if (pState->fGLVersion >= 3.1) /* darwin: Requires GL 3.1, so triggers on older mac os x versions. */ #endif VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &pState->caps.maxTextures); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); glGetIntegerv(GL_MAX_CLIP_DISTANCES, &pState->caps.maxClipDistances); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &pState->caps.maxColorAttachments); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE, &pState->caps.maxRectangleTextureSize); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &pState->caps.maxTextureAnisotropy); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pState->caps.flPointSize); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); if (pState->ext.glGetProgramivARB) { pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &pState->caps.maxFragmentShaderTemps); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); pState->ext.glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &pState->caps.maxFragmentShaderInstructions); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &pState->caps.maxVertexShaderTemps); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); pState->ext.glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &pState->caps.maxVertexShaderInstructions); VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext); } pState->caps.fS3TCSupported = vmsvga3dCheckGLExtension("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("GL_NV_gpu_program4")) { pState->caps.vertexShaderVersion = SVGA3DVSVERSION_40; pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_40; } else if ( vmsvga3dCheckGLExtension("GL_NV_vertex_program3") || vmsvga3dCheckGLExtension("GL_ARB_shader_texture_lod")) /* Wine claims this suggests SM 3.0 support */ { pState->caps.vertexShaderVersion = SVGA3DVSVERSION_30; pState->caps.fragmentShaderVersion = SVGA3DPSVERSION_30; } else if (vmsvga3dCheckGLExtension("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("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 /* Initialize the shader library. */ rc = ShaderInitLib(); AssertRC(rc); /* Cleanup */ rc = vmsvga3dContextDestroy(pThis, 1); AssertRC(rc); #ifndef RT_OS_DARWIN /* on the Mac, OpenGL 3 came very late so we have a capable 2.1 implementation */ if (pState->fGLVersion < 3.0) { LogRel(("VMSVGA3d: unsupported OpenGL version; minimum is 3.0\n")); return VERR_NOT_IMPLEMENTED; } #endif 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(pThis->svga.p3dState, VERR_NO_MEMORY); 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 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); LogFlow(("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); } /* Free the double buffer. */ RTMemFree(pDoubleBuffer); LogFlow(("first line:\n%.*Rhxd\n", pBoxes[i].w * pSurface->cbBlock, 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); LogFlow(("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 = ▭ 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->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 */ int vmsvga3dContextDefine(PVGASTATE pThis, uint32_t cid) { int rc; PVMSVGA3DCONTEXT pContext; PVMSVGA3DSTATE pState = (PVMSVGA3DSTATE)pThis->svga.p3dState; AssertReturn(pState, VERR_NO_MEMORY); AssertReturn(cid < SVGA3D_MAX_CONTEXT_IDS, VERR_INVALID_PARAMETER); 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); 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) /* 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) { Log(("Sharing display lists between cid=%d and cid=%d\n", pContext->id, i)); shareContext = pState->paContext[i].cocoaContext; break; } } vmsvga3dCocoaCreateContext(&pContext->cocoaContext, shareContext); 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)); LogFlow(("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; }