/* $Id: DevVGA-SVGA3d-internal.h 102714 2023-12-27 15:34:25Z vboxsync $ */ /** @file * DevVMWare - VMWare SVGA device - 3D part, internal header. */ /* * Copyright (C) 2013-2023 Oracle and/or its affiliates. * * This file is part of VirtualBox base platform packages, as * available from https://www.virtualbox.org. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation, in version 3 of the * License. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, see . * * SPDX-License-Identifier: GPL-3.0-only */ #ifndef VBOX_INCLUDED_SRC_Graphics_DevVGA_SVGA3d_internal_h #define VBOX_INCLUDED_SRC_Graphics_DevVGA_SVGA3d_internal_h #ifndef RT_WITHOUT_PRAGMA_ONCE # pragma once #endif /* * Assert sane compilation environment. */ #ifndef IN_RING3 # error "VMSVGA3D_INCL_INTERNALS is only for ring-3 code" #endif #ifdef VMSVGA3D_OPENGL # if defined(VMSVGA3D_DIRECT3D) # error "Both VMSVGA3D_DIRECT3D and VMSVGA3D_OPENGL cannot be defined at the same time." # endif #elif !defined(VMSVGA3D_DIRECT3D) # error "Either VMSVGA3D_OPENGL or VMSVGA3D_DIRECT3D must be defined." #endif /********************************************************************************************************************************* * Header Files * *********************************************************************************************************************************/ #include "DevVGA-SVGA3d.h" #if defined(VMSVGA3D_DYNAMIC_LOAD) && defined(VMSVGA3D_OPENGL) # include "DevVGA-SVGA3d-glLdr.h" #endif #ifdef RT_OS_WINDOWS # include # ifdef VMSVGA3D_DIRECT3D # include # include # else # include # include "vmsvga_glext/wglext.h" # endif #elif defined(RT_OS_DARWIN) # include # include # include # define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED # include # include "DevVGA-SVGA3d-cocoa.h" /* work around conflicting definition of GLhandleARB in VMware's glext.h */ //#define GL_ARB_shader_objects // HACK typedef void (APIENTRYP PFNGLFOGCOORDPOINTERPROC) (GLenum type, GLsizei stride, const GLvoid *pointer); typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture); typedef void (APIENTRYP PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint *params); # if 0 # define GL_RGBA_S3TC 0x83A2 # define GL_ALPHA8_EXT 0x803c # define GL_LUMINANCE8_EXT 0x8040 # define GL_LUMINANCE16_EXT 0x8042 # define GL_LUMINANCE4_ALPHA4_EXT 0x8043 # define GL_LUMINANCE8_ALPHA8_EXT 0x8045 # define GL_INT_2_10_10_10_REV 0x8D9F # endif #else # include # include # include # include # define VBOX_VMSVGA3D_GL_HACK_LEVEL 0x103 #endif #ifdef VMSVGA3D_OPENGL # ifndef __glext_h__ # undef GL_GLEXT_VERSION /** @todo r=bird: We include GL/glext.h above which also defines this and we'll end up with * a clash if the system one does not use the same header guard as ours. So, I'm wondering * whether this include is really needed, and if it is, whether we should use a unique header * guard macro on it, so we'll have the same problems everywhere... */ # endif # include "vmsvga_glext/glext.h" # include "shaderlib/shaderlib.h" #endif #ifdef VMSVGA3D_DX #include "DevVGA-SVGA3d-dx-shader.h" #endif /********************************************************************************************************************************* * Defined Constants And Macros * *********************************************************************************************************************************/ #ifdef VMSVGA3D_OPENGL /** OpenGL: Create a dedicated context for handling surfaces in, thus * avoiding orphaned surfaces after context destruction. * * This cures, for instance, an assertion on fedora 21 that happens in * vmsvga3dSurfaceStretchBlt if the login screen and the desktop has different * sizes. The context of the login screen seems to have just been destroyed * earlier and I believe the driver/X/whoever is attemting to strech the old * screen content onto the new sized screen. * * @remarks This probably comes at a slight preformance expense, as we currently * switches context when setting up the surface the first time. Not sure * if we really need to, but as this is an experiment, I'm playing it safe. * @remarks The define has been made default, thus should no longer be used. */ # define VMSVGA3D_OGL_WITH_SHARED_CTX /** Fake surface ID for the shared context. */ # define VMSVGA3D_SHARED_CTX_ID UINT32_C(0xffffeeee) /** @def VBOX_VMSVGA3D_GL_HACK_LEVEL * Turns out that on Linux gl.h may often define the first 2-4 OpenGL versions * worth of extensions, but missing out on a function pointer of fifteen. This * causes headache for us when we use the function pointers below. This hack * changes the code to call the known problematic functions directly. * The value is ((x)<<16 | (y)) where x and y are taken from the GL_VERSION_x_y. */ # ifndef VBOX_VMSVGA3D_GL_HACK_LEVEL # define VBOX_VMSVGA3D_GL_HACK_LEVEL 0 # endif /** Invalid OpenGL ID. */ # define OPENGL_INVALID_ID 0 # define VMSVGA3D_CLEAR_CURRENT_CONTEXT(pState) \ do { (pState)->idActiveContext = OPENGL_INVALID_ID; } while (0) /** @def VMSVGA3D_SET_CURRENT_CONTEXT * Makes sure the @a pContext is the active OpenGL context. * @parm pState The VMSVGA3d state. * @parm pContext The new context. */ # ifdef RT_OS_WINDOWS # define VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext) \ do { \ if ((pState)->idActiveContext != (pContext)->id) \ { \ BOOL fMakeCurrentRc = wglMakeCurrent((pContext)->hdc, (pContext)->hglrc); \ Assert(fMakeCurrentRc == TRUE); RT_NOREF_PV(fMakeCurrentRc); \ LogFlowFunc(("Changing context: %#x -> %#x\n", (pState)->idActiveContext, (pContext)->id)); \ (pState)->idActiveContext = (pContext)->id; \ } \ } while (0) # elif defined(RT_OS_DARWIN) # define VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext) \ do { \ if ((pState)->idActiveContext != (pContext)->id) \ { \ vmsvga3dCocoaViewMakeCurrentContext((pContext)->cocoaView, (pContext)->cocoaContext); \ LogFlowFunc(("Changing context: %#x -> %#x\n", (pState)->idActiveContext, (pContext)->id)); \ (pState)->idActiveContext = (pContext)->id; \ } \ } while (0) # else # define VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext) \ do { \ if ((pState)->idActiveContext != (pContext)->id) \ { \ Bool fMakeCurrentRc = glXMakeCurrent((pState)->display, \ (pContext)->window, \ (pContext)->glxContext); \ Assert(fMakeCurrentRc == True); RT_NOREF_PV(fMakeCurrentRc); \ LogFlowFunc(("Changing context: %#x -> %#x\n", (pState)->idActiveContext, (pContext)->id)); \ (pState)->idActiveContext = (pContext)->id; \ } \ } while (0) # endif /** @def VMSVGA3D_CLEAR_GL_ERRORS * Clears all pending OpenGL errors. * * If I understood this correctly, OpenGL maintains a bitmask internally and * glGetError gets the next bit (clearing it) from the bitmap and translates it * into a GL_XXX constant value which it then returns. A single OpenGL call can * set more than one bit, and they stick around across calls, from what I * understand. * * So in order to be able to use glGetError to check whether a function * succeeded, we need to call glGetError until all error bits have been cleared. * This macro does that (in all types of builds). * * @sa VMSVGA3D_GET_GL_ERROR, VMSVGA3D_GL_IS_SUCCESS */ # define VMSVGA3D_CLEAR_GL_ERRORS() \ do { \ if (RT_UNLIKELY(glGetError() != GL_NO_ERROR)) /* predict no errors pending */ \ { \ uint32_t iErrorClearingLoopsLeft = 64; \ while (glGetError() != GL_NO_ERROR && iErrorClearingLoopsLeft > 0) \ iErrorClearingLoopsLeft--; \ } \ } while (0) /** @def VMSVGA3D_GET_LAST_GL_ERROR * Gets the last OpenGL error, stores it in a_pContext->lastError and returns * it. * * @returns Same as glGetError. * @param a_pContext The context to store the error in. * * @sa VMSVGA3D_GL_IS_SUCCESS, VMSVGA3D_GL_COMPLAIN */ # define VMSVGA3D_GET_GL_ERROR(a_pContext) ((a_pContext)->lastError = glGetError()) /** @def VMSVGA3D_GL_SUCCESS * Checks whether VMSVGA3D_GET_LAST_GL_ERROR() return GL_NO_ERROR. * * Will call glGetError() and store the result in a_pContext->lastError. * Will predict GL_NO_ERROR outcome. * * @returns True on success, false on error. * @parm a_pContext The context to store the error in. * * @sa VMSVGA3D_GET_GL_ERROR, VMSVGA3D_GL_COMPLAIN */ # define VMSVGA3D_GL_IS_SUCCESS(a_pContext) RT_LIKELY((((a_pContext)->lastError = glGetError()) == GL_NO_ERROR)) /** @def VMSVGA3D_GL_COMPLAIN * Complains about one or more OpenGL errors (first in a_pContext->lastError). * * Strict builds will trigger an assertion, while other builds will put the * first few occurences in the release log. * * All GL errors will be cleared after invocation. Assumes lastError * is an error, will not check for GL_NO_ERROR. * * @param a_pState The 3D state structure. * @param a_pContext The context that holds the first error. * @param a_LogRelDetails Argument list for LogRel or similar that describes * the operation in greater detail. * * @sa VMSVGA3D_GET_GL_ERROR, VMSVGA3D_GL_IS_SUCCESS */ # ifdef VBOX_STRICT # define VMSVGA3D_GL_COMPLAIN(a_pState, a_pContext, a_LogRelDetails) \ do { \ AssertMsg((a_pState)->idActiveContext == (a_pContext)->id, \ ("idActiveContext=%#x id=%x\n", (a_pState)->idActiveContext, (a_pContext)->id)); \ RTAssertMsg2Weak a_LogRelDetails; \ GLenum iNextError; \ while ((iNextError = glGetError()) != GL_NO_ERROR) \ RTAssertMsg2Weak("next error: %#x\n", iNextError); \ AssertMsgFailed(("first error: %#x (idActiveContext=%#x)\n", (a_pContext)->lastError, (a_pContext)->id)); \ } while (0) # else # define VMSVGA3D_GL_COMPLAIN(a_pState, a_pContext, a_LogRelDetails) \ do { \ LogRelMax(32, ("VMSVGA3d: OpenGL error %#x (idActiveContext=%#x) on line %u ", (a_pContext)->lastError, (a_pContext)->id, __LINE__)); \ GLenum iNextError; \ while ((iNextError = glGetError()) != GL_NO_ERROR) \ LogRelMax(32, (" - also error %#x ", iNextError)); \ LogRelMax(32, a_LogRelDetails); \ } while (0) # endif /** @def VMSVGA3D_GL_GET_AND_COMPLAIN * Combination of VMSVGA3D_GET_GL_ERROR and VMSVGA3D_GL_COMPLAIN, assuming that * there is a pending error. * * @param a_pState The 3D state structure. * @param a_pContext The context that holds the first error. * @param a_LogRelDetails Argument list for LogRel or similar that describes * the operation in greater detail. * * @sa VMSVGA3D_GET_GL_ERROR, VMSVGA3D_GL_IS_SUCCESS, VMSVGA3D_GL_COMPLAIN */ # define VMSVGA3D_GL_GET_AND_COMPLAIN(a_pState, a_pContext, a_LogRelDetails) \ do { \ VMSVGA3D_GET_GL_ERROR(a_pContext); \ VMSVGA3D_GL_COMPLAIN(a_pState, a_pContext, a_LogRelDetails); \ } while (0) /** @def VMSVGA3D_GL_ASSERT_SUCCESS * Asserts that VMSVGA3D_GL_IS_SUCCESS is true, complains if not. * * Uses VMSVGA3D_GL_COMPLAIN for complaining, so check it out wrt to release * logging in non-strict builds. * * @param a_pState The 3D state structure. * @param a_pContext The context that holds the first error. * @param a_LogRelDetails Argument list for LogRel or similar that describes * the operation in greater detail. * * @sa VMSVGA3D_GET_GL_ERROR, VMSVGA3D_GL_IS_SUCCESS, VMSVGA3D_GL_COMPLAIN */ # define VMSVGA3D_GL_ASSERT_SUCCESS(a_pState, a_pContext, a_LogRelDetails) \ if (VMSVGA3D_GL_IS_SUCCESS(a_pContext)) \ { /* likely */ } \ else do { \ VMSVGA3D_GL_COMPLAIN(a_pState, a_pContext, a_LogRelDetails); \ } while (0) /** @def VMSVGA3D_ASSERT_GL_CALL_EX * Executes the specified OpenGL API call and asserts that it succeeded, variant * with extra logging flexibility. * * ASSUMES no GL errors pending prior to invocation - caller should use * VMSVGA3D_CLEAR_GL_ERRORS if uncertain. * * Uses VMSVGA3D_GL_COMPLAIN for complaining, so check it out wrt to release * logging in non-strict builds. * * @param a_GlCall Expression making an OpenGL call. * @param a_pState The 3D state structure. * @param a_pContext The context that holds the first error. * @param a_LogRelDetails Argument list for LogRel or similar that describes * the operation in greater detail. * * @sa VMSVGA3D_ASSERT_GL_CALL, VMSVGA3D_GL_ASSERT_SUCCESS, * VMSVGA3D_GET_GL_ERROR, VMSVGA3D_GL_IS_SUCCESS, VMSVGA3D_GL_COMPLAIN */ # define VMSVGA3D_ASSERT_GL_CALL_EX(a_GlCall, a_pState, a_pContext, a_LogRelDetails) \ do { \ (a_GlCall); \ VMSVGA3D_GL_ASSERT_SUCCESS(a_pState, a_pContext, a_LogRelDetails); \ } while (0) /** @def VMSVGA3D_ASSERT_GL_CALL * Executes the specified OpenGL API call and asserts that it succeeded. * * ASSUMES no GL errors pending prior to invocation - caller should use * VMSVGA3D_CLEAR_GL_ERRORS if uncertain. * * Uses VMSVGA3D_GL_COMPLAIN for complaining, so check it out wrt to release * logging in non-strict builds. * * @param a_GlCall Expression making an OpenGL call. * @param a_pState The 3D state structure. * @param a_pContext The context that holds the first error. * * @sa VMSVGA3D_ASSERT_GL_CALL_EX, VMSVGA3D_GL_ASSERT_SUCCESS, * VMSVGA3D_GET_GL_ERROR, VMSVGA3D_GL_IS_SUCCESS, VMSVGA3D_GL_COMPLAIN */ # define VMSVGA3D_ASSERT_GL_CALL(a_GlCall, a_pState, a_pContext) \ VMSVGA3D_ASSERT_GL_CALL_EX(a_GlCall, a_pState, a_pContext, ("%s\n", #a_GlCall)) /** @def VMSVGA3D_CHECK_LAST_ERROR * Checks that the last OpenGL error code indicates success. * * Will assert and return VERR_INTERNAL_ERROR in strict builds, in other * builds it will do nothing and is a NOOP. * * @parm pState The VMSVGA3d state. * @parm pContext The context. * * @todo Replace with proper error handling, it's crazy to return * VERR_INTERNAL_ERROR in strict builds and just barge on ahead in * release builds. */ /** @todo Rename to VMSVGA3D_CHECK_LAST_ERROR_RETURN */ # ifdef VBOX_STRICT # define VMSVGA3D_CHECK_LAST_ERROR(pState, pContext) do { \ Assert((pState)->idActiveContext == (pContext)->id); \ (pContext)->lastError = glGetError(); \ AssertMsgReturn((pContext)->lastError == GL_NO_ERROR, \ ("%s (%d): last error 0x%x\n", __FUNCTION__, __LINE__, (pContext)->lastError), \ VERR_INTERNAL_ERROR); \ } while (0) # else # define VMSVGA3D_CHECK_LAST_ERROR(pState, pContext) do { } while (0) # endif /** @def VMSVGA3D_CHECK_LAST_ERROR_WARN * Checks that the last OpenGL error code indicates success. * * Will assert in strict builds, otherwise it's a NOOP. * * @parm pState The VMSVGA3d state. * @parm pContext The new context. */ # ifdef VBOX_STRICT # define VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext) do { \ Assert((pState)->idActiveContext == (pContext)->id); \ (pContext)->lastError = glGetError(); \ AssertMsg((pContext)->lastError == GL_NO_ERROR, ("%s (%d): last error 0x%x\n", __FUNCTION__, __LINE__, (pContext)->lastError)); \ } while (0) # else # define VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext) do { } while (0) # endif #endif /* VMSVGA3D_OPENGL */ /********************************************************************************************************************************* * Structures and Typedefs * *********************************************************************************************************************************/ /** * Mipmap level. */ typedef struct VMSVGA3DMIPMAPLEVEL { /** The mipmap size: width, height and depth. */ SVGA3dSize mipmapSize; /** Width in blocks: (width + cxBlock - 1) / cxBlock. SSM: not saved, recalculated on load. */ uint32_t cBlocksX; /** Height in blocks: (height + cyBlock - 1) / cyBlock. SSM: not saved, recalculated on load. */ uint32_t cBlocksY; /** Number of blocks: cBlocksX * cBlocksY * mipmapSize.depth. SSM: not saved, recalculated on load. */ uint32_t cBlocks; /** The scanline/pitch size in bytes: at least cBlocksX * cbPitchBlock. */ uint32_t cbSurfacePitch; /** The size (in bytes) of the mipmap plane: cbSurfacePitch * cBlocksY */ uint32_t cbSurfacePlane; /** The size (in bytes) of the mipmap data when using the format the surface was * defined with: cbSurfacePlane * mipmapSize.z */ uint32_t cbSurface; /** Pointer to the mipmap bytes (cbSurface). Often NULL. If the surface has * been realized in hardware, this may be outdated. */ void *pSurfaceData; /** Set if pvSurfaceData contains data not realized in hardware or pushed to the * hardware surface yet. */ bool fDirty; } VMSVGA3DMIPMAPLEVEL; /** Pointer to a mipmap level. */ typedef VMSVGA3DMIPMAPLEVEL *PVMSVGA3DMIPMAPLEVEL; #ifdef VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS /** * SSM descriptor table for the VMSVGA3DMIPMAPLEVEL structure. */ static SSMFIELD const g_aVMSVGA3DMIPMAPLEVELFields[] = { SSMFIELD_ENTRY( VMSVGA3DMIPMAPLEVEL, mipmapSize), SSMFIELD_ENTRY( VMSVGA3DMIPMAPLEVEL, cbSurface), SSMFIELD_ENTRY( VMSVGA3DMIPMAPLEVEL, cbSurfacePitch), SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DMIPMAPLEVEL, pSurfaceData), SSMFIELD_ENTRY_IGNORE( VMSVGA3DMIPMAPLEVEL, fDirty), SSMFIELD_ENTRY_TERM() }; #endif typedef struct VMSVGATRANSFORMSTATE { bool fValid; float matrix[16]; } VMSVGATRANSFORMSTATE; typedef VMSVGATRANSFORMSTATE *PVMSVGATRANSFORMSTATE; typedef struct VMSVGAMATERIALSTATE { bool fValid; SVGA3dMaterial material; } VMSVGAMATERIALSTATE; typedef VMSVGAMATERIALSTATE *PVMSVGAMATERIALSTATE; typedef struct VMSVGACLIPPLANESTATE { bool fValid; float plane[4]; } VMSVGACLIPPLANESTATE; typedef VMSVGACLIPPLANESTATE *PVMSVGACLIPPLANESTATE; typedef struct VMSVGALIGHTSTATE { bool fEnabled; bool fValidData; SVGA3dLightData data; } VMSVGALIGHTSTATE; typedef VMSVGALIGHTSTATE *PVMSVGALIGHTSTATE; typedef struct VMSVGASHADERCONST { bool fValid; SVGA3dShaderConstType ctype; uint32_t value[4]; } VMSVGASHADERCONST; typedef VMSVGASHADERCONST *PVMSVGASHADERCONST; #ifdef VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS /** * SSM descriptor table for the VMSVGASHADERCONST structure. */ static SSMFIELD const g_aVMSVGASHADERCONSTFields[] = { SSMFIELD_ENTRY( VMSVGASHADERCONST, fValid), SSMFIELD_ENTRY( VMSVGASHADERCONST, ctype), SSMFIELD_ENTRY( VMSVGASHADERCONST, value), SSMFIELD_ENTRY_TERM() }; #endif #ifdef VMSVGA3D_DIRECT3D /* What kind of Direct3D resource has been created for the VMSVGA3D surface. */ typedef enum VMSVGA3DD3DRESTYPE { VMSVGA3D_D3DRESTYPE_NONE = 0, VMSVGA3D_D3DRESTYPE_SURFACE = 1, VMSVGA3D_D3DRESTYPE_TEXTURE = 2, VMSVGA3D_D3DRESTYPE_CUBE_TEXTURE = 3, VMSVGA3D_D3DRESTYPE_VOLUME_TEXTURE = 4, VMSVGA3D_D3DRESTYPE_VERTEX_BUFFER = 5, VMSVGA3D_D3DRESTYPE_INDEX_BUFFER = 6 } VMSVGA3DD3DRESTYPE; /** * */ typedef struct { /** Key is context id. */ AVLU32NODECORE Core; union { IDirect3DTexture9 *pTexture; IDirect3DCubeTexture9 *pCubeTexture; IDirect3DVolumeTexture9 *pVolumeTexture; } u; } VMSVGA3DSHAREDSURFACE; typedef VMSVGA3DSHAREDSURFACE *PVMSVGA3DSHAREDSURFACE; #endif /* VMSVGA3D_DIRECT3D */ #ifdef VMSVGA3D_OPENGL /* What kind of OpenGL resource has been created for the VMSVGA3D surface. */ typedef enum VMSVGA3DOGLRESTYPE { VMSVGA3D_OGLRESTYPE_NONE = 0, VMSVGA3D_OGLRESTYPE_BUFFER = 1, VMSVGA3D_OGLRESTYPE_TEXTURE = 2, VMSVGA3D_OGLRESTYPE_RENDERBUFFER = 3 } VMSVGA3DOGLRESTYPE; #endif /* The 3D backend surface. The actual structure is 3D API specific. */ typedef struct VMSVGA3DBACKENDSURFACE *PVMSVGA3DBACKENDSURFACE; /** * VMSVGA3d surface. */ typedef struct VMSVGA3DSURFACE { PVMSVGA3DBACKENDSURFACE pBackendSurface; uint32_t id; /** @todo sid */ /* Which context created the corresponding resource. * SVGA_ID_INVALID means that resource has not been created yet. * A resource has been created if VMSVGA3DSURFACE_HAS_HW_SURFACE is true. * */ uint32_t idAssociatedContext; /** @todo Only numArrayElements field is used currently. The code uses old fields cLevels, etc for anything else. */ VMSVGA3D_SURFACE_DESC surfaceDesc; union { struct { SVGA3dSurface1Flags surface1Flags; SVGA3dSurface2Flags surface2Flags; } s; SVGA3dSurfaceAllFlags surfaceFlags; } f; SVGA3dSurfaceFormat format; #ifdef VMSVGA3D_OPENGL GLint internalFormatGL; GLint formatGL; GLint typeGL; VMSVGA3DOGLRESTYPE enmOGLResType; /* Which resource was created for the surface. */ union { GLuint texture; GLuint buffer; GLuint renderbuffer; } oglId; GLenum targetGL; /* GL_TEXTURE_* */ GLenum bindingGL; /* GL_TEXTURE_BINDING_* */ /* Emulated formats */ bool fEmulated; /* Whether the texture format is emulated. */ GLuint idEmulated; /* GL name of the intermediate texture. */ #endif uint32_t cFaces; /* Number of faces: 6 for cubemaps, 1 for everything else. */ uint32_t cLevels; /* Number of mipmap levels per face. */ PVMSVGA3DMIPMAPLEVEL paMipmapLevels; /* surfaceDesc.numArrayElements * cLevels elements. */ uint32_t multiSampleCount; SVGA3dTextureFilter autogenFilter; #ifdef VMSVGA3D_DIRECT3D D3DFORMAT formatD3D; DWORD fUsageD3D; D3DMULTISAMPLE_TYPE multiSampleTypeD3D; #endif uint32_t cbBlock; /* block/pixel size in bytes */ uint32_t cbPitchBlock; /* block/pixel size of one row in bytes */ /* Dimensions of the surface block, usually 1x1 except for compressed formats. */ uint32_t cxBlock; /* Block width in pixels. SSM: not saved, recalculated on load. */ uint32_t cyBlock; /* Block height in pixels. SSM: not saved, recalculated on load. */ #ifdef VMSVGA3D_OPENGL uint32_t cbBlockGL; /* Block size of the OpenGL texture, same as cbBlock for not-emulated formats. */ #endif /* Dirty state; surface was manually updated. */ bool fDirty; #ifdef VMSVGA3D_DIRECT3D /* Handle for shared objects (currently only textures & render targets). */ HANDLE hSharedObject; /** Event query inserted after each GPU operation that updates or uses this surface. */ IDirect3DQuery9 *pQuery; /** The context id where the query has been created. */ uint32_t idQueryContext; /** The type of actually created D3D resource. */ VMSVGA3DD3DRESTYPE enmD3DResType; union { IDirect3DSurface9 *pSurface; IDirect3DTexture9 *pTexture; IDirect3DCubeTexture9 *pCubeTexture; IDirect3DVolumeTexture9 *pVolumeTexture; IDirect3DVertexBuffer9 *pVertexBuffer; IDirect3DIndexBuffer9 *pIndexBuffer; } u; union { IDirect3DTexture9 *pTexture; IDirect3DCubeTexture9 *pCubeTexture; IDirect3DVolumeTexture9 *pVolumeTexture; } bounce; /** AVL tree containing VMSVGA3DSHAREDSURFACE structures. */ AVLU32TREE pSharedObjectTree; bool fStencilAsTexture; D3DFORMAT d3dfmtRequested; union { IDirect3DTexture9 *pTexture; IDirect3DCubeTexture9 *pCubeTexture; IDirect3DVolumeTexture9 *pVolumeTexture; } emulated; #endif } VMSVGA3DSURFACE; /** Pointer to a 3d surface. */ typedef VMSVGA3DSURFACE *PVMSVGA3DSURFACE; #ifdef VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS /** * SSM descriptor table for the VMSVGA3DSURFACE structure. */ static SSMFIELD const g_aVMSVGA3DSURFACEFields[] = { SSMFIELD_ENTRY( VMSVGA3DSURFACE, id), SSMFIELD_ENTRY( VMSVGA3DSURFACE, idAssociatedContext), SSMFIELD_ENTRY( VMSVGA3DSURFACE, f.s.surface1Flags), SSMFIELD_ENTRY_VER( VMSVGA3DSURFACE, f.s.surface2Flags, VGA_SAVEDSTATE_VERSION_VMSVGA_DX_SFLAGS), SSMFIELD_ENTRY( VMSVGA3DSURFACE, format), # ifdef VMSVGA3D_OPENGL SSMFIELD_ENTRY( VMSVGA3DSURFACE, internalFormatGL), SSMFIELD_ENTRY( VMSVGA3DSURFACE, formatGL), SSMFIELD_ENTRY( VMSVGA3DSURFACE, typeGL), # endif SSMFIELD_ENTRY( VMSVGA3DSURFACE, cFaces), SSMFIELD_ENTRY( VMSVGA3DSURFACE, cLevels), SSMFIELD_ENTRY( VMSVGA3DSURFACE, multiSampleCount), SSMFIELD_ENTRY( VMSVGA3DSURFACE, autogenFilter), SSMFIELD_ENTRY( VMSVGA3DSURFACE, cbBlock), SSMFIELD_ENTRY_TERM() }; #endif /** Mask we frequently apply to VMSVGA3DSURFACE::flags for decing what kind * of surface we're dealing. */ #define VMSVGA3D_SURFACE_HINT_SWITCH_MASK \ ( SVGA3D_SURFACE_HINT_INDEXBUFFER | SVGA3D_SURFACE_HINT_VERTEXBUFFER \ | SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET \ | SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_CUBEMAP ) /** @def VMSVGA3DSURFACE_HAS_HW_SURFACE * Checks whether the surface has a host hardware/library surface. * @returns true/false * @param a_pSurface The VMSVGA3d surface. */ #ifdef VMSVGA3D_DIRECT3D # define VMSVGA3DSURFACE_HAS_HW_SURFACE(a_pSurface) ((a_pSurface)->pBackendSurface != NULL || (a_pSurface)->u.pSurface != NULL) #else # define VMSVGA3DSURFACE_HAS_HW_SURFACE(a_pSurface) ((a_pSurface)->pBackendSurface != NULL || (a_pSurface)->oglId.texture != OPENGL_INVALID_ID) #endif /** @def VMSVGA3DSURFACE_NEEDS_DATA * Checks whether SurfaceDMA transfers must always update pSurfaceData, * even if the surface has a host hardware resource. * @returns true/false * @param a_pSurface The VMSVGA3d surface. */ #ifdef VMSVGA3D_DIRECT3D # define VMSVGA3DSURFACE_NEEDS_DATA(a_pSurface) \ ( (a_pSurface)->enmD3DResType == VMSVGA3D_D3DRESTYPE_VERTEX_BUFFER \ || (a_pSurface)->enmD3DResType == VMSVGA3D_D3DRESTYPE_INDEX_BUFFER) #else # define VMSVGA3DSURFACE_NEEDS_DATA(a_pSurface) \ ((a_pSurface)->enmOGLResType == VMSVGA3D_OGLRESTYPE_BUFFER) #endif typedef struct VMSVGA3DSHADER { uint32_t id; /** @todo Rename to shid. */ uint32_t cid; SVGA3dShaderType type; uint32_t cbData; void *pShaderProgram; union { #ifdef VMSVGA3D_DIRECT3D IDirect3DVertexShader9 *pVertexShader; IDirect3DPixelShader9 *pPixelShader; #else void *pVertexShader; void *pPixelShader; #endif } u; } VMSVGA3DSHADER; typedef VMSVGA3DSHADER *PVMSVGA3DSHADER; #ifdef VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS /** * SSM descriptor table for the VMSVGA3DSHADER structure. */ static SSMFIELD const g_aVMSVGA3DSHADERFields[] = { SSMFIELD_ENTRY( VMSVGA3DSHADER, id), SSMFIELD_ENTRY( VMSVGA3DSHADER, cid), SSMFIELD_ENTRY( VMSVGA3DSHADER, type), SSMFIELD_ENTRY( VMSVGA3DSHADER, cbData), SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DSHADER, pShaderProgram), SSMFIELD_ENTRY_TERM() }; #endif /** @name VMSVGA3D_UPDATE_XXX - ... * @{ */ #define VMSVGA3D_UPDATE_SCISSORRECT RT_BIT_32(0) #define VMSVGA3D_UPDATE_ZRANGE RT_BIT_32(1) #define VMSVGA3D_UPDATE_VIEWPORT RT_BIT_32(2) #define VMSVGA3D_UPDATE_VERTEXSHADER RT_BIT_32(3) #define VMSVGA3D_UPDATE_PIXELSHADER RT_BIT_32(4) #define VMSVGA3D_UPDATE_TRANSFORM RT_BIT_32(5) #define VMSVGA3D_UPDATE_MATERIAL RT_BIT_32(6) /** @} */ /* Query states. Mostly used for saved state. */ typedef enum VMSVGA3DQUERYSTATE { VMSVGA3DQUERYSTATE_NULL = 0, /* Not created. */ VMSVGA3DQUERYSTATE_SIGNALED = 1, /* Result obtained. The guest may or may not read the result yet. */ VMSVGA3DQUERYSTATE_BUILDING = 2, /* In process of collecting data. */ VMSVGA3DQUERYSTATE_ISSUED = 3, /* Data collected, but result is not yet obtained. */ VMSVGA3DQUERYSTATE_32BIT = 0x7fffffff } VMSVGA3DQUERYSTATE; AssertCompileSize(VMSVGA3DQUERYSTATE, sizeof(uint32_t)); typedef struct VMSVGA3DQUERY { #ifdef VMSVGA3D_DIRECT3D IDirect3DQuery9 *pQuery; #else /* VMSVGA3D_OPENGL */ GLuint idQuery; #endif VMSVGA3DQUERYSTATE enmQueryState; /* VMSVGA3DQUERYSTATE_*. State is implicitly _NULL if pQuery is NULL. */ uint32_t u32QueryResult; /* Generic result. Enough for all VGPU9 queries. */ } VMSVGA3DQUERY; #ifdef VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS /** * SSM descriptor table for the VMSVGA3DQUERY structure. */ static SSMFIELD const g_aVMSVGA3DQUERYFields[] = { #ifdef VMSVGA3D_DIRECT3D SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DQUERY, pQuery), #else /* VMSVGA3D_OPENGL */ SSMFIELD_ENTRY_IGNORE( VMSVGA3DQUERY, idQuery), #endif SSMFIELD_ENTRY( VMSVGA3DQUERY, enmQueryState), SSMFIELD_ENTRY( VMSVGA3DQUERY, u32QueryResult), SSMFIELD_ENTRY_TERM() }; #endif #ifdef VMSVGA3D_DIRECT3D #define VMSVGA3DQUERY_EXISTS(p) ((p)->pQuery && (p)->enmQueryState != VMSVGA3DQUERYSTATE_NULL) #else #define VMSVGA3DQUERY_EXISTS(p) ((p)->idQuery && (p)->enmQueryState != VMSVGA3DQUERYSTATE_NULL) #endif /** * VMSVGA3d context. */ typedef struct VMSVGA3DCONTEXT { /** @todo Legacy contexts with DX backend. */ uint32_t id; #ifdef RT_OS_WINDOWS # ifdef VMSVGA3D_DIRECT3D IDirect3DDevice9Ex *pDevice; # else /* Device context of the context window. */ HDC hdc; /* OpenGL rendering context handle. */ HGLRC hglrc; # endif /* Device context window handle. */ HWND hwnd; #elif defined(RT_OS_DARWIN) /* OpenGL rendering context */ NativeNSOpenGLContextRef cocoaContext; NativeNSViewRef cocoaView; bool fOtherProfile; #else /** XGL rendering context handle */ GLXContext glxContext; /** Device context window handle */ Window window; #endif #ifdef VMSVGA3D_OPENGL /* Framebuffer object associated with this context. */ GLuint idFramebuffer; /* Read and draw framebuffer objects for various operations. */ GLuint idReadFramebuffer; GLuint idDrawFramebuffer; /* Last GL error recorded. */ GLenum lastError; void *pShaderContext; #endif /* Current selected texture surfaces (if any) */ uint32_t aSidActiveTextures[SVGA3D_MAX_SAMPLERS]; /* Per context pixel and vertex shaders. */ uint32_t cPixelShaders; PVMSVGA3DSHADER paPixelShader; uint32_t cVertexShaders; PVMSVGA3DSHADER paVertexShader; /* Keep track of the internal state to be able to recreate the context properly (save/restore, window resize). */ struct { /** VMSVGA3D_UPDATE_XXX */ uint32_t u32UpdateFlags; SVGA3dRenderState aRenderState[SVGA3D_RS_MAX]; /* aTextureStates contains both TextureStageStates and SamplerStates, therefore [SVGA3D_MAX_SAMPLERS]. */ SVGA3dTextureState aTextureStates[SVGA3D_MAX_SAMPLERS][SVGA3D_TS_MAX]; VMSVGATRANSFORMSTATE aTransformState[SVGA3D_TRANSFORM_MAX]; VMSVGAMATERIALSTATE aMaterial[SVGA3D_FACE_MAX]; /* The aClipPlane array has a wrong (greater) size. Keep it for now because the array is a part of the saved state. */ /** @todo Replace SVGA3D_CLIPPLANE_5 with SVGA3D_NUM_CLIPPLANES and increase the saved state version. */ VMSVGACLIPPLANESTATE aClipPlane[SVGA3D_CLIPPLANE_5]; VMSVGALIGHTSTATE aLightData[SVGA3D_MAX_LIGHTS]; uint32_t aRenderTargets[SVGA3D_RT_MAX]; SVGA3dRect RectScissor; SVGA3dRect RectViewPort; SVGA3dZRange zRange; uint32_t shidPixel; uint32_t shidVertex; uint32_t cPixelShaderConst; PVMSVGASHADERCONST paPixelShaderConst; uint32_t cVertexShaderConst; PVMSVGASHADERCONST paVertexShaderConst; } state; /* Occlusion query. */ VMSVGA3DQUERY occlusion; #ifdef VMSVGA3D_DIRECT3D /* State which is currently applied to the D3D device. It is recreated as needed and not saved. * The purpose is to remember the currently applied state and do not re-apply it if it has not changed. * Unnecessary state changes are very bad for performance. */ struct { /* Vertex declaration. */ IDirect3DVertexDeclaration9 *pVertexDecl; uint32_t cVertexElements; D3DVERTEXELEMENT9 aVertexElements[SVGA3D_MAX_VERTEX_ARRAYS + 1]; } d3dState; #endif } VMSVGA3DCONTEXT; /** Pointer to a VMSVGA3d context. */ typedef VMSVGA3DCONTEXT *PVMSVGA3DCONTEXT; #ifdef VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS /* Verify that constants did not change for the legacy context saved state data. */ AssertCompile(SVGA3D_RS_MAX == 99); AssertCompile(SVGA3D_TRANSFORM_MAX == 15); AssertCompile(SVGA3D_FACE_MAX == 5); AssertCompile(SVGA3D_CLIPPLANE_5 == (1 << 5)); AssertCompile(SVGA3D_MAX_LIGHTS == 32); AssertCompile(SVGA3D_RT_MAX == 10); /** * SSM descriptor table for the VMSVGA3DCONTEXT structure. */ static SSMFIELD const g_aVMSVGA3DCONTEXTFields[] = { SSMFIELD_ENTRY( VMSVGA3DCONTEXT, id), # ifdef RT_OS_WINDOWS # ifdef VMSVGA3D_DIRECT3D SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, pDevice), # else SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, hdc), SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, hglrc), # endif SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, hwnd), # elif defined(RT_OS_DARWIN) SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, cocoaContext), SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, cocoaView), SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, fOtherProfile), # else SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, glxContext), SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, window), # endif #ifdef VMSVGA3D_OPENGL SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, idFramebuffer), SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, idReadFramebuffer), SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, idDrawFramebuffer), SSMFIELD_ENTRY( VMSVGA3DCONTEXT, lastError), SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, pShaderContext), #endif SSMFIELD_ENTRY_IGNORE( VMSVGA3DCONTEXT, aSidActiveTextures), SSMFIELD_ENTRY( VMSVGA3DCONTEXT, cPixelShaders), SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, paPixelShader), SSMFIELD_ENTRY( VMSVGA3DCONTEXT, cVertexShaders), SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, paVertexShader), SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.u32UpdateFlags), SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aRenderState), SSMFIELD_ENTRY_OLD( state.aTextureStates, sizeof(SVGA3dTextureState) * /*SVGA3D_MAX_TEXTURE_STAGE=*/ 8 * /*SVGA3D_TS_MAX=*/ 30), SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aTransformState), SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aMaterial), SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aClipPlane), SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aLightData), SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.aRenderTargets), SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.RectScissor), SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.RectViewPort), SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.zRange), SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.shidPixel), SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.shidVertex), SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.cPixelShaderConst), SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, state.paPixelShaderConst), SSMFIELD_ENTRY( VMSVGA3DCONTEXT, state.cVertexShaderConst), SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DCONTEXT, state.paVertexShaderConst), SSMFIELD_ENTRY_TERM() }; #endif /* VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS */ #ifdef VMSVGA3D_DX /* The 3D backend DX context. The actual structure is 3D API specific. */ typedef struct VMSVGA3DBACKENDDXCONTEXT *PVMSVGA3DBACKENDDXCONTEXT; /** * VMSVGA3D DX context (VGPU10+). DX contexts ids are a separate namespace from legacy context ids. */ typedef struct VMSVGA3DDXCONTEXT { /** The DX context id. */ uint32_t cid; /** . */ uint32_t u32Reserved; /** . */ uint32_t cRenderTargets; /** Backend specific data. */ PVMSVGA3DBACKENDDXCONTEXT pBackendDXContext; /** Copy of the guest memory for this context. The guest will be updated on unbind. */ SVGADXContextMobFormat svgaDXContext; /* Context-Object Tables bound to this context. */ PVMSVGAMOB aCOTMobs[VBSVGA_NUM_COTABLES]; struct { SVGACOTableDXRTViewEntry *paRTView; SVGACOTableDXDSViewEntry *paDSView; SVGACOTableDXSRViewEntry *paSRView; SVGACOTableDXElementLayoutEntry *paElementLayout; SVGACOTableDXBlendStateEntry *paBlendState; SVGACOTableDXDepthStencilEntry *paDepthStencil; SVGACOTableDXRasterizerStateEntry *paRasterizerState; SVGACOTableDXSamplerEntry *paSampler; SVGACOTableDXStreamOutputEntry *paStreamOutput; SVGACOTableDXQueryEntry *paQuery; SVGACOTableDXShaderEntry *paShader; SVGACOTableDXUAViewEntry *paUAView; uint32_t cRTView; uint32_t cDSView; uint32_t cSRView; uint32_t cElementLayout; uint32_t cBlendState; uint32_t cDepthStencil; uint32_t cRasterizerState; uint32_t cSampler; uint32_t cStreamOutput; uint32_t cQuery; uint32_t cShader; uint32_t cUAView; VBSVGACOTableDXVideoProcessorEntry *paVideoProcessor; VBSVGACOTableDXVideoDecoderOutputViewEntry *paVideoDecoderOutputView; VBSVGACOTableDXVideoDecoderEntry *paVideoDecoder; VBSVGACOTableDXVideoProcessorInputViewEntry *paVideoProcessorInputView; VBSVGACOTableDXVideoProcessorOutputViewEntry *paVideoProcessorOutputView; uint32_t cVideoProcessor; uint32_t cVideoDecoderOutputView; uint32_t cVideoDecoder; uint32_t cVideoProcessorInputView; uint32_t cVideoProcessorOutputView; } cot; } VMSVGA3DDXCONTEXT; /** Pointer to a VMSVGA3D DX context. */ typedef VMSVGA3DDXCONTEXT *PVMSVGA3DDXCONTEXT; #endif /* VMSVGA3D_DX */ #ifdef VMSVGA3D_OPENGL typedef struct VMSVGA3DFORMATCONVERTER *PVMSVGA3DFORMATCONVERTER; #endif /* The 3D backend. The actual structure is 3D API specific. */ typedef struct VMSVGA3DBACKEND *PVMSVGA3DBACKEND; /** * VMSVGA3d state data. * * Allocated on the heap and pointed to by VMSVGAState::p3dState. */ typedef struct VMSVGA3DSTATE { /** Backend specific data. */ PVMSVGA3DBACKEND pBackend; /** The size of papContexts. */ uint32_t cContexts; /** The size of papSurfaces. */ uint32_t cSurfaces; #ifdef VMSVGA3D_DX /** The size of papDXContexts. */ uint32_t cDXContexts; /** Reserved. */ uint32_t u32Reserved; #endif /** Contexts indexed by ID. Grown as needed. */ PVMSVGA3DCONTEXT *papContexts; /** Surfaces indexed by ID. Grown as needed. */ PVMSVGA3DSURFACE *papSurfaces; #ifdef VMSVGA3D_DX /** DX contexts indexed by ID. Grown as needed. */ PVMSVGA3DDXCONTEXT *papDXContexts; #endif #ifdef RT_OS_WINDOWS # ifdef VMSVGA3D_DIRECT3D IDirect3D9Ex *pD3D9; D3DCAPS9 caps; bool fSupportedSurfaceINTZ; bool fSupportedSurfaceNULL; bool fSupportedFormatUYVY : 1; bool fSupportedFormatYUY2 : 1; bool fSupportedFormatA8B8G8R8 : 1; # endif /** Window Thread. */ R3PTRTYPE(RTTHREAD) pWindowThread; DWORD idWindowThread; HMODULE hInstance; /** Window request semaphore. */ RTSEMEVENT WndRequestSem; #elif defined(RT_OS_DARWIN) #else /* The X display */ Display *display; R3PTRTYPE(RTTHREAD) pWindowThread; bool bTerminate; #endif #ifdef VMSVGA3D_OPENGL float rsGLVersion; /* Current active context. */ uint32_t idActiveContext; struct { PFNGLISRENDERBUFFERPROC glIsRenderbuffer; PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer; PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers; PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers; PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage; PFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv; PFNGLISFRAMEBUFFERPROC glIsFramebuffer; PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer; PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers; PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers; PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus; PFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D; PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D; PFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D; PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer; PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv; PFNGLGENERATEMIPMAPPROC glGenerateMipmap; PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer; PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample; PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer; PFNGLPOINTPARAMETERFPROC glPointParameterf; #if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x102 PFNGLBLENDCOLORPROC glBlendColor; PFNGLBLENDEQUATIONPROC glBlendEquation; #endif PFNGLBLENDEQUATIONSEPARATEPROC glBlendEquationSeparate; PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate; PFNGLSTENCILOPSEPARATEPROC glStencilOpSeparate; PFNGLSTENCILFUNCSEPARATEPROC glStencilFuncSeparate; PFNGLBINDBUFFERPROC glBindBuffer; PFNGLDELETEBUFFERSPROC glDeleteBuffers; PFNGLGENBUFFERSPROC glGenBuffers; PFNGLBUFFERDATAPROC glBufferData; PFNGLMAPBUFFERPROC glMapBuffer; PFNGLUNMAPBUFFERPROC glUnmapBuffer; PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray; PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; PFNGLFOGCOORDPOINTERPROC glFogCoordPointer; PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glDrawElementsInstancedBaseVertex; PFNGLDRAWELEMENTSBASEVERTEXPROC glDrawElementsBaseVertex; PFNGLACTIVETEXTUREPROC glActiveTexture; #if VBOX_VMSVGA3D_GL_HACK_LEVEL < 0x103 PFNGLCLIENTACTIVETEXTUREPROC glClientActiveTexture; #endif PFNGLGETPROGRAMIVARBPROC glGetProgramivARB; PFNGLPROVOKINGVERTEXPROC glProvokingVertex; PFNGLGENQUERIESPROC glGenQueries; PFNGLDELETEQUERIESPROC glDeleteQueries; PFNGLBEGINQUERYPROC glBeginQuery; PFNGLENDQUERYPROC glEndQuery; PFNGLGETQUERYOBJECTUIVPROC glGetQueryObjectuiv; PFNGLTEXIMAGE3DPROC glTexImage3D; PFNGLTEXSUBIMAGE3DPROC glTexSubImage3D; PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor; PFNGLDRAWARRAYSINSTANCEDPROC glDrawArraysInstanced; PFNGLDRAWELEMENTSINSTANCEDPROC glDrawElementsInstanced; PFNGLGETCOMPRESSEDTEXIMAGEPROC glGetCompressedTexImage; PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D; PFNGLCOMPRESSEDTEXIMAGE3DPROC glCompressedTexImage3D; PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glCompressedTexSubImage2D; PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glCompressedTexSubImage3D; PFNGLDRAWBUFFERSPROC glDrawBuffers; PFNGLCREATESHADERPROC glCreateShader; PFNGLSHADERSOURCEPROC glShaderSource; PFNGLCOMPILESHADERPROC glCompileShader; PFNGLGETSHADERIVPROC glGetShaderiv; PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog; PFNGLCREATEPROGRAMPROC glCreateProgram; PFNGLATTACHSHADERPROC glAttachShader; PFNGLLINKPROGRAMPROC glLinkProgram; PFNGLGETPROGRAMIVPROC glGetProgramiv; PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; PFNGLUSEPROGRAMPROC glUseProgram; PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation; PFNGLUNIFORM1IPROC glUniform1i; PFNGLUNIFORM4FVPROC glUniform4fv; PFNGLDETACHSHADERPROC glDetachShader; PFNGLDELETESHADERPROC glDeleteShader; PFNGLDELETEPROGRAMPROC glDeleteProgram; PFNGLVERTEXATTRIB4FVPROC glVertexAttrib4fv; PFNGLVERTEXATTRIB4UBVPROC glVertexAttrib4ubv; PFNGLVERTEXATTRIB4NUBVPROC glVertexAttrib4Nubv; PFNGLVERTEXATTRIB4SVPROC glVertexAttrib4sv; PFNGLVERTEXATTRIB4NSVPROC glVertexAttrib4Nsv; PFNGLVERTEXATTRIB4NUSVPROC glVertexAttrib4Nusv; } ext; struct { bool fS3TCSupported : 1; bool fTextureFilterAnisotropicSupported : 1; GLint maxActiveLights; GLint maxTextures; GLint maxClipDistances; GLint maxColorAttachments; GLint maxRectangleTextureSize; GLint maxTextureAnisotropy; GLint maxVertexShaderInstructions; GLint maxFragmentShaderInstructions; GLint maxVertexShaderTemps; GLint maxFragmentShaderTemps; GLfloat flPointSize[2]; SVGA3dPixelShaderVersion fragmentShaderVersion; SVGA3dVertexShaderVersion vertexShaderVersion; } caps; /** The GL_EXTENSIONS value (space padded) for the default OpenGL profile. * Free with RTStrFree. */ R3PTRTYPE(char *) pszExtensions; /** The GL_EXTENSIONS value (space padded) for the other OpenGL profile. * Free with RTStrFree. * * This is used to detect shader model version since some implementations * (darwin) hides extensions that have made it into core and probably a * bunch of others when using a OpenGL core profile instead of a legacy one */ R3PTRTYPE(char *) pszOtherExtensions; /** The version of the other GL profile. */ float rsOtherGLVersion; /** Shader talk back interface. */ VBOXVMSVGASHADERIF ShaderIf; # ifdef VMSVGA3D_OPENGL /** The shared context. */ VMSVGA3DCONTEXT SharedCtx; /** Conversion of emulated formats. Resources are created on the SharedCtx. */ PVMSVGA3DFORMATCONVERTER pConv; # endif #endif /* VMSVGA3D_OPENGL */ } VMSVGA3DSTATE; #ifdef VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS /** * SSM descriptor table for the VMSVGA3DSTATE structure. * * @remarks This isn't a complete structure markup, only fields with state. */ static SSMFIELD const g_aVMSVGA3DSTATEFields[] = { # ifdef VMSVGA3D_OPENGL SSMFIELD_ENTRY( VMSVGA3DSTATE, rsGLVersion), /** @todo Why are we saving the GL version?? */ # endif SSMFIELD_ENTRY( VMSVGA3DSTATE, cContexts), SSMFIELD_ENTRY( VMSVGA3DSTATE, cSurfaces), SSMFIELD_ENTRY_TERM() }; #endif /* VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS */ #ifdef VMSVGA3D_DIRECT3D D3DFORMAT vmsvga3dSurfaceFormat2D3D(SVGA3dSurfaceFormat format); D3DMULTISAMPLE_TYPE vmsvga3dMultipeSampleCount2D3D(uint32_t multisampleCount); DECLCALLBACK(int) vmsvga3dSharedSurfaceDestroyTree(PAVLU32NODECORE pNode, void *pvParam); int vmsvga3dSurfaceFlush(PVMSVGA3DSURFACE pSurface); #endif /* VMSVGA3D_DIRECT3D */ #ifdef VMSVGA3D_OPENGL /** Save and setup everything. */ # define VMSVGA3D_PARANOID_TEXTURE_PACKING /** @name VMSVGAPACKPARAMS_* - which packing parameters were set. * @{ */ # define VMSVGAPACKPARAMS_ALIGNMENT RT_BIT_32(0) # define VMSVGAPACKPARAMS_ROW_LENGTH RT_BIT_32(1) # define VMSVGAPACKPARAMS_IMAGE_HEIGHT RT_BIT_32(2) # define VMSVGAPACKPARAMS_SWAP_BYTES RT_BIT_32(3) # define VMSVGAPACKPARAMS_LSB_FIRST RT_BIT_32(4) # define VMSVGAPACKPARAMS_SKIP_ROWS RT_BIT_32(5) # define VMSVGAPACKPARAMS_SKIP_PIXELS RT_BIT_32(6) # define VMSVGAPACKPARAMS_SKIP_IMAGES RT_BIT_32(7) /** @} */ /** * Saved texture packing parameters (shared by both pack and unpack). */ typedef struct VMSVGAPACKPARAMS { uint32_t fChanged; GLint iAlignment; GLint cxRow; GLint cyImage; # ifdef VMSVGA3D_PARANOID_TEXTURE_PACKING GLboolean fSwapBytes; GLboolean fLsbFirst; GLint cSkipRows; GLint cSkipPixels; GLint cSkipImages; # endif } VMSVGAPACKPARAMS; /** Pointer to saved texture packing parameters. */ typedef VMSVGAPACKPARAMS *PVMSVGAPACKPARAMS; /** Pointer to const saved texture packing parameters. */ typedef VMSVGAPACKPARAMS const *PCVMSVGAPACKPARAMS; void vmsvga3dOglSetPackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface, PVMSVGAPACKPARAMS pSave); void vmsvga3dOglRestorePackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface, PCVMSVGAPACKPARAMS pSave); void vmsvga3dOglSetUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, GLint cxRow, GLint cyImage, PVMSVGAPACKPARAMS pSave); void vmsvga3dOglRestoreUnpackParams(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pContext, PCVMSVGAPACKPARAMS pSave); /** @name VMSVGA3D_DEF_CTX_F_XXX - vmsvga3dContextDefineOgl flags. * @{ */ /** When clear, the context is created using the default OpenGL profile. * When set, it's created using the alternative profile. The latter is only * allowed if the VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE is set. */ # define VMSVGA3D_DEF_CTX_F_OTHER_PROFILE RT_BIT_32(0) /** Defining the shared context. */ # define VMSVGA3D_DEF_CTX_F_SHARED_CTX RT_BIT_32(1) /** Defining the init time context (EMT). */ # define VMSVGA3D_DEF_CTX_F_INIT RT_BIT_32(2) /** @} */ int vmsvga3dContextDefineOgl(PVGASTATECC pThisCC, uint32_t cid, uint32_t fFlags); void vmsvga3dSurfaceFormat2OGL(PVMSVGA3DSURFACE pSurface, SVGA3dSurfaceFormat format); #endif /* VMSVGA3D_OPENGL */ /* DevVGA-SVGA3d-shared.cpp: */ int vmsvga3dSaveShaderConst(PVMSVGA3DCONTEXT pContext, uint32_t reg, SVGA3dShaderType type, SVGA3dShaderConstType ctype, uint32_t val1, uint32_t val2, uint32_t val3, uint32_t val4); DECLINLINE(int) vmsvga3dContextFromCid(PVMSVGA3DSTATE pState, uint32_t cid, PVMSVGA3DCONTEXT *ppContext) { AssertReturn(cid < pState->cContexts, VERR_INVALID_PARAMETER); PVMSVGA3DCONTEXT const pContext = pState->papContexts[cid]; if (RT_LIKELY(pContext && pContext->id == cid)) { *ppContext = pContext; return VINF_SUCCESS; } LogRelMax(64, ("VMSVGA: unknown cid=%u (%s cid=%u)\n", cid, pContext ? "expected" : "null", pContext ? pContext->id : -1)); return VERR_INVALID_PARAMETER; } #ifdef VMSVGA3D_DX DECLINLINE(int) vmsvga3dDXContextFromCid(PVMSVGA3DSTATE pState, uint32_t cid, PVMSVGA3DDXCONTEXT *ppDXContext) { *ppDXContext = NULL; AssertReturn(cid < pState->cDXContexts, VERR_INVALID_PARAMETER); PVMSVGA3DDXCONTEXT const pDXContext = pState->papDXContexts[cid]; if (RT_LIKELY(pDXContext && pDXContext->cid == cid)) { *ppDXContext = pDXContext; return VINF_SUCCESS; } LogRelMax(64, ("VMSVGA: unknown DX cid=%u (%s cid=%u)\n", cid, pDXContext ? "expected" : "null", pDXContext ? pDXContext->cid : -1)); return VERR_INVALID_PARAMETER; } void vmsvga3dDXInitContextMobData(SVGADXContextMobFormat *p); #endif DECLINLINE(int) vmsvga3dSurfaceFromSid(PVMSVGA3DSTATE pState, uint32_t sid, PVMSVGA3DSURFACE *ppSurface) { AssertReturn(sid < pState->cSurfaces, VERR_INVALID_PARAMETER); PVMSVGA3DSURFACE const pSurface = pState->papSurfaces[sid]; if (RT_LIKELY(pSurface && pSurface->id == sid)) { *ppSurface = pSurface; return VINF_SUCCESS; } LogRelMax(64, ("VMSVGA: unknown sid=%u (%s sid=%u)\n", sid, pSurface ? "expected" : "null", pSurface ? pSurface->id : -1)); return VERR_INVALID_PARAMETER; } DECLINLINE(int) vmsvga3dMipmapLevel(PVMSVGA3DSURFACE pSurface, uint32_t iArrayElement, uint32_t mipmap, PVMSVGA3DMIPMAPLEVEL *ppMipmapLevel) { AssertMsgReturn(iArrayElement < pSurface->surfaceDesc.numArrayElements, ("numArrayElements %d, iArrayElement %d\n", pSurface->surfaceDesc.numArrayElements, iArrayElement), VERR_INVALID_PARAMETER); AssertMsgReturn(mipmap < pSurface->cLevels, ("numMipLevels %d, mipmap %d", pSurface->cLevels, mipmap), VERR_INVALID_PARAMETER); *ppMipmapLevel = &pSurface->paMipmapLevels[iArrayElement * pSurface->cLevels + mipmap]; return VINF_SUCCESS; } void vmsvga3dInfoSurfaceToBitmap(PCDBGFINFOHLP pHlp, PVMSVGA3DSURFACE pSurface, const char *pszPath, const char *pszNamePrefix, const char *pszNameSuffix); void vmsvga3dSurfaceMapInit(VMSVGA3D_MAPPED_SURFACE *pMap, VMSVGA3D_SURFACE_MAP enmMapType, SVGA3dBox const *pBox, PVMSVGA3DSURFACE pSurface, void *pvData, uint32_t cbRowPitch, uint32_t cbDepthPitch); #if defined(RT_OS_WINDOWS) #define D3D_RELEASE(ptr) do { \ if (ptr) \ { \ (ptr)->Release(); \ (ptr) = 0; \ } \ } while (0) #endif #if defined(VMSVGA3D_DIRECT3D) HRESULT D3D9UpdateTexture(PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface); HRESULT D3D9GetRenderTargetData(PVMSVGA3DCONTEXT pContext, PVMSVGA3DSURFACE pSurface, uint32_t uFace, uint32_t uMipmap); HRESULT D3D9GetSurfaceLevel(PVMSVGA3DSURFACE pSurface, uint32_t uFace, uint32_t uMipmap, bool fBounce, IDirect3DSurface9 **ppD3DSurface); D3DFORMAT D3D9GetActualFormat(PVMSVGA3DSTATE pState, D3DFORMAT d3dfmt); bool D3D9CheckDeviceFormat(IDirect3D9 *pD3D9, DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat); #endif #ifdef VMSVGA3D_OPENGL void vmsvga3dOnSharedContextDefine(PVMSVGA3DSTATE pState); void vmsvga3dOnSharedContextDestroy(PVMSVGA3DSTATE pState); DECLINLINE(GLuint) GLTextureId(PVMSVGA3DSURFACE pSurface) { return pSurface->fEmulated ? pSurface->idEmulated : pSurface->oglId.texture; } void FormatConvUpdateTexture(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pCurrentContext, PVMSVGA3DSURFACE pSurface, uint32_t iMipmap); void FormatConvReadTexture(PVMSVGA3DSTATE pState, PVMSVGA3DCONTEXT pCurrentContext, PVMSVGA3DSURFACE pSurface, uint32_t iMipmap); #endif int vmsvga3dShaderParse(SVGA3dShaderType type, uint32_t cbShaderData, uint32_t *pShaderData); void vmsvga3dShaderLogRel(char const *pszMsg, SVGA3dShaderType type, uint32_t cbShaderData, uint32_t const *pShaderData); #endif /* !VBOX_INCLUDED_SRC_Graphics_DevVGA_SVGA3d_internal_h */