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/* $Id: DevVGA-SVGA3d-savedstate.cpp $ */
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* DevSVGA3d - VMWare SVGA device, 3D parts - Saved state and assocated stuff.
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* Copyright (C) 2013-2015 Oracle Corporation
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* This file is part of VirtualBox Open Source Edition (OSE), as
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* available from http://www.virtualbox.org. This file is free software;
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* you can redistribute it and/or modify it under the terms of the GNU
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* General Public License (GPL) as published by the Free Software
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* Foundation, in version 2 as it comes in the "COPYING" file of the
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* VirtualBox OSE distribution. VirtualBox OSE is distributed in the
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* hope that it will be useful, but WITHOUT ANY WARRANTY of any kind.
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/*********************************************************************************************************************************
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*********************************************************************************************************************************/
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#define LOG_GROUP LOG_GROUP_DEV_VMSVGA
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#include <VBox/vmm/pdmdev.h>
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#include <iprt/assert.h>
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#include <VBox/vmm/pgm.h> /* required by DevVGA.h */
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#include <VBox/VBoxVideo.h> /* required by DevVGA.h */
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/* should go BEFORE any other DevVGA include to make all DevVGA.h config defines be visible */
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#include "DevVGA-SVGA.h"
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#include "DevVGA-SVGA3d.h"
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#define VMSVGA3D_INCL_STRUCTURE_DESCRIPTORS
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#include "DevVGA-SVGA3d-internal.h"
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* Reinitializes an active context.
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* @returns VBox status code.
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* @param pThis The VMSVGA device state.
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* @param pContext The freshly loaded context to reinitialize.
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static int vmsvga3dLoadReinitContext(PVGASTATE pThis, PVMSVGA3DCONTEXT pContext)
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uint32_t cid = pContext->id;
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Assert(cid != SVGA3D_INVALID_ID);
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/* First set the render targets as they change the internal state (reset viewport etc) */
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Log(("vmsvga3dLoadReinitContext: Recreate render targets BEGIN [cid=%#x]\n", cid));
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for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aRenderTargets); j++)
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if (pContext->state.aRenderTargets[j] != SVGA3D_INVALID_ID)
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SVGA3dSurfaceImageId target;
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target.sid = pContext->state.aRenderTargets[j];
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rc = vmsvga3dSetRenderTarget(pThis, cid, (SVGA3dRenderTargetType)j, target);
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AssertRCReturn(rc, rc);
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Log(("vmsvga3dLoadReinitContext: Recreate render targets END\n"));
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/* Recreate the render state */
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Log(("vmsvga3dLoadReinitContext: Recreate render state BEGIN\n"));
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for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aRenderState); j++)
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SVGA3dRenderState *pRenderState = &pContext->state.aRenderState[j];
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if (pRenderState->state != SVGA3D_RS_INVALID)
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vmsvga3dSetRenderState(pThis, pContext->id, 1, pRenderState);
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Log(("vmsvga3dLoadReinitContext: Recreate render state END\n"));
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/* Recreate the texture state */
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Log(("vmsvga3dLoadReinitContext: Recreate texture state BEGIN\n"));
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for (uint32_t iStage = 0; iStage < SVGA3D_MAX_TEXTURE_STAGE; iStage++)
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for (uint32_t j = 0; j < SVGA3D_TS_MAX; j++)
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SVGA3dTextureState *pTextureState = &pContext->state.aTextureState[iStage][j];
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if (pTextureState->name != SVGA3D_TS_INVALID)
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vmsvga3dSetTextureState(pThis, pContext->id, 1, pTextureState);
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Log(("vmsvga3dLoadReinitContext: Recreate texture state END\n"));
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/* Reprogram the clip planes. */
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for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aClipPlane); j++)
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if (pContext->state.aClipPlane[j].fValid == true)
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vmsvga3dSetClipPlane(pThis, cid, j, pContext->state.aClipPlane[j].plane);
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/* Reprogram the light data. */
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for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aLightData); j++)
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if (pContext->state.aLightData[j].fValidData == true)
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vmsvga3dSetLightData(pThis, cid, j, &pContext->state.aLightData[j].data);
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if (pContext->state.aLightData[j].fEnabled)
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vmsvga3dSetLightEnabled(pThis, cid, j, true);
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/* Recreate the transform state. */
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if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_TRANSFORM)
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for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aTransformState); j++)
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if (pContext->state.aTransformState[j].fValid == true)
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vmsvga3dSetTransform(pThis, cid, (SVGA3dTransformType)j, pContext->state.aTransformState[j].matrix);
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/* Reprogram the material data. */
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if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_MATERIAL)
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for (uint32_t j = 0; j < RT_ELEMENTS(pContext->state.aMaterial); j++)
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if (pContext->state.aMaterial[j].fValid == true)
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vmsvga3dSetMaterial(pThis, cid, (SVGA3dFace)j, &pContext->state.aMaterial[j].material);
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if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_SCISSORRECT)
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vmsvga3dSetScissorRect(pThis, cid, &pContext->state.RectScissor);
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if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_ZRANGE)
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vmsvga3dSetZRange(pThis, cid, pContext->state.zRange);
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if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_VIEWPORT)
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vmsvga3dSetViewPort(pThis, cid, &pContext->state.RectViewPort);
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if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_VERTEXSHADER)
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vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_VS, pContext->state.shidVertex);
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if (pContext->state.u32UpdateFlags & VMSVGA3D_UPDATE_PIXELSHADER)
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vmsvga3dShaderSet(pThis, pContext, cid, SVGA3D_SHADERTYPE_PS, pContext->state.shidPixel);
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Log(("vmsvga3dLoadReinitContext: returns [cid=%#x]\n", cid));
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int vmsvga3dLoadExec(PVGASTATE pThis, PSSMHANDLE pSSM, uint32_t uVersion, uint32_t uPass)
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PVMSVGA3DSTATE pState = pThis->svga.p3dState;
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AssertReturn(pState, VERR_NO_MEMORY);
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uint32_t cContexts, cSurfaces;
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LogFlow(("vmsvga3dLoadExec:\n"));
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#ifndef RT_OS_DARWIN /** @todo r=bird: this is normally done on the EMT, so for DARWIN we do that when loading saved state too now. See DevVGA-SVGA.cpp */
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/* Must initialize now as the recreation calls below rely on an initialized 3d subsystem. */
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vmsvga3dPowerOn(pThis);
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/* Get the generic 3d state first. */
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rc = SSMR3GetStructEx(pSSM, pState, sizeof(*pState), 0, g_aVMSVGA3DSTATEFields, NULL);
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AssertRCReturn(rc, rc);
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cContexts = pState->cContexts;
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cSurfaces = pState->cSurfaces;
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pState->cContexts = 0;
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pState->cSurfaces = 0;
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/* Fetch all active contexts. */
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for (uint32_t i = 0; i < cContexts; i++)
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PVMSVGA3DCONTEXT pContext;
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/* Get the context id */
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rc = SSMR3GetU32(pSSM, &cid);
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AssertRCReturn(rc, rc);
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if (cid != SVGA3D_INVALID_ID)
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uint32_t cPixelShaderConst, cVertexShaderConst, cPixelShaders, cVertexShaders;
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LogFlow(("vmsvga3dLoadExec: Loading cid=%#x\n", cid));
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#ifdef VMSVGA3D_OPENGL
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if (cid == VMSVGA3D_SHARED_CTX_ID)
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i--; /* Not included in cContexts. */
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pContext = &pState->SharedCtx;
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if (pContext->id != VMSVGA3D_SHARED_CTX_ID)
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rc = vmsvga3dContextDefineOgl(pThis, VMSVGA3D_SHARED_CTX_ID, VMSVGA3D_DEF_CTX_F_SHARED_CTX);
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AssertRCReturn(rc, rc);
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rc = vmsvga3dContextDefine(pThis, cid);
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AssertRCReturn(rc, rc);
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pContext = pState->papContexts[i];
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AssertReturn(pContext->id == cid, VERR_INTERNAL_ERROR);
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rc = SSMR3GetStructEx(pSSM, pContext, sizeof(*pContext), 0, g_aVMSVGA3DCONTEXTFields, NULL);
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AssertRCReturn(rc, rc);
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cPixelShaders = pContext->cPixelShaders;
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cVertexShaders = pContext->cVertexShaders;
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cPixelShaderConst = pContext->state.cPixelShaderConst;
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cVertexShaderConst = pContext->state.cVertexShaderConst;
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pContext->cPixelShaders = 0;
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pContext->cVertexShaders = 0;
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pContext->state.cPixelShaderConst = 0;
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pContext->state.cVertexShaderConst = 0;
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/* Fetch all pixel shaders. */
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for (uint32_t j = 0; j < cPixelShaders; j++)
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VMSVGA3DSHADER shader;
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/* Fetch the id first. */
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rc = SSMR3GetU32(pSSM, &shid);
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AssertRCReturn(rc, rc);
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if (shid != SVGA3D_INVALID_ID)
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/* Fetch a copy of the shader struct. */
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rc = SSMR3GetStructEx(pSSM, &shader, sizeof(shader), 0, g_aVMSVGA3DSHADERFields, NULL);
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AssertRCReturn(rc, rc);
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pData = (uint32_t *)RTMemAlloc(shader.cbData);
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AssertReturn(pData, VERR_NO_MEMORY);
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rc = SSMR3GetMem(pSSM, pData, shader.cbData);
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AssertRCReturn(rc, rc);
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rc = vmsvga3dShaderDefine(pThis, cid, shid, shader.type, shader.cbData, pData);
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AssertRCReturn(rc, rc);
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/* Fetch all vertex shaders. */
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for (uint32_t j = 0; j < cVertexShaders; j++)
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VMSVGA3DSHADER shader;
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/* Fetch the id first. */
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rc = SSMR3GetU32(pSSM, &shid);
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AssertRCReturn(rc, rc);
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if (shid != SVGA3D_INVALID_ID)
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/* Fetch a copy of the shader struct. */
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rc = SSMR3GetStructEx(pSSM, &shader, sizeof(shader), 0, g_aVMSVGA3DSHADERFields, NULL);
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AssertRCReturn(rc, rc);
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pData = (uint32_t *)RTMemAlloc(shader.cbData);
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AssertReturn(pData, VERR_NO_MEMORY);
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rc = SSMR3GetMem(pSSM, pData, shader.cbData);
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AssertRCReturn(rc, rc);
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rc = vmsvga3dShaderDefine(pThis, cid, shid, shader.type, shader.cbData, pData);
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AssertRCReturn(rc, rc);
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/* Fetch pixel shader constants. */
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for (uint32_t j = 0; j < cPixelShaderConst; j++)
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VMSVGASHADERCONST ShaderConst;
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rc = SSMR3GetStructEx(pSSM, &ShaderConst, sizeof(ShaderConst), 0, g_aVMSVGASHADERCONSTFields, NULL);
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AssertRCReturn(rc, rc);
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if (ShaderConst.fValid)
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rc = vmsvga3dShaderSetConst(pThis, cid, j, SVGA3D_SHADERTYPE_PS, ShaderConst.ctype, 1, ShaderConst.value);
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AssertRCReturn(rc, rc);
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/* Fetch vertex shader constants. */
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for (uint32_t j = 0; j < cVertexShaderConst; j++)
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VMSVGASHADERCONST ShaderConst;
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rc = SSMR3GetStructEx(pSSM, &ShaderConst, sizeof(ShaderConst), 0, g_aVMSVGASHADERCONSTFields, NULL);
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AssertRCReturn(rc, rc);
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if (ShaderConst.fValid)
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rc = vmsvga3dShaderSetConst(pThis, cid, j, SVGA3D_SHADERTYPE_VS, ShaderConst.ctype, 1, ShaderConst.value);
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AssertRCReturn(rc, rc);
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#ifdef VMSVGA3D_OPENGL
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/* Make the shared context the current one. */
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if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
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VMSVGA3D_SET_CURRENT_CONTEXT(pState, &pState->SharedCtx);
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/* Fetch all surfaces. */
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for (uint32_t i = 0; i < cSurfaces; i++)
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/* Fetch the id first. */
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rc = SSMR3GetU32(pSSM, &sid);
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AssertRCReturn(rc, rc);
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if (sid != SVGA3D_INVALID_ID)
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VMSVGA3DSURFACE surface;
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LogFlow(("vmsvga3dLoadExec: Loading sid=%#x\n", sid));
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/* Fetch the surface structure first. */
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rc = SSMR3GetStructEx(pSSM, &surface, sizeof(surface), 0, g_aVMSVGA3DSURFACEFields, NULL);
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AssertRCReturn(rc, rc);
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uint32_t cMipLevels = surface.faces[0].numMipLevels * surface.cFaces;
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PVMSVGA3DMIPMAPLEVEL pMipmapLevel = (PVMSVGA3DMIPMAPLEVEL)RTMemAlloc(cMipLevels * sizeof(VMSVGA3DMIPMAPLEVEL));
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AssertReturn(pMipmapLevel, VERR_NO_MEMORY);
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SVGA3dSize *pMipmapLevelSize = (SVGA3dSize *)RTMemAlloc(cMipLevels * sizeof(SVGA3dSize));
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AssertReturn(pMipmapLevelSize, VERR_NO_MEMORY);
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/* Load the mip map level info. */
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for (uint32_t face=0; face < surface.cFaces; face++)
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for (uint32_t j = 0; j < surface.faces[0].numMipLevels; j++)
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uint32_t idx = j + face * surface.faces[0].numMipLevels;
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/* Load the mip map level struct. */
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rc = SSMR3GetStructEx(pSSM, &pMipmapLevel[idx], sizeof(pMipmapLevel[idx]), 0, g_aVMSVGA3DMIPMAPLEVELFields, NULL);
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AssertRCReturn(rc, rc);
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pMipmapLevelSize[idx] = pMipmapLevel[idx].size;
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rc = vmsvga3dSurfaceDefine(pThis, sid, surface.flags, surface.format, surface.faces, surface.multiSampleCount, surface.autogenFilter, cMipLevels, pMipmapLevelSize);
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AssertRCReturn(rc, rc);
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RTMemFree(pMipmapLevelSize);
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RTMemFree(pMipmapLevel);
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PVMSVGA3DSURFACE pSurface = pState->papSurfaces[sid];
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Assert(pSurface->id == sid);
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pSurface->fDirty = false;
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/* Load the mip map level data. */
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for (uint32_t j = 0; j < pSurface->faces[0].numMipLevels * pSurface->cFaces; j++)
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PVMSVGA3DMIPMAPLEVEL pMipmapLevel = &pSurface->pMipmapLevels[j];
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bool fDataPresent = false;
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Assert(pMipmapLevel->cbSurface);
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pMipmapLevel->pSurfaceData = RTMemAllocZ(pMipmapLevel->cbSurface);
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AssertReturn(pMipmapLevel->pSurfaceData, VERR_NO_MEMORY);
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/* Fetch the data present boolean first. */
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rc = SSMR3GetBool(pSSM, &fDataPresent);
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AssertRCReturn(rc, rc);
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Log(("Surface sid=%x: load mipmap level %d with %x bytes data (present=%d).\n", sid, j, pMipmapLevel->cbSurface, fDataPresent));
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rc = SSMR3GetMem(pSSM, pMipmapLevel->pSurfaceData, pMipmapLevel->cbSurface);
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AssertRCReturn(rc, rc);
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pMipmapLevel->fDirty = true;
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pSurface->fDirty = true;
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pMipmapLevel->fDirty = false;
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#ifdef VMSVGA3D_OPENGL
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/* Reinitialize the shared context. */
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LogFlow(("vmsvga3dLoadExec: pState->SharedCtx.id=%#x\n", pState->SharedCtx.id));
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if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
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rc = vmsvga3dLoadReinitContext(pThis, &pState->SharedCtx);
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AssertRCReturn(rc, rc);
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/* Reinitialize all active contexts. */
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for (uint32_t i = 0; i < pState->cContexts; i++)
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PVMSVGA3DCONTEXT pContext = pState->papContexts[i];
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if (pContext->id != SVGA3D_INVALID_ID)
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rc = vmsvga3dLoadReinitContext(pThis, pContext);
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AssertRCReturn(rc, rc);
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LogFlow(("vmsvga3dLoadExec: return success\n"));
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static int vmsvga3dSaveContext(PVGASTATE pThis, PSSMHANDLE pSSM, PVMSVGA3DCONTEXT pContext)
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uint32_t cid = pContext->id;
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/* Save the id first. */
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int rc = SSMR3PutU32(pSSM, cid);
433
AssertRCReturn(rc, rc);
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if (cid != SVGA3D_INVALID_ID)
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/* Save a copy of the context structure first. */
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rc = SSMR3PutStructEx(pSSM, pContext, sizeof(*pContext), 0, g_aVMSVGA3DCONTEXTFields, NULL);
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AssertRCReturn(rc, rc);
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/* Save all pixel shaders. */
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for (uint32_t j = 0; j < pContext->cPixelShaders; j++)
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PVMSVGA3DSHADER pShader = &pContext->paPixelShader[j];
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/* Save the id first. */
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rc = SSMR3PutU32(pSSM, pShader->id);
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AssertRCReturn(rc, rc);
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if (pShader->id != SVGA3D_INVALID_ID)
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uint32_t cbData = pShader->cbData;
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/* Save a copy of the shader struct. */
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rc = SSMR3PutStructEx(pSSM, pShader, sizeof(*pShader), 0, g_aVMSVGA3DSHADERFields, NULL);
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AssertRCReturn(rc, rc);
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Log(("Save pixelshader shid=%d with %x bytes code.\n", pShader->id, cbData));
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rc = SSMR3PutMem(pSSM, pShader->pShaderProgram, cbData);
460
AssertRCReturn(rc, rc);
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/* Save all vertex shaders. */
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for (uint32_t j = 0; j < pContext->cVertexShaders; j++)
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PVMSVGA3DSHADER pShader = &pContext->paVertexShader[j];
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/* Save the id first. */
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rc = SSMR3PutU32(pSSM, pShader->id);
471
AssertRCReturn(rc, rc);
473
if (pShader->id != SVGA3D_INVALID_ID)
475
uint32_t cbData = pShader->cbData;
477
/* Save a copy of the shader struct. */
478
rc = SSMR3PutStructEx(pSSM, pShader, sizeof(*pShader), 0, g_aVMSVGA3DSHADERFields, NULL);
479
AssertRCReturn(rc, rc);
481
Log(("Save vertex shader shid=%d with %x bytes code.\n", pShader->id, cbData));
482
/* Fetch the shader code and save it. */
483
rc = SSMR3PutMem(pSSM, pShader->pShaderProgram, cbData);
484
AssertRCReturn(rc, rc);
488
/* Save pixel shader constants. */
489
for (uint32_t j = 0; j < pContext->state.cPixelShaderConst; j++)
491
rc = SSMR3PutStructEx(pSSM, &pContext->state.paPixelShaderConst[j], sizeof(pContext->state.paPixelShaderConst[j]), 0, g_aVMSVGASHADERCONSTFields, NULL);
492
AssertRCReturn(rc, rc);
495
/* Save vertex shader constants. */
496
for (uint32_t j = 0; j < pContext->state.cVertexShaderConst; j++)
498
rc = SSMR3PutStructEx(pSSM, &pContext->state.paVertexShaderConst[j], sizeof(pContext->state.paVertexShaderConst[j]), 0, g_aVMSVGASHADERCONSTFields, NULL);
499
AssertRCReturn(rc, rc);
506
int vmsvga3dSaveExec(PVGASTATE pThis, PSSMHANDLE pSSM)
508
PVMSVGA3DSTATE pState = pThis->svga.p3dState;
509
AssertReturn(pState, VERR_NO_MEMORY);
512
/* Save a copy of the generic 3d state first. */
513
rc = SSMR3PutStructEx(pSSM, pState, sizeof(*pState), 0, g_aVMSVGA3DSTATEFields, NULL);
514
AssertRCReturn(rc, rc);
516
#ifdef VMSVGA3D_OPENGL
517
/* Save the shared context. */
518
if (pState->SharedCtx.id == VMSVGA3D_SHARED_CTX_ID)
520
rc = vmsvga3dSaveContext(pThis, pSSM, &pState->SharedCtx);
521
AssertRCReturn(rc, rc);
525
/* Save all active contexts. */
526
for (uint32_t i = 0; i < pState->cContexts; i++)
528
rc = vmsvga3dSaveContext(pThis, pSSM, pState->papContexts[i]);
529
AssertRCReturn(rc, rc);
532
/* Save all active surfaces. */
533
for (uint32_t sid = 0; sid < pState->cSurfaces; sid++)
535
PVMSVGA3DSURFACE pSurface = pState->papSurfaces[sid];
537
/* Save the id first. */
538
rc = SSMR3PutU32(pSSM, pSurface->id);
539
AssertRCReturn(rc, rc);
541
if (pSurface->id != SVGA3D_INVALID_ID)
543
/* Save a copy of the surface structure first. */
544
rc = SSMR3PutStructEx(pSSM, pSurface, sizeof(*pSurface), 0, g_aVMSVGA3DSURFACEFields, NULL);
545
AssertRCReturn(rc, rc);
547
/* Save the mip map level info. */
548
for (uint32_t face=0; face < pSurface->cFaces; face++)
550
for (uint32_t i = 0; i < pSurface->faces[0].numMipLevels; i++)
552
uint32_t idx = i + face * pSurface->faces[0].numMipLevels;
553
PVMSVGA3DMIPMAPLEVEL pMipmapLevel = &pSurface->pMipmapLevels[idx];
555
/* Save a copy of the mip map level struct. */
556
rc = SSMR3PutStructEx(pSSM, pMipmapLevel, sizeof(*pMipmapLevel), 0, g_aVMSVGA3DMIPMAPLEVELFields, NULL);
557
AssertRCReturn(rc, rc);
561
/* Save the mip map level data. */
562
for (uint32_t face=0; face < pSurface->cFaces; face++)
564
for (uint32_t i = 0; i < pSurface->faces[0].numMipLevels; i++)
566
uint32_t idx = i + face * pSurface->faces[0].numMipLevels;
567
PVMSVGA3DMIPMAPLEVEL pMipmapLevel = &pSurface->pMipmapLevels[idx];
569
Log(("Surface sid=%d: save mipmap level %d with %x bytes data.\n", sid, i, pMipmapLevel->cbSurface));
571
#ifdef VMSVGA3D_DIRECT3D
572
if (!pSurface->u.pSurface)
574
if (pSurface->oglId.texture == OPENGL_INVALID_ID)
577
if (pMipmapLevel->fDirty)
580
rc = SSMR3PutBool(pSSM, true);
581
AssertRCReturn(rc, rc);
583
Assert(pMipmapLevel->cbSurface);
584
rc = SSMR3PutMem(pSSM, pMipmapLevel->pSurfaceData, pMipmapLevel->cbSurface);
585
AssertRCReturn(rc, rc);
589
/* No data follows */
590
rc = SSMR3PutBool(pSSM, false);
591
AssertRCReturn(rc, rc);
596
#ifdef VMSVGA3D_DIRECT3D
598
bool fRenderTargetTexture = false;
599
bool fTexture = false;
600
bool fVertex = false;
601
bool fSkipSave = false;
604
Assert(pMipmapLevel->cbSurface);
605
pData = RTMemAllocZ(pMipmapLevel->cbSurface);
606
AssertReturn(pData, VERR_NO_MEMORY);
608
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))
610
case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
611
case SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_HINT_TEXTURE:
612
/* @todo unable to easily fetch depth surface data in d3d 9 */
615
case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
616
fRenderTargetTexture = true;
618
case SVGA3D_SURFACE_HINT_TEXTURE:
621
case SVGA3D_SURFACE_HINT_RENDERTARGET:
623
D3DLOCKED_RECT LockedRect;
627
if (pSurface->bounce.pTexture)
629
if ( !pSurface->fDirty
630
&& fRenderTargetTexture
631
&& i == 0 /* only the first time */)
633
IDirect3DSurface9 *pSrc, *pDest;
635
/* @todo stricter checks for associated context */
636
uint32_t cid = pSurface->idAssociatedContext;
637
if ( cid >= pState->cContexts
638
|| pState->papContexts[cid]->id != cid)
640
Log(("vmsvga3dSaveExec invalid context id (%x - %x)!\n", cid, (cid >= pState->cContexts) ? -1 : pState->papContexts[cid]->id));
641
AssertFailedReturn(VERR_INVALID_PARAMETER);
643
PVMSVGA3DCONTEXT pContext = pState->papContexts[cid];
645
hr = pSurface->bounce.pTexture->GetSurfaceLevel(i, &pDest);
646
AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSaveExec: GetSurfaceLevel failed with %x\n", hr), VERR_INTERNAL_ERROR);
648
hr = pSurface->u.pTexture->GetSurfaceLevel(i, &pSrc);
649
AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSaveExec: GetSurfaceLevel failed with %x\n", hr), VERR_INTERNAL_ERROR);
651
hr = pContext->pDevice->GetRenderTargetData(pSrc, pDest);
652
AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSaveExec: GetRenderTargetData failed with %x\n", hr), VERR_INTERNAL_ERROR);
658
hr = pSurface->bounce.pTexture->LockRect(i, /* texture level */
664
hr = pSurface->u.pTexture->LockRect(i, /* texture level */
670
hr = pSurface->u.pSurface->LockRect(&LockedRect,
673
AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSaveExec: LockRect failed with %x\n", hr), VERR_INTERNAL_ERROR);
675
/* Copy the data one line at a time in case the internal pitch is different. */
676
for (uint32_t j = 0; j < pMipmapLevel->size.height; j++)
678
memcpy((uint8_t *)pData + j * pMipmapLevel->cbSurfacePitch, (uint8_t *)LockedRect.pBits + j * LockedRect.Pitch, pMipmapLevel->cbSurfacePitch);
683
if (pSurface->bounce.pTexture)
685
hr = pSurface->bounce.pTexture->UnlockRect(i);
686
AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSaveExec: UnlockRect failed with %x\n", hr), VERR_INTERNAL_ERROR);
689
hr = pSurface->u.pTexture->UnlockRect(i);
692
hr = pSurface->u.pSurface->UnlockRect();
693
AssertMsgReturn(hr == D3D_OK, ("vmsvga3dSaveExec: UnlockRect failed with %x\n", hr), VERR_INTERNAL_ERROR);
697
case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
701
case SVGA3D_SURFACE_HINT_INDEXBUFFER:
706
hr = pSurface->u.pVertexBuffer->Lock(0, 0, (void **)&pD3DData, D3DLOCK_READONLY);
708
hr = pSurface->u.pIndexBuffer->Lock(0, 0, (void **)&pD3DData, D3DLOCK_READONLY);
709
AssertMsg(hr == D3D_OK, ("vmsvga3dSaveExec: Lock %s failed with %x\n", (fVertex) ? "vertex" : "index", hr));
711
memcpy(pData, pD3DData, pMipmapLevel->cbSurface);
714
hr = pSurface->u.pVertexBuffer->Unlock();
716
hr = pSurface->u.pIndexBuffer->Unlock();
717
AssertMsg(hr == D3D_OK, ("vmsvga3dSaveExec: Unlock %s failed with %x\n", (fVertex) ? "vertex" : "index", hr));
729
rc = SSMR3PutBool(pSSM, true);
730
AssertRCReturn(rc, rc);
732
/* And write the surface data. */
733
rc = SSMR3PutMem(pSSM, pData, pMipmapLevel->cbSurface);
734
AssertRCReturn(rc, rc);
738
/* No data follows */
739
rc = SSMR3PutBool(pSSM, false);
740
AssertRCReturn(rc, rc);
744
#elif defined(VMSVGA3D_OPENGL)
747
PVMSVGA3DCONTEXT pContext = &pState->SharedCtx;
748
VMSVGA3D_SET_CURRENT_CONTEXT(pState, pContext);
750
Assert(pMipmapLevel->cbSurface);
752
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))
757
case SVGA3D_SURFACE_HINT_DEPTHSTENCIL:
758
case SVGA3D_SURFACE_HINT_DEPTHSTENCIL | SVGA3D_SURFACE_HINT_TEXTURE:
759
/* @todo fetch data from the renderbuffer */
760
/* No data follows */
761
rc = SSMR3PutBool(pSSM, false);
762
AssertRCReturn(rc, rc);
765
case SVGA3D_SURFACE_HINT_TEXTURE | SVGA3D_SURFACE_HINT_RENDERTARGET:
766
case SVGA3D_SURFACE_HINT_TEXTURE:
767
case SVGA3D_SURFACE_HINT_RENDERTARGET:
771
pData = RTMemAllocZ(pMipmapLevel->cbSurface);
772
AssertReturn(pData, VERR_NO_MEMORY);
774
glGetIntegerv(GL_TEXTURE_BINDING_2D, &activeTexture);
775
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
777
glBindTexture(GL_TEXTURE_2D, pSurface->oglId.texture);
778
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
780
/* Set row length and alignment of the output data. */
781
VMSVGAPACKPARAMS SavedParams;
782
vmsvga3dOglSetPackParams(pState, pContext, pSurface, &SavedParams);
784
glGetTexImage(GL_TEXTURE_2D,
789
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
791
vmsvga3dOglRestorePackParams(pState, pContext, pSurface, &SavedParams);
794
rc = SSMR3PutBool(pSSM, true);
795
AssertRCReturn(rc, rc);
797
/* And write the surface data. */
798
rc = SSMR3PutMem(pSSM, pData, pMipmapLevel->cbSurface);
799
AssertRCReturn(rc, rc);
801
/* Restore the old active texture. */
802
glBindTexture(GL_TEXTURE_2D, activeTexture);
803
VMSVGA3D_CHECK_LAST_ERROR_WARN(pState, pContext);
807
case SVGA3D_SURFACE_HINT_VERTEXBUFFER:
808
case SVGA3D_SURFACE_HINT_INDEXBUFFER:
810
uint8_t *pBufferData;
812
pState->ext.glBindBuffer(GL_ARRAY_BUFFER, pSurface->oglId.buffer);
813
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
815
pBufferData = (uint8_t *)pState->ext.glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
816
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
820
rc = SSMR3PutBool(pSSM, true);
821
AssertRCReturn(rc, rc);
823
/* And write the surface data. */
824
rc = SSMR3PutMem(pSSM, pBufferData, pMipmapLevel->cbSurface);
825
AssertRCReturn(rc, rc);
827
pState->ext.glUnmapBuffer(GL_ARRAY_BUFFER);
828
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
830
pState->ext.glBindBuffer(GL_ARRAY_BUFFER, 0);
831
VMSVGA3D_CHECK_LAST_ERROR(pState, pContext);
838
#error "Unexpected 3d backend"
848
uint32_t vmsvga3dSaveShaderConst(PVMSVGA3DCONTEXT pContext, uint32_t reg, SVGA3dShaderType type, SVGA3dShaderConstType ctype, uint32_t val1, uint32_t val2, uint32_t val3, uint32_t val4)
850
/* Choose a sane upper limit. */
851
AssertReturn(reg < _32K, VERR_INVALID_PARAMETER);
853
if (type == SVGA3D_SHADERTYPE_VS)
855
if (pContext->state.cVertexShaderConst <= reg)
857
pContext->state.paVertexShaderConst = (PVMSVGASHADERCONST)RTMemRealloc(pContext->state.paVertexShaderConst, sizeof(VMSVGASHADERCONST) * (reg + 1));
858
AssertReturn(pContext->state.paVertexShaderConst, VERR_NO_MEMORY);
859
for (uint32_t i = pContext->state.cVertexShaderConst; i < reg + 1; i++)
860
pContext->state.paVertexShaderConst[i].fValid = false;
861
pContext->state.cVertexShaderConst = reg + 1;
864
pContext->state.paVertexShaderConst[reg].fValid = true;
865
pContext->state.paVertexShaderConst[reg].ctype = ctype;
866
pContext->state.paVertexShaderConst[reg].value[0] = val1;
867
pContext->state.paVertexShaderConst[reg].value[1] = val2;
868
pContext->state.paVertexShaderConst[reg].value[2] = val3;
869
pContext->state.paVertexShaderConst[reg].value[3] = val4;
873
Assert(type == SVGA3D_SHADERTYPE_PS);
874
if (pContext->state.cPixelShaderConst <= reg)
876
pContext->state.paPixelShaderConst = (PVMSVGASHADERCONST)RTMemRealloc(pContext->state.paPixelShaderConst, sizeof(VMSVGASHADERCONST) * (reg + 1));
877
AssertReturn(pContext->state.paPixelShaderConst, VERR_NO_MEMORY);
878
for (uint32_t i = pContext->state.cPixelShaderConst; i < reg + 1; i++)
879
pContext->state.paPixelShaderConst[i].fValid = false;
880
pContext->state.cPixelShaderConst = reg + 1;
883
pContext->state.paPixelShaderConst[reg].fValid = true;
884
pContext->state.paPixelShaderConst[reg].ctype = ctype;
885
pContext->state.paPixelShaderConst[reg].value[0] = val1;
886
pContext->state.paPixelShaderConst[reg].value[1] = val2;
887
pContext->state.paPixelShaderConst[reg].value[2] = val3;
888
pContext->state.paPixelShaderConst[reg].value[3] = val4;