wined3d: Try harder to keep the current context.
[wine.git] / dlls / wined3d / context.c
blob49b9186645979c99129988e64f066e31a9d941f7
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
23 #include "wine/port.h"
25 #include <stdio.h>
26 #ifdef HAVE_FLOAT_H
27 # include <float.h>
28 #endif
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous);
36 #define WINED3D_MAX_FBO_ENTRIES 64
37 #define WINED3D_ALL_LAYERS (~0u)
39 static DWORD wined3d_context_tls_idx;
41 /* FBO helper functions */
43 /* Context activation is done by the caller. */
44 static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint fbo)
46 const struct wined3d_gl_info *gl_info = context->gl_info;
48 switch (target)
50 case GL_READ_FRAMEBUFFER:
51 if (context->fbo_read_binding == fbo) return;
52 context->fbo_read_binding = fbo;
53 break;
55 case GL_DRAW_FRAMEBUFFER:
56 if (context->fbo_draw_binding == fbo) return;
57 context->fbo_draw_binding = fbo;
58 break;
60 case GL_FRAMEBUFFER:
61 if (context->fbo_read_binding == fbo
62 && context->fbo_draw_binding == fbo) return;
63 context->fbo_read_binding = fbo;
64 context->fbo_draw_binding = fbo;
65 break;
67 default:
68 FIXME("Unhandled target %#x.\n", target);
69 break;
72 gl_info->fbo_ops.glBindFramebuffer(target, fbo);
73 checkGLcall("glBindFramebuffer()");
76 /* Context activation is done by the caller. */
77 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
79 unsigned int i;
81 for (i = 0; i < gl_info->limits.buffers; ++i)
83 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
84 checkGLcall("glFramebufferTexture2D()");
86 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
87 checkGLcall("glFramebufferTexture2D()");
89 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
90 checkGLcall("glFramebufferTexture2D()");
93 /* Context activation is done by the caller. */
94 static void context_destroy_fbo(struct wined3d_context *context, GLuint fbo)
96 const struct wined3d_gl_info *gl_info = context->gl_info;
98 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
99 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
100 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
102 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
103 checkGLcall("glDeleteFramebuffers()");
106 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
107 GLenum fbo_target, DWORD flags, GLuint rb)
109 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
111 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
112 checkGLcall("glFramebufferRenderbuffer()");
115 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
117 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
118 checkGLcall("glFramebufferRenderbuffer()");
122 static void context_attach_gl_texture_fbo(struct wined3d_context *context,
123 GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource)
125 const struct wined3d_gl_info *gl_info = context->gl_info;
127 if (!resource)
129 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, GL_TEXTURE_2D, 0, 0);
131 else if (resource->layer == WINED3D_ALL_LAYERS)
133 if (!gl_info->fbo_ops.glFramebufferTexture)
135 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
136 return;
139 gl_info->fbo_ops.glFramebufferTexture(fbo_target, attachment,
140 resource->object, resource->level);
142 else if (resource->target == GL_TEXTURE_2D_ARRAY || resource->target == GL_TEXTURE_3D)
144 if (!gl_info->fbo_ops.glFramebufferTextureLayer)
146 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
147 return;
150 gl_info->fbo_ops.glFramebufferTextureLayer(fbo_target, attachment,
151 resource->object, resource->level, resource->layer);
153 else
155 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment,
156 resource->target, resource->object, resource->level);
158 checkGLcall("attach texture to fbo");
161 /* Context activation is done by the caller. */
162 static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
163 GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
164 DWORD flags)
166 const struct wined3d_gl_info *gl_info = context->gl_info;
168 if (resource->object)
170 TRACE("Attach depth stencil %u.\n", resource->object);
172 if (rb_namespace)
174 context_attach_depth_stencil_rb(gl_info, fbo_target,
175 flags, resource->object);
177 else
179 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
180 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, resource);
182 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
183 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, resource);
186 if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
187 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
189 if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
190 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
192 else
194 TRACE("Attach depth stencil 0.\n");
196 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
197 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
201 /* Context activation is done by the caller. */
202 static void context_attach_surface_fbo(struct wined3d_context *context,
203 GLenum fbo_target, DWORD idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
205 const struct wined3d_gl_info *gl_info = context->gl_info;
207 TRACE("Attach GL object %u to %u.\n", resource->object, idx);
209 if (resource->object)
212 if (rb_namespace)
214 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
215 GL_RENDERBUFFER, resource->object);
216 checkGLcall("glFramebufferRenderbuffer()");
218 else
220 context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
223 else
225 context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, NULL);
229 static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, GLenum target,
230 GLenum attachment)
232 static const struct
234 GLenum target;
235 GLenum binding;
236 const char *str;
237 enum wined3d_gl_extension extension;
239 texture_type[] =
241 {GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, "2d", WINED3D_GL_EXT_NONE},
242 {GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BINDING_RECTANGLE_ARB, "rectangle", ARB_TEXTURE_RECTANGLE},
243 {GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, "2d-array", EXT_TEXTURE_ARRAY},
246 GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target;
248 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
249 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
250 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
251 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
253 if (type == GL_RENDERBUFFER)
255 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name);
256 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
257 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
258 if (gl_info->limits.samples > 1)
259 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
260 else
261 samples = 1;
262 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt);
263 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
264 debug_fboattachment(attachment), name, width, height, samples, fmt);
266 else if (type == GL_TEXTURE)
268 const char *tex_type_str;
270 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
271 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level);
272 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
273 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face);
275 if (face)
277 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture);
279 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, name);
280 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(face, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
281 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(face, level, GL_TEXTURE_WIDTH, &width);
282 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(face, level, GL_TEXTURE_HEIGHT, &height);
284 tex_target = GL_TEXTURE_CUBE_MAP;
285 tex_type_str = "cube";
287 else
289 unsigned int i;
291 tex_type_str = NULL;
292 for (i = 0; i < sizeof(texture_type) / sizeof(*texture_type); ++i)
294 if (!gl_info->supported[texture_type[i].extension])
295 continue;
297 gl_info->gl_ops.gl.p_glGetIntegerv(texture_type[i].binding, &old_texture);
298 while (gl_info->gl_ops.gl.p_glGetError());
300 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, name);
301 if (!gl_info->gl_ops.gl.p_glGetError())
303 tex_target = texture_type[i].target;
304 tex_type_str = texture_type[i].str;
305 break;
307 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture);
309 if (!tex_type_str)
311 FIXME("Cannot find type of texture %d.\n", name);
312 return;
315 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
316 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width);
317 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height);
320 FIXME(" %s: %s texture %d, %dx%d, format %#x.\n", debug_fboattachment(attachment),
321 tex_type_str, name, width, height, fmt);
323 gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture);
324 checkGLcall("Guess texture type");
326 else if (type == GL_NONE)
328 FIXME(" %s: NONE.\n", debug_fboattachment(attachment));
330 else
332 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
336 /* Context activation is done by the caller. */
337 void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
339 const struct wined3d_gl_info *gl_info = context->gl_info;
340 GLenum status;
342 if (!FIXME_ON(d3d)) return;
344 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
345 if (status == GL_FRAMEBUFFER_COMPLETE)
347 TRACE("FBO complete\n");
349 else
351 unsigned int i;
353 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
355 if (!context->current_fbo)
357 ERR("FBO 0 is incomplete, driver bug?\n");
358 return;
361 context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT);
362 context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT);
364 for (i = 0; i < gl_info->limits.buffers; ++i)
365 context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i);
366 checkGLcall("Dump FBO attachments");
370 static inline DWORD context_generate_rt_mask(GLenum buffer)
372 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
373 return buffer ? (1u << 31) | buffer : 0;
376 static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource)
378 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
380 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
381 return 0;
384 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource));
387 static inline void context_set_fbo_key_for_render_target(const struct wined3d_context *context,
388 struct wined3d_fbo_entry_key *key, unsigned int idx, struct wined3d_rendertarget_info *render_target,
389 DWORD location)
391 unsigned int sub_resource_idx = render_target->sub_resource_idx;
392 struct wined3d_resource *resource = render_target->resource;
393 struct wined3d_texture *texture;
395 if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER)
397 if (resource && resource->type == WINED3D_RTYPE_BUFFER)
398 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
399 key->objects[idx].object = 0;
400 key->objects[idx].target = 0;
401 key->objects[idx].level = key->objects[idx].layer = 0;
402 return;
405 if (render_target->gl_view.name)
407 key->objects[idx].object = render_target->gl_view.name;
408 key->objects[idx].target = render_target->gl_view.target;
409 key->objects[idx].level = 0;
410 key->objects[idx].layer = WINED3D_ALL_LAYERS;
411 return;
414 texture = wined3d_texture_from_resource(resource);
415 if (resource->type == WINED3D_RTYPE_TEXTURE_2D)
417 struct wined3d_surface *surface = texture->sub_resources[sub_resource_idx].u.surface;
419 if (surface->current_renderbuffer)
421 key->objects[idx].object = surface->current_renderbuffer->id;
422 key->objects[idx].target = 0;
423 key->objects[idx].level = key->objects[idx].layer = 0;
424 key->rb_namespace |= 1 << idx;
425 return;
428 key->objects[idx].target = surface->texture_target;
429 key->objects[idx].level = surface->texture_level;
430 key->objects[idx].layer = surface->texture_layer;
432 else
434 key->objects[idx].target = texture->target;
435 key->objects[idx].level = sub_resource_idx % texture->level_count;
436 key->objects[idx].layer = sub_resource_idx / texture->level_count;
438 if (render_target->layer_count != 1)
439 key->objects[idx].layer = WINED3D_ALL_LAYERS;
441 switch (location)
443 case WINED3D_LOCATION_TEXTURE_RGB:
444 key->objects[idx].object = wined3d_texture_get_texture_name(texture, context, FALSE);
445 break;
447 case WINED3D_LOCATION_TEXTURE_SRGB:
448 key->objects[idx].object = wined3d_texture_get_texture_name(texture, context, TRUE);
449 break;
451 case WINED3D_LOCATION_RB_MULTISAMPLE:
452 key->objects[idx].object = texture->rb_multisample;
453 key->objects[idx].target = 0;
454 key->objects[idx].level = key->objects[idx].layer = 0;
455 key->rb_namespace |= 1 << idx;
456 break;
458 case WINED3D_LOCATION_RB_RESOLVED:
459 key->objects[idx].object = texture->rb_resolved;
460 key->objects[idx].target = 0;
461 key->objects[idx].level = key->objects[idx].layer = 0;
462 key->rb_namespace |= 1 << idx;
463 break;
467 static void context_generate_fbo_key(const struct wined3d_context *context,
468 struct wined3d_fbo_entry_key *key, struct wined3d_rendertarget_info *render_targets,
469 struct wined3d_surface *depth_stencil_surface, DWORD color_location,
470 DWORD ds_location)
472 struct wined3d_rendertarget_info depth_stencil = {{0}};
473 unsigned int i;
475 key->rb_namespace = 0;
476 if (depth_stencil_surface)
478 depth_stencil.resource = &depth_stencil_surface->container->resource;
479 depth_stencil.sub_resource_idx = surface_get_sub_resource_idx(depth_stencil_surface);
480 depth_stencil.layer_count = 1;
482 context_set_fbo_key_for_render_target(context, key, 0, &depth_stencil, ds_location);
484 for (i = 0; i < context->gl_info->limits.buffers; ++i)
485 context_set_fbo_key_for_render_target(context, key, i + 1, &render_targets[i], color_location);
488 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
489 struct wined3d_rendertarget_info *render_targets, struct wined3d_surface *depth_stencil,
490 DWORD color_location, DWORD ds_location)
492 const struct wined3d_gl_info *gl_info = context->gl_info;
493 unsigned int object_count = gl_info->limits.buffers + 1;
494 struct fbo_entry *entry;
496 entry = HeapAlloc(GetProcessHeap(), 0,
497 FIELD_OFFSET(struct fbo_entry, key.objects[object_count]));
498 memset(&entry->key, 0, FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[object_count]));
499 context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
500 entry->flags = 0;
501 if (depth_stencil)
503 if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_DEPTH)
504 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
505 if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_STENCIL)
506 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
508 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
509 gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
510 checkGLcall("glGenFramebuffers()");
511 TRACE("Created FBO %u.\n", entry->id);
513 return entry;
516 /* Context activation is done by the caller. */
517 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
518 struct wined3d_rendertarget_info *render_targets, struct wined3d_surface *depth_stencil,
519 DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
521 const struct wined3d_gl_info *gl_info = context->gl_info;
523 context_bind_fbo(context, target, entry->id);
524 context_clean_fbo_attachments(gl_info, target);
526 context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
527 entry->flags = 0;
528 if (depth_stencil)
530 if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_DEPTH)
531 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
532 if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_STENCIL)
533 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
537 /* Context activation is done by the caller. */
538 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
540 if (entry->id)
542 TRACE("Destroy FBO %u.\n", entry->id);
543 context_destroy_fbo(context, entry->id);
545 --context->fbo_entry_count;
546 list_remove(&entry->entry);
547 HeapFree(GetProcessHeap(), 0, entry);
550 /* Context activation is done by the caller. */
551 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
552 struct wined3d_rendertarget_info *render_targets, struct wined3d_surface *depth_stencil,
553 DWORD color_location, DWORD ds_location)
555 const struct wined3d_gl_info *gl_info = context->gl_info;
556 unsigned int object_count = gl_info->limits.buffers + 1;
557 struct wined3d_texture *rt_texture, *ds_texture;
558 struct fbo_entry *entry;
559 unsigned int i, level;
561 if (depth_stencil && render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER)
563 rt_texture = wined3d_texture_from_resource(render_targets[0].resource);
564 level = render_targets[0].sub_resource_idx % rt_texture->level_count;
565 ds_texture = depth_stencil->container;
567 if (wined3d_texture_get_level_width(ds_texture, depth_stencil->texture_level)
568 < wined3d_texture_get_level_width(rt_texture, level)
569 || wined3d_texture_get_level_height(ds_texture, depth_stencil->texture_level)
570 < wined3d_texture_get_level_height(rt_texture, level))
572 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
573 depth_stencil = NULL;
575 else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type
576 || ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality)
578 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
579 rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality,
580 ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality);
581 depth_stencil = NULL;
583 else
584 surface_set_compatible_renderbuffer(depth_stencil, &render_targets[0]);
587 context_generate_fbo_key(context, context->fbo_key, render_targets, depth_stencil, color_location,
588 ds_location);
590 if (TRACE_ON(d3d))
592 TRACE("Dumping FBO attachments:\n");
593 for (i = 0; i < gl_info->limits.buffers; ++i)
595 struct wined3d_resource *resource;
596 if ((resource = render_targets[i].resource))
598 unsigned int width, height;
599 const char *resource_type;
601 if (resource->type == WINED3D_RTYPE_BUFFER)
603 width = resource->size;
604 height = 1;
605 resource_type = "buffer";
607 else
609 rt_texture = wined3d_texture_from_resource(resource);
610 level = render_targets[i].sub_resource_idx % rt_texture->level_count;
611 width = wined3d_texture_get_level_pow2_width(rt_texture, level);
612 height = wined3d_texture_get_level_pow2_height(rt_texture, level);
613 resource_type = "texture";
616 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
617 i, resource, render_targets[i].sub_resource_idx, debug_d3dformat(resource->format->id),
618 context->fbo_key->rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type,
619 context->fbo_key->objects[i + 1].object, width, height, resource->multisample_type);
622 if (depth_stencil)
624 ds_texture = depth_stencil->container;
625 TRACE(" Depth attachment: %p format %s, %s %u, %ux%u, %u samples.\n",
626 depth_stencil, debug_d3dformat(ds_texture->resource.format->id),
627 context->fbo_key->rb_namespace & (1 << 0) ? "renderbuffer" : "texture",
628 context->fbo_key->objects[0].object,
629 wined3d_texture_get_level_pow2_width(ds_texture, depth_stencil->texture_level),
630 wined3d_texture_get_level_pow2_height(ds_texture, depth_stencil->texture_level),
631 ds_texture->resource.multisample_type);
635 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
637 if (memcmp(context->fbo_key, &entry->key, FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[object_count])))
638 continue;
640 list_remove(&entry->entry);
641 list_add_head(&context->fbo_list, &entry->entry);
642 return entry;
645 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
647 entry = context_create_fbo_entry(context, render_targets, depth_stencil, color_location, ds_location);
648 list_add_head(&context->fbo_list, &entry->entry);
649 ++context->fbo_entry_count;
651 else
653 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
654 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, color_location, ds_location, entry);
655 list_remove(&entry->entry);
656 list_add_head(&context->fbo_list, &entry->entry);
659 return entry;
662 /* Context activation is done by the caller. */
663 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
665 const struct wined3d_gl_info *gl_info = context->gl_info;
666 unsigned int i;
667 GLuint read_binding, draw_binding;
669 if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
671 context_bind_fbo(context, target, entry->id);
672 return;
675 read_binding = context->fbo_read_binding;
676 draw_binding = context->fbo_draw_binding;
677 context_bind_fbo(context, GL_FRAMEBUFFER, entry->id);
679 /* Apply render targets */
680 for (i = 0; i < gl_info->limits.buffers; ++i)
682 context_attach_surface_fbo(context, target, i, &entry->key.objects[i + 1],
683 entry->key.rb_namespace & (1 << (i + 1)));
686 context_attach_depth_stencil_fbo(context, target, &entry->key.objects[0],
687 entry->key.rb_namespace & 0x1, entry->flags);
689 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
690 * GL contexts requirements. */
691 gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
692 context_set_draw_buffer(context, GL_NONE);
693 if (target != GL_FRAMEBUFFER)
695 if (target == GL_READ_FRAMEBUFFER)
696 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding);
697 else
698 context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding);
701 entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
704 /* Context activation is done by the caller. */
705 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
706 struct wined3d_rendertarget_info *render_targets, struct wined3d_surface *depth_stencil,
707 DWORD color_location, DWORD ds_location)
709 struct fbo_entry *entry, *entry2;
711 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
713 context_destroy_fbo_entry(context, entry);
716 if (context->rebind_fbo)
718 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
719 context->rebind_fbo = FALSE;
722 if (color_location == WINED3D_LOCATION_DRAWABLE)
724 context->current_fbo = NULL;
725 context_bind_fbo(context, target, 0);
727 else
729 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil,
730 color_location, ds_location);
731 context_apply_fbo_entry(context, target, context->current_fbo);
735 /* Context activation is done by the caller. */
736 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
737 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
739 memset(context->blit_targets, 0, context->gl_info->limits.buffers * sizeof(*context->blit_targets));
740 if (render_target)
742 context->blit_targets[0].resource = &render_target->container->resource;
743 context->blit_targets[0].sub_resource_idx = surface_get_sub_resource_idx(render_target);
744 context->blit_targets[0].layer_count = 1;
746 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location, location);
749 /* Context activation is done by the caller. */
750 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
752 const struct wined3d_gl_info *gl_info = context->gl_info;
754 if (context->free_occlusion_query_count)
756 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
758 else
760 if (gl_info->supported[ARB_OCCLUSION_QUERY])
762 GL_EXTCALL(glGenQueries(1, &query->id));
763 checkGLcall("glGenQueries");
765 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
767 else
769 WARN("Occlusion queries not supported, not allocating query id.\n");
770 query->id = 0;
774 query->context = context;
775 list_add_head(&context->occlusion_queries, &query->entry);
778 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
780 struct wined3d_context *context = query->context;
782 list_remove(&query->entry);
783 query->context = NULL;
785 if (!wined3d_array_reserve((void **)&context->free_occlusion_queries,
786 &context->free_occlusion_query_size, context->free_occlusion_query_count + 1,
787 sizeof(*context->free_occlusion_queries)))
789 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
790 return;
793 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
796 /* Context activation is done by the caller. */
797 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
799 const struct wined3d_gl_info *gl_info = context->gl_info;
801 if (context->free_event_query_count)
803 query->object = context->free_event_queries[--context->free_event_query_count];
805 else
807 if (gl_info->supported[ARB_SYNC])
809 /* Using ARB_sync, not much to do here. */
810 query->object.sync = NULL;
811 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
813 else if (gl_info->supported[APPLE_FENCE])
815 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
816 checkGLcall("glGenFencesAPPLE");
818 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
820 else if(gl_info->supported[NV_FENCE])
822 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
823 checkGLcall("glGenFencesNV");
825 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
827 else
829 WARN("Event queries not supported, not allocating query id.\n");
830 query->object.id = 0;
834 query->context = context;
835 list_add_head(&context->event_queries, &query->entry);
838 void context_free_event_query(struct wined3d_event_query *query)
840 struct wined3d_context *context = query->context;
842 list_remove(&query->entry);
843 query->context = NULL;
845 if (!wined3d_array_reserve((void **)&context->free_event_queries,
846 &context->free_event_query_size, context->free_event_query_count + 1,
847 sizeof(*context->free_event_queries)))
849 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
850 return;
853 context->free_event_queries[context->free_event_query_count++] = query->object;
856 /* Context activation is done by the caller. */
857 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query)
859 const struct wined3d_gl_info *gl_info = context->gl_info;
861 if (context->free_timestamp_query_count)
863 query->id = context->free_timestamp_queries[--context->free_timestamp_query_count];
865 else
867 GL_EXTCALL(glGenQueries(1, &query->id));
868 checkGLcall("glGenQueries");
870 TRACE("Allocated timestamp query %u in context %p.\n", query->id, context);
873 query->context = context;
874 list_add_head(&context->timestamp_queries, &query->entry);
877 void context_free_timestamp_query(struct wined3d_timestamp_query *query)
879 struct wined3d_context *context = query->context;
881 list_remove(&query->entry);
882 query->context = NULL;
884 if (!wined3d_array_reserve((void **)&context->free_timestamp_queries,
885 &context->free_timestamp_query_size, context->free_timestamp_query_count + 1,
886 sizeof(*context->free_timestamp_queries)))
888 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
889 return;
892 context->free_timestamp_queries[context->free_timestamp_query_count++] = query->id;
895 void context_alloc_so_statistics_query(struct wined3d_context *context,
896 struct wined3d_so_statistics_query *query)
898 const struct wined3d_gl_info *gl_info = context->gl_info;
900 if (context->free_so_statistics_query_count)
902 query->u = context->free_so_statistics_queries[--context->free_so_statistics_query_count];
904 else
906 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
907 checkGLcall("glGenQueries");
909 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
910 query->u.id[0], query->u.id[1], context);
913 query->context = context;
914 list_add_head(&context->so_statistics_queries, &query->entry);
917 void context_free_so_statistics_query(struct wined3d_so_statistics_query *query)
919 struct wined3d_context *context = query->context;
921 list_remove(&query->entry);
922 query->context = NULL;
924 if (!wined3d_array_reserve((void **)&context->free_so_statistics_queries,
925 &context->free_so_statistics_query_size, context->free_so_statistics_query_count + 1,
926 sizeof(*context->free_so_statistics_queries)))
928 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
929 query->u.id[0], query->u.id[1], context);
930 return;
933 context->free_so_statistics_queries[context->free_so_statistics_query_count++] = query->u;
936 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
938 static void context_enum_fbo_entries(const struct wined3d_device *device,
939 GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
941 UINT i;
943 for (i = 0; i < device->context_count; ++i)
945 struct wined3d_context *context = device->contexts[i];
946 const struct wined3d_gl_info *gl_info = context->gl_info;
947 struct fbo_entry *entry, *entry2;
949 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
951 UINT j;
953 for (j = 0; j < gl_info->limits.buffers + 1; ++j)
955 if (entry->key.objects[j].object == name
956 && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace)
958 callback(context, entry);
959 break;
966 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
968 list_remove(&entry->entry);
969 list_add_head(&context->fbo_destroy_list, &entry->entry);
972 void context_resource_released(const struct wined3d_device *device,
973 struct wined3d_resource *resource, enum wined3d_resource_type type)
975 struct wined3d_texture *texture;
976 UINT i;
978 if (!device->d3d_initialized)
979 return;
981 switch (type)
983 case WINED3D_RTYPE_TEXTURE_2D:
984 case WINED3D_RTYPE_TEXTURE_3D:
985 texture = texture_from_resource(resource);
987 for (i = 0; i < device->context_count; ++i)
989 struct wined3d_context *context = device->contexts[i];
990 if (context->current_rt.texture == texture)
992 context->current_rt.texture = NULL;
993 context->current_rt.sub_resource_idx = 0;
996 break;
998 default:
999 break;
1003 void context_gl_resource_released(struct wined3d_device *device,
1004 GLuint name, BOOL rb_namespace)
1006 context_enum_fbo_entries(device, name, rb_namespace, context_queue_fbo_entry_destruction);
1009 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
1011 const struct wined3d_gl_info *gl_info = context->gl_info;
1012 struct fbo_entry *entry = context->current_fbo;
1013 unsigned int i;
1015 if (!entry || context->rebind_fbo) return;
1017 for (i = 0; i < gl_info->limits.buffers + 1; ++i)
1019 if (surface->container->texture_rgb.name == entry->key.objects[i].object
1020 || surface->container->texture_srgb.name == entry->key.objects[i].object)
1022 TRACE("Updated surface %p is bound as attachment %u to the current FBO.\n", surface, i);
1023 context->rebind_fbo = TRUE;
1024 return;
1029 static BOOL context_restore_pixel_format(struct wined3d_context *ctx)
1031 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1032 BOOL ret = FALSE;
1034 if (ctx->restore_pf && IsWindow(ctx->restore_pf_win))
1036 if (ctx->gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1038 HDC dc = GetDCEx(ctx->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
1039 if (dc)
1041 if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, ctx->restore_pf))))
1043 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
1044 ctx->restore_pf, ctx->restore_pf_win);
1046 ReleaseDC(ctx->restore_pf_win, dc);
1049 else
1051 ERR("can't restore pixel format %d on window %p\n", ctx->restore_pf, ctx->restore_pf_win);
1055 ctx->restore_pf = 0;
1056 ctx->restore_pf_win = NULL;
1057 return ret;
1060 static BOOL context_set_pixel_format(struct wined3d_context *context, HDC dc, BOOL private, int format)
1062 const struct wined3d_gl_info *gl_info = context->gl_info;
1063 int current;
1065 if (dc == context->hdc && context->hdc_is_private && context->hdc_has_format)
1066 return TRUE;
1068 current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc);
1069 if (current == format) goto success;
1071 if (!current)
1073 if (!SetPixelFormat(dc, format, NULL))
1075 /* This may also happen if the dc belongs to a destroyed window. */
1076 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
1077 format, dc, GetLastError());
1078 return FALSE;
1081 context->restore_pf = 0;
1082 context->restore_pf_win = private ? NULL : WindowFromDC(dc);
1083 goto success;
1086 /* By default WGL doesn't allow pixel format adjustments but we need it
1087 * here. For this reason there's a Wine specific wglSetPixelFormat()
1088 * which allows us to set the pixel format multiple times. Only use it
1089 * when really needed. */
1090 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1092 HWND win;
1094 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
1096 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1097 format, dc);
1098 return FALSE;
1101 win = private ? NULL : WindowFromDC(dc);
1102 if (win != context->restore_pf_win)
1104 context_restore_pixel_format(context);
1106 context->restore_pf = private ? 0 : current;
1107 context->restore_pf_win = win;
1110 goto success;
1113 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1114 * continue using the old format. There's a big chance that the old
1115 * format works although with a performance hit and perhaps rendering
1116 * errors. */
1117 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1118 format, dc, current);
1119 return TRUE;
1121 success:
1122 if (dc == context->hdc && context->hdc_is_private)
1123 context->hdc_has_format = TRUE;
1124 return TRUE;
1127 static BOOL context_set_gl_context(struct wined3d_context *ctx)
1129 struct wined3d_swapchain *swapchain = ctx->swapchain;
1130 BOOL backup = FALSE;
1132 if (!context_set_pixel_format(ctx, ctx->hdc, ctx->hdc_is_private, ctx->pixel_format))
1134 WARN("Failed to set pixel format %d on device context %p.\n",
1135 ctx->pixel_format, ctx->hdc);
1136 backup = TRUE;
1139 if (backup || !wglMakeCurrent(ctx->hdc, ctx->glCtx))
1141 HDC dc;
1143 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1144 ctx->glCtx, ctx->hdc, GetLastError());
1145 ctx->valid = 0;
1146 WARN("Trying fallback to the backup window.\n");
1148 /* FIXME: If the context is destroyed it's no longer associated with
1149 * a swapchain, so we can't use the swapchain to get a backup dc. To
1150 * make this work windowless contexts would need to be handled by the
1151 * device. */
1152 if (ctx->destroyed || !swapchain)
1154 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
1155 context_set_current(NULL);
1156 return FALSE;
1159 if (!(dc = swapchain_get_backup_dc(swapchain)))
1161 context_set_current(NULL);
1162 return FALSE;
1165 if (!context_set_pixel_format(ctx, dc, TRUE, ctx->pixel_format))
1167 ERR("Failed to set pixel format %d on device context %p.\n",
1168 ctx->pixel_format, dc);
1169 context_set_current(NULL);
1170 return FALSE;
1173 if (!wglMakeCurrent(dc, ctx->glCtx))
1175 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1176 dc, GetLastError());
1177 context_set_current(NULL);
1178 return FALSE;
1181 ctx->valid = 1;
1183 ctx->needs_set = 0;
1184 return TRUE;
1187 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
1189 if (!wglMakeCurrent(dc, gl_ctx))
1191 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1192 gl_ctx, dc, GetLastError());
1193 context_set_current(NULL);
1197 static void context_update_window(struct wined3d_context *context)
1199 if (!context->swapchain)
1200 return;
1202 if (context->win_handle == context->swapchain->win_handle)
1203 return;
1205 TRACE("Updating context %p window from %p to %p.\n",
1206 context, context->win_handle, context->swapchain->win_handle);
1208 if (context->hdc)
1209 wined3d_release_dc(context->win_handle, context->hdc);
1211 context->win_handle = context->swapchain->win_handle;
1212 context->hdc_is_private = FALSE;
1213 context->hdc_has_format = FALSE;
1214 context->needs_set = 1;
1215 context->valid = 1;
1217 if (!(context->hdc = GetDCEx(context->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
1219 ERR("Failed to get a device context for window %p.\n", context->win_handle);
1220 context->valid = 0;
1224 static void context_destroy_gl_resources(struct wined3d_context *context)
1226 const struct wined3d_gl_info *gl_info = context->gl_info;
1227 struct wined3d_so_statistics_query *so_statistics_query;
1228 struct wined3d_timestamp_query *timestamp_query;
1229 struct wined3d_occlusion_query *occlusion_query;
1230 struct wined3d_event_query *event_query;
1231 struct fbo_entry *entry, *entry2;
1232 HGLRC restore_ctx;
1233 HDC restore_dc;
1234 unsigned int i;
1236 restore_ctx = wglGetCurrentContext();
1237 restore_dc = wglGetCurrentDC();
1239 if (restore_ctx == context->glCtx)
1240 restore_ctx = NULL;
1241 else if (context->valid)
1242 context_set_gl_context(context);
1244 LIST_FOR_EACH_ENTRY(so_statistics_query, &context->so_statistics_queries,
1245 struct wined3d_so_statistics_query, entry)
1247 if (context->valid)
1248 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query->u.id), so_statistics_query->u.id));
1249 so_statistics_query->context = NULL;
1252 LIST_FOR_EACH_ENTRY(timestamp_query, &context->timestamp_queries, struct wined3d_timestamp_query, entry)
1254 if (context->valid)
1255 GL_EXTCALL(glDeleteQueries(1, &timestamp_query->id));
1256 timestamp_query->context = NULL;
1259 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
1261 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
1262 GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
1263 occlusion_query->context = NULL;
1266 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
1268 if (context->valid)
1270 if (gl_info->supported[ARB_SYNC])
1272 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
1274 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
1275 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
1277 event_query->context = NULL;
1280 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
1282 if (!context->valid) entry->id = 0;
1283 context_destroy_fbo_entry(context, entry);
1286 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
1288 if (!context->valid) entry->id = 0;
1289 context_destroy_fbo_entry(context, entry);
1292 if (context->valid)
1294 if (context->dummy_arbfp_prog)
1296 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
1299 if (gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY])
1301 for (i = 0; i < context->free_so_statistics_query_count; ++i)
1303 union wined3d_gl_so_statistics_query *q = &context->free_so_statistics_queries[i];
1304 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1308 if (gl_info->supported[ARB_TIMER_QUERY])
1309 GL_EXTCALL(glDeleteQueries(context->free_timestamp_query_count, context->free_timestamp_queries));
1311 if (gl_info->supported[ARB_OCCLUSION_QUERY])
1312 GL_EXTCALL(glDeleteQueries(context->free_occlusion_query_count, context->free_occlusion_queries));
1314 if (gl_info->supported[ARB_SYNC])
1316 for (i = 0; i < context->free_event_query_count; ++i)
1318 GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
1321 else if (gl_info->supported[APPLE_FENCE])
1323 for (i = 0; i < context->free_event_query_count; ++i)
1325 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
1328 else if (gl_info->supported[NV_FENCE])
1330 for (i = 0; i < context->free_event_query_count; ++i)
1332 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
1336 checkGLcall("context cleanup");
1339 HeapFree(GetProcessHeap(), 0, context->free_timestamp_queries);
1340 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
1341 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
1343 context_restore_pixel_format(context);
1344 if (restore_ctx)
1346 context_restore_gl_context(gl_info, restore_dc, restore_ctx);
1348 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
1350 ERR("Failed to disable GL context.\n");
1353 wined3d_release_dc(context->win_handle, context->hdc);
1355 if (!wglDeleteContext(context->glCtx))
1357 DWORD err = GetLastError();
1358 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
1362 DWORD context_get_tls_idx(void)
1364 return wined3d_context_tls_idx;
1367 void context_set_tls_idx(DWORD idx)
1369 wined3d_context_tls_idx = idx;
1372 struct wined3d_context *context_get_current(void)
1374 return TlsGetValue(wined3d_context_tls_idx);
1377 BOOL context_set_current(struct wined3d_context *ctx)
1379 struct wined3d_context *old = context_get_current();
1381 if (old == ctx)
1383 TRACE("Already using D3D context %p.\n", ctx);
1384 return TRUE;
1387 if (old)
1389 if (old->destroyed)
1391 TRACE("Switching away from destroyed context %p.\n", old);
1392 context_destroy_gl_resources(old);
1393 HeapFree(GetProcessHeap(), 0, (void *)old->gl_info);
1394 HeapFree(GetProcessHeap(), 0, old);
1396 else
1398 if (wglGetCurrentContext())
1400 const struct wined3d_gl_info *gl_info = old->gl_info;
1401 TRACE("Flushing context %p before switching to %p.\n", old, ctx);
1402 gl_info->gl_ops.gl.p_glFlush();
1404 old->current = 0;
1408 if (ctx)
1410 if (!ctx->valid)
1412 ERR("Trying to make invalid context %p current\n", ctx);
1413 return FALSE;
1416 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1417 if (!context_set_gl_context(ctx))
1418 return FALSE;
1419 ctx->current = 1;
1421 else if (wglGetCurrentContext())
1423 TRACE("Clearing current D3D context.\n");
1424 if (!wglMakeCurrent(NULL, NULL))
1426 DWORD err = GetLastError();
1427 ERR("Failed to clear current GL context, last error %#x.\n", err);
1428 TlsSetValue(wined3d_context_tls_idx, NULL);
1429 return FALSE;
1433 return TlsSetValue(wined3d_context_tls_idx, ctx);
1436 void context_release(struct wined3d_context *context)
1438 TRACE("Releasing context %p, level %u.\n", context, context->level);
1440 if (WARN_ON(d3d))
1442 if (!context->level)
1443 WARN("Context %p is not active.\n", context);
1444 else if (context != context_get_current())
1445 WARN("Context %p is not the current context.\n", context);
1448 if (!--context->level)
1450 if (context_restore_pixel_format(context))
1451 context->needs_set = 1;
1452 if (context->restore_ctx)
1454 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1455 context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx);
1456 context->restore_ctx = NULL;
1457 context->restore_dc = NULL;
1460 if (context->destroy_delayed)
1462 TRACE("Destroying context %p.\n", context);
1463 context_destroy(context->device, context);
1468 /* This is used when a context for render target A is active, but a separate context is
1469 * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
1470 * A to avoid breaking caller code. */
1471 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore)
1473 if (context->current_rt.texture != restore->container
1474 || context->current_rt.sub_resource_idx != surface_get_sub_resource_idx(restore))
1476 context_release(context);
1477 context = context_acquire(restore->container->resource.device,
1478 restore->container, surface_get_sub_resource_idx(restore));
1481 context_release(context);
1484 static void context_enter(struct wined3d_context *context)
1486 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1488 if (!context->level++)
1490 const struct wined3d_context *current_context = context_get_current();
1491 HGLRC current_gl = wglGetCurrentContext();
1493 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1495 TRACE("Another GL context (%p on device context %p) is already current.\n",
1496 current_gl, wglGetCurrentDC());
1497 context->restore_ctx = current_gl;
1498 context->restore_dc = wglGetCurrentDC();
1499 context->needs_set = 1;
1501 else if (!context->needs_set && !(context->hdc_is_private && context->hdc_has_format)
1502 && context->pixel_format != context->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context->hdc))
1503 context->needs_set = 1;
1507 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id)
1509 DWORD representative = context->state_table[state_id].representative - STATE_COMPUTE_OFFSET;
1510 unsigned int index, shift;
1512 index = representative / (sizeof(*context->dirty_compute_states) * CHAR_BIT);
1513 shift = representative & (sizeof(*context->dirty_compute_states) * CHAR_BIT - 1);
1514 context->dirty_compute_states[index] |= (1u << shift);
1517 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1519 DWORD rep = context->state_table[state].representative;
1520 DWORD idx;
1521 BYTE shift;
1523 if (isStateDirty(context, rep)) return;
1525 context->dirtyArray[context->numDirtyEntries++] = rep;
1526 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1527 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1528 context->isStateDirty[idx] |= (1u << shift);
1531 /* This function takes care of wined3d pixel format selection. */
1532 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1533 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1534 BOOL auxBuffers)
1536 unsigned int cfg_count = device->adapter->cfg_count;
1537 unsigned int current_value;
1538 PIXELFORMATDESCRIPTOR pfd;
1539 int iPixelFormat = 0;
1540 unsigned int i;
1542 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n",
1543 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1544 auxBuffers);
1546 current_value = 0;
1547 for (i = 0; i < cfg_count; ++i)
1549 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1550 unsigned int value;
1552 /* For now only accept RGBA formats. Perhaps some day we will
1553 * allow floating point formats for pbuffers. */
1554 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1555 continue;
1556 /* In window mode we need a window drawable format and double buffering. */
1557 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1558 continue;
1559 if (cfg->redSize < color_format->red_size)
1560 continue;
1561 if (cfg->greenSize < color_format->green_size)
1562 continue;
1563 if (cfg->blueSize < color_format->blue_size)
1564 continue;
1565 if (cfg->alphaSize < color_format->alpha_size)
1566 continue;
1567 if (cfg->depthSize < ds_format->depth_size)
1568 continue;
1569 if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
1570 continue;
1571 /* Check multisampling support. */
1572 if (cfg->numSamples)
1573 continue;
1575 value = 1;
1576 /* We try to locate a format which matches our requirements exactly. In case of
1577 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1578 if (cfg->depthSize == ds_format->depth_size)
1579 value += 1;
1580 if (cfg->stencilSize == ds_format->stencil_size)
1581 value += 2;
1582 if (cfg->alphaSize == color_format->alpha_size)
1583 value += 4;
1584 /* We like to have aux buffers in backbuffer mode */
1585 if (auxBuffers && cfg->auxBuffers)
1586 value += 8;
1587 if (cfg->redSize == color_format->red_size
1588 && cfg->greenSize == color_format->green_size
1589 && cfg->blueSize == color_format->blue_size)
1590 value += 16;
1592 if (value > current_value)
1594 iPixelFormat = cfg->iPixelFormat;
1595 current_value = value;
1599 if (!iPixelFormat)
1601 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1603 memset(&pfd, 0, sizeof(pfd));
1604 pfd.nSize = sizeof(pfd);
1605 pfd.nVersion = 1;
1606 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1607 pfd.iPixelType = PFD_TYPE_RGBA;
1608 pfd.cAlphaBits = color_format->alpha_size;
1609 pfd.cColorBits = color_format->red_size + color_format->green_size
1610 + color_format->blue_size + color_format->alpha_size;
1611 pfd.cDepthBits = ds_format->depth_size;
1612 pfd.cStencilBits = ds_format->stencil_size;
1613 pfd.iLayerType = PFD_MAIN_PLANE;
1615 if (!(iPixelFormat = ChoosePixelFormat(hdc, &pfd)))
1617 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1618 ERR("Can't find a suitable pixel format.\n");
1619 return 0;
1623 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1624 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1625 return iPixelFormat;
1628 /* Context activation is done by the caller. */
1629 void context_bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
1631 const struct wined3d_gl_info *gl_info = context->gl_info;
1632 unsigned int i;
1634 for (i = 0; i < gl_info->limits.combined_samplers; ++i)
1636 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
1637 checkGLcall("glActiveTexture");
1639 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_textures.tex_2d);
1641 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1642 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_textures.tex_rect);
1644 if (gl_info->supported[EXT_TEXTURE3D])
1645 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_textures.tex_3d);
1647 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1648 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_textures.tex_cube);
1650 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
1651 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, device->dummy_textures.tex_cube_array);
1653 if (gl_info->supported[EXT_TEXTURE_ARRAY])
1654 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, device->dummy_textures.tex_2d_array);
1656 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
1657 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, device->dummy_textures.tex_buffer);
1659 checkGLcall("Bind dummy textures");
1663 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1664 const char *file, unsigned int line, const char *name)
1666 GLint err;
1668 if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR)
1670 TRACE("%s call ok %s / %u.\n", name, file, line);
1671 return;
1676 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1677 debug_glerror(err), err, name, file,line);
1678 err = gl_info->gl_ops.gl.p_glGetError();
1679 } while (err != GL_NO_ERROR);
1682 static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
1684 return gl_info->supported[ARB_DEBUG_OUTPUT]
1685 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
1688 static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
1689 GLenum severity, GLsizei length, const char *message, void *ctx)
1691 switch (type)
1693 case GL_DEBUG_TYPE_ERROR_ARB:
1694 ERR("%p: %s.\n", ctx, debugstr_an(message, length));
1695 break;
1697 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
1698 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
1699 case GL_DEBUG_TYPE_PORTABILITY_ARB:
1700 FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
1701 break;
1703 case GL_DEBUG_TYPE_PERFORMANCE_ARB:
1704 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
1705 break;
1707 default:
1708 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
1709 break;
1713 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
1715 HGLRC ctx;
1716 unsigned int ctx_attrib_idx = 0;
1717 GLint ctx_attribs[7], ctx_flags = 0;
1719 if (context_debug_output_enabled(gl_info))
1720 ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB;
1721 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
1722 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16;
1723 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB;
1724 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff;
1725 if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
1726 ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1727 if (ctx_flags)
1729 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1730 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1732 ctx_attribs[ctx_attrib_idx] = 0;
1734 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1736 if (ctx_flags & WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB)
1738 ctx_attribs[ctx_attrib_idx - 1] &= ~WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1739 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1740 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1741 GetLastError());
1744 return ctx;
1747 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1748 struct wined3d_texture *target, const struct wined3d_format *ds_format)
1750 struct wined3d_device *device = swapchain->device;
1751 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
1752 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1753 const struct wined3d_format *color_format;
1754 struct wined3d_context *ret;
1755 BOOL hdc_is_private = FALSE;
1756 BOOL auxBuffers = FALSE;
1757 HGLRC ctx, share_ctx;
1758 DWORD target_usage;
1759 int pixel_format;
1760 unsigned int i;
1761 DWORD state;
1762 HDC hdc = 0;
1764 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1766 wined3d_from_cs(device->cs);
1768 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1769 if (!ret)
1770 return NULL;
1772 if (!(ret->blit_targets = wined3d_calloc(gl_info->limits.buffers, sizeof(*ret->blit_targets))))
1773 goto out;
1775 if (!(ret->draw_buffers = wined3d_calloc(gl_info->limits.buffers, sizeof(*ret->draw_buffers))))
1776 goto out;
1778 ret->fbo_key = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1779 FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[gl_info->limits.buffers + 1]));
1780 if (!ret->fbo_key)
1781 goto out;
1783 ret->free_timestamp_query_size = 4;
1784 if (!(ret->free_timestamp_queries = wined3d_calloc(ret->free_timestamp_query_size,
1785 sizeof(*ret->free_timestamp_queries))))
1786 goto out;
1787 list_init(&ret->timestamp_queries);
1789 ret->free_occlusion_query_size = 4;
1790 if (!(ret->free_occlusion_queries = wined3d_calloc(ret->free_occlusion_query_size,
1791 sizeof(*ret->free_occlusion_queries))))
1792 goto out;
1793 list_init(&ret->occlusion_queries);
1795 ret->free_event_query_size = 4;
1796 if (!(ret->free_event_queries = wined3d_calloc(ret->free_event_query_size,
1797 sizeof(*ret->free_event_queries))))
1798 goto out;
1799 list_init(&ret->event_queries);
1801 list_init(&ret->so_statistics_queries);
1803 list_init(&ret->fbo_list);
1804 list_init(&ret->fbo_destroy_list);
1806 if (!device->shader_backend->shader_allocate_context_data(ret))
1808 ERR("Failed to allocate shader backend context data.\n");
1809 goto out;
1811 if (!device->adapter->fragment_pipe->allocate_context_data(ret))
1813 ERR("Failed to allocate fragment pipeline context data.\n");
1814 goto out;
1817 for (i = 0; i < ARRAY_SIZE(ret->tex_unit_map); ++i)
1818 ret->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
1819 for (i = 0; i < ARRAY_SIZE(ret->rev_tex_unit_map); ++i)
1820 ret->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
1821 if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS)
1823 /* Initialize the texture unit mapping to a 1:1 mapping. */
1824 unsigned int base, count;
1826 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
1827 if (base + MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(ret->rev_tex_unit_map))
1829 ERR("Unexpected texture unit base index %u.\n", base);
1830 goto out;
1832 for (i = 0; i < min(count, MAX_FRAGMENT_SAMPLERS); ++i)
1834 ret->tex_unit_map[i] = base + i;
1835 ret->rev_tex_unit_map[base + i] = i;
1838 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
1839 if (base + MAX_VERTEX_SAMPLERS > ARRAY_SIZE(ret->rev_tex_unit_map))
1841 ERR("Unexpected texture unit base index %u.\n", base);
1842 goto out;
1844 for (i = 0; i < min(count, MAX_VERTEX_SAMPLERS); ++i)
1846 ret->tex_unit_map[MAX_FRAGMENT_SAMPLERS + i] = base + i;
1847 ret->rev_tex_unit_map[base + i] = MAX_FRAGMENT_SAMPLERS + i;
1851 if (!(ret->texture_type = wined3d_calloc(gl_info->limits.combined_samplers,
1852 sizeof(*ret->texture_type))))
1853 goto out;
1855 if (!(hdc = GetDCEx(swapchain->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
1857 WARN("Failed to retrieve device context, trying swapchain backup.\n");
1859 if ((hdc = swapchain_get_backup_dc(swapchain)))
1860 hdc_is_private = TRUE;
1861 else
1863 ERR("Failed to retrieve a device context.\n");
1864 goto out;
1868 color_format = target->resource.format;
1869 target_usage = target->resource.usage;
1871 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1872 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1873 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1875 auxBuffers = TRUE;
1877 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1878 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM, target_usage);
1879 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1880 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
1883 /* DirectDraw supports 8bit paletted render targets and these are used by
1884 * old games like StarCraft and C&C. Most modern hardware doesn't support
1885 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1886 * conversion (ab)uses the alpha component for storing the palette index.
1887 * For this reason we require a format with 8bit alpha, so request
1888 * A8R8G8B8. */
1889 if (color_format->id == WINED3DFMT_P8_UINT)
1890 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
1892 /* When using FBOs for off-screen rendering, we only use the drawable for
1893 * presentation blits, and don't do any rendering to it. That means we
1894 * don't need depth or stencil buffers, and can mostly ignore the render
1895 * target format. This wouldn't necessarily be quite correct for 10bpc
1896 * display modes, but we don't currently support those.
1897 * Using the same format regardless of the color/depth/stencil targets
1898 * makes it much less likely that different wined3d instances will set
1899 * conflicting pixel formats. */
1900 if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
1902 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
1903 ds_format = wined3d_get_format(gl_info, WINED3DFMT_UNKNOWN, WINED3DUSAGE_DEPTHSTENCIL);
1906 /* Try to find a pixel format which matches our requirements. */
1907 if (!(pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers)))
1908 goto out;
1910 ret->gl_info = gl_info;
1912 context_enter(ret);
1914 if (!context_set_pixel_format(ret, hdc, hdc_is_private, pixel_format))
1916 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1917 context_release(ret);
1918 goto out;
1921 share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL;
1922 if (gl_info->p_wglCreateContextAttribsARB)
1924 if (!(ctx = context_create_wgl_attribs(gl_info, hdc, share_ctx)))
1925 goto out;
1927 else
1929 if (!(ctx = wglCreateContext(hdc)))
1931 ERR("Failed to create a WGL context.\n");
1932 context_release(ret);
1933 goto out;
1936 if (share_ctx && !wglShareLists(share_ctx, ctx))
1938 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
1939 context_release(ret);
1940 if (!wglDeleteContext(ctx))
1941 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1942 goto out;
1946 if (!device_context_add(device, ret))
1948 ERR("Failed to add the newly created context to the context list\n");
1949 context_release(ret);
1950 if (!wglDeleteContext(ctx))
1951 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1952 goto out;
1955 ret->d3d_info = d3d_info;
1956 ret->state_table = device->StateTable;
1958 /* Mark all states dirty to force a proper initialization of the states on
1959 * the first use of the context. Compute states do not need initialization. */
1960 for (state = 0; state <= STATE_HIGHEST; ++state)
1962 if (ret->state_table[state].representative && !STATE_IS_COMPUTE(state))
1963 context_invalidate_state(ret, state);
1966 ret->device = device;
1967 ret->swapchain = swapchain;
1968 ret->current_rt.texture = target;
1969 ret->current_rt.sub_resource_idx = 0;
1970 ret->tid = GetCurrentThreadId();
1972 ret->render_offscreen = wined3d_resource_is_offscreen(&target->resource);
1973 ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
1974 ret->valid = 1;
1976 ret->glCtx = ctx;
1977 ret->win_handle = swapchain->win_handle;
1978 ret->hdc = hdc;
1979 ret->hdc_is_private = hdc_is_private;
1980 ret->hdc_has_format = TRUE;
1981 ret->pixel_format = pixel_format;
1982 ret->needs_set = 1;
1984 /* Set up the context defaults */
1985 if (!context_set_current(ret))
1987 ERR("Cannot activate context to set up defaults.\n");
1988 device_context_remove(device, ret);
1989 context_release(ret);
1990 if (!wglDeleteContext(ctx))
1991 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1992 goto out;
1995 if (context_debug_output_enabled(gl_info))
1997 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, ret));
1998 if (TRACE_ON(d3d_synchronous))
1999 gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
2000 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
2001 if (ERR_ON(d3d))
2003 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
2004 GL_DONT_CARE, 0, NULL, GL_TRUE));
2006 if (FIXME_ON(d3d))
2008 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
2009 GL_DONT_CARE, 0, NULL, GL_TRUE));
2010 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
2011 GL_DONT_CARE, 0, NULL, GL_TRUE));
2012 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY,
2013 GL_DONT_CARE, 0, NULL, GL_TRUE));
2015 if (WARN_ON(d3d_perf))
2017 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE,
2018 GL_DONT_CARE, 0, NULL, GL_TRUE));
2022 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2023 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
2025 TRACE("Setting up the screen\n");
2027 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2029 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
2030 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2032 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
2033 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2035 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
2036 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2038 else
2040 GLuint vao;
2042 GL_EXTCALL(glGenVertexArrays(1, &vao));
2043 GL_EXTCALL(glBindVertexArray(vao));
2044 checkGLcall("creating VAO");
2047 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
2048 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2049 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2050 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2052 if (gl_info->supported[ARB_VERTEX_BLEND])
2054 /* Direct3D always uses n-1 weights for n world matrices and uses
2055 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
2056 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
2057 * enabled as well. */
2058 gl_info->gl_ops.gl.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB);
2059 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
2061 if (gl_info->supported[NV_TEXTURE_SHADER2])
2063 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2064 * the previous texture where to source the offset from is always unit - 1.
2066 for (i = 1; i < gl_info->limits.textures; ++i)
2068 context_active_texture(ret, gl_info, i);
2069 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
2070 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + i - 1);
2071 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2074 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2076 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2077 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2078 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2079 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2080 * is ever assigned.
2082 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2083 * program and the dummy program is destroyed when the context is destroyed.
2085 static const char dummy_program[] =
2086 "!!ARBfp1.0\n"
2087 "MOV result.color, fragment.color.primary;\n"
2088 "END\n";
2089 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
2090 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
2091 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
2094 if (gl_info->supported[ARB_POINT_SPRITE])
2096 for (i = 0; i < gl_info->limits.textures; ++i)
2098 context_active_texture(ret, gl_info, i);
2099 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
2100 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2104 if (gl_info->supported[ARB_PROVOKING_VERTEX])
2106 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
2108 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
2110 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
2112 if (!(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART))
2114 if (gl_info->supported[ARB_ES3_COMPATIBILITY])
2116 gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
2117 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2119 else
2121 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2124 if (!(d3d_info->wined3d_creation_flags & WINED3D_LEGACY_CUBEMAP_FILTERING)
2125 && gl_info->supported[ARB_SEAMLESS_CUBE_MAP])
2127 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
2128 checkGLcall("enable seamless cube map filtering");
2130 if (gl_info->supported[ARB_CLIP_CONTROL])
2131 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT));
2132 device->shader_backend->shader_init_context_state(ret);
2133 ret->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
2134 | (1u << WINED3D_SHADER_TYPE_VERTEX)
2135 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
2136 | (1u << WINED3D_SHADER_TYPE_HULL)
2137 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
2138 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
2140 /* If this happens to be the first context for the device, dummy textures
2141 * are not created yet. In that case, they will be created (and bound) by
2142 * create_dummy_textures right after this context is initialized. */
2143 if (device->dummy_textures.tex_2d)
2144 context_bind_dummy_textures(device, ret);
2146 TRACE("Created context %p.\n", ret);
2148 return ret;
2150 out:
2151 if (hdc) wined3d_release_dc(swapchain->win_handle, hdc);
2152 device->shader_backend->shader_free_context_data(ret);
2153 device->adapter->fragment_pipe->free_context_data(ret);
2154 HeapFree(GetProcessHeap(), 0, ret->texture_type);
2155 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
2156 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
2157 HeapFree(GetProcessHeap(), 0, ret->free_timestamp_queries);
2158 HeapFree(GetProcessHeap(), 0, ret->fbo_key);
2159 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
2160 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
2161 HeapFree(GetProcessHeap(), 0, ret);
2162 return NULL;
2165 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
2167 BOOL destroy;
2169 TRACE("Destroying ctx %p\n", context);
2171 wined3d_from_cs(device->cs);
2173 /* We delay destroying a context when it is active. The context_release()
2174 * function invokes context_destroy() again while leaving the last level. */
2175 if (context->level)
2177 TRACE("Delaying destruction of context %p.\n", context);
2178 context->destroy_delayed = 1;
2179 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2180 context->swapchain = NULL;
2181 return;
2184 if (context->tid == GetCurrentThreadId() || !context->current)
2186 context_destroy_gl_resources(context);
2187 TlsSetValue(wined3d_context_tls_idx, NULL);
2188 destroy = TRUE;
2190 else
2192 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
2193 in wined3d_adapter may go away in the meantime */
2194 struct wined3d_gl_info *gl_info = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info));
2195 *gl_info = *context->gl_info;
2196 context->gl_info = gl_info;
2197 context->destroyed = 1;
2198 destroy = FALSE;
2201 device->shader_backend->shader_free_context_data(context);
2202 device->adapter->fragment_pipe->free_context_data(context);
2203 HeapFree(GetProcessHeap(), 0, context->texture_type);
2204 HeapFree(GetProcessHeap(), 0, context->fbo_key);
2205 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
2206 HeapFree(GetProcessHeap(), 0, context->blit_targets);
2207 device_context_remove(device, context);
2208 if (destroy) HeapFree(GetProcessHeap(), 0, context);
2211 const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
2212 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count)
2214 const struct wined3d_gl_info *gl_info = context->gl_info;
2216 if (!shader_version)
2218 *base = 0;
2219 *count = MAX_TEXTURES;
2220 return context->tex_unit_map;
2223 if (shader_version->major >= 4)
2225 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, shader_version->type, base, count);
2226 return NULL;
2229 switch (shader_version->type)
2231 case WINED3D_SHADER_TYPE_PIXEL:
2232 *base = 0;
2233 *count = MAX_FRAGMENT_SAMPLERS;
2234 break;
2235 case WINED3D_SHADER_TYPE_VERTEX:
2236 *base = MAX_FRAGMENT_SAMPLERS;
2237 *count = MAX_VERTEX_SAMPLERS;
2238 break;
2239 default:
2240 ERR("Unhandled shader type %#x.\n", shader_version->type);
2241 *base = 0;
2242 *count = 0;
2245 return context->tex_unit_map;
2248 /* Context activation is done by the caller. */
2249 static void set_blit_dimension(const struct wined3d_gl_info *gl_info, UINT width, UINT height)
2251 const GLdouble projection[] =
2253 2.0 / width, 0.0, 0.0, 0.0,
2254 0.0, 2.0 / height, 0.0, 0.0,
2255 0.0, 0.0, 2.0, 0.0,
2256 -1.0, -1.0, -1.0, 1.0,
2259 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2260 checkGLcall("glMatrixMode(GL_PROJECTION)");
2261 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
2262 checkGLcall("glLoadMatrixd");
2263 gl_info->gl_ops.gl.p_glViewport(0, 0, width, height);
2264 checkGLcall("glViewport");
2267 static void context_get_rt_size(const struct wined3d_context *context, SIZE *size)
2269 const struct wined3d_texture *rt = context->current_rt.texture;
2270 unsigned int level;
2272 if (rt->swapchain)
2274 RECT window_size;
2276 GetClientRect(context->win_handle, &window_size);
2277 size->cx = window_size.right - window_size.left;
2278 size->cy = window_size.bottom - window_size.top;
2280 return;
2283 level = context->current_rt.sub_resource_idx % rt->level_count;
2284 size->cx = wined3d_texture_get_level_width(rt, level);
2285 size->cy = wined3d_texture_get_level_height(rt, level);
2288 /*****************************************************************************
2289 * SetupForBlit
2291 * Sets up a context for DirectDraw blitting.
2292 * All texture units are disabled, texture unit 0 is set as current unit
2293 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
2294 * color writing enabled for all channels
2295 * register combiners disabled, shaders disabled
2296 * world matrix is set to identity, texture matrix 0 too
2297 * projection matrix is setup for drawing screen coordinates
2299 * Params:
2300 * This: Device to activate the context for
2301 * context: Context to setup
2303 *****************************************************************************/
2304 /* Context activation is done by the caller. */
2305 static void SetupForBlit(const struct wined3d_device *device, struct wined3d_context *context)
2307 int i;
2308 const struct wined3d_gl_info *gl_info = context->gl_info;
2309 DWORD sampler;
2310 SIZE rt_size;
2312 TRACE("Setting up context %p for blitting\n", context);
2314 context_get_rt_size(context, &rt_size);
2316 if (context->last_was_blit)
2318 if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
2320 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
2321 context->blit_w = rt_size.cx;
2322 context->blit_h = rt_size.cy;
2323 /* No need to dirtify here, the states are still dirtified because
2324 * they weren't applied since the last SetupForBlit() call. */
2326 TRACE("Context is already set up for blitting, nothing to do\n");
2327 return;
2329 context->last_was_blit = TRUE;
2331 /* Disable all textures. The caller can then bind a texture it wants to blit
2332 * from
2334 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
2335 * function texture unit. No need to care for higher samplers
2337 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
2339 sampler = context->rev_tex_unit_map[i];
2340 context_active_texture(context, gl_info, i);
2342 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2344 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2345 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2347 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
2348 checkGLcall("glDisable GL_TEXTURE_3D");
2349 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2351 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
2352 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2354 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
2355 checkGLcall("glDisable GL_TEXTURE_2D");
2357 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2358 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
2360 if (sampler != WINED3D_UNMAPPED_STAGE)
2362 if (sampler < MAX_TEXTURES)
2363 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
2364 context_invalidate_state(context, STATE_SAMPLER(sampler));
2367 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
2368 GL_EXTCALL(glBindSampler(0, 0));
2369 context_active_texture(context, gl_info, 0);
2371 sampler = context->rev_tex_unit_map[0];
2373 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2375 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2376 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2378 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
2379 checkGLcall("glDisable GL_TEXTURE_3D");
2380 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2382 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
2383 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2385 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
2386 checkGLcall("glDisable GL_TEXTURE_2D");
2388 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2390 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
2391 checkGLcall("glMatrixMode(GL_TEXTURE)");
2392 gl_info->gl_ops.gl.p_glLoadIdentity();
2393 checkGLcall("glLoadIdentity()");
2395 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
2397 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2398 GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
2399 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
2402 if (sampler != WINED3D_UNMAPPED_STAGE)
2404 if (sampler < MAX_TEXTURES)
2406 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
2407 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
2409 context_invalidate_state(context, STATE_SAMPLER(sampler));
2412 /* Other misc states */
2413 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
2414 checkGLcall("glDisable(GL_ALPHA_TEST)");
2415 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
2416 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2417 checkGLcall("glDisable GL_LIGHTING");
2418 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
2419 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
2420 checkGLcall("glDisable GL_DEPTH_TEST");
2421 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
2422 glDisableWINE(GL_FOG);
2423 checkGLcall("glDisable GL_FOG");
2424 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
2425 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2426 checkGLcall("glDisable GL_BLEND");
2427 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2428 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
2429 checkGLcall("glDisable GL_CULL_FACE");
2430 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
2431 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
2432 checkGLcall("glDisable GL_STENCIL_TEST");
2433 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
2434 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
2435 checkGLcall("glDisable GL_SCISSOR_TEST");
2436 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
2437 if (gl_info->supported[ARB_POINT_SPRITE])
2439 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
2440 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
2441 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
2443 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
2444 checkGLcall("glColorMask");
2445 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
2446 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
2447 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
2448 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
2449 if (gl_info->supported[EXT_SECONDARY_COLOR])
2451 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
2452 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
2453 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
2456 /* Setup transforms */
2457 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2458 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2459 gl_info->gl_ops.gl.p_glLoadIdentity();
2460 checkGLcall("glLoadIdentity()");
2461 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
2463 context->last_was_rhw = TRUE;
2464 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
2466 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
2467 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
2468 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
2469 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
2470 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
2471 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
2472 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
2474 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
2475 if (gl_info->supported[ARB_CLIP_CONTROL])
2476 GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE));
2478 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
2480 /* Disable shaders */
2481 device->shader_backend->shader_disable(device->shader_priv, context);
2483 context->blit_w = rt_size.cx;
2484 context->blit_h = rt_size.cy;
2485 context_invalidate_state(context, STATE_VIEWPORT);
2486 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2489 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
2491 return rt_mask & (1u << 31);
2494 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
2496 return rt_mask & ~(1u << 31);
2499 /* Context activation is done by the caller. */
2500 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
2502 const struct wined3d_gl_info *gl_info = context->gl_info;
2504 if (!rt_mask)
2506 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
2507 checkGLcall("glDrawBuffer()");
2509 else if (is_rt_mask_onscreen(rt_mask))
2511 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
2512 checkGLcall("glDrawBuffer()");
2514 else
2516 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2518 unsigned int i = 0;
2520 while (rt_mask)
2522 if (rt_mask & 1)
2523 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2524 else
2525 context->draw_buffers[i] = GL_NONE;
2527 rt_mask >>= 1;
2528 ++i;
2531 if (gl_info->supported[ARB_DRAW_BUFFERS])
2533 GL_EXTCALL(glDrawBuffers(i, context->draw_buffers));
2534 checkGLcall("glDrawBuffers()");
2536 else
2538 gl_info->gl_ops.gl.p_glDrawBuffer(context->draw_buffers[0]);
2539 checkGLcall("glDrawBuffer()");
2542 else
2544 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2549 /* Context activation is done by the caller. */
2550 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
2552 const struct wined3d_gl_info *gl_info = context->gl_info;
2553 DWORD *current_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2554 DWORD new_mask = context_generate_rt_mask(buffer);
2556 if (new_mask == *current_mask)
2557 return;
2559 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
2560 checkGLcall("glDrawBuffer()");
2562 *current_mask = new_mask;
2565 /* Context activation is done by the caller. */
2566 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
2568 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
2569 checkGLcall("glActiveTexture");
2570 context->active_texture = unit;
2573 void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name)
2575 const struct wined3d_gl_info *gl_info = context->gl_info;
2577 if (binding == GL_ELEMENT_ARRAY_BUFFER)
2578 context_invalidate_state(context, STATE_INDEXBUFFER);
2580 GL_EXTCALL(glBindBuffer(binding, name));
2583 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
2585 const struct wined3d_gl_info *gl_info = context->gl_info;
2586 DWORD unit = context->active_texture;
2587 DWORD old_texture_type = context->texture_type[unit];
2589 if (name)
2591 gl_info->gl_ops.gl.p_glBindTexture(target, name);
2592 checkGLcall("glBindTexture");
2594 else
2596 target = GL_NONE;
2599 if (old_texture_type != target)
2601 const struct wined3d_device *device = context->device;
2603 switch (old_texture_type)
2605 case GL_NONE:
2606 /* nothing to do */
2607 break;
2608 case GL_TEXTURE_2D:
2609 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_textures.tex_2d);
2610 checkGLcall("glBindTexture");
2611 break;
2612 case GL_TEXTURE_2D_ARRAY:
2613 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, device->dummy_textures.tex_2d_array);
2614 checkGLcall("glBindTexture");
2615 break;
2616 case GL_TEXTURE_RECTANGLE_ARB:
2617 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_textures.tex_rect);
2618 checkGLcall("glBindTexture");
2619 break;
2620 case GL_TEXTURE_CUBE_MAP:
2621 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_textures.tex_cube);
2622 checkGLcall("glBindTexture");
2623 break;
2624 case GL_TEXTURE_CUBE_MAP_ARRAY:
2625 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, device->dummy_textures.tex_cube_array);
2626 checkGLcall("glBindTexture");
2627 break;
2628 case GL_TEXTURE_3D:
2629 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_textures.tex_3d);
2630 checkGLcall("glBindTexture");
2631 break;
2632 case GL_TEXTURE_BUFFER:
2633 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, device->dummy_textures.tex_buffer);
2634 checkGLcall("glBindTexture");
2635 break;
2636 default:
2637 ERR("Unexpected texture target %#x.\n", old_texture_type);
2640 context->texture_type[unit] = target;
2644 void *context_map_bo_address(struct wined3d_context *context,
2645 const struct wined3d_bo_address *data, size_t size, GLenum binding, DWORD flags)
2647 const struct wined3d_gl_info *gl_info = context->gl_info;
2648 BYTE *memory;
2650 if (!data->buffer_object)
2651 return data->addr;
2653 context_bind_bo(context, binding, data->buffer_object);
2655 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2657 GLbitfield map_flags = wined3d_resource_gl_map_flags(flags) & ~GL_MAP_FLUSH_EXPLICIT_BIT;
2658 memory = GL_EXTCALL(glMapBufferRange(binding, (INT_PTR)data->addr, size, map_flags));
2660 else
2662 memory = GL_EXTCALL(glMapBuffer(binding, wined3d_resource_gl_legacy_map_flags(flags)));
2663 memory += (INT_PTR)data->addr;
2666 context_bind_bo(context, binding, 0);
2667 checkGLcall("Map buffer object");
2669 return memory;
2672 void context_unmap_bo_address(struct wined3d_context *context,
2673 const struct wined3d_bo_address *data, GLenum binding)
2675 const struct wined3d_gl_info *gl_info = context->gl_info;
2677 if (!data->buffer_object)
2678 return;
2680 context_bind_bo(context, binding, data->buffer_object);
2681 GL_EXTCALL(glUnmapBuffer(binding));
2682 context_bind_bo(context, binding, 0);
2683 checkGLcall("Unmap buffer object");
2686 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
2688 if (context->render_offscreen == offscreen)
2689 return;
2691 context_invalidate_state(context, STATE_VIEWPORT);
2692 context_invalidate_state(context, STATE_SCISSORRECT);
2693 if (!context->gl_info->supported[ARB_CLIP_CONTROL])
2695 context_invalidate_state(context, STATE_FRONTFACE);
2696 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
2697 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2699 context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN));
2700 if (context->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
2701 context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
2702 context->render_offscreen = offscreen;
2705 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
2706 const struct wined3d_format *required)
2708 if (existing == required)
2709 return TRUE;
2710 if ((existing->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
2711 != (required->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2712 return FALSE;
2713 if (existing->depth_size < required->depth_size)
2714 return FALSE;
2715 /* If stencil bits are used the exact amount is required - otherwise
2716 * wrapping won't work correctly. */
2717 if (required->stencil_size && required->stencil_size != existing->stencil_size)
2718 return FALSE;
2719 return TRUE;
2722 /* Context activation is done by the caller. */
2723 static void context_validate_onscreen_formats(struct wined3d_context *context,
2724 const struct wined3d_rendertarget_view *depth_stencil)
2726 /* Onscreen surfaces are always in a swapchain */
2727 struct wined3d_swapchain *swapchain = context->current_rt.texture->swapchain;
2729 if (context->render_offscreen || !depth_stencil) return;
2730 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->format)) return;
2732 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2733 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2734 * format. */
2735 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2737 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2738 if (!(wined3d_texture_load_location(context->current_rt.texture, context->current_rt.sub_resource_idx,
2739 context, WINED3D_LOCATION_TEXTURE_RGB)))
2740 ERR("Failed to load location.\n");
2741 swapchain->render_to_fbo = TRUE;
2742 swapchain_update_draw_bindings(swapchain);
2743 context_set_render_offscreen(context, TRUE);
2746 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context)
2748 switch (wined3d_settings.offscreen_rendering_mode)
2750 case ORM_FBO:
2751 return GL_COLOR_ATTACHMENT0;
2753 case ORM_BACKBUFFER:
2754 return context->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
2756 default:
2757 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
2758 return GL_BACK;
2762 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_context *context, struct wined3d_texture *rt)
2764 if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
2765 return 0;
2766 else if (rt->swapchain)
2767 return context_generate_rt_mask_from_resource(&rt->resource);
2768 else
2769 return context_generate_rt_mask(context_get_offscreen_gl_buffer(context));
2772 /* Context activation is done by the caller. */
2773 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2775 struct wined3d_texture *rt = context->current_rt.texture;
2776 struct wined3d_surface *surface;
2777 DWORD rt_mask, *cur_mask;
2779 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2781 context_validate_onscreen_formats(context, NULL);
2783 if (context->render_offscreen)
2785 wined3d_texture_load(rt, context, FALSE);
2787 surface = rt->sub_resources[context->current_rt.sub_resource_idx].u.surface;
2788 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, surface, NULL, rt->resource.draw_binding);
2789 if (rt->resource.format->id != WINED3DFMT_NULL)
2790 rt_mask = 1;
2791 else
2792 rt_mask = 0;
2794 else
2796 context->current_fbo = NULL;
2797 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
2798 rt_mask = context_generate_rt_mask_from_resource(&rt->resource);
2801 else
2803 rt_mask = context_generate_rt_mask_no_fbo(context, rt);
2806 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2808 if (rt_mask != *cur_mask)
2810 context_apply_draw_buffers(context, rt_mask);
2811 *cur_mask = rt_mask;
2814 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2816 context_check_fbo_status(context, GL_FRAMEBUFFER);
2819 SetupForBlit(device, context);
2820 context_invalidate_state(context, STATE_FRAMEBUFFER);
2823 static BOOL context_validate_rt_config(UINT rt_count, struct wined3d_rendertarget_view * const *rts,
2824 const struct wined3d_rendertarget_view *ds)
2826 unsigned int i;
2828 if (ds) return TRUE;
2830 for (i = 0; i < rt_count; ++i)
2832 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
2833 return TRUE;
2836 WARN("Invalid render target config, need at least one attachment.\n");
2837 return FALSE;
2840 /* Context activation is done by the caller. */
2841 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
2842 UINT rt_count, const struct wined3d_fb_state *fb)
2844 struct wined3d_rendertarget_view **rts = fb->render_targets;
2845 struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
2846 const struct wined3d_gl_info *gl_info = context->gl_info;
2847 DWORD rt_mask = 0, *cur_mask;
2848 unsigned int i;
2850 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb
2851 || rt_count != gl_info->limits.buffers)
2853 if (!context_validate_rt_config(rt_count, rts, dsv))
2854 return FALSE;
2856 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2858 context_validate_onscreen_formats(context, dsv);
2860 if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
2862 memset(context->blit_targets, 0, gl_info->limits.buffers * sizeof(*context->blit_targets));
2863 for (i = 0; i < rt_count; ++i)
2865 if (rts[i])
2867 context->blit_targets[i].gl_view = rts[i]->gl_view;
2868 context->blit_targets[i].resource = rts[i]->resource;
2869 context->blit_targets[i].sub_resource_idx = rts[i]->sub_resource_idx;
2870 context->blit_targets[i].layer_count = rts[i]->layer_count;
2872 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
2873 rt_mask |= (1u << i);
2875 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
2876 wined3d_rendertarget_view_get_surface(dsv),
2877 rt_count ? rts[0]->resource->draw_binding : 0,
2878 dsv ? dsv->resource->draw_binding : 0);
2880 else
2882 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL,
2883 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
2884 rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
2887 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2888 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2889 * state management allows this */
2890 context_invalidate_state(context, STATE_FRAMEBUFFER);
2892 else
2894 rt_mask = context_generate_rt_mask_no_fbo(context,
2895 rt_count ? wined3d_rendertarget_view_get_surface(rts[0])->container : NULL);
2898 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
2899 && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)))
2901 for (i = 0; i < rt_count; ++i)
2903 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
2904 rt_mask |= (1u << i);
2907 else
2909 rt_mask = context_generate_rt_mask_no_fbo(context,
2910 rt_count ? wined3d_rendertarget_view_get_surface(rts[0])->container : NULL);
2913 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2915 if (rt_mask != *cur_mask)
2917 context_apply_draw_buffers(context, rt_mask);
2918 *cur_mask = rt_mask;
2919 context_invalidate_state(context, STATE_FRAMEBUFFER);
2922 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2924 context_check_fbo_status(context, GL_FRAMEBUFFER);
2927 context->last_was_blit = FALSE;
2929 /* Blending and clearing should be orthogonal, but tests on the nvidia
2930 * driver show that disabling blending when clearing improves the clearing
2931 * performance incredibly. */
2932 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2933 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
2934 if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
2936 if (needs_srgb_write(context, state, fb))
2937 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
2938 else
2939 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
2940 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
2942 checkGLcall("setting up state for clear");
2944 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2945 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
2946 context_invalidate_state(context, STATE_SCISSORRECT);
2948 return TRUE;
2951 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_state *state)
2953 struct wined3d_rendertarget_view **rts = state->fb->render_targets;
2954 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
2955 DWORD rt_mask, rt_mask_bits;
2956 unsigned int i;
2958 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2959 return context_generate_rt_mask_no_fbo(context, wined3d_rendertarget_view_get_surface(rts[0])->container);
2960 else if (!context->render_offscreen)
2961 return context_generate_rt_mask_from_resource(rts[0]->resource);
2963 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
2964 rt_mask &= context->d3d_info->valid_rt_mask;
2965 rt_mask_bits = rt_mask;
2966 i = 0;
2967 while (rt_mask_bits)
2969 rt_mask_bits &= ~(1u << i);
2970 if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
2971 rt_mask &= ~(1u << i);
2973 i++;
2976 return rt_mask;
2979 /* Context activation is done by the caller. */
2980 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2982 DWORD rt_mask = find_draw_buffers_mask(context, state);
2983 const struct wined3d_fb_state *fb = state->fb;
2984 DWORD *cur_mask;
2986 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2988 if (!context->render_offscreen)
2990 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL,
2991 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
2993 else
2995 unsigned int i;
2997 memset(context->blit_targets, 0, context->gl_info->limits.buffers * sizeof (*context->blit_targets));
2998 for (i = 0; i < context->gl_info->limits.buffers; ++i)
3000 if (fb->render_targets[i])
3002 context->blit_targets[i].gl_view = fb->render_targets[i]->gl_view;
3003 context->blit_targets[i].resource = fb->render_targets[i]->resource;
3004 context->blit_targets[i].sub_resource_idx = fb->render_targets[i]->sub_resource_idx;
3005 context->blit_targets[i].layer_count = fb->render_targets[i]->layer_count;
3008 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
3009 wined3d_rendertarget_view_get_surface(fb->depth_stencil),
3010 fb->render_targets[0] ? fb->render_targets[0]->resource->draw_binding : 0,
3011 fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
3015 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
3016 if (rt_mask != *cur_mask)
3018 context_apply_draw_buffers(context, rt_mask);
3019 *cur_mask = rt_mask;
3021 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
3024 static void context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit)
3026 DWORD i = context->rev_tex_unit_map[unit];
3027 DWORD j = context->tex_unit_map[stage];
3029 TRACE("Mapping stage %u to unit %u.\n", stage, unit);
3030 context->tex_unit_map[stage] = unit;
3031 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
3032 context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
3034 context->rev_tex_unit_map[unit] = stage;
3035 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
3036 context->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
3039 static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
3041 DWORD i;
3043 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
3044 context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
3047 static void context_update_fixed_function_usage_map(struct wined3d_context *context,
3048 const struct wined3d_state *state)
3050 UINT i, start, end;
3052 context->fixed_function_usage_map = 0;
3053 for (i = 0; i < MAX_TEXTURES; ++i)
3055 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
3056 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
3057 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
3058 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
3059 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
3060 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
3061 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
3062 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
3064 /* Not used, and disable higher stages. */
3065 if (color_op == WINED3D_TOP_DISABLE)
3066 break;
3068 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
3069 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
3070 || ((color_arg3 == WINED3DTA_TEXTURE)
3071 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
3072 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
3073 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
3074 || ((alpha_arg3 == WINED3DTA_TEXTURE)
3075 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
3076 context->fixed_function_usage_map |= (1u << i);
3078 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
3079 && i < MAX_TEXTURES - 1)
3080 context->fixed_function_usage_map |= (1u << (i + 1));
3083 if (i < context->lowest_disabled_stage)
3085 start = i;
3086 end = context->lowest_disabled_stage;
3088 else
3090 start = context->lowest_disabled_stage;
3091 end = i;
3094 context->lowest_disabled_stage = i;
3095 for (i = start + 1; i < end; ++i)
3097 context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3101 static void context_map_fixed_function_samplers(struct wined3d_context *context,
3102 const struct wined3d_state *state)
3104 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3105 unsigned int i, tex;
3106 WORD ffu_map;
3108 ffu_map = context->fixed_function_usage_map;
3110 if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
3111 || context->lowest_disabled_stage <= d3d_info->limits.ffp_textures)
3113 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3115 if (!(ffu_map & 1))
3116 continue;
3118 if (context->tex_unit_map[i] != i)
3120 context_map_stage(context, i, i);
3121 context_invalidate_state(context, STATE_SAMPLER(i));
3122 context_invalidate_texture_stage(context, i);
3125 return;
3128 /* Now work out the mapping */
3129 tex = 0;
3130 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3132 if (!(ffu_map & 1))
3133 continue;
3135 if (context->tex_unit_map[i] != tex)
3137 context_map_stage(context, i, tex);
3138 context_invalidate_state(context, STATE_SAMPLER(i));
3139 context_invalidate_texture_stage(context, i);
3142 ++tex;
3146 static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
3148 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3149 const struct wined3d_shader_resource_info *resource_info =
3150 state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3151 unsigned int i;
3153 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3155 if (resource_info[i].type && context->tex_unit_map[i] != i)
3157 context_map_stage(context, i, i);
3158 context_invalidate_state(context, STATE_SAMPLER(i));
3159 if (i < d3d_info->limits.ffp_blend_stages)
3160 context_invalidate_texture_stage(context, i);
3165 static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
3166 const struct wined3d_shader_resource_info *ps_resource_info, DWORD unit)
3168 DWORD current_mapping = context->rev_tex_unit_map[unit];
3170 /* Not currently used */
3171 if (current_mapping == WINED3D_UNMAPPED_STAGE)
3172 return TRUE;
3174 if (current_mapping < MAX_FRAGMENT_SAMPLERS)
3176 /* Used by a fragment sampler */
3178 if (!ps_resource_info)
3180 /* No pixel shader, check fixed function */
3181 return current_mapping >= MAX_TEXTURES || !(context->fixed_function_usage_map & (1u << current_mapping));
3184 /* Pixel shader, check the shader's sampler map */
3185 return !ps_resource_info[current_mapping].type;
3188 return TRUE;
3191 static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state)
3193 const struct wined3d_shader_resource_info *vs_resource_info =
3194 state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
3195 const struct wined3d_shader_resource_info *ps_resource_info = NULL;
3196 const struct wined3d_gl_info *gl_info = context->gl_info;
3197 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
3198 int i;
3200 /* Note that we only care if a resource is used or not, not the
3201 * resource's specific type. Otherwise we'd need to call
3202 * shader_update_samplers() here for 1.x pixelshaders. */
3203 if (ps)
3204 ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3206 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
3208 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
3209 if (vs_resource_info[i].type)
3211 while (start >= 0)
3213 if (context_unit_free_for_vs(context, ps_resource_info, start))
3215 if (context->tex_unit_map[vsampler_idx] != start)
3217 context_map_stage(context, vsampler_idx, start);
3218 context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
3221 --start;
3222 break;
3225 --start;
3227 if (context->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
3228 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
3233 static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state)
3235 const struct wined3d_gl_info *gl_info = context->gl_info;
3236 BOOL vs = use_vs(state);
3237 BOOL ps = use_ps(state);
3239 if (!ps)
3240 context_update_fixed_function_usage_map(context, state);
3242 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3243 * need a 1:1 map at the moment.
3244 * When the mapping of a stage is changed, sampler and ALL texture stage
3245 * states have to be reset. */
3247 if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS)
3248 return;
3250 if (ps)
3251 context_map_psamplers(context, state);
3252 else
3253 context_map_fixed_function_samplers(context, state);
3255 if (vs)
3256 context_map_vsamplers(context, ps, state);
3259 /* Context activation is done by the caller. */
3260 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3262 DWORD rt_mask, *cur_mask;
3264 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
3266 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
3267 rt_mask = find_draw_buffers_mask(context, state);
3268 if (rt_mask != *cur_mask)
3270 context_apply_draw_buffers(context, rt_mask);
3271 *cur_mask = rt_mask;
3275 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
3277 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
3278 *regnum = WINED3D_FFP_POSITION;
3279 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
3280 *regnum = WINED3D_FFP_BLENDWEIGHT;
3281 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
3282 *regnum = WINED3D_FFP_BLENDINDICES;
3283 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
3284 *regnum = WINED3D_FFP_NORMAL;
3285 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
3286 *regnum = WINED3D_FFP_PSIZE;
3287 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
3288 *regnum = WINED3D_FFP_DIFFUSE;
3289 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
3290 *regnum = WINED3D_FFP_SPECULAR;
3291 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
3292 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
3293 else
3295 WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
3296 *regnum = ~0u;
3297 return FALSE;
3300 return TRUE;
3303 /* Context activation is done by the caller. */
3304 void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
3305 const struct wined3d_state *state, const struct wined3d_gl_info *gl_info,
3306 const struct wined3d_d3d_info *d3d_info)
3308 /* We need to deal with frequency data! */
3309 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
3310 BOOL generic_attributes = d3d_info->ffp_generic_attributes;
3311 BOOL use_vshader = use_vs(state);
3312 unsigned int i;
3314 stream_info->use_map = 0;
3315 stream_info->swizzle_map = 0;
3316 stream_info->position_transformed = 0;
3318 if (!declaration)
3319 return;
3321 stream_info->position_transformed = declaration->position_transformed;
3323 /* Translate the declaration into strided data. */
3324 for (i = 0; i < declaration->element_count; ++i)
3326 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
3327 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
3328 BOOL stride_used;
3329 unsigned int idx;
3331 TRACE("%p Element %p (%u of %u).\n", declaration->elements,
3332 element, i + 1, declaration->element_count);
3334 if (!stream->buffer)
3335 continue;
3337 TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
3339 if (use_vshader)
3341 if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
3343 stride_used = FALSE;
3345 else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC)
3347 /* TODO: Assuming vertexdeclarations are usually used with the
3348 * same or a similar shader, it might be worth it to store the
3349 * last used output slot and try that one first. */
3350 stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
3351 element->usage, element->usage_idx, &idx);
3353 else
3355 idx = element->output_slot;
3356 stride_used = TRUE;
3359 else
3361 if (!generic_attributes && !element->ffp_valid)
3363 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
3364 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
3365 stride_used = FALSE;
3367 else
3369 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
3373 if (stride_used)
3375 TRACE("Load %s array %u [usage %s, usage_idx %u, "
3376 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
3377 use_vshader ? "shader": "fixed function", idx,
3378 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
3379 element->offset, stream->stride, debug_d3dformat(element->format->id),
3380 debug_d3dinput_classification(element->input_slot_class), element->instance_data_step_rate);
3382 stream_info->elements[idx].format = element->format;
3383 stream_info->elements[idx].data.buffer_object = 0;
3384 stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset;
3385 stream_info->elements[idx].stride = stream->stride;
3386 stream_info->elements[idx].stream_idx = element->input_slot;
3387 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
3389 stream_info->elements[idx].divisor = 1;
3391 else if (element->input_slot_class == WINED3D_INPUT_PER_INSTANCE_DATA)
3393 stream_info->elements[idx].divisor = element->instance_data_step_rate;
3394 if (!element->instance_data_step_rate)
3395 FIXME("Instance step rate 0 not implemented.\n");
3397 else
3399 stream_info->elements[idx].divisor = 0;
3402 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
3403 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
3405 stream_info->swizzle_map |= 1u << idx;
3407 stream_info->use_map |= 1u << idx;
3412 /* Context activation is done by the caller. */
3413 static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
3415 struct wined3d_stream_info *stream_info = &context->stream_info;
3416 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3417 const struct wined3d_gl_info *gl_info = context->gl_info;
3418 DWORD prev_all_vbo = stream_info->all_vbo;
3419 unsigned int i;
3420 WORD map;
3422 wined3d_stream_info_from_declaration(stream_info, state, gl_info, d3d_info);
3424 stream_info->all_vbo = 1;
3425 context->num_buffer_queries = 0;
3426 for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
3428 struct wined3d_stream_info_element *element;
3429 struct wined3d_bo_address data;
3430 struct wined3d_buffer *buffer;
3432 if (!(map & 1))
3433 continue;
3435 element = &stream_info->elements[i];
3436 buffer = state->streams[element->stream_idx].buffer;
3438 /* We can't use VBOs if the base vertex index is negative. OpenGL
3439 * doesn't accept negative offsets (or rather offsets bigger than the
3440 * VBO, because the pointer is unsigned), so use system memory
3441 * sources. In most sane cases the pointer - offset will still be > 0,
3442 * otherwise it will wrap around to some big value. Hope that with the
3443 * indices the driver wraps it back internally. If not,
3444 * draw_primitive_immediate_mode() is needed, including a vertex buffer
3445 * path. */
3446 if (state->load_base_vertex_index < 0)
3448 WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
3449 state->load_base_vertex_index);
3450 element->data.buffer_object = 0;
3451 element->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(buffer, context);
3452 if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride)
3453 FIXME("System memory vertex data load offset is negative!\n");
3455 else
3457 wined3d_buffer_load(buffer, context, state);
3458 wined3d_buffer_get_memory(buffer, &data, buffer->locations);
3459 element->data.buffer_object = data.buffer_object;
3460 element->data.addr += (ULONG_PTR)data.addr;
3463 if (!element->data.buffer_object)
3464 stream_info->all_vbo = 0;
3466 if (buffer->query)
3467 context->buffer_queries[context->num_buffer_queries++] = buffer->query;
3469 TRACE("Load array %u {%#x:%p}.\n", i, element->data.buffer_object, element->data.addr);
3472 if (prev_all_vbo != stream_info->all_vbo)
3473 context_invalidate_state(context, STATE_INDEXBUFFER);
3475 context->use_immediate_mode_draw = FALSE;
3477 if (stream_info->all_vbo)
3478 return;
3480 if (use_vs(state))
3482 if (state->vertex_declaration->half_float_conv_needed)
3484 TRACE("Using immediate mode draw with vertex shaders for FLOAT16 conversion.\n");
3485 context->use_immediate_mode_draw = TRUE;
3488 else
3490 WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
3491 slow_mask |= -(!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !d3d_info->ffp_generic_attributes)
3492 & ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR) | (1u << WINED3D_FFP_BLENDWEIGHT));
3494 if ((stream_info->position_transformed && !d3d_info->xyzrhw)
3495 || (stream_info->use_map & slow_mask))
3496 context->use_immediate_mode_draw = TRUE;
3500 /* Context activation is done by the caller. */
3501 static void context_preload_texture(struct wined3d_context *context,
3502 const struct wined3d_state *state, unsigned int idx)
3504 struct wined3d_texture *texture;
3506 if (!(texture = state->textures[idx]))
3507 return;
3509 wined3d_texture_load(texture, context, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]);
3512 /* Context activation is done by the caller. */
3513 static void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
3515 unsigned int i;
3517 if (use_vs(state))
3519 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
3521 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
3522 context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i);
3526 if (use_ps(state))
3528 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3530 if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type)
3531 context_preload_texture(context, state, i);
3534 else
3536 WORD ffu_map = context->fixed_function_usage_map;
3538 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3540 if (ffu_map & 1)
3541 context_preload_texture(context, state, i);
3546 static void context_load_shader_resources(struct wined3d_context *context, const struct wined3d_state *state,
3547 unsigned int shader_mask)
3549 struct wined3d_shader_sampler_map_entry *entry;
3550 struct wined3d_shader_resource_view *view;
3551 struct wined3d_shader *shader;
3552 unsigned int i, j;
3554 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
3556 if (!(shader_mask & (1u << i)))
3557 continue;
3559 if (!(shader = state->shader[i]))
3560 continue;
3562 for (j = 0; j < WINED3D_MAX_CBS; ++j)
3564 if (state->cb[i][j])
3565 wined3d_buffer_load(state->cb[i][j], context, state);
3568 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
3570 entry = &shader->reg_maps.sampler_map.entries[j];
3572 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
3573 continue;
3575 if (view->resource->type == WINED3D_RTYPE_BUFFER)
3576 wined3d_buffer_load(buffer_from_resource(view->resource), context, state);
3577 else
3578 wined3d_texture_load(texture_from_resource(view->resource), context, FALSE);
3583 static void context_bind_shader_resources(struct wined3d_context *context,
3584 const struct wined3d_state *state, enum wined3d_shader_type shader_type)
3586 unsigned int bind_idx, shader_sampler_count, base, count, i;
3587 const struct wined3d_device *device = context->device;
3588 struct wined3d_shader_sampler_map_entry *entry;
3589 struct wined3d_shader_resource_view *view;
3590 const struct wined3d_shader *shader;
3591 struct wined3d_sampler *sampler;
3592 const DWORD *tex_unit_map;
3594 if (!(shader = state->shader[shader_type]))
3595 return;
3597 tex_unit_map = context_get_tex_unit_mapping(context,
3598 &shader->reg_maps.shader_version, &base, &count);
3600 shader_sampler_count = shader->reg_maps.sampler_map.count;
3601 if (shader_sampler_count > count)
3602 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3603 shader, shader_sampler_count, count);
3604 count = min(shader_sampler_count, count);
3606 for (i = 0; i < count; ++i)
3608 entry = &shader->reg_maps.sampler_map.entries[i];
3609 bind_idx = base + entry->bind_idx;
3610 if (tex_unit_map)
3611 bind_idx = tex_unit_map[bind_idx];
3613 if (!(view = state->shader_resource_view[shader_type][entry->resource_idx]))
3615 WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx);
3616 continue;
3619 if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
3620 sampler = device->default_sampler;
3621 else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
3622 sampler = device->null_sampler;
3623 wined3d_shader_resource_view_bind(view, bind_idx, sampler, context);
3627 static void context_load_unordered_access_resources(struct wined3d_context *context,
3628 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
3630 struct wined3d_unordered_access_view *view;
3631 struct wined3d_texture *texture;
3632 struct wined3d_buffer *buffer;
3633 unsigned int i;
3635 context->uses_uavs = 0;
3637 if (!shader)
3638 return;
3640 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
3642 if (!(view = views[i]))
3643 continue;
3645 if (view->resource->type == WINED3D_RTYPE_BUFFER)
3647 buffer = buffer_from_resource(view->resource);
3648 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
3649 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
3651 else
3653 texture = texture_from_resource(view->resource);
3654 wined3d_texture_load(texture, context, FALSE);
3655 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
3658 context->uses_uavs = 1;
3662 static void context_bind_unordered_access_views(struct wined3d_context *context,
3663 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
3665 const struct wined3d_gl_info *gl_info = context->gl_info;
3666 struct wined3d_unordered_access_view *view;
3667 GLuint texture_name;
3668 unsigned int i;
3669 GLint level;
3671 if (!shader)
3672 return;
3674 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
3676 if (!(view = views[i]))
3678 if (shader->reg_maps.uav_resource_info[i].type)
3679 WARN("No unordered access view bound at index %u.\n", i);
3680 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
3681 continue;
3684 if (view->gl_view.name)
3686 texture_name = view->gl_view.name;
3687 level = 0;
3689 else if (view->resource->type != WINED3D_RTYPE_BUFFER)
3691 struct wined3d_texture *texture = texture_from_resource(view->resource);
3692 texture_name = wined3d_texture_get_texture_name(texture, context, FALSE);
3693 level = view->desc.u.texture.level_idx;
3695 else
3697 FIXME("Unsupported buffer unordered access view.\n");
3698 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
3699 continue;
3702 GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE,
3703 view->format->glInternal));
3705 if (view->counter_bo)
3706 GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, i, view->counter_bo));
3708 checkGLcall("Bind unordered access views");
3711 static void context_load_stream_output_buffers(struct wined3d_context *context,
3712 const struct wined3d_state *state)
3714 unsigned int i;
3716 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
3718 struct wined3d_buffer *buffer;
3719 if (!(buffer = state->stream_output[i].buffer))
3720 continue;
3722 wined3d_buffer_load(buffer, context, state);
3723 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
3727 /* Context activation is done by the caller. */
3728 BOOL context_apply_draw_state(struct wined3d_context *context,
3729 const struct wined3d_device *device, const struct wined3d_state *state)
3731 const struct StateEntry *state_table = context->state_table;
3732 const struct wined3d_gl_info *gl_info = context->gl_info;
3733 const struct wined3d_fb_state *fb = state->fb;
3734 unsigned int i;
3735 WORD map;
3737 if (!context_validate_rt_config(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
3738 return FALSE;
3740 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
3742 context_validate_onscreen_formats(context, fb->depth_stencil);
3745 /* Preload resources before FBO setup. Texture preload in particular may
3746 * result in changes to the current FBO, due to using e.g. FBO blits for
3747 * updating a resource location. */
3748 context_update_tex_unit_map(context, state);
3749 context_preload_textures(context, state);
3750 context_load_shader_resources(context, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
3751 context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],
3752 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
3753 context_load_stream_output_buffers(context, state);
3754 /* TODO: Right now the dependency on the vertex shader is necessary
3755 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
3756 * the current VS but maybe it's possible to relax the coupling in some
3757 * situations at least. */
3758 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)
3759 || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)))
3761 context_update_stream_info(context, state);
3763 else
3765 for (i = 0, map = context->stream_info.use_map; map; map >>= 1, ++i)
3767 if (map & 1)
3768 wined3d_buffer_load(state->streams[context->stream_info.elements[i].stream_idx].buffer,
3769 context, state);
3771 /* Loading the buffers above may have invalidated the stream info. */
3772 if (isStateDirty(context, STATE_STREAMSRC))
3773 context_update_stream_info(context, state);
3775 if (state->index_buffer)
3777 if (context->stream_info.all_vbo)
3778 wined3d_buffer_load(state->index_buffer, context, state);
3779 else
3780 wined3d_buffer_load_sysmem(state->index_buffer, context);
3783 for (i = 0; i < context->numDirtyEntries; ++i)
3785 DWORD rep = context->dirtyArray[i];
3786 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
3787 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
3788 context->isStateDirty[idx] &= ~(1u << shift);
3789 state_table[rep].apply(context, state, rep);
3792 if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
3794 device->shader_backend->shader_select(device->shader_priv, context, state);
3795 context->shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE;
3798 if (context->constant_update_mask)
3800 device->shader_backend->shader_load_constants(device->shader_priv, context, state);
3801 context->constant_update_mask = 0;
3804 if (context->update_shader_resource_bindings)
3806 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
3807 context_bind_shader_resources(context, state, i);
3808 context->update_shader_resource_bindings = 0;
3809 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
3810 context->update_compute_shader_resource_bindings = 1;
3813 if (context->update_unordered_access_view_bindings)
3815 context_bind_unordered_access_views(context,
3816 state->shader[WINED3D_SHADER_TYPE_PIXEL],
3817 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
3818 context->update_unordered_access_view_bindings = 0;
3819 context->update_compute_unordered_access_view_bindings = 1;
3822 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3824 context_check_fbo_status(context, GL_FRAMEBUFFER);
3827 context->numDirtyEntries = 0; /* This makes the whole list clean */
3828 context->last_was_blit = FALSE;
3830 return TRUE;
3833 void context_apply_compute_state(struct wined3d_context *context,
3834 const struct wined3d_device *device, const struct wined3d_state *state)
3836 const struct StateEntry *state_table = context->state_table;
3837 const struct wined3d_gl_info *gl_info = context->gl_info;
3838 unsigned int state_id, i, j;
3840 context_load_shader_resources(context, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
3841 context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
3842 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
3844 for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context->dirty_compute_states); ++i)
3846 for (j = 0; j < sizeof(*context->dirty_compute_states) * CHAR_BIT; ++j, ++state_id)
3848 if (context->dirty_compute_states[i] & (1u << j))
3849 state_table[state_id].apply(context, state, state_id);
3852 memset(context->dirty_compute_states, 0, sizeof(*context->dirty_compute_states));
3854 if (context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
3856 device->shader_backend->shader_select_compute(device->shader_priv, context, state);
3857 context->shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
3860 if (context->update_compute_shader_resource_bindings)
3862 context_bind_shader_resources(context, state, WINED3D_SHADER_TYPE_COMPUTE);
3863 context->update_compute_shader_resource_bindings = 0;
3864 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
3865 context->update_shader_resource_bindings = 1;
3868 if (context->update_compute_unordered_access_view_bindings)
3870 context_bind_unordered_access_views(context,
3871 state->shader[WINED3D_SHADER_TYPE_COMPUTE],
3872 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
3873 context->update_compute_unordered_access_view_bindings = 0;
3874 context->update_unordered_access_view_bindings = 1;
3877 context->last_was_blit = FALSE;
3880 void context_end_transform_feedback(struct wined3d_context *context)
3882 const struct wined3d_gl_info *gl_info = context->gl_info;
3883 if (context->transform_feedback_active)
3885 GL_EXTCALL(glEndTransformFeedback());
3886 checkGLcall("glEndTransformFeedback");
3887 context->transform_feedback_active = 0;
3888 context->transform_feedback_paused = 0;
3892 static void context_setup_target(struct wined3d_context *context,
3893 struct wined3d_texture *texture, unsigned int sub_resource_idx)
3895 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
3897 render_offscreen = wined3d_resource_is_offscreen(&texture->resource);
3898 if (context->current_rt.texture == texture
3899 && context->current_rt.sub_resource_idx == sub_resource_idx
3900 && render_offscreen == old_render_offscreen)
3901 return;
3903 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
3904 * the alpha blend state changes with different render target formats. */
3905 if (!context->current_rt.texture)
3907 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
3909 else
3911 const struct wined3d_format *old = context->current_rt.texture->resource.format;
3912 const struct wined3d_format *new = texture->resource.format;
3914 if (old->id != new->id)
3916 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
3917 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
3918 || !(texture->resource.format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
3919 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
3921 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
3922 if ((context->current_rt.texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE)
3923 != (texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE))
3924 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3927 /* When switching away from an offscreen render target, and we're not
3928 * using FBOs, we have to read the drawable into the texture. This is
3929 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
3930 * There are some things that need care though. PreLoad needs a GL context,
3931 * and FindContext is called before the context is activated. It also
3932 * has to be called with the old rendertarget active, otherwise a
3933 * wrong drawable is read. */
3934 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3935 && old_render_offscreen && (context->current_rt.texture != texture
3936 || context->current_rt.sub_resource_idx != sub_resource_idx))
3938 unsigned int prev_sub_resource_idx = context->current_rt.sub_resource_idx;
3939 struct wined3d_texture *prev_texture = context->current_rt.texture;
3941 /* Read the back buffer of the old drawable into the destination texture. */
3942 if (prev_texture->texture_srgb.name)
3943 wined3d_texture_load(prev_texture, context, TRUE);
3944 wined3d_texture_load(prev_texture, context, FALSE);
3945 wined3d_texture_invalidate_location(prev_texture, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
3949 context->current_rt.texture = texture;
3950 context->current_rt.sub_resource_idx = sub_resource_idx;
3951 context_set_render_offscreen(context, render_offscreen);
3954 struct wined3d_context *context_acquire(const struct wined3d_device *device,
3955 struct wined3d_texture *texture, unsigned int sub_resource_idx)
3957 struct wined3d_context *current_context = context_get_current();
3958 struct wined3d_context *context;
3959 BOOL swapchain_texture;
3961 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx);
3963 wined3d_from_cs(device->cs);
3965 if (current_context && current_context->destroyed)
3966 current_context = NULL;
3968 swapchain_texture = texture && texture->swapchain;
3969 if (!texture)
3971 if (current_context
3972 && current_context->current_rt.texture
3973 && current_context->device == device)
3975 texture = current_context->current_rt.texture;
3976 sub_resource_idx = current_context->current_rt.sub_resource_idx;
3978 else
3980 struct wined3d_swapchain *swapchain = device->swapchains[0];
3982 if (swapchain->back_buffers)
3983 texture = swapchain->back_buffers[0];
3984 else
3985 texture = swapchain->front_buffer;
3986 sub_resource_idx = 0;
3990 if (current_context && current_context->current_rt.texture == texture)
3992 context = current_context;
3994 else if (swapchain_texture)
3996 TRACE("Rendering onscreen.\n");
3998 context = swapchain_get_context(texture->swapchain);
4000 else
4002 TRACE("Rendering offscreen.\n");
4004 /* Stay with the current context if possible. Otherwise use the
4005 * context for the primary swapchain. */
4006 if (current_context && current_context->device == device)
4007 context = current_context;
4008 else
4009 context = swapchain_get_context(device->swapchains[0]);
4012 context_enter(context);
4013 context_update_window(context);
4014 context_setup_target(context, texture, sub_resource_idx);
4015 if (!context->valid)
4016 return context;
4018 if (context != current_context)
4020 if (!context_set_current(context))
4021 ERR("Failed to activate the new context.\n");
4023 else if (context->needs_set)
4025 context_set_gl_context(context);
4028 return context;
4031 struct wined3d_context *context_reacquire(const struct wined3d_device *device,
4032 struct wined3d_context *context)
4034 struct wined3d_context *current_context;
4036 if (!context || context->tid != GetCurrentThreadId())
4037 return NULL;
4039 current_context = context_acquire(device, context->current_rt.texture,
4040 context->current_rt.sub_resource_idx);
4041 if (current_context != context)
4042 ERR("Acquired context %p instead of %p.\n", current_context, context);
4043 return current_context;