configure: Changes from running autconf after previous patch.
[wine/hacks.git] / dlls / wined3d / context.c
blobf21c80516ae9fd96a395b97ac1838aceaad8c3a4
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009 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 <stdio.h>
24 #ifdef HAVE_FLOAT_H
25 # include <float.h>
26 #endif
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 static DWORD wined3d_context_tls_idx;
33 /* FBO helper functions */
35 /* GL locking is done by the caller */
36 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
38 const struct wined3d_gl_info *gl_info = context->gl_info;
39 GLuint f;
41 if (!fbo)
43 f = 0;
45 else
47 if (!*fbo)
49 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo);
53 f = *fbo;
56 switch (target)
58 case GL_READ_FRAMEBUFFER:
59 if (context->fbo_read_binding == f) return;
60 context->fbo_read_binding = f;
61 break;
63 case GL_DRAW_FRAMEBUFFER:
64 if (context->fbo_draw_binding == f) return;
65 context->fbo_draw_binding = f;
66 break;
68 case GL_FRAMEBUFFER:
69 if (context->fbo_read_binding == f
70 && context->fbo_draw_binding == f) return;
71 context->fbo_read_binding = f;
72 context->fbo_draw_binding = f;
73 break;
75 default:
76 FIXME("Unhandled target %#x.\n", target);
77 break;
80 gl_info->fbo_ops.glBindFramebuffer(target, f);
81 checkGLcall("glBindFramebuffer()");
84 /* GL locking is done by the caller */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
87 unsigned int i;
89 for (i = 0; i < gl_info->limits.buffers; ++i)
91 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
97 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
98 checkGLcall("glFramebufferTexture2D()");
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
104 const struct wined3d_gl_info *gl_info = context->gl_info;
106 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
107 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
108 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
110 gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
111 checkGLcall("glDeleteFramebuffers()");
114 /* GL locking is done by the caller */
115 static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface)
117 IWineD3DBaseTextureImpl *texture_impl;
119 /* Update base texture states array */
120 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
121 &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
123 IWineD3DDeviceImpl *device = surface->resource.device;
124 BOOL update_minfilter = FALSE;
125 BOOL update_magfilter = FALSE;
127 if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
128 || texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
130 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
131 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
132 update_minfilter = TRUE;
135 if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
137 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
138 update_magfilter = TRUE;
141 if (texture_impl->baseTexture.bindCount)
143 WARN("Render targets should not be bound to a sampler\n");
144 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
147 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
149 if (update_minfilter || update_magfilter)
151 GLenum target, bind_target;
152 GLint old_binding;
154 target = surface->texture_target;
155 if (target == GL_TEXTURE_2D)
157 bind_target = GL_TEXTURE_2D;
158 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
160 else if (target == GL_TEXTURE_RECTANGLE_ARB)
162 bind_target = GL_TEXTURE_RECTANGLE_ARB;
163 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
165 else
167 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
168 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
171 glBindTexture(bind_target, surface->texture_name);
172 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
173 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
174 glBindTexture(bind_target, old_binding);
177 checkGLcall("apply_attachment_filter_states()");
181 /* GL locking is done by the caller */
182 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
183 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer)
185 const struct wined3d_gl_info *gl_info = context->gl_info;
187 TRACE("Attach depth stencil %p\n", depth_stencil);
189 if (depth_stencil)
191 DWORD format_flags = depth_stencil->resource.format_desc->Flags;
193 if (use_render_buffer && depth_stencil->current_renderbuffer)
195 if (format_flags & WINED3DFMT_FLAG_DEPTH)
197 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
198 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
199 checkGLcall("glFramebufferRenderbuffer()");
202 if (format_flags & WINED3DFMT_FLAG_STENCIL)
204 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
205 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
206 checkGLcall("glFramebufferRenderbuffer()");
209 else
211 surface_prepare_texture(depth_stencil, gl_info, FALSE);
212 context_apply_attachment_filter_states(depth_stencil);
214 if (format_flags & WINED3DFMT_FLAG_DEPTH)
216 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
217 depth_stencil->texture_target, depth_stencil->texture_name,
218 depth_stencil->texture_level);
219 checkGLcall("glFramebufferTexture2D()");
222 if (format_flags & WINED3DFMT_FLAG_STENCIL)
224 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
225 depth_stencil->texture_target, depth_stencil->texture_name,
226 depth_stencil->texture_level);
227 checkGLcall("glFramebufferTexture2D()");
231 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
233 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
234 checkGLcall("glFramebufferTexture2D()");
237 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
239 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
240 checkGLcall("glFramebufferTexture2D()");
243 else
245 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
246 checkGLcall("glFramebufferTexture2D()");
248 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
249 checkGLcall("glFramebufferTexture2D()");
253 /* GL locking is done by the caller */
254 static void context_attach_surface_fbo(const struct wined3d_context *context,
255 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface)
257 const struct wined3d_gl_info *gl_info = context->gl_info;
259 TRACE("Attach surface %p to %u\n", surface, idx);
261 if (surface)
263 surface_prepare_texture(surface, gl_info, FALSE);
264 context_apply_attachment_filter_states(surface);
266 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface->texture_target,
267 surface->texture_name, surface->texture_level);
268 checkGLcall("glFramebufferTexture2D()");
270 else
272 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
273 checkGLcall("glFramebufferTexture2D()");
277 /* GL locking is done by the caller */
278 static void context_check_fbo_status(struct wined3d_context *context, GLenum target)
280 const struct wined3d_gl_info *gl_info = context->gl_info;
281 GLenum status;
283 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
284 if (status == GL_FRAMEBUFFER_COMPLETE)
286 TRACE("FBO complete\n");
287 } else {
288 IWineD3DSurfaceImpl *attachment;
289 unsigned int i;
290 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
292 if (!context->current_fbo)
294 ERR("FBO 0 is incomplete, driver bug?\n");
295 return;
298 /* Dump the FBO attachments */
299 for (i = 0; i < gl_info->limits.buffers; ++i)
301 attachment = context->current_fbo->render_targets[i];
302 if (attachment)
304 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
305 i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
306 attachment->pow2Width, attachment->pow2Height);
309 attachment = context->current_fbo->depth_stencil;
310 if (attachment)
312 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
313 attachment, debug_d3dformat(attachment->resource.format_desc->format),
314 attachment->pow2Width, attachment->pow2Height);
319 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context,
320 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil)
322 const struct wined3d_gl_info *gl_info = context->gl_info;
323 struct fbo_entry *entry;
325 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
326 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
327 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
328 entry->depth_stencil = depth_stencil;
329 entry->attached = FALSE;
330 entry->id = 0;
332 return entry;
335 /* GL locking is done by the caller */
336 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
337 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil,
338 struct fbo_entry *entry)
340 const struct wined3d_gl_info *gl_info = context->gl_info;
342 context_bind_fbo(context, target, &entry->id);
343 context_clean_fbo_attachments(gl_info, target);
345 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
346 entry->depth_stencil = depth_stencil;
347 entry->attached = FALSE;
350 /* GL locking is done by the caller */
351 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
353 if (entry->id)
355 TRACE("Destroy FBO %d\n", entry->id);
356 context_destroy_fbo(context, &entry->id);
358 --context->fbo_entry_count;
359 list_remove(&entry->entry);
360 HeapFree(GetProcessHeap(), 0, entry->render_targets);
361 HeapFree(GetProcessHeap(), 0, entry);
365 /* GL locking is done by the caller */
366 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
367 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil)
369 const struct wined3d_gl_info *gl_info = context->gl_info;
370 struct fbo_entry *entry;
372 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
374 if (!memcmp(entry->render_targets,
375 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
376 && entry->depth_stencil == depth_stencil)
378 list_remove(&entry->entry);
379 list_add_head(&context->fbo_list, &entry->entry);
380 return entry;
384 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
386 entry = context_create_fbo_entry(context, render_targets, depth_stencil);
387 list_add_head(&context->fbo_list, &entry->entry);
388 ++context->fbo_entry_count;
390 else
392 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
393 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, entry);
394 list_remove(&entry->entry);
395 list_add_head(&context->fbo_list, &entry->entry);
398 return entry;
401 /* GL locking is done by the caller */
402 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
404 const struct wined3d_gl_info *gl_info = context->gl_info;
405 unsigned int i;
407 context_bind_fbo(context, target, &entry->id);
409 if (!entry->attached)
411 /* Apply render targets */
412 for (i = 0; i < gl_info->limits.buffers; ++i)
414 context_attach_surface_fbo(context, target, i, entry->render_targets[i]);
417 /* Apply depth targets */
418 if (entry->depth_stencil)
420 surface_set_compatible_renderbuffer(entry->depth_stencil,
421 entry->render_targets[0]->pow2Width, entry->render_targets[0]->pow2Height);
423 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, TRUE);
425 entry->attached = TRUE;
427 else
429 for (i = 0; i < gl_info->limits.buffers; ++i)
431 if (entry->render_targets[i])
432 context_apply_attachment_filter_states(entry->render_targets[i]);
434 if (entry->depth_stencil)
435 context_apply_attachment_filter_states(entry->depth_stencil);
439 /* GL locking is done by the caller */
440 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
441 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil)
443 struct fbo_entry *entry, *entry2;
445 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
447 context_destroy_fbo_entry(context, entry);
450 if (context->rebind_fbo)
452 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
453 context->rebind_fbo = FALSE;
456 if (render_targets)
458 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil);
459 context_apply_fbo_entry(context, target, context->current_fbo);
461 else
463 context->current_fbo = NULL;
464 context_bind_fbo(context, target, NULL);
467 context_check_fbo_status(context, target);
470 /* GL locking is done by the caller */
471 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
472 IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil)
474 if (surface_is_offscreen(render_target))
476 context->blit_targets[0] = render_target;
477 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil);
479 else
481 context_apply_fbo_state(context, target, NULL, NULL);
485 /* Context activation is done by the caller. */
486 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
488 const struct wined3d_gl_info *gl_info = context->gl_info;
490 if (context->free_occlusion_query_count)
492 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
494 else
496 if (gl_info->supported[ARB_OCCLUSION_QUERY])
498 ENTER_GL();
499 GL_EXTCALL(glGenQueriesARB(1, &query->id));
500 checkGLcall("glGenQueriesARB");
501 LEAVE_GL();
503 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
505 else
507 WARN("Occlusion queries not supported, not allocating query id.\n");
508 query->id = 0;
512 query->context = context;
513 list_add_head(&context->occlusion_queries, &query->entry);
516 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
518 struct wined3d_context *context = query->context;
520 list_remove(&query->entry);
521 query->context = NULL;
523 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
525 UINT new_size = context->free_occlusion_query_size << 1;
526 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
527 new_size * sizeof(*context->free_occlusion_queries));
529 if (!new_data)
531 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
532 return;
535 context->free_occlusion_query_size = new_size;
536 context->free_occlusion_queries = new_data;
539 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
542 /* Context activation is done by the caller. */
543 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
545 const struct wined3d_gl_info *gl_info = context->gl_info;
547 if (context->free_event_query_count)
549 query->object = context->free_event_queries[--context->free_event_query_count];
551 else
553 if (gl_info->supported[ARB_SYNC])
555 /* Using ARB_sync, not much to do here. */
556 query->object.sync = NULL;
557 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
559 else if (gl_info->supported[APPLE_FENCE])
561 ENTER_GL();
562 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
563 checkGLcall("glGenFencesAPPLE");
564 LEAVE_GL();
566 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
568 else if(gl_info->supported[NV_FENCE])
570 ENTER_GL();
571 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
572 checkGLcall("glGenFencesNV");
573 LEAVE_GL();
575 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
577 else
579 WARN("Event queries not supported, not allocating query id.\n");
580 query->object.id = 0;
584 query->context = context;
585 list_add_head(&context->event_queries, &query->entry);
588 void context_free_event_query(struct wined3d_event_query *query)
590 struct wined3d_context *context = query->context;
592 list_remove(&query->entry);
593 query->context = NULL;
595 if (context->free_event_query_count >= context->free_event_query_size - 1)
597 UINT new_size = context->free_event_query_size << 1;
598 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
599 new_size * sizeof(*context->free_event_queries));
601 if (!new_data)
603 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
604 return;
607 context->free_event_query_size = new_size;
608 context->free_event_queries = new_data;
611 context->free_event_queries[context->free_event_query_count++] = query->object;
614 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
616 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
617 UINT i;
619 if (!This->d3d_initialized) return;
621 switch(type)
623 case WINED3DRTYPE_SURFACE:
625 for (i = 0; i < This->numContexts; ++i)
627 struct wined3d_context *context = This->contexts[i];
628 const struct wined3d_gl_info *gl_info = context->gl_info;
629 struct fbo_entry *entry, *entry2;
631 if (context->current_rt == (IWineD3DSurfaceImpl *)resource) context->current_rt = NULL;
633 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
635 UINT j;
637 if (entry->depth_stencil == (IWineD3DSurfaceImpl *)resource)
639 list_remove(&entry->entry);
640 list_add_head(&context->fbo_destroy_list, &entry->entry);
641 continue;
644 for (j = 0; j < gl_info->limits.buffers; ++j)
646 if (entry->render_targets[j] == (IWineD3DSurfaceImpl *)resource)
648 list_remove(&entry->entry);
649 list_add_head(&context->fbo_destroy_list, &entry->entry);
650 break;
656 break;
659 default:
660 break;
664 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface)
666 const struct wined3d_gl_info *gl_info = context->gl_info;
667 struct fbo_entry *entry = context->current_fbo;
668 unsigned int i;
670 if (!entry || context->rebind_fbo) return;
672 for (i = 0; i < gl_info->limits.buffers; ++i)
674 if (surface == entry->render_targets[i])
676 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
677 context->rebind_fbo = TRUE;
678 return;
682 if (surface == entry->depth_stencil)
684 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
685 context->rebind_fbo = TRUE;
689 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
691 int current = GetPixelFormat(dc);
693 if (current == format) return TRUE;
695 if (!current)
697 if (!SetPixelFormat(dc, format, NULL))
699 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
700 format, dc, GetLastError());
701 return FALSE;
703 return TRUE;
706 /* By default WGL doesn't allow pixel format adjustments but we need it
707 * here. For this reason there's a Wine specific wglSetPixelFormat()
708 * which allows us to set the pixel format multiple times. Only use it
709 * when really needed. */
710 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
712 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
714 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
715 format, dc);
716 return FALSE;
718 return TRUE;
721 /* OpenGL doesn't allow pixel format adjustments. Print an error and
722 * continue using the old format. There's a big chance that the old
723 * format works although with a performance hit and perhaps rendering
724 * errors. */
725 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
726 format, dc, current);
727 return TRUE;
730 static void context_update_window(struct wined3d_context *context)
732 TRACE("Updating context %p window from %p to %p.\n",
733 context, context->win_handle, context->swapchain->win_handle);
735 if (context->valid)
737 if (!ReleaseDC(context->win_handle, context->hdc))
739 ERR("Failed to release device context %p, last error %#x.\n",
740 context->hdc, GetLastError());
743 else context->valid = 1;
745 context->win_handle = context->swapchain->win_handle;
747 if (!(context->hdc = GetDC(context->win_handle)))
749 ERR("Failed to get a device context for window %p.\n", context->win_handle);
750 goto err;
753 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
755 ERR("Failed to set pixel format %d on device context %p.\n",
756 context->pixel_format, context->hdc);
757 goto err;
760 if (!pwglMakeCurrent(context->hdc, context->glCtx))
762 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
763 context->glCtx, context->hdc, GetLastError());
764 goto err;
767 return;
769 err:
770 context->valid = 0;
773 static void context_validate(struct wined3d_context *context)
775 HWND wnd = WindowFromDC(context->hdc);
777 if (wnd != context->win_handle)
779 WARN("DC %p belongs to window %p instead of %p.\n",
780 context->hdc, wnd, context->win_handle);
781 context->valid = 0;
784 if (context->win_handle != context->swapchain->win_handle)
785 context_update_window(context);
788 static void context_destroy_gl_resources(struct wined3d_context *context)
790 const struct wined3d_gl_info *gl_info = context->gl_info;
791 struct wined3d_occlusion_query *occlusion_query;
792 struct wined3d_event_query *event_query;
793 struct fbo_entry *entry, *entry2;
794 HGLRC restore_ctx;
795 HDC restore_dc;
796 unsigned int i;
798 restore_ctx = pwglGetCurrentContext();
799 restore_dc = pwglGetCurrentDC();
801 context_validate(context);
802 if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
803 else restore_ctx = NULL;
805 ENTER_GL();
807 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
809 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
810 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
811 occlusion_query->context = NULL;
814 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
816 if (context->valid)
818 if (gl_info->supported[ARB_SYNC])
820 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
822 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
823 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
825 event_query->context = NULL;
828 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
830 if (!context->valid) entry->id = 0;
831 context_destroy_fbo_entry(context, entry);
834 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
836 if (!context->valid) entry->id = 0;
837 context_destroy_fbo_entry(context, entry);
840 if (context->valid)
842 if (context->dst_fbo)
844 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
845 context_destroy_fbo(context, &context->dst_fbo);
847 if (context->dummy_arbfp_prog)
849 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
852 if (gl_info->supported[ARB_OCCLUSION_QUERY])
853 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
855 if (gl_info->supported[ARB_SYNC])
857 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
859 else if (gl_info->supported[APPLE_FENCE])
861 for (i = 0; i < context->free_event_query_count; ++i)
863 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
866 else if (gl_info->supported[NV_FENCE])
868 for (i = 0; i < context->free_event_query_count; ++i)
870 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
874 checkGLcall("context cleanup");
877 LEAVE_GL();
879 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
880 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
882 if (restore_ctx)
884 if (!pwglMakeCurrent(restore_dc, restore_ctx))
886 DWORD err = GetLastError();
887 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
888 restore_ctx, restore_dc, err);
891 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
893 ERR("Failed to disable GL context.\n");
896 ReleaseDC(context->win_handle, context->hdc);
898 if (!pwglDeleteContext(context->glCtx))
900 DWORD err = GetLastError();
901 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
905 DWORD context_get_tls_idx(void)
907 return wined3d_context_tls_idx;
910 void context_set_tls_idx(DWORD idx)
912 wined3d_context_tls_idx = idx;
915 struct wined3d_context *context_get_current(void)
917 return TlsGetValue(wined3d_context_tls_idx);
920 BOOL context_set_current(struct wined3d_context *ctx)
922 struct wined3d_context *old = context_get_current();
924 if (old == ctx)
926 TRACE("Already using D3D context %p.\n", ctx);
927 return TRUE;
930 if (old)
932 if (old->destroyed)
934 TRACE("Switching away from destroyed context %p.\n", old);
935 context_destroy_gl_resources(old);
936 HeapFree(GetProcessHeap(), 0, old);
938 else
940 old->current = 0;
944 if (ctx)
946 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
947 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
949 DWORD err = GetLastError();
950 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
951 ctx->glCtx, ctx->hdc, err);
952 TlsSetValue(wined3d_context_tls_idx, NULL);
953 return FALSE;
955 ctx->current = 1;
957 else if(pwglGetCurrentContext())
959 TRACE("Clearing current D3D context.\n");
960 if (!pwglMakeCurrent(NULL, NULL))
962 DWORD err = GetLastError();
963 ERR("Failed to clear current GL context, last error %#x.\n", err);
964 TlsSetValue(wined3d_context_tls_idx, NULL);
965 return FALSE;
969 return TlsSetValue(wined3d_context_tls_idx, ctx);
972 void context_release(struct wined3d_context *context)
974 TRACE("Releasing context %p, level %u.\n", context, context->level);
976 if (WARN_ON(d3d))
978 if (!context->level)
979 WARN("Context %p is not active.\n", context);
980 else if (context != context_get_current())
981 WARN("Context %p is not the current context.\n", context);
984 if (!--context->level && context->restore_ctx)
986 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
987 if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
989 DWORD err = GetLastError();
990 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
991 context->restore_ctx, context->restore_dc, err);
993 context->restore_ctx = NULL;
994 context->restore_dc = NULL;
998 static void context_enter(struct wined3d_context *context)
1000 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1002 if (!context->level++)
1004 const struct wined3d_context *current_context = context_get_current();
1005 HGLRC current_gl = pwglGetCurrentContext();
1007 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1009 TRACE("Another GL context (%p on device context %p) is already current.\n",
1010 current_gl, pwglGetCurrentDC());
1011 context->restore_ctx = current_gl;
1012 context->restore_dc = pwglGetCurrentDC();
1017 /*****************************************************************************
1018 * Context_MarkStateDirty
1020 * Marks a state in a context dirty. Only one context, opposed to
1021 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1022 * contexts
1024 * Params:
1025 * context: Context to mark the state dirty in
1026 * state: State to mark dirty
1027 * StateTable: Pointer to the state table in use(for state grouping)
1029 *****************************************************************************/
1030 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
1032 DWORD rep = StateTable[state].representative;
1033 DWORD idx;
1034 BYTE shift;
1036 if (isStateDirty(context, rep)) return;
1038 context->dirtyArray[context->numDirtyEntries++] = rep;
1039 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1040 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1041 context->isStateDirty[idx] |= (1 << shift);
1044 /* This function takes care of WineD3D pixel format selection. */
1045 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
1046 const struct wined3d_format_desc *color_format_desc, const struct wined3d_format_desc *ds_format_desc,
1047 BOOL auxBuffers, int numSamples, BOOL findCompatible)
1049 int iPixelFormat=0;
1050 unsigned int matchtry;
1051 short redBits, greenBits, blueBits, alphaBits, colorBits;
1052 short depthBits=0, stencilBits=0;
1054 struct match_type {
1055 BOOL require_aux;
1056 BOOL exact_alpha;
1057 BOOL exact_color;
1058 } matches[] = {
1059 /* First, try without alpha match buffers. MacOS supports aux buffers only
1060 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1061 * Then try without aux buffers - this is the most common cause for not
1062 * finding a pixel format. Also some drivers(the open source ones)
1063 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1064 * match, then try without an exact alpha and color match.
1066 { TRUE, TRUE, TRUE },
1067 { TRUE, FALSE, TRUE },
1068 { FALSE, TRUE, TRUE },
1069 { FALSE, FALSE, TRUE },
1070 { TRUE, FALSE, FALSE },
1071 { FALSE, FALSE, FALSE },
1074 int i = 0;
1075 int nCfgs = This->adapter->nCfgs;
1077 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1078 debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
1079 auxBuffers, numSamples, findCompatible);
1081 if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1083 ERR("Unable to get color bits for format %s (%#x)!\n",
1084 debug_d3dformat(color_format_desc->format), color_format_desc->format);
1085 return 0;
1088 getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
1090 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1091 for(i=0; i<nCfgs; i++) {
1092 BOOL exactDepthMatch = TRUE;
1093 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1095 /* For now only accept RGBA formats. Perhaps some day we will
1096 * allow floating point formats for pbuffers. */
1097 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1098 continue;
1100 /* In window mode we need a window drawable format and double buffering. */
1101 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1102 continue;
1104 /* We like to have aux buffers in backbuffer mode */
1105 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1106 continue;
1108 if(matches[matchtry].exact_color) {
1109 if(cfg->redSize != redBits)
1110 continue;
1111 if(cfg->greenSize != greenBits)
1112 continue;
1113 if(cfg->blueSize != blueBits)
1114 continue;
1115 } else {
1116 if(cfg->redSize < redBits)
1117 continue;
1118 if(cfg->greenSize < greenBits)
1119 continue;
1120 if(cfg->blueSize < blueBits)
1121 continue;
1123 if(matches[matchtry].exact_alpha) {
1124 if(cfg->alphaSize != alphaBits)
1125 continue;
1126 } else {
1127 if(cfg->alphaSize < alphaBits)
1128 continue;
1131 /* We try to locate a format which matches our requirements exactly. In case of
1132 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1133 if(cfg->depthSize < depthBits)
1134 continue;
1135 else if(cfg->depthSize > depthBits)
1136 exactDepthMatch = FALSE;
1138 /* In all cases make sure the number of stencil bits matches our requirements
1139 * even when we don't need stencil because it could affect performance EXCEPT
1140 * on cards which don't offer depth formats without stencil like the i915 drivers
1141 * on Linux. */
1142 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1143 continue;
1145 /* Check multisampling support */
1146 if(cfg->numSamples != numSamples)
1147 continue;
1149 /* When we have passed all the checks then we have found a format which matches our
1150 * requirements. Note that we only check for a limit number of capabilities right now,
1151 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1152 * can still differ in things like multisampling, stereo, SRGB and other flags.
1155 /* Exit the loop as we have found a format :) */
1156 if(exactDepthMatch) {
1157 iPixelFormat = cfg->iPixelFormat;
1158 break;
1159 } else if(!iPixelFormat) {
1160 /* In the end we might end up with a format which doesn't exactly match our depth
1161 * requirements. Accept the first format we found because formats with higher iPixelFormat
1162 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1163 iPixelFormat = cfg->iPixelFormat;
1168 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1169 if(!iPixelFormat && !findCompatible) {
1170 ERR("Can't find a suitable iPixelFormat\n");
1171 return FALSE;
1172 } else if(!iPixelFormat) {
1173 PIXELFORMATDESCRIPTOR pfd;
1175 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1176 /* PixelFormat selection */
1177 ZeroMemory(&pfd, sizeof(pfd));
1178 pfd.nSize = sizeof(pfd);
1179 pfd.nVersion = 1;
1180 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1181 pfd.iPixelType = PFD_TYPE_RGBA;
1182 pfd.cAlphaBits = alphaBits;
1183 pfd.cColorBits = colorBits;
1184 pfd.cDepthBits = depthBits;
1185 pfd.cStencilBits = stencilBits;
1186 pfd.iLayerType = PFD_MAIN_PLANE;
1188 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1189 if(!iPixelFormat) {
1190 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1191 ERR("Can't find a suitable iPixelFormat\n");
1192 return FALSE;
1196 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1197 iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1198 return iPixelFormat;
1201 /*****************************************************************************
1202 * context_create
1204 * Creates a new context.
1206 * * Params:
1207 * This: Device to activate the context for
1208 * target: Surface this context will render to
1209 * win_handle: handle to the window which we are drawing to
1210 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1212 *****************************************************************************/
1213 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1214 const struct wined3d_format_desc *ds_format_desc)
1216 IWineD3DDeviceImpl *device = swapchain->device;
1217 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1218 const struct wined3d_format_desc *color_format_desc;
1219 struct wined3d_context *ret;
1220 PIXELFORMATDESCRIPTOR pfd;
1221 BOOL auxBuffers = FALSE;
1222 int numSamples = 0;
1223 int pixel_format;
1224 unsigned int s;
1225 DWORD state;
1226 HGLRC ctx;
1227 HDC hdc;
1229 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1231 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1232 if (!ret)
1234 ERR("Failed to allocate context memory.\n");
1235 return NULL;
1238 if (!(hdc = GetDC(swapchain->win_handle)))
1240 ERR("Failed to retrieve a device context.\n");
1241 goto out;
1244 color_format_desc = target->resource.format_desc;
1246 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1247 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1248 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1250 auxBuffers = TRUE;
1252 if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
1253 color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, gl_info);
1254 else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
1255 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1258 /* DirectDraw supports 8bit paletted render targets and these are used by
1259 * old games like Starcraft and C&C. Most modern hardware doesn't support
1260 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1261 * conversion (ab)uses the alpha component for storing the palette index.
1262 * For this reason we require a format with 8bit alpha, so request
1263 * A8R8G8B8. */
1264 if (color_format_desc->format == WINED3DFMT_P8_UINT)
1265 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1267 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1268 if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1270 if (!gl_info->supported[ARB_MULTISAMPLE])
1271 WARN("The application is requesting multisampling without support.\n");
1272 else
1274 TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1275 numSamples = swapchain->presentParms.MultiSampleType;
1279 /* Try to find a pixel format which matches our requirements. */
1280 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1281 auxBuffers, numSamples, FALSE /* findCompatible */);
1283 /* Try to locate a compatible format if we weren't able to find anything. */
1284 if (!pixel_format)
1286 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1287 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1288 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1291 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1292 if (!pixel_format)
1294 ERR("Can't find a suitable pixel format.\n");
1295 goto out;
1298 DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1299 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1301 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1302 goto out;
1305 ctx = pwglCreateContext(hdc);
1306 if (device->numContexts)
1308 if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1310 DWORD err = GetLastError();
1311 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1312 device->contexts[0]->glCtx, ctx, err);
1316 if(!ctx) {
1317 ERR("Failed to create a WGL context\n");
1318 goto out;
1321 if (!device_context_add(device, ret))
1323 ERR("Failed to add the newly created context to the context list\n");
1324 if (!pwglDeleteContext(ctx))
1326 DWORD err = GetLastError();
1327 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1329 goto out;
1332 ret->gl_info = gl_info;
1334 /* Mark all states dirty to force a proper initialization of the states
1335 * on the first use of the context. */
1336 for (state = 0; state <= STATE_HIGHEST; ++state)
1338 if (device->StateTable[state].representative)
1339 Context_MarkStateDirty(ret, state, device->StateTable);
1342 ret->swapchain = swapchain;
1343 ret->current_rt = target;
1344 ret->tid = GetCurrentThreadId();
1346 ret->render_offscreen = surface_is_offscreen(target);
1347 ret->draw_buffer_dirty = TRUE;
1348 ret->valid = 1;
1350 ret->glCtx = ctx;
1351 ret->win_handle = swapchain->win_handle;
1352 ret->hdc = hdc;
1353 ret->pixel_format = pixel_format;
1355 if (device->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *)device))
1357 /* Create the dirty constants array and initialize them to dirty */
1358 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1359 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1360 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1361 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1362 memset(ret->vshader_const_dirty, 1,
1363 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1364 memset(ret->pshader_const_dirty, 1,
1365 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1368 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1369 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1370 if (!ret->blit_targets) goto out;
1372 ret->free_occlusion_query_size = 4;
1373 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1374 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1375 if (!ret->free_occlusion_queries) goto out;
1377 list_init(&ret->occlusion_queries);
1379 ret->free_event_query_size = 4;
1380 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1381 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1382 if (!ret->free_event_queries) goto out;
1384 list_init(&ret->event_queries);
1386 TRACE("Successfully created new context %p\n", ret);
1388 list_init(&ret->fbo_list);
1389 list_init(&ret->fbo_destroy_list);
1391 context_enter(ret);
1393 /* Set up the context defaults */
1394 if (!context_set_current(ret))
1396 ERR("Cannot activate context to set up defaults\n");
1397 context_release(ret);
1398 goto out;
1401 ENTER_GL();
1403 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1405 TRACE("Setting up the screen\n");
1406 /* Clear the screen */
1407 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1408 checkGLcall("glClearColor");
1409 glClearIndex(0);
1410 glClearDepth(1);
1411 glClearStencil(0xffff);
1413 checkGLcall("glClear");
1415 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1416 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1418 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1419 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1421 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1422 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1424 glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1425 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1426 glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1427 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1429 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1431 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1432 * and textures in DIB sections(due to the memory protection).
1434 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1435 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1437 if (gl_info->supported[ARB_VERTEX_BLEND])
1439 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1440 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1441 * GL_VERTEX_BLEND_ARB isn't enabled too
1443 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1444 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1446 if (gl_info->supported[NV_TEXTURE_SHADER2])
1448 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1449 * the previous texture where to source the offset from is always unit - 1.
1451 for (s = 1; s < gl_info->limits.textures; ++s)
1453 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1454 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1455 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1458 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1460 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1461 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1462 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1463 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1464 * is ever assigned.
1466 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1467 * program and the dummy program is destroyed when the context is destroyed.
1469 const char *dummy_program =
1470 "!!ARBfp1.0\n"
1471 "MOV result.color, fragment.color.primary;\n"
1472 "END\n";
1473 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1474 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1475 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1478 for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1480 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1481 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1482 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1485 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
1487 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT);
1488 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT)");
1491 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1493 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1495 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1497 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1500 LEAVE_GL();
1502 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
1504 TRACE("Created context %p.\n", ret);
1506 return ret;
1508 out:
1509 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1510 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1511 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1512 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1513 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1514 HeapFree(GetProcessHeap(), 0, ret);
1515 return NULL;
1518 /*****************************************************************************
1519 * context_destroy
1521 * Destroys a wined3d context
1523 * Params:
1524 * This: Device to activate the context for
1525 * context: Context to destroy
1527 *****************************************************************************/
1528 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1530 BOOL destroy;
1532 TRACE("Destroying ctx %p\n", context);
1534 if (context->tid == GetCurrentThreadId() || !context->current)
1536 context_destroy_gl_resources(context);
1537 TlsSetValue(wined3d_context_tls_idx, NULL);
1538 destroy = TRUE;
1540 else
1542 context->destroyed = 1;
1543 destroy = FALSE;
1546 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1547 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1548 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1549 device_context_remove(This, context);
1550 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1553 /* GL locking is done by the caller */
1554 static inline void set_blit_dimension(UINT width, UINT height) {
1555 glMatrixMode(GL_PROJECTION);
1556 checkGLcall("glMatrixMode(GL_PROJECTION)");
1557 glLoadIdentity();
1558 checkGLcall("glLoadIdentity()");
1559 glOrtho(0, width, height, 0, 0.0, -1.0);
1560 checkGLcall("glOrtho");
1561 glViewport(0, 0, width, height);
1562 checkGLcall("glViewport");
1565 /*****************************************************************************
1566 * SetupForBlit
1568 * Sets up a context for DirectDraw blitting.
1569 * All texture units are disabled, texture unit 0 is set as current unit
1570 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1571 * color writing enabled for all channels
1572 * register combiners disabled, shaders disabled
1573 * world matrix is set to identity, texture matrix 0 too
1574 * projection matrix is setup for drawing screen coordinates
1576 * Params:
1577 * This: Device to activate the context for
1578 * context: Context to setup
1580 *****************************************************************************/
1581 /* Context activation is done by the caller. */
1582 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1584 int i;
1585 const struct StateEntry *StateTable = This->StateTable;
1586 const struct wined3d_gl_info *gl_info = context->gl_info;
1587 UINT width = context->current_rt->currentDesc.Width;
1588 UINT height = context->current_rt->currentDesc.Height;
1589 DWORD sampler;
1591 TRACE("Setting up context %p for blitting\n", context);
1592 if(context->last_was_blit) {
1593 if(context->blit_w != width || context->blit_h != height) {
1594 ENTER_GL();
1595 set_blit_dimension(width, height);
1596 LEAVE_GL();
1597 context->blit_w = width; context->blit_h = height;
1598 /* No need to dirtify here, the states are still dirtified because they weren't
1599 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1600 * be set
1603 TRACE("Context is already set up for blitting, nothing to do\n");
1604 return;
1606 context->last_was_blit = TRUE;
1608 /* TODO: Use a display list */
1610 /* Disable shaders */
1611 ENTER_GL();
1612 This->shader_backend->shader_select(context, FALSE, FALSE);
1613 LEAVE_GL();
1615 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1616 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1618 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1619 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1620 * which can safely be called from here, we only lock once instead locking/unlocking
1621 * after each GL call.
1623 ENTER_GL();
1625 /* Disable all textures. The caller can then bind a texture it wants to blit
1626 * from
1628 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1629 * function texture unit. No need to care for higher samplers
1631 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1633 sampler = This->rev_tex_unit_map[i];
1634 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1635 checkGLcall("glActiveTextureARB");
1637 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1639 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1640 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1642 glDisable(GL_TEXTURE_3D);
1643 checkGLcall("glDisable GL_TEXTURE_3D");
1644 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1646 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1647 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1649 glDisable(GL_TEXTURE_2D);
1650 checkGLcall("glDisable GL_TEXTURE_2D");
1652 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1653 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1655 if (sampler != WINED3D_UNMAPPED_STAGE)
1657 if (sampler < MAX_TEXTURES) {
1658 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1660 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1663 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1664 checkGLcall("glActiveTextureARB");
1666 sampler = This->rev_tex_unit_map[0];
1668 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1670 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1671 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1673 glDisable(GL_TEXTURE_3D);
1674 checkGLcall("glDisable GL_TEXTURE_3D");
1675 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1677 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1678 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1680 glDisable(GL_TEXTURE_2D);
1681 checkGLcall("glDisable GL_TEXTURE_2D");
1683 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1685 glMatrixMode(GL_TEXTURE);
1686 checkGLcall("glMatrixMode(GL_TEXTURE)");
1687 glLoadIdentity();
1688 checkGLcall("glLoadIdentity()");
1690 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1692 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1693 GL_TEXTURE_LOD_BIAS_EXT,
1694 0.0f);
1695 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1698 if (sampler != WINED3D_UNMAPPED_STAGE)
1700 if (sampler < MAX_TEXTURES) {
1701 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1702 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1704 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1707 /* Other misc states */
1708 glDisable(GL_ALPHA_TEST);
1709 checkGLcall("glDisable(GL_ALPHA_TEST)");
1710 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1711 glDisable(GL_LIGHTING);
1712 checkGLcall("glDisable GL_LIGHTING");
1713 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1714 glDisable(GL_DEPTH_TEST);
1715 checkGLcall("glDisable GL_DEPTH_TEST");
1716 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1717 glDisableWINE(GL_FOG);
1718 checkGLcall("glDisable GL_FOG");
1719 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1720 glDisable(GL_BLEND);
1721 checkGLcall("glDisable GL_BLEND");
1722 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1723 glDisable(GL_CULL_FACE);
1724 checkGLcall("glDisable GL_CULL_FACE");
1725 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1726 glDisable(GL_STENCIL_TEST);
1727 checkGLcall("glDisable GL_STENCIL_TEST");
1728 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1729 glDisable(GL_SCISSOR_TEST);
1730 checkGLcall("glDisable GL_SCISSOR_TEST");
1731 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1732 if (gl_info->supported[ARB_POINT_SPRITE])
1734 glDisable(GL_POINT_SPRITE_ARB);
1735 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1736 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1738 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1739 checkGLcall("glColorMask");
1740 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1741 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
1742 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
1743 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
1744 if (gl_info->supported[EXT_SECONDARY_COLOR])
1746 glDisable(GL_COLOR_SUM_EXT);
1747 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1748 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1751 /* Setup transforms */
1752 glMatrixMode(GL_MODELVIEW);
1753 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1754 glLoadIdentity();
1755 checkGLcall("glLoadIdentity()");
1756 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1758 context->last_was_rhw = TRUE;
1759 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1761 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1762 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1763 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1764 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1765 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1766 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1767 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1769 set_blit_dimension(width, height);
1771 LEAVE_GL();
1773 context->blit_w = width; context->blit_h = height;
1774 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1775 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1778 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1781 /*****************************************************************************
1782 * findThreadContextForSwapChain
1784 * Searches a swapchain for all contexts and picks one for the thread tid.
1785 * If none can be found the swapchain is requested to create a new context
1787 *****************************************************************************/
1788 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1790 unsigned int i;
1792 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1793 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1794 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1799 /* Create a new context for the thread */
1800 return swapchain_create_context_for_thread(swapchain);
1803 /*****************************************************************************
1804 * FindContext
1806 * Finds a context for the current render target and thread
1808 * Parameters:
1809 * target: Render target to find the context for
1810 * tid: Thread to activate the context for
1812 * Returns: The needed context
1814 *****************************************************************************/
1815 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target)
1817 IWineD3DSwapChain *swapchain = NULL;
1818 struct wined3d_context *current_context = context_get_current();
1819 DWORD tid = GetCurrentThreadId();
1820 struct wined3d_context *context;
1822 if (current_context && current_context->destroyed) current_context = NULL;
1824 if (!target)
1826 if (current_context
1827 && current_context->current_rt
1828 && current_context->swapchain->device == This)
1830 target = current_context->current_rt;
1832 else
1834 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1835 if (swapchain->back_buffers) target = swapchain->back_buffers[0];
1836 else target = swapchain->front_buffer;
1840 if (current_context && current_context->current_rt == target)
1842 context_validate(current_context);
1843 return current_context;
1846 if (target->Flags & SFLAG_SWAPCHAIN)
1848 TRACE("Rendering onscreen\n");
1850 swapchain = (IWineD3DSwapChain *)target->container;
1851 context = findThreadContextForSwapChain(swapchain, tid);
1853 else
1855 TRACE("Rendering offscreen\n");
1857 /* Stay with the currently active context. */
1858 if (current_context && current_context->swapchain->device == This)
1860 context = current_context;
1862 else
1864 /* This may happen if the app jumps straight into offscreen rendering
1865 * Start using the context of the primary swapchain. tid == 0 is no problem
1866 * for findThreadContextForSwapChain.
1868 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1869 * is perfect to call. */
1870 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1874 context_validate(context);
1876 return context;
1879 /* Context activation is done by the caller. */
1880 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1882 const struct wined3d_gl_info *gl_info = context->gl_info;
1883 IWineD3DSurfaceImpl *rt = context->current_rt;
1884 IWineD3DDeviceImpl *device;
1886 device = rt->resource.device;
1887 if (!surface_is_offscreen(rt))
1889 ENTER_GL();
1890 glDrawBuffer(surface_get_gl_buffer(rt));
1891 checkGLcall("glDrawBuffers()");
1892 LEAVE_GL();
1894 else
1896 ENTER_GL();
1897 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1899 if (!blit)
1901 unsigned int i;
1903 for (i = 0; i < gl_info->limits.buffers; ++i)
1905 if (device->render_targets[i])
1906 device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1907 else
1908 device->draw_buffers[i] = GL_NONE;
1911 if (gl_info->supported[ARB_DRAW_BUFFERS])
1913 GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, device->draw_buffers));
1914 checkGLcall("glDrawBuffers()");
1916 else
1918 glDrawBuffer(device->draw_buffers[0]);
1919 checkGLcall("glDrawBuffer()");
1921 } else {
1922 glDrawBuffer(GL_COLOR_ATTACHMENT0);
1923 checkGLcall("glDrawBuffer()");
1926 else
1928 glDrawBuffer(device->offscreenBuffer);
1929 checkGLcall("glDrawBuffer()");
1931 LEAVE_GL();
1935 /* GL locking is done by the caller. */
1936 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1938 glDrawBuffer(buffer);
1939 checkGLcall("glDrawBuffer()");
1940 context->draw_buffer_dirty = TRUE;
1943 static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
1944 BOOL offscreen)
1946 if (context->render_offscreen == offscreen) return;
1948 if (context->gl_info->supported[WINED3D_GL_VERSION_2_0])
1950 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT);
1951 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
1954 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1955 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1956 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1957 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1958 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1959 context->render_offscreen = offscreen;
1962 static BOOL match_depth_stencil_format(const struct wined3d_format_desc *existing,
1963 const struct wined3d_format_desc *required)
1965 short existing_depth, existing_stencil, required_depth, required_stencil;
1967 if(existing == required) return TRUE;
1968 if((existing->Flags & WINED3DFMT_FLAG_FLOAT) != (required->Flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
1970 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
1971 getDepthStencilBits(required, &required_depth, &required_stencil);
1973 if(existing_depth < required_depth) return FALSE;
1974 /* If stencil bits are used the exact amount is required - otherwise wrapping
1975 * won't work correctly */
1976 if(required_stencil && required_stencil != existing_stencil) return FALSE;
1977 return TRUE;
1979 /* The caller provides a context */
1980 static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device,
1981 struct wined3d_context *context, IWineD3DSurfaceImpl *depth_stencil)
1983 /* Onscreen surfaces are always in a swapchain */
1984 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)context->current_rt->container;
1986 if (context->render_offscreen || !depth_stencil) return;
1987 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format_desc)) return;
1989 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
1990 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
1991 * format. */
1992 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
1994 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
1995 IWineD3DSurface_LoadLocation((IWineD3DSurface *)context->current_rt, SFLAG_INTEXTURE, NULL);
1996 swapchain->render_to_fbo = TRUE;
1997 context_set_render_offscreen(context, device->StateTable, TRUE);
2000 /* Context activation is done by the caller. */
2001 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2003 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2005 context_validate_onscreen_formats(device, context, NULL);
2007 if (context->render_offscreen)
2009 FIXME("Applying blit state for an offscreen target with ORM_FBO. This should be avoided.\n");
2010 surface_internal_preload(context->current_rt, SRGB_RGB);
2012 ENTER_GL();
2013 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL);
2014 LEAVE_GL();
2016 else
2018 ENTER_GL();
2019 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2020 LEAVE_GL();
2023 context->draw_buffer_dirty = TRUE;
2026 if (context->draw_buffer_dirty)
2028 context_apply_draw_buffer(context, TRUE);
2029 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2030 context->draw_buffer_dirty = FALSE;
2033 SetupForBlit(device, context);
2036 /* Context activation is done by the caller. */
2037 void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
2038 IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil)
2040 const struct StateEntry *state_table = device->StateTable;
2041 GLenum buffer;
2043 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2045 context_validate_onscreen_formats(device, context, depth_stencil);
2047 ENTER_GL();
2048 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, render_target, depth_stencil);
2049 LEAVE_GL();
2052 if (!surface_is_offscreen(render_target))
2053 buffer = surface_get_gl_buffer(render_target);
2054 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2055 buffer = GL_COLOR_ATTACHMENT0;
2056 else
2057 buffer = device->offscreenBuffer;
2059 ENTER_GL();
2060 context_set_draw_buffer(context, buffer);
2061 LEAVE_GL();
2063 if (context->last_was_blit)
2065 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2068 /* Blending and clearing should be orthogonal, but tests on the nvidia
2069 * driver show that disabling blending when clearing improves the clearing
2070 * performance incredibly. */
2071 ENTER_GL();
2072 glDisable(GL_BLEND);
2073 glEnable(GL_SCISSOR_TEST);
2074 checkGLcall("glEnable GL_SCISSOR_TEST");
2075 LEAVE_GL();
2077 context->last_was_blit = FALSE;
2078 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2079 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2080 Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2083 /* Context activation is done by the caller. */
2084 void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2086 const struct StateEntry *state_table = device->StateTable;
2087 unsigned int i;
2089 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2091 context_validate_onscreen_formats(device, context, device->depth_stencil);
2093 if (!context->render_offscreen)
2095 ENTER_GL();
2096 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL);
2097 LEAVE_GL();
2099 else
2101 ENTER_GL();
2102 context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets, device->depth_stencil);
2103 LEAVE_GL();
2107 if (context->draw_buffer_dirty)
2109 context_apply_draw_buffer(context, FALSE);
2110 context->draw_buffer_dirty = FALSE;
2113 if (context->last_was_blit)
2115 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2118 IWineD3DDeviceImpl_FindTexUnitMap(device);
2119 device_preload_textures(device);
2120 if (isStateDirty(context, STATE_VDECL))
2121 device_update_stream_info(device, context->gl_info);
2123 ENTER_GL();
2124 for (i = 0; i < context->numDirtyEntries; ++i)
2126 DWORD rep = context->dirtyArray[i];
2127 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2128 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2129 context->isStateDirty[idx] &= ~(1 << shift);
2130 state_table[rep].apply(rep, device->stateBlock, context);
2132 LEAVE_GL();
2133 context->numDirtyEntries = 0; /* This makes the whole list clean */
2134 context->last_was_blit = FALSE;
2137 static void context_setup_target(IWineD3DDeviceImpl *device,
2138 struct wined3d_context *context, IWineD3DSurfaceImpl *target)
2140 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2141 const struct StateEntry *StateTable = device->StateTable;
2143 if (!target) return;
2144 else if (context->current_rt == target) return;
2145 render_offscreen = surface_is_offscreen(target);
2147 context_set_render_offscreen(context, StateTable, render_offscreen);
2149 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2150 * the alpha blend state changes with different render target formats. */
2151 if (!context->current_rt)
2153 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2155 else
2157 const struct wined3d_format_desc *old = context->current_rt->resource.format_desc;
2158 const struct wined3d_format_desc *new = target->resource.format_desc;
2160 if (old->format != new->format)
2162 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2163 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2164 || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2166 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2170 /* When switching away from an offscreen render target, and we're not
2171 * using FBOs, we have to read the drawable into the texture. This is
2172 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2173 * are some things that need care though. PreLoad needs a GL context,
2174 * and FindContext is called before the context is activated. It also
2175 * has to be called with the old rendertarget active, otherwise a
2176 * wrong drawable is read. */
2177 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2178 && old_render_offscreen && context->current_rt != target)
2180 BOOL oldInDraw = device->isInDraw;
2182 /* surface_internal_preload() requires a context to load the
2183 * texture, so it will call context_acquire(). Set isInDraw to true
2184 * to signal surface_internal_preload() that it has a context. */
2186 /* FIXME: This is just broken. There's no guarantee whatsoever
2187 * that the currently active context, if any, is appropriate for
2188 * reading back the render target. We should probably call
2189 * context_set_current(context) here and then rely on
2190 * context_acquire() doing the right thing. */
2191 device->isInDraw = TRUE;
2193 /* Read the back buffer of the old drawable into the destination texture. */
2194 if (context->current_rt->texture_name_srgb)
2196 surface_internal_preload(context->current_rt, SRGB_BOTH);
2198 else
2200 surface_internal_preload(context->current_rt, SRGB_RGB);
2203 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)context->current_rt, SFLAG_INDRAWABLE, FALSE);
2205 device->isInDraw = oldInDraw;
2209 context->draw_buffer_dirty = TRUE;
2210 context->current_rt = target;
2213 /*****************************************************************************
2214 * context_acquire
2216 * Finds a rendering context and drawable matching the device and render
2217 * target for the current thread, activates them and puts them into the
2218 * requested state.
2220 * Params:
2221 * This: Device to activate the context for
2222 * target: Requested render target
2223 * usage: Prepares the context for blitting, drawing or other actions
2225 *****************************************************************************/
2226 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *target)
2228 struct wined3d_context *current_context = context_get_current();
2229 struct wined3d_context *context;
2231 TRACE("device %p, target %p.\n", device, target);
2233 context = FindContext(device, target);
2234 context_setup_target(device, context, target);
2235 context_enter(context);
2236 if (!context->valid) return context;
2238 if (context != current_context)
2240 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2241 else device->frag_pipe->enable_extension((IWineD3DDevice *)device, !context->last_was_blit);
2243 if (context->vshader_const_dirty)
2245 memset(context->vshader_const_dirty, 1,
2246 sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2247 device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2249 if (context->pshader_const_dirty)
2251 memset(context->pshader_const_dirty, 1,
2252 sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2253 device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2256 else if (context->restore_ctx)
2258 if (!pwglMakeCurrent(context->hdc, context->glCtx))
2260 DWORD err = GetLastError();
2261 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2262 context->hdc, context->glCtx, err);
2266 return context;