push ac8730bd9057ca84ecf262ddc5d43fb7b5849da7
[wine/hacks.git] / dlls / wined3d / context.c
blobce432c98c20edb5ecbe703ff5bf772d004c58ba6
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #include "config.h"
22 #include <stdio.h>
23 #ifdef HAVE_FLOAT_H
24 # include <float.h>
25 #endif
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 /* The last used device.
34 * If the application creates multiple devices and switches between them, ActivateContext has to
35 * change the opengl context. This flag allows to keep track which device is active
37 static IWineD3DDeviceImpl *last_device;
39 /* FBO helper functions */
41 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
43 const IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
45 if (!*fbo)
47 GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
48 checkGLcall("glGenFramebuffersEXT()");
49 TRACE("Created FBO %d\n", *fbo);
52 GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
53 checkGLcall("glBindFramebuffer()");
56 static void context_destroy_fbo(IWineD3DDeviceImpl *This, const GLuint *fbo)
58 int i = 0;
60 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, *fbo));
61 checkGLcall("glBindFramebuffer()");
62 for (i = 0; i < GL_LIMITS(buffers); ++i)
64 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, 0, 0));
65 checkGLcall("glFramebufferTexture2D()");
67 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
68 checkGLcall("glFramebufferTexture2D()");
69 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
70 checkGLcall("glBindFramebuffer()");
71 GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo));
72 checkGLcall("glDeleteFramebuffers()");
75 static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD3DSurface *surface, BOOL force_preload)
77 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
78 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
79 IWineD3DBaseTextureImpl *texture_impl;
80 BOOL update_minfilter = FALSE;
81 BOOL update_magfilter = FALSE;
83 /* Update base texture states array */
84 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
86 if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT)
88 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
89 update_minfilter = TRUE;
92 if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
94 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
95 update_magfilter = TRUE;
98 if (texture_impl->baseTexture.bindCount)
100 WARN("Render targets should not be bound to a sampler\n");
101 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
104 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
107 if (update_minfilter || update_magfilter || force_preload)
109 GLenum target, bind_target;
110 GLint old_binding;
112 target = surface_impl->glDescription.target;
113 if (target == GL_TEXTURE_2D)
115 bind_target = GL_TEXTURE_2D;
116 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
117 } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
118 bind_target = GL_TEXTURE_RECTANGLE_ARB;
119 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
120 } else {
121 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
122 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
125 IWineD3DSurface_PreLoad(surface);
127 glBindTexture(bind_target, surface_impl->glDescription.textureName);
128 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
129 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
130 glBindTexture(bind_target, old_binding);
133 checkGLcall("apply_attachment_filter_states()");
136 /* TODO: Handle stencil attachments */
137 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
139 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
141 TRACE("Attach depth stencil %p\n", depth_stencil);
143 if (depth_stencil)
145 if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
147 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
148 checkGLcall("glFramebufferRenderbufferEXT()");
149 } else {
150 context_apply_attachment_filter_states((IWineD3DDevice *)This, depth_stencil, TRUE);
152 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, depth_stencil_impl->glDescription.target,
153 depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
154 checkGLcall("glFramebufferTexture2DEXT()");
156 } else {
157 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
158 checkGLcall("glFramebufferTexture2DEXT()");
162 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
164 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
166 TRACE("Attach surface %p to %u\n", surface, idx);
168 if (surface)
170 context_apply_attachment_filter_states((IWineD3DDevice *)This, surface, TRUE);
172 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->glDescription.target,
173 surface_impl->glDescription.textureName, surface_impl->glDescription.level));
174 checkGLcall("glFramebufferTexture2DEXT()");
175 } else {
176 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
177 checkGLcall("glFramebufferTexture2DEXT()");
181 static void context_check_fbo_status(IWineD3DDevice *iface)
183 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
184 GLenum status;
186 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
187 if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
189 TRACE("FBO complete\n");
190 } else {
191 IWineD3DSurfaceImpl *attachment;
192 int i;
193 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
195 /* Dump the FBO attachments */
196 for (i = 0; i < GL_LIMITS(buffers); ++i)
198 attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->render_targets[i];
199 if (attachment)
201 FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format),
202 attachment->pow2Width, attachment->pow2Height);
205 attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->depth_stencil;
206 if (attachment)
208 FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format),
209 attachment->pow2Width, attachment->pow2Height);
214 static struct fbo_entry *context_create_fbo_entry(IWineD3DDevice *iface)
216 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
217 struct fbo_entry *entry;
219 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
220 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
221 memcpy(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
222 entry->depth_stencil = This->stencilBufferTarget;
223 entry->attached = FALSE;
224 entry->id = 0;
226 return entry;
229 static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, struct fbo_entry *entry)
231 if (entry->id)
233 TRACE("Destroy FBO %d\n", entry->id);
234 context_destroy_fbo(This, &entry->id);
236 list_remove(&entry->entry);
237 HeapFree(GetProcessHeap(), 0, entry->render_targets);
238 HeapFree(GetProcessHeap(), 0, entry);
242 static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DContext *context)
244 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
245 struct fbo_entry *entry;
247 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
249 if (!memcmp(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
250 && entry->depth_stencil == This->stencilBufferTarget)
252 return entry;
256 entry = context_create_fbo_entry(iface);
257 list_add_head(&context->fbo_list, &entry->entry);
258 return entry;
261 static void context_apply_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
263 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
264 unsigned int i;
266 context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &entry->id);
268 if (!entry->attached)
270 /* Apply render targets */
271 for (i = 0; i < GL_LIMITS(buffers); ++i)
273 IWineD3DSurface *render_target = This->render_targets[i];
274 context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, i, render_target);
277 /* Apply depth targets */
278 if (This->stencilBufferTarget) {
279 unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
280 unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
282 surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
284 context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, This->stencilBufferTarget, TRUE);
286 entry->attached = TRUE;
287 } else {
288 for (i = 0; i < GL_LIMITS(buffers); ++i)
290 if (This->render_targets[i])
291 context_apply_attachment_filter_states(iface, This->render_targets[i], FALSE);
293 if (This->stencilBufferTarget)
294 context_apply_attachment_filter_states(iface, This->stencilBufferTarget, FALSE);
297 for (i = 0; i < GL_LIMITS(buffers); ++i)
299 if (This->render_targets[i])
300 This->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
301 else
302 This->draw_buffers[i] = GL_NONE;
306 static void context_apply_fbo_state(IWineD3DDevice *iface)
308 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
309 WineD3DContext *context = This->activeContext;
311 if (This->render_offscreen)
313 context->current_fbo = context_find_fbo_entry(iface, context);
314 context_apply_fbo_entry(iface, context->current_fbo);
315 } else {
316 context->current_fbo = NULL;
317 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
320 context_check_fbo_status(iface);
323 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
325 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
326 UINT i;
328 switch(type)
330 case WINED3DRTYPE_SURFACE:
332 for (i = 0; i < This->numContexts; ++i)
334 struct fbo_entry *entry, *entry2;
336 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->contexts[i]->fbo_list, struct fbo_entry, entry)
338 BOOL destroyed = FALSE;
339 UINT j;
341 for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
343 if (entry->render_targets[j] == (IWineD3DSurface *)resource)
345 context_destroy_fbo_entry(This, entry);
346 destroyed = TRUE;
350 if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
351 context_destroy_fbo_entry(This, entry);
355 break;
358 default:
359 break;
363 /*****************************************************************************
364 * Context_MarkStateDirty
366 * Marks a state in a context dirty. Only one context, opposed to
367 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
368 * contexts
370 * Params:
371 * context: Context to mark the state dirty in
372 * state: State to mark dirty
373 * StateTable: Pointer to the state table in use(for state grouping)
375 *****************************************************************************/
376 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
377 DWORD rep = StateTable[state].representative;
378 DWORD idx;
379 BYTE shift;
381 if(!rep || isStateDirty(context, rep)) return;
383 context->dirtyArray[context->numDirtyEntries++] = rep;
384 idx = rep >> 5;
385 shift = rep & 0x1f;
386 context->isStateDirty[idx] |= (1 << shift);
389 /*****************************************************************************
390 * AddContextToArray
392 * Adds a context to the context array. Helper function for CreateContext
394 * This method is not called in performance-critical code paths, only when a
395 * new render target or swapchain is created. Thus performance is not an issue
396 * here.
398 * Params:
399 * This: Device to add the context for
400 * hdc: device context
401 * glCtx: WGL context to add
402 * pbuffer: optional pbuffer used with this context
404 *****************************************************************************/
405 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
406 WineD3DContext **oldArray = This->contexts;
407 DWORD state;
409 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
410 if(This->contexts == NULL) {
411 ERR("Unable to grow the context array\n");
412 This->contexts = oldArray;
413 return NULL;
415 if(oldArray) {
416 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
419 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
420 if(This->contexts[This->numContexts] == NULL) {
421 ERR("Unable to allocate a new context\n");
422 HeapFree(GetProcessHeap(), 0, This->contexts);
423 This->contexts = oldArray;
424 return NULL;
427 This->contexts[This->numContexts]->hdc = hdc;
428 This->contexts[This->numContexts]->glCtx = glCtx;
429 This->contexts[This->numContexts]->pbuffer = pbuffer;
430 This->contexts[This->numContexts]->win_handle = win_handle;
431 HeapFree(GetProcessHeap(), 0, oldArray);
433 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
435 for(state = 0; state <= STATE_HIGHEST; state++) {
436 Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
439 This->numContexts++;
440 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
441 return This->contexts[This->numContexts - 1];
444 /* This function takes care of WineD3D pixel format selection. */
445 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DFORMAT ColorFormat, WINED3DFORMAT DepthStencilFormat, BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
447 int iPixelFormat=0, matchtry;
448 short redBits, greenBits, blueBits, alphaBits, colorBits;
449 short depthBits=0, stencilBits=0;
451 struct match_type {
452 BOOL require_aux;
453 BOOL exact_alpha;
454 BOOL exact_color;
455 } matches[] = {
456 /* First, try without alpha match buffers. MacOS supports aux buffers only
457 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
458 * Then try without aux buffers - this is the most common cause for not
459 * finding a pixel format. Also some drivers(the open source ones)
460 * only offer 32 bit ARB pixel formats. First try without an exact alpha
461 * match, then try without an exact alpha and color match.
463 { TRUE, TRUE, TRUE },
464 { TRUE, FALSE, TRUE },
465 { FALSE, TRUE, TRUE },
466 { FALSE, FALSE, TRUE },
467 { TRUE, FALSE, FALSE },
468 { FALSE, FALSE, FALSE },
471 int i = 0;
472 int nCfgs = This->adapter->nCfgs;
474 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
475 debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat), auxBuffers, numSamples, pbuffer, findCompatible);
477 if(!getColorBits(ColorFormat, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
478 ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat), ColorFormat);
479 return 0;
482 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
483 * You are able to add a depth + stencil surface at a later stage when you need it.
484 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
485 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
486 * context, need torecreate shaders, textures and other resources.
488 * The context manager already takes care of the state problem and for the other tasks code from Reset
489 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
490 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
491 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
492 * issue needs to be fixed. */
493 if(DepthStencilFormat != WINED3DFMT_D24S8)
494 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
496 DepthStencilFormat = WINED3DFMT_D24S8;
498 if(DepthStencilFormat) {
499 getDepthStencilBits(DepthStencilFormat, &depthBits, &stencilBits);
502 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
503 for(i=0; i<nCfgs; i++) {
504 BOOL exactDepthMatch = TRUE;
505 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
507 /* For now only accept RGBA formats. Perhaps some day we will
508 * allow floating point formats for pbuffers. */
509 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
510 continue;
512 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
513 if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
514 continue;
516 /* We like to have aux buffers in backbuffer mode */
517 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
518 continue;
520 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
521 if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
522 continue;
524 if(matches[matchtry].exact_color) {
525 if(cfg->redSize != redBits)
526 continue;
527 if(cfg->greenSize != greenBits)
528 continue;
529 if(cfg->blueSize != blueBits)
530 continue;
531 } else {
532 if(cfg->redSize < redBits)
533 continue;
534 if(cfg->greenSize < greenBits)
535 continue;
536 if(cfg->blueSize < blueBits)
537 continue;
539 if(matches[matchtry].exact_alpha) {
540 if(cfg->alphaSize != alphaBits)
541 continue;
542 } else {
543 if(cfg->alphaSize < alphaBits)
544 continue;
547 /* We try to locate a format which matches our requirements exactly. In case of
548 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
549 if(cfg->depthSize < depthBits)
550 continue;
551 else if(cfg->depthSize > depthBits)
552 exactDepthMatch = FALSE;
554 /* In all cases make sure the number of stencil bits matches our requirements
555 * even when we don't need stencil because it could affect performance EXCEPT
556 * on cards which don't offer depth formats without stencil like the i915 drivers
557 * on Linux. */
558 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
559 continue;
561 /* Check multisampling support */
562 if(cfg->numSamples != numSamples)
563 continue;
565 /* When we have passed all the checks then we have found a format which matches our
566 * requirements. Note that we only check for a limit number of capabilities right now,
567 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
568 * can still differ in things like multisampling, stereo, SRGB and other flags.
571 /* Exit the loop as we have found a format :) */
572 if(exactDepthMatch) {
573 iPixelFormat = cfg->iPixelFormat;
574 break;
575 } else if(!iPixelFormat) {
576 /* In the end we might end up with a format which doesn't exactly match our depth
577 * requirements. Accept the first format we found because formats with higher iPixelFormat
578 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
579 iPixelFormat = cfg->iPixelFormat;
584 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
585 if(!iPixelFormat && !findCompatible) {
586 ERR("Can't find a suitable iPixelFormat\n");
587 return FALSE;
588 } else if(!iPixelFormat) {
589 PIXELFORMATDESCRIPTOR pfd;
591 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
592 /* PixelFormat selection */
593 ZeroMemory(&pfd, sizeof(pfd));
594 pfd.nSize = sizeof(pfd);
595 pfd.nVersion = 1;
596 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
597 pfd.iPixelType = PFD_TYPE_RGBA;
598 pfd.cAlphaBits = alphaBits;
599 pfd.cColorBits = colorBits;
600 pfd.cDepthBits = depthBits;
601 pfd.cStencilBits = stencilBits;
602 pfd.iLayerType = PFD_MAIN_PLANE;
604 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
605 if(!iPixelFormat) {
606 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
607 ERR("Can't find a suitable iPixelFormat\n");
608 return FALSE;
612 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat, debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat));
613 return iPixelFormat;
616 /*****************************************************************************
617 * CreateContext
619 * Creates a new context for a window, or a pbuffer context.
621 * * Params:
622 * This: Device to activate the context for
623 * target: Surface this context will render to
624 * win_handle: handle to the window which we are drawing to
625 * create_pbuffer: tells whether to create a pbuffer or not
626 * pPresentParameters: contains the pixelformats to use for onscreen rendering
628 *****************************************************************************/
629 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
630 HDC oldDrawable, hdc;
631 HPBUFFERARB pbuffer = NULL;
632 HGLRC ctx = NULL, oldCtx;
633 WineD3DContext *ret = NULL;
634 int s;
636 TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
638 if(create_pbuffer) {
639 HDC hdc_parent = GetDC(win_handle);
640 int iPixelFormat = 0;
642 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
643 WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
645 /* Try to find a pixel format with pbuffer support. */
646 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */, FALSE /* findCompatible */);
647 if(!iPixelFormat) {
648 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
650 /* For some reason we weren't able to find a format, try to find something instead of crashing.
651 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
652 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */, TRUE /* findCompatible */);
655 /* This shouldn't happen as ChoosePixelFormat always returns something */
656 if(!iPixelFormat) {
657 ERR("Unable to locate a pixel format for a pbuffer\n");
658 ReleaseDC(win_handle, hdc_parent);
659 goto out;
662 TRACE("Creating a pBuffer drawable for the new context\n");
663 pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
664 if(!pbuffer) {
665 ERR("Cannot create a pbuffer\n");
666 ReleaseDC(win_handle, hdc_parent);
667 goto out;
670 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
671 hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
672 if(!hdc) {
673 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
674 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
675 ReleaseDC(win_handle, hdc_parent);
676 goto out;
678 ReleaseDC(win_handle, hdc_parent);
679 } else {
680 PIXELFORMATDESCRIPTOR pfd;
681 int iPixelFormat;
682 int res;
683 WINED3DFORMAT ColorFormat = target->resource.format;
684 WINED3DFORMAT DepthStencilFormat = 0;
685 BOOL auxBuffers = FALSE;
686 int numSamples = 0;
688 hdc = GetDC(win_handle);
689 if(hdc == NULL) {
690 ERR("Cannot retrieve a device context!\n");
691 goto out;
694 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
695 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
696 auxBuffers = TRUE;
698 if(target->resource.format == WINED3DFMT_X4R4G4B4)
699 ColorFormat = WINED3DFMT_A4R4G4B4;
700 else if(target->resource.format == WINED3DFMT_X8R8G8B8)
701 ColorFormat = WINED3DFMT_A8R8G8B8;
704 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
705 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
706 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
707 * a format with 8bit alpha, so request A8R8G8B8. */
708 if(ColorFormat == WINED3DFMT_P8)
709 ColorFormat = WINED3DFMT_A8R8G8B8;
711 /* Retrieve the depth stencil format from the present parameters.
712 * The choice of the proper format can give a nice performance boost
713 * in case of GPU limited programs. */
714 if(pPresentParms->EnableAutoDepthStencil) {
715 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
716 DepthStencilFormat = pPresentParms->AutoDepthStencilFormat;
719 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
720 if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
721 if(!GL_SUPPORT(ARB_MULTISAMPLE))
722 ERR("The program is requesting multisampling without support!\n");
723 else {
724 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
725 numSamples = pPresentParms->MultiSampleType;
729 /* Try to find a pixel format which matches our requirements */
730 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
732 /* Try to locate a compatible format if we weren't able to find anything */
733 if(!iPixelFormat) {
734 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
735 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
738 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
739 if(!iPixelFormat) {
740 ERR("Can't find a suitable iPixelFormat\n");
741 return FALSE;
744 DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
745 res = SetPixelFormat(hdc, iPixelFormat, NULL);
746 if(!res) {
747 int oldPixelFormat = GetPixelFormat(hdc);
749 /* By default WGL doesn't allow pixel format adjustments but we need it here.
750 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
751 * set the pixel format multiple times. Only use it when it is really needed. */
753 if(oldPixelFormat == iPixelFormat) {
754 /* We don't have to do anything as the formats are the same :) */
755 } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
756 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
758 if(!res) {
759 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
760 return FALSE;
762 } else if(oldPixelFormat) {
763 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
764 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
765 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
766 } else {
767 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
768 return FALSE;
773 ctx = pwglCreateContext(hdc);
774 if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
776 if(!ctx) {
777 ERR("Failed to create a WGL context\n");
778 if(create_pbuffer) {
779 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
780 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
782 goto out;
784 ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
785 if(!ret) {
786 ERR("Failed to add the newly created context to the context list\n");
787 pwglDeleteContext(ctx);
788 if(create_pbuffer) {
789 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
790 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
792 goto out;
794 ret->surface = (IWineD3DSurface *) target;
795 ret->isPBuffer = create_pbuffer;
796 ret->tid = GetCurrentThreadId();
797 if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
798 /* Create the dirty constants array and initialize them to dirty */
799 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
800 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
801 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
802 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
803 memset(ret->vshader_const_dirty, 1,
804 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
805 memset(ret->pshader_const_dirty, 1,
806 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
809 TRACE("Successfully created new context %p\n", ret);
811 list_init(&ret->fbo_list);
813 /* Set up the context defaults */
814 oldCtx = pwglGetCurrentContext();
815 oldDrawable = pwglGetCurrentDC();
816 if(oldCtx && oldDrawable) {
817 /* See comment in ActivateContext context switching */
818 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
820 if(pwglMakeCurrent(hdc, ctx) == FALSE) {
821 ERR("Cannot activate context to set up defaults\n");
822 goto out;
825 ENTER_GL();
827 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
829 TRACE("Setting up the screen\n");
830 /* Clear the screen */
831 glClearColor(1.0, 0.0, 0.0, 0.0);
832 checkGLcall("glClearColor");
833 glClearIndex(0);
834 glClearDepth(1);
835 glClearStencil(0xffff);
837 checkGLcall("glClear");
839 glColor3f(1.0, 1.0, 1.0);
840 checkGLcall("glColor3f");
842 glEnable(GL_LIGHTING);
843 checkGLcall("glEnable");
845 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
846 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
848 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
849 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
851 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
852 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
854 glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
855 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
856 glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
857 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
859 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
860 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
861 * and textures in DIB sections(due to the memory protection).
863 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
864 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
866 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
867 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
868 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
869 * GL_VERTEX_BLEND_ARB isn't enabled too
871 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
872 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
874 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
875 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
876 * the previous texture where to source the offset from is always unit - 1.
878 for(s = 1; s < GL_LIMITS(textures); s++) {
879 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
880 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
881 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
885 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
886 for(s = 0; s < GL_LIMITS(textures); s++) {
887 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
888 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
889 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
892 LEAVE_GL();
894 /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
895 * but enable it for the first context we create, and reenable it on the old context
897 if(oldDrawable && oldCtx) {
898 pwglMakeCurrent(oldDrawable, oldCtx);
899 } else {
900 last_device = This;
902 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
904 return ret;
906 out:
907 return NULL;
910 /*****************************************************************************
911 * RemoveContextFromArray
913 * Removes a context from the context manager. The opengl context is not
914 * destroyed or unset. context is not a valid pointer after that call.
916 * Similar to the former call this isn't a performance critical function. A
917 * helper function for DestroyContext.
919 * Params:
920 * This: Device to activate the context for
921 * context: Context to remove
923 *****************************************************************************/
924 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
925 UINT t, s;
926 WineD3DContext **oldArray = This->contexts;
928 TRACE("Removing ctx %p\n", context);
930 This->numContexts--;
932 if(This->numContexts) {
933 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
934 if(!This->contexts) {
935 ERR("Cannot allocate a new context array, PANIC!!!\n");
937 t = 0;
938 /* Note that we decreased numContexts a few lines up, so use '<=' instead of '<' */
939 for(s = 0; s <= This->numContexts; s++) {
940 if(oldArray[s] == context) continue;
941 This->contexts[t] = oldArray[s];
942 t++;
944 } else {
945 This->contexts = NULL;
948 HeapFree(GetProcessHeap(), 0, context);
949 HeapFree(GetProcessHeap(), 0, oldArray);
952 /*****************************************************************************
953 * DestroyContext
955 * Destroys a wineD3DContext
957 * Params:
958 * This: Device to activate the context for
959 * context: Context to destroy
961 *****************************************************************************/
962 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
963 struct fbo_entry *entry, *entry2;
965 TRACE("Destroying ctx %p\n", context);
967 /* The correct GL context needs to be active to cleanup the GL resources below */
968 if(pwglGetCurrentContext() != context->glCtx){
969 pwglMakeCurrent(context->hdc, context->glCtx);
970 last_device = NULL;
973 ENTER_GL();
975 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
976 context_destroy_fbo_entry(This, entry);
978 if (context->src_fbo) {
979 TRACE("Destroy src FBO %d\n", context->src_fbo);
980 context_destroy_fbo(This, &context->src_fbo);
982 if (context->dst_fbo) {
983 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
984 context_destroy_fbo(This, &context->dst_fbo);
987 LEAVE_GL();
989 /* Cleanup the GL context */
990 pwglMakeCurrent(NULL, NULL);
991 if(context->isPBuffer) {
992 GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
993 GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
994 } else ReleaseDC(context->win_handle, context->hdc);
995 pwglDeleteContext(context->glCtx);
997 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
998 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
999 RemoveContextFromArray(This, context);
1002 static inline void set_blit_dimension(UINT width, UINT height) {
1003 glMatrixMode(GL_PROJECTION);
1004 checkGLcall("glMatrixMode(GL_PROJECTION)");
1005 glLoadIdentity();
1006 checkGLcall("glLoadIdentity()");
1007 glOrtho(0, width, height, 0, 0.0, -1.0);
1008 checkGLcall("glOrtho");
1009 glViewport(0, 0, width, height);
1010 checkGLcall("glViewport");
1013 /*****************************************************************************
1014 * SetupForBlit
1016 * Sets up a context for DirectDraw blitting.
1017 * All texture units are disabled, texture unit 0 is set as current unit
1018 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1019 * color writing enabled for all channels
1020 * register combiners disabled, shaders disabled
1021 * world matrix is set to identity, texture matrix 0 too
1022 * projection matrix is setup for drawing screen coordinates
1024 * Params:
1025 * This: Device to activate the context for
1026 * context: Context to setup
1027 * width: render target width
1028 * height: render target height
1030 *****************************************************************************/
1031 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
1032 int i, sampler;
1033 const struct StateEntry *StateTable = This->StateTable;
1035 TRACE("Setting up context %p for blitting\n", context);
1036 if(context->last_was_blit) {
1037 if(context->blit_w != width || context->blit_h != height) {
1038 set_blit_dimension(width, height);
1039 context->blit_w = width; context->blit_h = height;
1040 /* No need to dirtify here, the states are still dirtified because they weren't
1041 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1042 * be set
1045 TRACE("Context is already set up for blitting, nothing to do\n");
1046 return;
1048 context->last_was_blit = TRUE;
1050 /* TODO: Use a display list */
1052 /* Disable shaders */
1053 This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
1054 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1055 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1057 /* Disable all textures. The caller can then bind a texture it wants to blit
1058 * from
1060 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1061 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1062 * function texture unit. No need to care for higher samplers
1064 for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
1065 sampler = This->rev_tex_unit_map[i];
1066 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1067 checkGLcall("glActiveTextureARB");
1069 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1070 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1071 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1073 glDisable(GL_TEXTURE_3D);
1074 checkGLcall("glDisable GL_TEXTURE_3D");
1075 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1076 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1077 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1079 glDisable(GL_TEXTURE_2D);
1080 checkGLcall("glDisable GL_TEXTURE_2D");
1082 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1083 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1085 if (sampler != -1) {
1086 if (sampler < MAX_TEXTURES) {
1087 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1089 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1092 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1093 checkGLcall("glActiveTextureARB");
1096 sampler = This->rev_tex_unit_map[0];
1098 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1099 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1100 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1102 glDisable(GL_TEXTURE_3D);
1103 checkGLcall("glDisable GL_TEXTURE_3D");
1104 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1105 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1106 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1108 glDisable(GL_TEXTURE_2D);
1109 checkGLcall("glDisable GL_TEXTURE_2D");
1111 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1113 glMatrixMode(GL_TEXTURE);
1114 checkGLcall("glMatrixMode(GL_TEXTURE)");
1115 glLoadIdentity();
1116 checkGLcall("glLoadIdentity()");
1118 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1119 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1120 GL_TEXTURE_LOD_BIAS_EXT,
1121 0.0);
1122 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1125 if (sampler != -1) {
1126 if (sampler < MAX_TEXTURES) {
1127 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1128 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1130 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1133 /* Other misc states */
1134 glDisable(GL_ALPHA_TEST);
1135 checkGLcall("glDisable(GL_ALPHA_TEST)");
1136 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1137 glDisable(GL_LIGHTING);
1138 checkGLcall("glDisable GL_LIGHTING");
1139 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1140 glDisable(GL_DEPTH_TEST);
1141 checkGLcall("glDisable GL_DEPTH_TEST");
1142 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1143 glDisable(GL_FOG);
1144 checkGLcall("glDisable GL_FOG");
1145 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1146 glDisable(GL_BLEND);
1147 checkGLcall("glDisable GL_BLEND");
1148 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1149 glDisable(GL_CULL_FACE);
1150 checkGLcall("glDisable GL_CULL_FACE");
1151 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1152 glDisable(GL_STENCIL_TEST);
1153 checkGLcall("glDisable GL_STENCIL_TEST");
1154 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1155 glDisable(GL_SCISSOR_TEST);
1156 checkGLcall("glDisable GL_SCISSOR_TEST");
1157 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1158 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
1159 glDisable(GL_POINT_SPRITE_ARB);
1160 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1161 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1163 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1164 checkGLcall("glColorMask");
1165 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1166 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
1167 glDisable(GL_COLOR_SUM_EXT);
1168 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1169 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1172 /* Setup transforms */
1173 glMatrixMode(GL_MODELVIEW);
1174 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1175 glLoadIdentity();
1176 checkGLcall("glLoadIdentity()");
1177 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1179 context->last_was_rhw = TRUE;
1180 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1182 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1183 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1184 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1185 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1186 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1187 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1188 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1190 set_blit_dimension(width, height);
1191 context->blit_w = width; context->blit_h = height;
1192 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1193 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1196 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1199 /*****************************************************************************
1200 * findThreadContextForSwapChain
1202 * Searches a swapchain for all contexts and picks one for the thread tid.
1203 * If none can be found the swapchain is requested to create a new context
1205 *****************************************************************************/
1206 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
1207 int i;
1209 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1210 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1211 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1216 /* Create a new context for the thread */
1217 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
1220 /*****************************************************************************
1221 * FindContext
1223 * Finds a context for the current render target and thread
1225 * Parameters:
1226 * target: Render target to find the context for
1227 * tid: Thread to activate the context for
1229 * Returns: The needed context
1231 *****************************************************************************/
1232 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
1233 IWineD3DSwapChain *swapchain = NULL;
1234 HRESULT hr;
1235 BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
1236 WineD3DContext *context = This->activeContext;
1237 BOOL oldRenderOffscreen = This->render_offscreen;
1238 const WINED3DFORMAT oldFmt = ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->resource.format;
1239 const WINED3DFORMAT newFmt = ((IWineD3DSurfaceImpl *) target)->resource.format;
1240 const struct StateEntry *StateTable = This->StateTable;
1242 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1243 * the alpha blend state changes with different render target formats
1245 if(oldFmt != newFmt) {
1246 const GlPixelFormatDesc *glDesc;
1247 const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL);
1248 const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, &GLINFO_LOCATION, &glDesc);
1250 /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
1251 if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask) || !(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
1252 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1256 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
1257 if(hr == WINED3D_OK && swapchain) {
1258 TRACE("Rendering onscreen\n");
1260 context = findThreadContextForSwapChain(swapchain, tid);
1262 This->render_offscreen = FALSE;
1263 /* The context != This->activeContext will catch a NOP context change. This can occur
1264 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1265 * rendering. No context change is needed in that case
1268 if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1269 if(This->pbufferContext && tid == This->pbufferContext->tid) {
1270 This->pbufferContext->tid = 0;
1273 IWineD3DSwapChain_Release(swapchain);
1275 if(oldRenderOffscreen) {
1276 Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1277 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1278 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1279 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1280 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1283 } else {
1284 TRACE("Rendering offscreen\n");
1285 This->render_offscreen = TRUE;
1287 switch(wined3d_settings.offscreen_rendering_mode) {
1288 case ORM_FBO:
1289 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
1290 if(This->activeContext && tid == This->lastThread) {
1291 context = This->activeContext;
1292 } else {
1293 /* This may happen if the app jumps straight into offscreen rendering
1294 * Start using the context of the primary swapchain. tid == 0 is no problem
1295 * for findThreadContextForSwapChain.
1297 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1298 * is perfect to call.
1300 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1302 break;
1304 case ORM_PBUFFER:
1306 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
1307 if(This->pbufferContext == NULL ||
1308 This->pbufferWidth < targetimpl->currentDesc.Width ||
1309 This->pbufferHeight < targetimpl->currentDesc.Height) {
1310 if(This->pbufferContext) {
1311 DestroyContext(This, This->pbufferContext);
1314 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
1315 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
1317 This->pbufferContext = CreateContext(This, targetimpl,
1318 ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
1319 TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1320 This->pbufferWidth = targetimpl->currentDesc.Width;
1321 This->pbufferHeight = targetimpl->currentDesc.Height;
1324 if(This->pbufferContext) {
1325 if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
1326 FIXME("The PBuffr context is only supported for one thread for now!\n");
1328 This->pbufferContext->tid = tid;
1329 context = This->pbufferContext;
1330 break;
1331 } else {
1332 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
1333 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1337 case ORM_BACKBUFFER:
1338 /* Stay with the currently active context for back buffer rendering */
1339 if(This->activeContext && tid == This->lastThread) {
1340 context = This->activeContext;
1341 } else {
1342 /* This may happen if the app jumps straight into offscreen rendering
1343 * Start using the context of the primary swapchain. tid == 0 is no problem
1344 * for findThreadContextForSwapChain.
1346 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1347 * is perfect to call.
1349 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1351 break;
1354 if(!oldRenderOffscreen) {
1355 Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1356 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1357 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1358 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1359 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1363 /* When switching away from an offscreen render target, and we're not using FBOs,
1364 * we have to read the drawable into the texture. This is done via PreLoad(and
1365 * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1366 * PreLoad needs a GL context, and FindContext is called before the context is activated.
1367 * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1368 * is read. This leads to these possible situations:
1370 * 0) lastActiveRenderTarget == target && oldTid == newTid:
1371 * Nothing to do, we don't even reach this code in this case...
1373 * 1) lastActiveRenderTarget != target && oldTid == newTid:
1374 * The currently active context is OK for readback. Call PreLoad, and it
1375 * performs the read
1377 * 2) lastActiveRenderTarget == target && oldTid != newTid:
1378 * Nothing to do - the drawable is unchanged
1380 * 3) lastActiveRenderTarget != target && oldTid != newTid:
1381 * This is tricky. We have to get a context with the old drawable from somewhere
1382 * before we can switch to the new context. In this case, PreLoad calls
1383 * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1384 * is case (2) then. The old drawable is activated for the new thread, and the
1385 * readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1386 * After that, the outer ActivateContext(which calls PreLoad) can activate the new
1387 * target for the new thread
1389 if (readTexture && This->lastActiveRenderTarget != target) {
1390 BOOL oldInDraw = This->isInDraw;
1392 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1393 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1394 * when using offscreen rendering with multithreading
1396 This->isInDraw = TRUE;
1398 /* Do that before switching the context:
1399 * Read the back buffer of the old drawable into the destination texture
1401 IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
1403 /* Assume that the drawable will be modified by some other things now */
1404 IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
1406 This->isInDraw = oldInDraw;
1409 return context;
1412 static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target, BOOL blit)
1414 HRESULT hr;
1415 IWineD3DSwapChain *swapchain;
1417 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain);
1418 if (SUCCEEDED(hr))
1420 IWineD3DSwapChain_Release((IUnknown *)swapchain);
1421 glDrawBuffer(surface_get_gl_buffer(target, swapchain));
1422 checkGLcall("glDrawBuffers()");
1424 else
1426 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1428 if (!blit)
1430 if (GL_SUPPORT(ARB_DRAW_BUFFERS))
1432 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
1433 checkGLcall("glDrawBuffers()");
1435 else
1437 glDrawBuffer(This->draw_buffers[0]);
1438 checkGLcall("glDrawBuffer()");
1440 } else {
1441 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
1442 checkGLcall("glDrawBuffer()");
1445 else
1447 glDrawBuffer(This->offscreenBuffer);
1448 checkGLcall("glDrawBuffer()");
1453 /*****************************************************************************
1454 * ActivateContext
1456 * Finds a rendering context and drawable matching the device and render
1457 * target for the current thread, activates them and puts them into the
1458 * requested state.
1460 * Params:
1461 * This: Device to activate the context for
1462 * target: Requested render target
1463 * usage: Prepares the context for blitting, drawing or other actions
1465 *****************************************************************************/
1466 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
1467 DWORD tid = GetCurrentThreadId();
1468 int i;
1469 DWORD dirtyState, idx;
1470 BYTE shift;
1471 WineD3DContext *context;
1472 const struct StateEntry *StateTable = This->StateTable;
1474 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
1475 if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
1476 context = FindContext(This, target, tid);
1477 context->draw_buffer_dirty = TRUE;
1478 This->lastActiveRenderTarget = target;
1479 This->lastThread = tid;
1480 } else {
1481 /* Stick to the old context */
1482 context = This->activeContext;
1485 /* Activate the opengl context */
1486 if(last_device != This || context != This->activeContext) {
1487 BOOL ret;
1489 /* Prevent an unneeded context switch as those are expensive */
1490 if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
1491 TRACE("Already using gl context %p\n", context->glCtx);
1493 else {
1494 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
1496 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1497 ret = pwglMakeCurrent(context->hdc, context->glCtx);
1498 if(ret == FALSE) {
1499 ERR("Failed to activate the new context\n");
1500 } else if(!context->last_was_blit) {
1501 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1504 if(This->activeContext->vshader_const_dirty) {
1505 memset(This->activeContext->vshader_const_dirty, 1,
1506 sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1508 if(This->activeContext->pshader_const_dirty) {
1509 memset(This->activeContext->pshader_const_dirty, 1,
1510 sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1512 This->activeContext = context;
1513 last_device = This;
1516 /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
1517 ENTER_GL();
1519 switch (usage) {
1520 case CTXUSAGE_CLEAR:
1521 case CTXUSAGE_DRAWPRIM:
1522 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1523 context_apply_fbo_state((IWineD3DDevice *)This);
1525 if (context->draw_buffer_dirty) {
1526 apply_draw_buffer(This, target, FALSE);
1527 context->draw_buffer_dirty = FALSE;
1529 break;
1531 case CTXUSAGE_BLIT:
1532 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1533 if (This->render_offscreen) {
1534 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1535 context_bind_fbo((IWineD3DDevice *)This, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
1536 context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, target);
1537 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
1538 checkGLcall("glFramebufferRenderbufferEXT");
1539 } else {
1540 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
1541 checkGLcall("glFramebufferRenderbufferEXT");
1543 context->draw_buffer_dirty = TRUE;
1545 if (context->draw_buffer_dirty) {
1546 apply_draw_buffer(This, target, TRUE);
1547 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1548 context->draw_buffer_dirty = FALSE;
1551 break;
1553 default:
1554 break;
1557 switch(usage) {
1558 case CTXUSAGE_RESOURCELOAD:
1559 /* This does not require any special states to be set up */
1560 break;
1562 case CTXUSAGE_CLEAR:
1563 if(context->last_was_blit) {
1564 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1567 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1568 * blending when clearing improves the clearing performance incredibly.
1570 glDisable(GL_BLEND);
1571 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1573 glEnable(GL_SCISSOR_TEST);
1574 checkGLcall("glEnable GL_SCISSOR_TEST");
1575 context->last_was_blit = FALSE;
1576 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1577 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1578 break;
1580 case CTXUSAGE_DRAWPRIM:
1581 /* This needs all dirty states applied */
1582 if(context->last_was_blit) {
1583 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1586 IWineD3DDeviceImpl_FindTexUnitMap(This);
1588 for(i=0; i < context->numDirtyEntries; i++) {
1589 dirtyState = context->dirtyArray[i];
1590 idx = dirtyState >> 5;
1591 shift = dirtyState & 0x1f;
1592 context->isStateDirty[idx] &= ~(1 << shift);
1593 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
1595 context->numDirtyEntries = 0; /* This makes the whole list clean */
1596 context->last_was_blit = FALSE;
1597 break;
1599 case CTXUSAGE_BLIT:
1600 SetupForBlit(This, context,
1601 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
1602 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
1603 break;
1605 default:
1606 FIXME("Unexpected context usage requested\n");
1608 LEAVE_GL();