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
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 #define GLINFO_LOCATION (*gl_info)
33 static DWORD wined3d_context_tls_idx
;
35 /* FBO helper functions */
37 /* GL locking is done by the caller */
38 void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint
*fbo
)
40 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
51 gl_info
->fbo_ops
.glGenFramebuffers(1, fbo
);
52 checkGLcall("glGenFramebuffers()");
53 TRACE("Created FBO %u.\n", *fbo
);
60 case GL_READ_FRAMEBUFFER
:
61 if (context
->fbo_read_binding
== f
) return;
62 context
->fbo_read_binding
= f
;
65 case GL_DRAW_FRAMEBUFFER
:
66 if (context
->fbo_draw_binding
== f
) return;
67 context
->fbo_draw_binding
= f
;
71 if (context
->fbo_read_binding
== f
72 && context
->fbo_draw_binding
== f
) return;
73 context
->fbo_read_binding
= f
;
74 context
->fbo_draw_binding
= f
;
78 FIXME("Unhandled target %#x.\n", target
);
82 gl_info
->fbo_ops
.glBindFramebuffer(target
, f
);
83 checkGLcall("glBindFramebuffer()");
86 /* GL locking is done by the caller */
87 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
)
91 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
93 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
94 checkGLcall("glFramebufferTexture2D()");
96 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
97 checkGLcall("glFramebufferTexture2D()");
99 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
100 checkGLcall("glFramebufferTexture2D()");
103 /* GL locking is done by the caller */
104 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint
*fbo
)
106 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
108 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
109 context_clean_fbo_attachments(gl_info
);
110 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
112 gl_info
->fbo_ops
.glDeleteFramebuffers(1, fbo
);
113 checkGLcall("glDeleteFramebuffers()");
116 /* GL locking is done by the caller */
117 static void context_apply_attachment_filter_states(IWineD3DSurface
*surface
)
119 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
120 IWineD3DDeviceImpl
*device
= surface_impl
->resource
.device
;
121 IWineD3DBaseTextureImpl
*texture_impl
;
122 BOOL update_minfilter
= FALSE
;
123 BOOL update_magfilter
= FALSE
;
125 /* Update base texture states array */
126 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface
, &IID_IWineD3DBaseTexture
, (void **)&texture_impl
)))
128 if (texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_POINT
129 || texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_NONE
)
131 texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
132 texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
133 update_minfilter
= TRUE
;
136 if (texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_POINT
)
138 texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
139 update_magfilter
= TRUE
;
142 if (texture_impl
->baseTexture
.bindCount
)
144 WARN("Render targets should not be bound to a sampler\n");
145 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_SAMPLER(texture_impl
->baseTexture
.sampler
));
148 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*)texture_impl
);
151 if (update_minfilter
|| update_magfilter
)
153 GLenum target
, bind_target
;
156 target
= surface_impl
->texture_target
;
157 if (target
== GL_TEXTURE_2D
)
159 bind_target
= GL_TEXTURE_2D
;
160 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
161 } else if (target
== GL_TEXTURE_RECTANGLE_ARB
) {
162 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
163 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
165 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
166 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB
, &old_binding
);
169 glBindTexture(bind_target
, surface_impl
->texture_name
);
170 if (update_minfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
171 if (update_magfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
172 glBindTexture(bind_target
, old_binding
);
175 checkGLcall("apply_attachment_filter_states()");
178 /* GL locking is done by the caller */
179 void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
180 GLenum fbo_target
, IWineD3DSurface
*depth_stencil
, BOOL use_render_buffer
)
182 IWineD3DSurfaceImpl
*depth_stencil_impl
= (IWineD3DSurfaceImpl
*)depth_stencil
;
183 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
185 TRACE("Attach depth stencil %p\n", depth_stencil
);
189 DWORD format_flags
= depth_stencil_impl
->resource
.format_desc
->Flags
;
191 if (use_render_buffer
&& depth_stencil_impl
->current_renderbuffer
)
193 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
195 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
,
196 GL_RENDERBUFFER
, depth_stencil_impl
->current_renderbuffer
->id
);
197 checkGLcall("glFramebufferRenderbuffer()");
200 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
202 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
,
203 GL_RENDERBUFFER
, depth_stencil_impl
->current_renderbuffer
->id
);
204 checkGLcall("glFramebufferRenderbuffer()");
209 surface_prepare_texture(depth_stencil_impl
, FALSE
);
210 context_apply_attachment_filter_states(depth_stencil
);
212 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
214 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
,
215 depth_stencil_impl
->texture_target
, depth_stencil_impl
->texture_name
,
216 depth_stencil_impl
->texture_level
);
217 checkGLcall("glFramebufferTexture2D()");
220 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
222 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
,
223 depth_stencil_impl
->texture_target
, depth_stencil_impl
->texture_name
,
224 depth_stencil_impl
->texture_level
);
225 checkGLcall("glFramebufferTexture2D()");
229 if (!(format_flags
& WINED3DFMT_FLAG_DEPTH
))
231 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
232 checkGLcall("glFramebufferTexture2D()");
235 if (!(format_flags
& WINED3DFMT_FLAG_STENCIL
))
237 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
238 checkGLcall("glFramebufferTexture2D()");
243 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
244 checkGLcall("glFramebufferTexture2D()");
246 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
247 checkGLcall("glFramebufferTexture2D()");
251 /* GL locking is done by the caller */
252 void context_attach_surface_fbo(const struct wined3d_context
*context
,
253 GLenum fbo_target
, DWORD idx
, IWineD3DSurface
*surface
)
255 IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
256 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
258 TRACE("Attach surface %p to %u\n", surface
, idx
);
262 surface_prepare_texture(surface_impl
, FALSE
);
263 context_apply_attachment_filter_states(surface
);
265 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, surface_impl
->texture_target
,
266 surface_impl
->texture_name
, surface_impl
->texture_level
);
267 checkGLcall("glFramebufferTexture2D()");
271 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, GL_TEXTURE_2D
, 0, 0);
272 checkGLcall("glFramebufferTexture2D()");
276 /* GL locking is done by the caller */
277 static void context_check_fbo_status(struct wined3d_context
*context
)
279 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
282 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
283 if (status
== GL_FRAMEBUFFER_COMPLETE
)
285 TRACE("FBO complete\n");
287 IWineD3DSurfaceImpl
*attachment
;
289 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
291 if (!context
->current_fbo
)
293 ERR("FBO 0 is incomplete, driver bug?\n");
297 /* Dump the FBO attachments */
298 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
300 attachment
= (IWineD3DSurfaceImpl
*)context
->current_fbo
->render_targets
[i
];
303 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
304 i
, attachment
, debug_d3dformat(attachment
->resource
.format_desc
->format
),
305 attachment
->pow2Width
, attachment
->pow2Height
);
308 attachment
= (IWineD3DSurfaceImpl
*)context
->current_fbo
->depth_stencil
;
311 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
312 attachment
, debug_d3dformat(attachment
->resource
.format_desc
->format
),
313 attachment
->pow2Width
, attachment
->pow2Height
);
318 static struct fbo_entry
*context_create_fbo_entry(struct wined3d_context
*context
)
320 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.device
;
321 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
322 struct fbo_entry
*entry
;
324 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
325 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
326 memcpy(entry
->render_targets
, device
->render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
327 entry
->depth_stencil
= device
->stencilBufferTarget
;
328 entry
->attached
= FALSE
;
334 /* GL locking is done by the caller */
335 static void context_reuse_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
337 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.device
;
338 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
340 context_bind_fbo(context
, GL_FRAMEBUFFER
, &entry
->id
);
341 context_clean_fbo_attachments(gl_info
);
343 memcpy(entry
->render_targets
, device
->render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
344 entry
->depth_stencil
= device
->stencilBufferTarget
;
345 entry
->attached
= FALSE
;
348 /* GL locking is done by the caller */
349 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
353 TRACE("Destroy FBO %d\n", entry
->id
);
354 context_destroy_fbo(context
, &entry
->id
);
356 --context
->fbo_entry_count
;
357 list_remove(&entry
->entry
);
358 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
359 HeapFree(GetProcessHeap(), 0, entry
);
363 /* GL locking is done by the caller */
364 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
)
366 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.device
;
367 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
368 struct fbo_entry
*entry
;
370 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
372 if (!memcmp(entry
->render_targets
,
373 device
->render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
))
374 && entry
->depth_stencil
== device
->stencilBufferTarget
)
376 list_remove(&entry
->entry
);
377 list_add_head(&context
->fbo_list
, &entry
->entry
);
382 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
384 entry
= context_create_fbo_entry(context
);
385 list_add_head(&context
->fbo_list
, &entry
->entry
);
386 ++context
->fbo_entry_count
;
390 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
391 context_reuse_fbo_entry(context
, entry
);
392 list_remove(&entry
->entry
);
393 list_add_head(&context
->fbo_list
, &entry
->entry
);
399 /* GL locking is done by the caller */
400 static void context_apply_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
402 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.device
;
403 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
406 context_bind_fbo(context
, GL_FRAMEBUFFER
, &entry
->id
);
408 if (!entry
->attached
)
410 /* Apply render targets */
411 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
413 IWineD3DSurface
*render_target
= device
->render_targets
[i
];
414 context_attach_surface_fbo(context
, GL_FRAMEBUFFER
, i
, render_target
);
417 /* Apply depth targets */
418 if (device
->stencilBufferTarget
)
420 unsigned int w
= ((IWineD3DSurfaceImpl
*)device
->render_targets
[0])->pow2Width
;
421 unsigned int h
= ((IWineD3DSurfaceImpl
*)device
->render_targets
[0])->pow2Height
;
423 surface_set_compatible_renderbuffer(device
->stencilBufferTarget
, w
, h
);
425 context_attach_depth_stencil_fbo(context
, GL_FRAMEBUFFER
, device
->stencilBufferTarget
, TRUE
);
427 entry
->attached
= TRUE
;
431 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
433 if (device
->render_targets
[i
])
434 context_apply_attachment_filter_states(device
->render_targets
[i
]);
436 if (device
->stencilBufferTarget
)
437 context_apply_attachment_filter_states(device
->stencilBufferTarget
);
440 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
442 if (device
->render_targets
[i
])
443 device
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
445 device
->draw_buffers
[i
] = GL_NONE
;
449 /* GL locking is done by the caller */
450 static void context_apply_fbo_state(struct wined3d_context
*context
)
452 struct fbo_entry
*entry
, *entry2
;
454 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
456 context_destroy_fbo_entry(context
, entry
);
459 if (context
->render_offscreen
)
461 context
->current_fbo
= context_find_fbo_entry(context
);
462 context_apply_fbo_entry(context
, context
->current_fbo
);
464 context
->current_fbo
= NULL
;
465 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
468 context_check_fbo_status(context
);
471 /* Context activation is done by the caller. */
472 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
474 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
476 if (context
->free_occlusion_query_count
)
478 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
482 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
485 GL_EXTCALL(glGenQueriesARB(1, &query
->id
));
486 checkGLcall("glGenQueriesARB");
489 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
493 WARN("Occlusion queries not supported, not allocating query id.\n");
498 query
->context
= context
;
499 list_add_head(&context
->occlusion_queries
, &query
->entry
);
502 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
504 struct wined3d_context
*context
= query
->context
;
506 list_remove(&query
->entry
);
507 query
->context
= NULL
;
509 if (context
->free_occlusion_query_count
>= context
->free_occlusion_query_size
- 1)
511 UINT new_size
= context
->free_occlusion_query_size
<< 1;
512 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_occlusion_queries
,
513 new_size
* sizeof(*context
->free_occlusion_queries
));
517 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
521 context
->free_occlusion_query_size
= new_size
;
522 context
->free_occlusion_queries
= new_data
;
525 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
528 /* Context activation is done by the caller. */
529 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
531 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
533 if (context
->free_event_query_count
)
535 query
->object
= context
->free_event_queries
[--context
->free_event_query_count
];
539 if (gl_info
->supported
[ARB_SYNC
])
541 /* Using ARB_sync, not much to do here. */
542 query
->object
.sync
= NULL
;
543 TRACE("Allocated event query %p in context %p.\n", query
->object
.sync
, context
);
545 else if (gl_info
->supported
[APPLE_FENCE
])
548 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
549 checkGLcall("glGenFencesAPPLE");
552 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
554 else if(gl_info
->supported
[NV_FENCE
])
557 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
558 checkGLcall("glGenFencesNV");
561 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
565 WARN("Event queries not supported, not allocating query id.\n");
566 query
->object
.id
= 0;
570 query
->context
= context
;
571 list_add_head(&context
->event_queries
, &query
->entry
);
574 void context_free_event_query(struct wined3d_event_query
*query
)
576 struct wined3d_context
*context
= query
->context
;
578 list_remove(&query
->entry
);
579 query
->context
= NULL
;
581 if (context
->free_event_query_count
>= context
->free_event_query_size
- 1)
583 UINT new_size
= context
->free_event_query_size
<< 1;
584 union wined3d_gl_query_object
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_event_queries
,
585 new_size
* sizeof(*context
->free_event_queries
));
589 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
593 context
->free_event_query_size
= new_size
;
594 context
->free_event_queries
= new_data
;
597 context
->free_event_queries
[context
->free_event_query_count
++] = query
->object
;
600 void context_resource_released(IWineD3DDevice
*iface
, IWineD3DResource
*resource
, WINED3DRESOURCETYPE type
)
602 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
605 if (!This
->d3d_initialized
) return;
609 case WINED3DRTYPE_SURFACE
:
611 for (i
= 0; i
< This
->numContexts
; ++i
)
613 struct wined3d_context
*context
= This
->contexts
[i
];
614 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
615 struct fbo_entry
*entry
, *entry2
;
617 if (context
->current_rt
== (IWineD3DSurface
*)resource
) context
->current_rt
= NULL
;
619 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
623 if (entry
->depth_stencil
== (IWineD3DSurface
*)resource
)
625 list_remove(&entry
->entry
);
626 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
630 for (j
= 0; j
< gl_info
->limits
.buffers
; ++j
)
632 if (entry
->render_targets
[j
] == (IWineD3DSurface
*)resource
)
634 list_remove(&entry
->entry
);
635 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
650 static void context_validate(struct wined3d_context
*context
)
652 HWND wnd
= WindowFromDC(context
->hdc
);
654 if (wnd
!= context
->win_handle
)
656 WARN("DC %p belongs to window %p instead of %p.\n",
657 context
->hdc
, wnd
, context
->win_handle
);
662 static void context_destroy_gl_resources(struct wined3d_context
*context
)
664 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
665 struct wined3d_occlusion_query
*occlusion_query
;
666 struct wined3d_event_query
*event_query
;
667 struct fbo_entry
*entry
, *entry2
;
672 restore_ctx
= pwglGetCurrentContext();
673 restore_dc
= pwglGetCurrentDC();
675 context_validate(context
);
676 if (context
->valid
&& restore_ctx
!= context
->glCtx
) pwglMakeCurrent(context
->hdc
, context
->glCtx
);
677 else restore_ctx
= NULL
;
681 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
683 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
684 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query
->id
));
685 occlusion_query
->context
= NULL
;
688 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
692 if (gl_info
->supported
[ARB_SYNC
])
694 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
696 else if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->object
.id
));
697 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->object
.id
));
699 event_query
->context
= NULL
;
702 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
704 if (!context
->valid
) entry
->id
= 0;
705 context_destroy_fbo_entry(context
, entry
);
708 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
710 if (!context
->valid
) entry
->id
= 0;
711 context_destroy_fbo_entry(context
, entry
);
716 if (context
->src_fbo
)
718 TRACE("Destroy src FBO %d\n", context
->src_fbo
);
719 context_destroy_fbo(context
, &context
->src_fbo
);
721 if (context
->dst_fbo
)
723 TRACE("Destroy dst FBO %d\n", context
->dst_fbo
);
724 context_destroy_fbo(context
, &context
->dst_fbo
);
726 if (context
->dummy_arbfp_prog
)
728 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
731 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
732 GL_EXTCALL(glDeleteQueriesARB(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
734 if (gl_info
->supported
[ARB_SYNC
])
736 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
738 else if (gl_info
->supported
[APPLE_FENCE
])
740 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
742 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_event_queries
[i
].id
));
745 else if (gl_info
->supported
[NV_FENCE
])
747 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
749 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_event_queries
[i
].id
));
753 checkGLcall("context cleanup");
758 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
759 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
763 if (!pwglMakeCurrent(restore_dc
, restore_ctx
))
765 DWORD err
= GetLastError();
766 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
767 restore_ctx
, restore_dc
, err
);
770 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL
, NULL
))
772 ERR("Failed to disable GL context.\n");
775 if (context
->pbuffer
)
777 GL_EXTCALL(wglReleasePbufferDCARB(context
->pbuffer
, context
->hdc
));
778 GL_EXTCALL(wglDestroyPbufferARB(context
->pbuffer
));
782 ReleaseDC(context
->win_handle
, context
->hdc
);
785 if (!pwglDeleteContext(context
->glCtx
))
787 DWORD err
= GetLastError();
788 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
792 DWORD
context_get_tls_idx(void)
794 return wined3d_context_tls_idx
;
797 void context_set_tls_idx(DWORD idx
)
799 wined3d_context_tls_idx
= idx
;
802 struct wined3d_context
*context_get_current(void)
804 return TlsGetValue(wined3d_context_tls_idx
);
807 BOOL
context_set_current(struct wined3d_context
*ctx
)
809 struct wined3d_context
*old
= context_get_current();
813 TRACE("Already using D3D context %p.\n", ctx
);
821 TRACE("Switching away from destroyed context %p.\n", old
);
822 context_destroy_gl_resources(old
);
823 HeapFree(GetProcessHeap(), 0, old
);
833 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
834 if (!pwglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
836 DWORD err
= GetLastError();
837 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
838 ctx
->glCtx
, ctx
->hdc
, err
);
839 TlsSetValue(wined3d_context_tls_idx
, NULL
);
844 else if(pwglGetCurrentContext())
846 TRACE("Clearing current D3D context.\n");
847 if (!pwglMakeCurrent(NULL
, NULL
))
849 DWORD err
= GetLastError();
850 ERR("Failed to clear current GL context, last error %#x.\n", err
);
851 TlsSetValue(wined3d_context_tls_idx
, NULL
);
856 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
859 void context_release(struct wined3d_context
*context
)
861 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
866 WARN("Context %p is not active.\n", context
);
867 else if (context
!= context_get_current())
868 WARN("Context %p is not the current context.\n", context
);
871 if (!--context
->level
&& context
->restore_ctx
)
873 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
874 if (!pwglMakeCurrent(context
->restore_dc
, context
->restore_ctx
))
876 DWORD err
= GetLastError();
877 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
878 context
->restore_ctx
, context
->restore_dc
, err
);
880 context
->restore_ctx
= NULL
;
881 context
->restore_dc
= NULL
;
885 static void context_enter(struct wined3d_context
*context
)
887 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
889 if (!context
->level
++)
891 const struct wined3d_context
*current_context
= context_get_current();
892 HGLRC current_gl
= pwglGetCurrentContext();
894 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
896 TRACE("Another GL context (%p on device context %p) is already current.\n",
897 current_gl
, pwglGetCurrentDC());
898 context
->restore_ctx
= current_gl
;
899 context
->restore_dc
= pwglGetCurrentDC();
904 /*****************************************************************************
905 * Context_MarkStateDirty
907 * Marks a state in a context dirty. Only one context, opposed to
908 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
912 * context: Context to mark the state dirty in
913 * state: State to mark dirty
914 * StateTable: Pointer to the state table in use(for state grouping)
916 *****************************************************************************/
917 static void Context_MarkStateDirty(struct wined3d_context
*context
, DWORD state
, const struct StateEntry
*StateTable
)
919 DWORD rep
= StateTable
[state
].representative
;
923 if (isStateDirty(context
, rep
)) return;
925 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
926 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
927 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
928 context
->isStateDirty
[idx
] |= (1 << shift
);
931 /*****************************************************************************
934 * Adds a context to the context array. Helper function for context_create().
936 * This method is not called in performance-critical code paths, only when a
937 * new render target or swapchain is created. Thus performance is not an issue
941 * This: Device to add the context for
942 * hdc: device context
943 * glCtx: WGL context to add
944 * pbuffer: optional pbuffer used with this context
946 *****************************************************************************/
947 static struct wined3d_context
*AddContextToArray(IWineD3DDeviceImpl
*This
,
948 HWND win_handle
, HDC hdc
, HGLRC glCtx
, HPBUFFERARB pbuffer
)
950 struct wined3d_context
**oldArray
= This
->contexts
;
953 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * (This
->numContexts
+ 1));
954 if(This
->contexts
== NULL
) {
955 ERR("Unable to grow the context array\n");
956 This
->contexts
= oldArray
;
960 memcpy(This
->contexts
, oldArray
, sizeof(*This
->contexts
) * This
->numContexts
);
963 This
->contexts
[This
->numContexts
] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(**This
->contexts
));
964 if(This
->contexts
[This
->numContexts
] == NULL
) {
965 ERR("Unable to allocate a new context\n");
966 HeapFree(GetProcessHeap(), 0, This
->contexts
);
967 This
->contexts
= oldArray
;
971 This
->contexts
[This
->numContexts
]->hdc
= hdc
;
972 This
->contexts
[This
->numContexts
]->glCtx
= glCtx
;
973 This
->contexts
[This
->numContexts
]->pbuffer
= pbuffer
;
974 This
->contexts
[This
->numContexts
]->win_handle
= win_handle
;
975 HeapFree(GetProcessHeap(), 0, oldArray
);
977 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
979 for(state
= 0; state
<= STATE_HIGHEST
; state
++) {
980 if (This
->StateTable
[state
].representative
)
981 Context_MarkStateDirty(This
->contexts
[This
->numContexts
], state
, This
->StateTable
);
985 TRACE("Created context %p\n", This
->contexts
[This
->numContexts
- 1]);
986 return This
->contexts
[This
->numContexts
- 1];
989 /* This function takes care of WineD3D pixel format selection. */
990 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
,
991 const struct GlPixelFormatDesc
*color_format_desc
, const struct GlPixelFormatDesc
*ds_format_desc
,
992 BOOL auxBuffers
, int numSamples
, BOOL pbuffer
, BOOL findCompatible
)
995 unsigned int matchtry
;
996 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
997 short depthBits
=0, stencilBits
=0;
1004 /* First, try without alpha match buffers. MacOS supports aux buffers only
1005 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1006 * Then try without aux buffers - this is the most common cause for not
1007 * finding a pixel format. Also some drivers(the open source ones)
1008 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1009 * match, then try without an exact alpha and color match.
1011 { TRUE
, TRUE
, TRUE
},
1012 { TRUE
, FALSE
, TRUE
},
1013 { FALSE
, TRUE
, TRUE
},
1014 { FALSE
, FALSE
, TRUE
},
1015 { TRUE
, FALSE
, FALSE
},
1016 { FALSE
, FALSE
, FALSE
},
1020 int nCfgs
= This
->adapter
->nCfgs
;
1022 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
1023 debug_d3dformat(color_format_desc
->format
), debug_d3dformat(ds_format_desc
->format
),
1024 auxBuffers
, numSamples
, pbuffer
, findCompatible
);
1026 if (!getColorBits(color_format_desc
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
1028 ERR("Unable to get color bits for format %s (%#x)!\n",
1029 debug_d3dformat(color_format_desc
->format
), color_format_desc
->format
);
1033 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
1034 * You are able to add a depth + stencil surface at a later stage when you need it.
1035 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
1036 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
1037 * context, need torecreate shaders, textures and other resources.
1039 * The context manager already takes care of the state problem and for the other tasks code from Reset
1040 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
1041 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
1042 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
1043 * issue needs to be fixed. */
1044 if (ds_format_desc
->format
!= WINED3DFMT_D24_UNORM_S8_UINT
)
1046 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
1047 ds_format_desc
= getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT
, &This
->adapter
->gl_info
);
1050 getDepthStencilBits(ds_format_desc
, &depthBits
, &stencilBits
);
1052 for(matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(matches
[0])) && !iPixelFormat
; matchtry
++) {
1053 for(i
=0; i
<nCfgs
; i
++) {
1054 BOOL exactDepthMatch
= TRUE
;
1055 WineD3D_PixelFormat
*cfg
= &This
->adapter
->cfgs
[i
];
1057 /* For now only accept RGBA formats. Perhaps some day we will
1058 * allow floating point formats for pbuffers. */
1059 if(cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1062 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
1063 if(!pbuffer
&& !(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1066 /* We like to have aux buffers in backbuffer mode */
1067 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
1070 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
1071 if(pbuffer
&& (!cfg
->pbufferDrawable
|| cfg
->doubleBuffer
))
1074 if(matches
[matchtry
].exact_color
) {
1075 if(cfg
->redSize
!= redBits
)
1077 if(cfg
->greenSize
!= greenBits
)
1079 if(cfg
->blueSize
!= blueBits
)
1082 if(cfg
->redSize
< redBits
)
1084 if(cfg
->greenSize
< greenBits
)
1086 if(cfg
->blueSize
< blueBits
)
1089 if(matches
[matchtry
].exact_alpha
) {
1090 if(cfg
->alphaSize
!= alphaBits
)
1093 if(cfg
->alphaSize
< alphaBits
)
1097 /* We try to locate a format which matches our requirements exactly. In case of
1098 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1099 if(cfg
->depthSize
< depthBits
)
1101 else if(cfg
->depthSize
> depthBits
)
1102 exactDepthMatch
= FALSE
;
1104 /* In all cases make sure the number of stencil bits matches our requirements
1105 * even when we don't need stencil because it could affect performance EXCEPT
1106 * on cards which don't offer depth formats without stencil like the i915 drivers
1108 if(stencilBits
!= cfg
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
1111 /* Check multisampling support */
1112 if(cfg
->numSamples
!= numSamples
)
1115 /* When we have passed all the checks then we have found a format which matches our
1116 * requirements. Note that we only check for a limit number of capabilities right now,
1117 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1118 * can still differ in things like multisampling, stereo, SRGB and other flags.
1121 /* Exit the loop as we have found a format :) */
1122 if(exactDepthMatch
) {
1123 iPixelFormat
= cfg
->iPixelFormat
;
1125 } else if(!iPixelFormat
) {
1126 /* In the end we might end up with a format which doesn't exactly match our depth
1127 * requirements. Accept the first format we found because formats with higher iPixelFormat
1128 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1129 iPixelFormat
= cfg
->iPixelFormat
;
1134 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1135 if(!iPixelFormat
&& !findCompatible
) {
1136 ERR("Can't find a suitable iPixelFormat\n");
1138 } else if(!iPixelFormat
) {
1139 PIXELFORMATDESCRIPTOR pfd
;
1141 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1142 /* PixelFormat selection */
1143 ZeroMemory(&pfd
, sizeof(pfd
));
1144 pfd
.nSize
= sizeof(pfd
);
1146 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1147 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1148 pfd
.cAlphaBits
= alphaBits
;
1149 pfd
.cColorBits
= colorBits
;
1150 pfd
.cDepthBits
= depthBits
;
1151 pfd
.cStencilBits
= stencilBits
;
1152 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1154 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1156 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1157 ERR("Can't find a suitable iPixelFormat\n");
1162 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1163 iPixelFormat
, debug_d3dformat(color_format_desc
->format
), debug_d3dformat(ds_format_desc
->format
));
1164 return iPixelFormat
;
1167 /*****************************************************************************
1170 * Creates a new context for a window, or a pbuffer context.
1173 * This: Device to activate the context for
1174 * target: Surface this context will render to
1175 * win_handle: handle to the window which we are drawing to
1176 * create_pbuffer: tells whether to create a pbuffer or not
1177 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1179 *****************************************************************************/
1180 struct wined3d_context
*context_create(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
,
1181 HWND win_handle
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
)
1183 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
1184 struct wined3d_context
*ret
= NULL
;
1185 HPBUFFERARB pbuffer
= NULL
;
1190 TRACE("(%p): Creating a %s context for render target %p\n", This
, create_pbuffer
? "offscreen" : "onscreen", target
);
1192 if(create_pbuffer
) {
1193 HDC hdc_parent
= GetDC(win_handle
);
1194 int iPixelFormat
= 0;
1196 IWineD3DSurface
*StencilSurface
= This
->stencilBufferTarget
;
1197 const struct GlPixelFormatDesc
*ds_format_desc
= StencilSurface
1198 ? ((IWineD3DSurfaceImpl
*)StencilSurface
)->resource
.format_desc
1199 : getFormatDescEntry(WINED3DFMT_UNKNOWN
, &This
->adapter
->gl_info
);
1201 /* Try to find a pixel format with pbuffer support. */
1202 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format_desc
,
1203 ds_format_desc
, FALSE
/* auxBuffers */, 0 /* numSamples */, TRUE
/* PBUFFER */,
1204 FALSE
/* findCompatible */);
1206 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1208 /* For some reason we weren't able to find a format, try to find something instead of crashing.
1209 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
1210 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format_desc
,
1211 ds_format_desc
, FALSE
/* auxBuffer */, 0 /* numSamples */, TRUE
/* PBUFFER */,
1212 TRUE
/* findCompatible */);
1215 /* This shouldn't happen as ChoosePixelFormat always returns something */
1217 ERR("Unable to locate a pixel format for a pbuffer\n");
1218 ReleaseDC(win_handle
, hdc_parent
);
1222 TRACE("Creating a pBuffer drawable for the new context\n");
1223 pbuffer
= GL_EXTCALL(wglCreatePbufferARB(hdc_parent
, iPixelFormat
, target
->currentDesc
.Width
, target
->currentDesc
.Height
, 0));
1225 ERR("Cannot create a pbuffer\n");
1226 ReleaseDC(win_handle
, hdc_parent
);
1230 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
1231 hdc
= GL_EXTCALL(wglGetPbufferDCARB(pbuffer
));
1233 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer
);
1234 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
1235 ReleaseDC(win_handle
, hdc_parent
);
1238 ReleaseDC(win_handle
, hdc_parent
);
1240 PIXELFORMATDESCRIPTOR pfd
;
1243 const struct GlPixelFormatDesc
*color_format_desc
= target
->resource
.format_desc
;
1244 const struct GlPixelFormatDesc
*ds_format_desc
= getFormatDescEntry(WINED3DFMT_UNKNOWN
,
1245 &This
->adapter
->gl_info
);
1246 BOOL auxBuffers
= FALSE
;
1249 hdc
= GetDC(win_handle
);
1251 ERR("Cannot retrieve a device context!\n");
1255 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1256 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
1259 if (color_format_desc
->format
== WINED3DFMT_B4G4R4X4_UNORM
)
1260 color_format_desc
= getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM
, &This
->adapter
->gl_info
);
1261 else if (color_format_desc
->format
== WINED3DFMT_B8G8R8X8_UNORM
)
1262 color_format_desc
= getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM
, &This
->adapter
->gl_info
);
1265 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
1266 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
1267 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
1268 * a format with 8bit alpha, so request A8R8G8B8. */
1269 if (color_format_desc
->format
== WINED3DFMT_P8_UINT
)
1270 color_format_desc
= getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM
, &This
->adapter
->gl_info
);
1272 /* Retrieve the depth stencil format from the present parameters.
1273 * The choice of the proper format can give a nice performance boost
1274 * in case of GPU limited programs. */
1275 if(pPresentParms
->EnableAutoDepthStencil
) {
1276 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms
->AutoDepthStencilFormat
));
1277 ds_format_desc
= getFormatDescEntry(pPresentParms
->AutoDepthStencilFormat
, &This
->adapter
->gl_info
);
1280 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
1281 if(pPresentParms
->MultiSampleType
&& (pPresentParms
->SwapEffect
== WINED3DSWAPEFFECT_DISCARD
)) {
1282 if (!gl_info
->supported
[ARB_MULTISAMPLE
])
1283 ERR("The program is requesting multisampling without support!\n");
1286 TRACE("Requesting multisample type %#x.\n", pPresentParms
->MultiSampleType
);
1287 numSamples
= pPresentParms
->MultiSampleType
;
1291 /* Try to find a pixel format which matches our requirements */
1292 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, color_format_desc
, ds_format_desc
,
1293 auxBuffers
, numSamples
, FALSE
/* PBUFFER */, FALSE
/* findCompatible */);
1295 /* Try to locate a compatible format if we weren't able to find anything */
1297 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1298 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, color_format_desc
, ds_format_desc
,
1299 auxBuffers
, 0 /* numSamples */, FALSE
/* PBUFFER */, TRUE
/* findCompatible */ );
1302 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1304 ERR("Can't find a suitable iPixelFormat\n");
1308 DescribePixelFormat(hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
1309 res
= SetPixelFormat(hdc
, iPixelFormat
, NULL
);
1311 int oldPixelFormat
= GetPixelFormat(hdc
);
1313 /* By default WGL doesn't allow pixel format adjustments but we need it here.
1314 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
1315 * set the pixel format multiple times. Only use it when it is really needed. */
1317 if(oldPixelFormat
== iPixelFormat
) {
1318 /* We don't have to do anything as the formats are the same :) */
1320 else if (oldPixelFormat
&& gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1322 res
= GL_EXTCALL(wglSetPixelFormatWINE(hdc
, iPixelFormat
, NULL
));
1325 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
1328 } else if(oldPixelFormat
) {
1329 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
1330 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
1331 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc
, oldPixelFormat
);
1333 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
1339 ctx
= pwglCreateContext(hdc
);
1340 if (This
->numContexts
)
1342 if (!pwglShareLists(This
->contexts
[0]->glCtx
, ctx
))
1344 DWORD err
= GetLastError();
1345 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1346 This
->contexts
[0]->glCtx
, ctx
, err
);
1351 ERR("Failed to create a WGL context\n");
1352 if(create_pbuffer
) {
1353 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
1354 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
1358 ret
= AddContextToArray(This
, win_handle
, hdc
, ctx
, pbuffer
);
1360 ERR("Failed to add the newly created context to the context list\n");
1361 if (!pwglDeleteContext(ctx
))
1363 DWORD err
= GetLastError();
1364 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, err
);
1366 if(create_pbuffer
) {
1367 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
1368 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
1373 ret
->gl_info
= &This
->adapter
->gl_info
;
1374 ret
->surface
= (IWineD3DSurface
*) target
;
1375 ret
->current_rt
= (IWineD3DSurface
*)target
;
1376 ret
->render_offscreen
= surface_is_offscreen((IWineD3DSurface
*) target
);
1377 ret
->draw_buffer_dirty
= TRUE
;
1378 ret
->tid
= GetCurrentThreadId();
1379 if(This
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) This
)) {
1380 /* Create the dirty constants array and initialize them to dirty */
1381 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1382 sizeof(*ret
->vshader_const_dirty
) * This
->d3d_vshader_constantF
);
1383 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1384 sizeof(*ret
->pshader_const_dirty
) * This
->d3d_pshader_constantF
);
1385 memset(ret
->vshader_const_dirty
, 1,
1386 sizeof(*ret
->vshader_const_dirty
) * This
->d3d_vshader_constantF
);
1387 memset(ret
->pshader_const_dirty
, 1,
1388 sizeof(*ret
->pshader_const_dirty
) * This
->d3d_pshader_constantF
);
1391 ret
->free_occlusion_query_size
= 4;
1392 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1393 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1394 if (!ret
->free_occlusion_queries
) goto out
;
1396 list_init(&ret
->occlusion_queries
);
1398 ret
->free_event_query_size
= 4;
1399 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1400 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1401 if (!ret
->free_event_queries
) goto out
;
1403 list_init(&ret
->event_queries
);
1405 TRACE("Successfully created new context %p\n", ret
);
1407 list_init(&ret
->fbo_list
);
1408 list_init(&ret
->fbo_destroy_list
);
1412 /* Set up the context defaults */
1413 if (!context_set_current(ret
))
1415 ERR("Cannot activate context to set up defaults\n");
1416 context_release(ret
);
1422 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1424 TRACE("Setting up the screen\n");
1425 /* Clear the screen */
1426 glClearColor(1.0f
, 0.0f
, 0.0f
, 0.0f
);
1427 checkGLcall("glClearColor");
1430 glClearStencil(0xffff);
1432 checkGLcall("glClear");
1434 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1435 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1437 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1438 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1440 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1441 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1443 glPixelStorei(GL_PACK_ALIGNMENT
, This
->surface_alignment
);
1444 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
1445 glPixelStorei(GL_UNPACK_ALIGNMENT
, This
->surface_alignment
);
1446 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
1448 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1450 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1451 * and textures in DIB sections(due to the memory protection).
1453 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1454 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1456 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1458 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1459 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1460 * GL_VERTEX_BLEND_ARB isn't enabled too
1462 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1463 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1465 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1467 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1468 * the previous texture where to source the offset from is always unit - 1.
1470 for (s
= 1; s
< gl_info
->limits
.textures
; ++s
)
1472 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1473 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1474 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1477 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1479 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1480 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1481 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1482 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1485 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1486 * program and the dummy program is destroyed when the context is destroyed.
1488 const char *dummy_program
=
1490 "MOV result.color, fragment.color.primary;\n"
1492 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1493 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1494 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1497 for (s
= 0; s
< gl_info
->limits
.point_sprite_units
; ++s
)
1499 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1500 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1501 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1504 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1506 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1508 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1510 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1515 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1522 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1523 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1524 HeapFree(GetProcessHeap(), 0, ret
->pshader_const_dirty
);
1525 HeapFree(GetProcessHeap(), 0, ret
->vshader_const_dirty
);
1526 HeapFree(GetProcessHeap(), 0, ret
);
1531 /*****************************************************************************
1532 * RemoveContextFromArray
1534 * Removes a context from the context manager. The opengl context is not
1535 * destroyed or unset. context is not a valid pointer after that call.
1537 * Similar to the former call this isn't a performance critical function. A
1538 * helper function for context_destroy().
1541 * This: Device to activate the context for
1542 * context: Context to remove
1544 *****************************************************************************/
1545 static void RemoveContextFromArray(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
1547 struct wined3d_context
**new_array
;
1551 TRACE("Removing ctx %p\n", context
);
1553 for (i
= 0; i
< This
->numContexts
; ++i
)
1555 if (This
->contexts
[i
] == context
)
1564 ERR("Context %p doesn't exist in context array\n", context
);
1568 while (i
< This
->numContexts
- 1)
1570 This
->contexts
[i
] = This
->contexts
[i
+ 1];
1574 --This
->numContexts
;
1575 if (!This
->numContexts
)
1577 HeapFree(GetProcessHeap(), 0, This
->contexts
);
1578 This
->contexts
= NULL
;
1582 new_array
= HeapReAlloc(GetProcessHeap(), 0, This
->contexts
, This
->numContexts
* sizeof(*This
->contexts
));
1585 ERR("Failed to shrink context array. Oh well.\n");
1589 This
->contexts
= new_array
;
1592 /*****************************************************************************
1595 * Destroys a wined3d context
1598 * This: Device to activate the context for
1599 * context: Context to destroy
1601 *****************************************************************************/
1602 void context_destroy(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
1606 TRACE("Destroying ctx %p\n", context
);
1608 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1610 context_destroy_gl_resources(context
);
1611 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1616 context
->destroyed
= 1;
1620 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
1621 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
1622 RemoveContextFromArray(This
, context
);
1623 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
1626 /* GL locking is done by the caller */
1627 static inline void set_blit_dimension(UINT width
, UINT height
) {
1628 glMatrixMode(GL_PROJECTION
);
1629 checkGLcall("glMatrixMode(GL_PROJECTION)");
1631 checkGLcall("glLoadIdentity()");
1632 glOrtho(0, width
, height
, 0, 0.0, -1.0);
1633 checkGLcall("glOrtho");
1634 glViewport(0, 0, width
, height
);
1635 checkGLcall("glViewport");
1638 /*****************************************************************************
1641 * Sets up a context for DirectDraw blitting.
1642 * All texture units are disabled, texture unit 0 is set as current unit
1643 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1644 * color writing enabled for all channels
1645 * register combiners disabled, shaders disabled
1646 * world matrix is set to identity, texture matrix 0 too
1647 * projection matrix is setup for drawing screen coordinates
1650 * This: Device to activate the context for
1651 * context: Context to setup
1653 *****************************************************************************/
1654 /* Context activation is done by the caller. */
1655 static void SetupForBlit(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
1658 const struct StateEntry
*StateTable
= This
->StateTable
;
1659 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1660 UINT width
= ((IWineD3DSurfaceImpl
*)context
->current_rt
)->currentDesc
.Width
;
1661 UINT height
= ((IWineD3DSurfaceImpl
*)context
->current_rt
)->currentDesc
.Height
;
1664 TRACE("Setting up context %p for blitting\n", context
);
1665 if(context
->last_was_blit
) {
1666 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
1668 set_blit_dimension(width
, height
);
1670 context
->blit_w
= width
; context
->blit_h
= height
;
1671 /* No need to dirtify here, the states are still dirtified because they weren't
1672 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1676 TRACE("Context is already set up for blitting, nothing to do\n");
1679 context
->last_was_blit
= TRUE
;
1681 /* TODO: Use a display list */
1683 /* Disable shaders */
1685 This
->shader_backend
->shader_select(context
, FALSE
, FALSE
);
1688 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
1689 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
1691 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1692 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1693 * which can safely be called from here, we only lock once instead locking/unlocking
1694 * after each GL call.
1698 /* Disable all textures. The caller can then bind a texture it wants to blit
1701 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1702 * function texture unit. No need to care for higher samplers
1704 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
1706 sampler
= This
->rev_tex_unit_map
[i
];
1707 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1708 checkGLcall("glActiveTextureARB");
1710 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1712 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1713 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1715 glDisable(GL_TEXTURE_3D
);
1716 checkGLcall("glDisable GL_TEXTURE_3D");
1717 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1719 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1720 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1722 glDisable(GL_TEXTURE_2D
);
1723 checkGLcall("glDisable GL_TEXTURE_2D");
1725 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1726 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1728 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1730 if (sampler
< MAX_TEXTURES
) {
1731 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1733 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1736 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
1737 checkGLcall("glActiveTextureARB");
1739 sampler
= This
->rev_tex_unit_map
[0];
1741 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1743 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1744 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1746 glDisable(GL_TEXTURE_3D
);
1747 checkGLcall("glDisable GL_TEXTURE_3D");
1748 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1750 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1751 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1753 glDisable(GL_TEXTURE_2D
);
1754 checkGLcall("glDisable GL_TEXTURE_2D");
1756 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1758 glMatrixMode(GL_TEXTURE
);
1759 checkGLcall("glMatrixMode(GL_TEXTURE)");
1761 checkGLcall("glLoadIdentity()");
1763 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
1765 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1766 GL_TEXTURE_LOD_BIAS_EXT
,
1768 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1771 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1773 if (sampler
< MAX_TEXTURES
) {
1774 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
), StateTable
);
1775 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1777 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1780 /* Other misc states */
1781 glDisable(GL_ALPHA_TEST
);
1782 checkGLcall("glDisable(GL_ALPHA_TEST)");
1783 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
1784 glDisable(GL_LIGHTING
);
1785 checkGLcall("glDisable GL_LIGHTING");
1786 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
1787 glDisable(GL_DEPTH_TEST
);
1788 checkGLcall("glDisable GL_DEPTH_TEST");
1789 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
1790 glDisableWINE(GL_FOG
);
1791 checkGLcall("glDisable GL_FOG");
1792 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
1793 glDisable(GL_BLEND
);
1794 checkGLcall("glDisable GL_BLEND");
1795 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1796 glDisable(GL_CULL_FACE
);
1797 checkGLcall("glDisable GL_CULL_FACE");
1798 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
1799 glDisable(GL_STENCIL_TEST
);
1800 checkGLcall("glDisable GL_STENCIL_TEST");
1801 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
1802 glDisable(GL_SCISSOR_TEST
);
1803 checkGLcall("glDisable GL_SCISSOR_TEST");
1804 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1805 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1807 glDisable(GL_POINT_SPRITE_ARB
);
1808 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1809 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
1811 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1812 checkGLcall("glColorMask");
1813 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
), StateTable
);
1814 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
1816 glDisable(GL_COLOR_SUM_EXT
);
1817 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
1818 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1821 /* Setup transforms */
1822 glMatrixMode(GL_MODELVIEW
);
1823 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1825 checkGLcall("glLoadIdentity()");
1826 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
1828 context
->last_was_rhw
= TRUE
;
1829 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
1831 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1832 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1833 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1834 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1835 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1836 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1837 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1839 set_blit_dimension(width
, height
);
1843 context
->blit_w
= width
; context
->blit_h
= height
;
1844 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1845 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1848 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1851 /*****************************************************************************
1852 * findThreadContextForSwapChain
1854 * Searches a swapchain for all contexts and picks one for the thread tid.
1855 * If none can be found the swapchain is requested to create a new context
1857 *****************************************************************************/
1858 static struct wined3d_context
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
)
1862 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
1863 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
1864 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
1869 /* Create a new context for the thread */
1870 return swapchain_create_context_for_thread(swapchain
);
1873 /*****************************************************************************
1876 * Finds a context for the current render target and thread
1879 * target: Render target to find the context for
1880 * tid: Thread to activate the context for
1882 * Returns: The needed context
1884 *****************************************************************************/
1885 static struct wined3d_context
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
)
1887 IWineD3DSwapChain
*swapchain
= NULL
;
1888 struct wined3d_context
*current_context
= context_get_current();
1889 const struct StateEntry
*StateTable
= This
->StateTable
;
1890 DWORD tid
= GetCurrentThreadId();
1891 struct wined3d_context
*context
;
1892 BOOL old_render_offscreen
;
1894 if (current_context
&& current_context
->destroyed
) current_context
= NULL
;
1899 && current_context
->current_rt
1900 && ((IWineD3DSurfaceImpl
*)current_context
->surface
)->resource
.device
== This
)
1902 target
= current_context
->current_rt
;
1906 IWineD3DSwapChainImpl
*swapchain
= (IWineD3DSwapChainImpl
*)This
->swapchains
[0];
1907 if (swapchain
->backBuffer
) target
= swapchain
->backBuffer
[0];
1908 else target
= swapchain
->frontBuffer
;
1912 if (current_context
&& current_context
->current_rt
== target
)
1914 context_validate(current_context
);
1915 return current_context
;
1918 if (SUCCEEDED(IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
))) {
1919 TRACE("Rendering onscreen\n");
1921 context
= findThreadContextForSwapChain(swapchain
, tid
);
1923 old_render_offscreen
= context
->render_offscreen
;
1924 context
->render_offscreen
= surface_is_offscreen(target
);
1925 /* The context != This->activeContext will catch a NOP context change. This can occur
1926 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1927 * rendering. No context change is needed in that case
1930 if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
1931 if(This
->pbufferContext
&& tid
== This
->pbufferContext
->tid
) {
1932 This
->pbufferContext
->tid
= 0;
1935 IWineD3DSwapChain_Release(swapchain
);
1939 TRACE("Rendering offscreen\n");
1942 if (wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
)
1944 IWineD3DSurfaceImpl
*targetimpl
= (IWineD3DSurfaceImpl
*)target
;
1945 if (!This
->pbufferContext
1946 || This
->pbufferWidth
< targetimpl
->currentDesc
.Width
1947 || This
->pbufferHeight
< targetimpl
->currentDesc
.Height
)
1949 if (This
->pbufferContext
) context_destroy(This
, This
->pbufferContext
);
1951 /* The display is irrelevant here, the window is 0. But
1952 * context_create() needs a valid X connection. Create the context
1953 * on the same server as the primary swapchain. The primary
1954 * swapchain is exists at this point. */
1955 This
->pbufferContext
= context_create(This
, targetimpl
,
1956 ((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->context
[0]->win_handle
,
1957 TRUE
/* pbuffer */, &((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->presentParms
);
1958 This
->pbufferWidth
= targetimpl
->currentDesc
.Width
;
1959 This
->pbufferHeight
= targetimpl
->currentDesc
.Height
;
1960 if (This
->pbufferContext
) context_release(This
->pbufferContext
);
1963 if (This
->pbufferContext
)
1965 if (This
->pbufferContext
->tid
&& This
->pbufferContext
->tid
!= tid
)
1967 FIXME("The PBuffer context is only supported for one thread for now!\n");
1969 This
->pbufferContext
->tid
= tid
;
1970 context
= This
->pbufferContext
;
1974 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering.\n");
1975 wined3d_settings
.offscreen_rendering_mode
= ORM_BACKBUFFER
;
1981 /* Stay with the currently active context. */
1983 && ((IWineD3DSurfaceImpl
*)current_context
->surface
)->resource
.device
== This
)
1985 context
= current_context
;
1989 /* This may happen if the app jumps straight into offscreen rendering
1990 * Start using the context of the primary swapchain. tid == 0 is no problem
1991 * for findThreadContextForSwapChain.
1993 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1994 * is perfect to call. */
1995 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1999 old_render_offscreen
= context
->render_offscreen
;
2000 context
->render_offscreen
= TRUE
;
2003 context_validate(context
);
2005 if (context
->render_offscreen
!= old_render_offscreen
)
2007 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
2008 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
2009 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
2010 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
2011 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
2014 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2015 * the alpha blend state changes with different render target formats. */
2016 if (!context
->current_rt
)
2018 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
2022 const struct GlPixelFormatDesc
*old
= ((IWineD3DSurfaceImpl
*)context
->current_rt
)->resource
.format_desc
;
2023 const struct GlPixelFormatDesc
*new = ((IWineD3DSurfaceImpl
*)target
)->resource
.format_desc
;
2025 if (old
->format
!= new->format
)
2027 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2028 if ((old
->alpha_mask
&& !new->alpha_mask
) || (!old
->alpha_mask
&& new->alpha_mask
)
2029 || !(new->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
2031 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
2035 /* When switching away from an offscreen render target, and we're not
2036 * using FBOs, we have to read the drawable into the texture. This is
2037 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2038 * are some things that need care though. PreLoad needs a GL context,
2039 * and FindContext is called before the context is activated. It also
2040 * has to be called with the old rendertarget active, otherwise a
2041 * wrong drawable is read. */
2042 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2043 && old_render_offscreen
&& context
->current_rt
!= target
)
2045 BOOL oldInDraw
= This
->isInDraw
;
2047 /* surface_internal_preload() requires a context to load the
2048 * texture, so it will call context_acquire(). Set isInDraw to true
2049 * to signal surface_internal_preload() that it has a context. */
2051 /* FIXME: This is just broken. There's no guarantee whatsoever
2052 * that the currently active context, if any, is appropriate for
2053 * reading back the render target. We should probably call
2054 * context_set_current(context) here and then rely on
2055 * context_acquire() doing the right thing. */
2056 This
->isInDraw
= TRUE
;
2058 /* Read the back buffer of the old drawable into the destination texture. */
2059 if (((IWineD3DSurfaceImpl
*)context
->current_rt
)->texture_name_srgb
)
2061 surface_internal_preload(context
->current_rt
, SRGB_BOTH
);
2065 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
2068 IWineD3DSurface_ModifyLocation(context
->current_rt
, SFLAG_INDRAWABLE
, FALSE
);
2070 This
->isInDraw
= oldInDraw
;
2074 context
->draw_buffer_dirty
= TRUE
;
2075 context
->current_rt
= target
;
2080 /* Context activation is done by the caller. */
2081 static void context_apply_draw_buffer(struct wined3d_context
*context
, BOOL blit
)
2083 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2084 IWineD3DSurface
*rt
= context
->current_rt
;
2085 IWineD3DDeviceImpl
*device
;
2087 device
= ((IWineD3DSurfaceImpl
*)rt
)->resource
.device
;
2088 if (!surface_is_offscreen(rt
))
2091 glDrawBuffer(surface_get_gl_buffer(rt
));
2092 checkGLcall("glDrawBuffers()");
2098 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2102 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
2104 GL_EXTCALL(glDrawBuffersARB(gl_info
->limits
.buffers
, device
->draw_buffers
));
2105 checkGLcall("glDrawBuffers()");
2109 glDrawBuffer(device
->draw_buffers
[0]);
2110 checkGLcall("glDrawBuffer()");
2113 glDrawBuffer(GL_COLOR_ATTACHMENT0
);
2114 checkGLcall("glDrawBuffer()");
2119 glDrawBuffer(device
->offscreenBuffer
);
2120 checkGLcall("glDrawBuffer()");
2126 /* GL locking is done by the caller. */
2127 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
2129 glDrawBuffer(buffer
);
2130 checkGLcall("glDrawBuffer()");
2131 context
->draw_buffer_dirty
= TRUE
;
2134 /* Context activation is done by the caller. */
2135 static void context_apply_state(struct wined3d_context
*context
, IWineD3DDeviceImpl
*device
, enum ContextUsage usage
)
2137 const struct StateEntry
*state_table
= device
->StateTable
;
2141 case CTXUSAGE_CLEAR
:
2142 case CTXUSAGE_DRAWPRIM
:
2143 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
2145 context_apply_fbo_state(context
);
2148 if (context
->draw_buffer_dirty
) {
2149 context_apply_draw_buffer(context
, FALSE
);
2150 context
->draw_buffer_dirty
= FALSE
;
2155 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
2156 if (context
->render_offscreen
)
2158 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
2159 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
2162 context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->dst_fbo
);
2163 context_attach_surface_fbo(context
, GL_FRAMEBUFFER
, 0, context
->current_rt
);
2164 context_attach_depth_stencil_fbo(context
, GL_FRAMEBUFFER
, NULL
, FALSE
);
2168 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
2171 context
->draw_buffer_dirty
= TRUE
;
2173 if (context
->draw_buffer_dirty
) {
2174 context_apply_draw_buffer(context
, TRUE
);
2175 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
2176 context
->draw_buffer_dirty
= FALSE
;
2186 case CTXUSAGE_RESOURCELOAD
:
2187 /* This does not require any special states to be set up */
2190 case CTXUSAGE_CLEAR
:
2191 if(context
->last_was_blit
) {
2192 device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, TRUE
);
2195 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
2196 * blending when clearing improves the clearing performance incredibly.
2199 glDisable(GL_BLEND
);
2201 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), state_table
);
2204 glEnable(GL_SCISSOR_TEST
);
2205 checkGLcall("glEnable GL_SCISSOR_TEST");
2207 context
->last_was_blit
= FALSE
;
2208 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), state_table
);
2209 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, state_table
);
2212 case CTXUSAGE_DRAWPRIM
:
2213 /* This needs all dirty states applied */
2214 if(context
->last_was_blit
) {
2215 device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, TRUE
);
2218 IWineD3DDeviceImpl_FindTexUnitMap(device
);
2219 device_preload_textures(device
);
2220 if (isStateDirty(context
, STATE_VDECL
))
2221 device_update_stream_info(device
, context
->gl_info
);
2224 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
2226 DWORD rep
= context
->dirtyArray
[i
];
2227 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
2228 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
2229 context
->isStateDirty
[idx
] &= ~(1 << shift
);
2230 state_table
[rep
].apply(rep
, device
->stateBlock
, context
);
2233 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
2234 context
->last_was_blit
= FALSE
;
2238 SetupForBlit(device
, context
);
2242 FIXME("Unexpected context usage requested\n");
2246 /*****************************************************************************
2249 * Finds a rendering context and drawable matching the device and render
2250 * target for the current thread, activates them and puts them into the
2254 * This: Device to activate the context for
2255 * target: Requested render target
2256 * usage: Prepares the context for blitting, drawing or other actions
2258 *****************************************************************************/
2259 struct wined3d_context
*context_acquire(IWineD3DDeviceImpl
*device
, IWineD3DSurface
*target
, enum ContextUsage usage
)
2261 struct wined3d_context
*current_context
= context_get_current();
2262 struct wined3d_context
*context
;
2264 TRACE("device %p, target %p, usage %#x.\n", device
, target
, usage
);
2266 context
= FindContext(device
, target
);
2267 context_enter(context
);
2268 if (!context
->valid
) return context
;
2270 if (context
!= current_context
)
2272 if (!context_set_current(context
)) ERR("Failed to activate the new context.\n");
2273 else device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, !context
->last_was_blit
);
2275 if (context
->vshader_const_dirty
)
2277 memset(context
->vshader_const_dirty
, 1,
2278 sizeof(*context
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
2279 device
->highest_dirty_vs_const
= device
->d3d_vshader_constantF
;
2281 if (context
->pshader_const_dirty
)
2283 memset(context
->pshader_const_dirty
, 1,
2284 sizeof(*context
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
2285 device
->highest_dirty_ps_const
= device
->d3d_pshader_constantF
;
2288 else if (context
->restore_ctx
)
2290 if (!pwglMakeCurrent(context
->hdc
, context
->glCtx
))
2292 DWORD err
= GetLastError();
2293 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2294 context
->hdc
, context
->glCtx
, err
);
2298 context_apply_state(context
, device
, usage
);