Changes in crossover-wine-src-6.1.0 except for configure
[wine/hacks.git] / dlls / wined3d / context.c
blobd21f5b8b0942b45145fa1a9e96d81881da2b61b3
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007 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 ((IWineD3DImpl *)(This->wineD3D))->gl_info
32 /*****************************************************************************
33 * Context_MarkStateDirty
35 * Marks a state in a context dirty. Only one context, opposed to
36 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
37 * contexts
39 * Params:
40 * context: Context to mark the state dirty in
41 * state: State to mark dirty
43 *****************************************************************************/
44 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state) {
45 DWORD rep = StateTable[state].representative;
46 DWORD idx;
47 BYTE shift;
49 if(!rep || isStateDirty(context, rep)) return;
51 context->dirtyArray[context->numDirtyEntries++] = rep;
52 idx = rep >> 5;
53 shift = rep & 0x1f;
54 context->isStateDirty[idx] |= (1 << shift);
57 /*****************************************************************************
58 * AddContextToArray
60 * Adds a context to the context array. Helper function for CreateContext
62 * This method is not called in performance-critical code paths, only when a
63 * new render target or swapchain is created. Thus performance is not an issue
64 * here.
66 * Params:
67 * This: Device to add the context for
68 * display: X display this context uses
69 * glCtx: glX context to add
70 * drawable: drawable used with this context.
72 *****************************************************************************/
73 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, Display *display, GLXContext glCtx, Drawable drawable) {
74 WineD3DContext **oldArray = This->contexts;
75 DWORD state;
77 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
78 if(This->contexts == NULL) {
79 ERR("Unable to grow the context array\n");
80 This->contexts = oldArray;
81 return NULL;
83 if(oldArray) {
84 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
87 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
88 if(This->contexts[This->numContexts] == NULL) {
89 ERR("Unable to allocate a new context\n");
90 HeapFree(GetProcessHeap(), 0, This->contexts);
91 This->contexts = oldArray;
92 return NULL;
95 This->contexts[This->numContexts]->display = display;
96 This->contexts[This->numContexts]->glCtx = glCtx;
97 This->contexts[This->numContexts]->drawable = drawable;
98 HeapFree(GetProcessHeap(), 0, oldArray);
100 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
102 for(state = 0; state <= STATE_HIGHEST; state++) {
103 Context_MarkStateDirty(This->contexts[This->numContexts], state);
106 This->numContexts++;
107 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
108 return This->contexts[This->numContexts - 1];
111 /* Returns an array of compatible FBconfig(s).
112 * The array must be freed with XFree. Requires ENTER_GL()
114 static GLXFBConfig* pbuffer_find_fbconfigs(
115 IWineD3DDeviceImpl* This,
116 IWineD3DSurfaceImpl* RenderSurface,
117 Display *display) {
119 GLXFBConfig* cfgs = NULL;
120 int nCfgs = 0;
121 int attribs[256];
122 int nAttribs = 0;
124 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
125 WINED3DFORMAT BackBufferFormat = RenderSurface->resource.format;
126 WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
128 /* TODO:
129 * if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
130 * it StencilSurface != NULL && zBufferTarget == NULL switch it on
133 #define PUSH1(att) attribs[nAttribs++] = (att);
134 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
136 /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
138 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
139 PUSH2(GLX_X_RENDERABLE, TRUE);
140 PUSH2(GLX_DOUBLEBUFFER, TRUE);
141 TRACE("calling makeglcfg\n");
142 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
143 PUSH1(None);
144 TRACE("calling chooseFGConfig\n");
145 cfgs = glXChooseFBConfig(display,
146 DefaultScreen(display),
147 attribs, &nCfgs);
148 if (cfgs == NULL) {
149 /* OK we didn't find the exact config, so use any reasonable match */
150 /* TODO: fill in the 'requested' and 'current' depths, and make sure that's
151 why we failed. */
152 static BOOL show_message = TRUE;
153 if (show_message) {
154 ERR("Failed to find exact match, finding alternative but you may "
155 "suffer performance issues, try changing xfree's depth to match the requested depth\n");
156 show_message = FALSE;
158 nAttribs = 0;
159 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
160 /* PUSH2(GLX_X_RENDERABLE, TRUE); */
161 PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
162 PUSH2(GLX_DOUBLEBUFFER, FALSE);
163 TRACE("calling makeglcfg\n");
164 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
165 PUSH1(None);
166 cfgs = glXChooseFBConfig(display,
167 DefaultScreen(display),
168 attribs, &nCfgs);
171 if (cfgs == NULL) {
172 ERR("Could not get a valid FBConfig for (%u,%s)/(%u,%s)\n",
173 BackBufferFormat, debug_d3dformat(BackBufferFormat),
174 StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
175 } else {
176 #ifdef EXTRA_TRACES
177 int i;
178 for (i = 0; i < nCfgs; ++i) {
179 TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
180 debug_d3dformat(BackBufferFormat), StencilBufferFormat,
181 debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
183 #endif
185 #undef PUSH1
186 #undef PUSH2
188 return cfgs;
191 /*****************************************************************************
192 * CreateContext
194 * Creates a new context for a window, or a pbuffer context.
196 * * Params:
197 * This: Device to activate the context for
198 * target: Surface this context will render to
199 * display: X11 connection
200 * win: Target window. NULL for a pbuffer
202 *****************************************************************************/
203 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win) {
204 Drawable drawable = win, oldDrawable;
205 XVisualInfo *visinfo = NULL;
206 GLXFBConfig *cfgs = NULL;
207 GLXContext ctx = NULL, oldCtx;
208 WineD3DContext *ret = NULL;
210 TRACE("(%p): Creating a %s context for render target %p\n", This, win ? "onscreen" : "offscreen", target);
212 if(!win) {
213 int attribs[256];
214 int nAttribs = 0;
216 TRACE("Creating a pBuffer drawable for the new context\n");
218 cfgs = pbuffer_find_fbconfigs(This, target, display);
219 if(!cfgs) {
220 ERR("Cannot find a frame buffer configuration for the pbuffer\n");
221 goto out;
224 attribs[nAttribs++] = GLX_PBUFFER_WIDTH;
225 attribs[nAttribs++] = target->currentDesc.Width;
226 attribs[nAttribs++] = GLX_PBUFFER_HEIGHT;
227 attribs[nAttribs++] = target->currentDesc.Height;
228 attribs[nAttribs++] = None;
230 visinfo = glXGetVisualFromFBConfig(display, cfgs[0]);
231 if(!visinfo) {
232 ERR("Cannot find a visual for the pbuffer\n");
233 goto out;
236 drawable = glXCreatePbuffer(display, cfgs[0], attribs);
238 if(!drawable) {
239 ERR("Cannot create a pbuffer\n");
240 goto out;
242 XFree(cfgs);
243 cfgs = NULL;
244 } else {
245 /* Create an onscreen target */
246 XVisualInfo template;
247 int num;
249 template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
250 /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
251 (or the best possible if none is requested) */
252 TRACE("Found x visual ID : %ld\n", template.visualid);
253 visinfo = XGetVisualInfo(display, VisualIDMask, &template, &num);
255 if (NULL == visinfo) {
256 ERR("cannot really get XVisual\n");
257 goto out;
258 } else {
259 int n, value;
260 /* Write out some debug info about the visual/s */
261 TRACE("Using x visual ID : %ld\n", template.visualid);
262 TRACE(" visual info: %p\n", visinfo);
263 TRACE(" num items : %d\n", num);
264 for (n = 0;n < num; n++) {
265 TRACE("=====item=====: %d\n", n + 1);
266 TRACE(" visualid : %ld\n", visinfo[n].visualid);
267 TRACE(" screen : %d\n", visinfo[n].screen);
268 TRACE(" depth : %u\n", visinfo[n].depth);
269 TRACE(" class : %d\n", visinfo[n].class);
270 TRACE(" red_mask : %ld\n", visinfo[n].red_mask);
271 TRACE(" green_mask : %ld\n", visinfo[n].green_mask);
272 TRACE(" blue_mask : %ld\n", visinfo[n].blue_mask);
273 TRACE(" colormap_size : %d\n", visinfo[n].colormap_size);
274 TRACE(" bits_per_rgb : %d\n", visinfo[n].bits_per_rgb);
275 /* log some extra glx info */
276 glXGetConfig(display, visinfo, GLX_AUX_BUFFERS, &value);
277 TRACE(" gl_aux_buffers : %d\n", value);
278 glXGetConfig(display, visinfo, GLX_BUFFER_SIZE ,&value);
279 TRACE(" gl_buffer_size : %d\n", value);
280 glXGetConfig(display, visinfo, GLX_RED_SIZE, &value);
281 TRACE(" gl_red_size : %d\n", value);
282 glXGetConfig(display, visinfo, GLX_GREEN_SIZE, &value);
283 TRACE(" gl_green_size : %d\n", value);
284 glXGetConfig(display, visinfo, GLX_BLUE_SIZE, &value);
285 TRACE(" gl_blue_size : %d\n", value);
286 glXGetConfig(display, visinfo, GLX_ALPHA_SIZE, &value);
287 TRACE(" gl_alpha_size : %d\n", value);
288 glXGetConfig(display, visinfo, GLX_DEPTH_SIZE ,&value);
289 TRACE(" gl_depth_size : %d\n", value);
290 glXGetConfig(display, visinfo, GLX_STENCIL_SIZE, &value);
291 TRACE(" gl_stencil_size : %d\n", value);
293 /* Now choose a similar visual ID*/
297 ctx = glXCreateContext(display, visinfo,
298 This->numContexts ? This->contexts[0]->glCtx : NULL,
299 GL_TRUE);
300 if(!ctx) {
301 ERR("Failed to create a glX context\n");
302 if(drawable != win) glXDestroyPbuffer(display, drawable);
303 goto out;
305 ret = AddContextToArray(This, display, ctx, drawable);
306 if(!ret) {
307 ERR("Failed to add the newly created context to the context list\n");
308 glXDestroyContext(display, ctx);
309 if(drawable != win) glXDestroyPbuffer(display, drawable);
310 goto out;
312 ret->surface = (IWineD3DSurface *) target;
313 ret->isPBuffer = win == 0;
315 TRACE("Successfully created new context %p\n", ret);
317 /* Set up the context defaults */
318 oldCtx = glXGetCurrentContext();
319 oldDrawable = glXGetCurrentDrawable();
320 if(glXMakeCurrent(display, drawable, ctx) == FALSE) {
321 ERR("Cannot activate context to set up defaults\n");
322 goto out;
325 TRACE("Setting up the screen\n");
326 /* Clear the screen */
327 glClearColor(1.0, 0.0, 0.0, 0.0);
328 checkGLcall("glClearColor");
329 glClearIndex(0);
330 glClearDepth(1);
331 glClearStencil(0xffff);
333 checkGLcall("glClear");
335 glColor3f(1.0, 1.0, 1.0);
336 checkGLcall("glColor3f");
338 glEnable(GL_LIGHTING);
339 checkGLcall("glEnable");
341 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
342 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
344 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
345 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
347 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
348 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
350 glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);
351 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);");
352 glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);
353 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);");
355 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
356 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
357 * and textures in DIB sections(due to the memory protection).
359 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
360 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
363 if(oldDrawable && oldCtx) {
364 glXMakeCurrent(display, oldDrawable, oldCtx);
367 out:
368 if(visinfo) XFree(visinfo);
369 if(cfgs) XFree(cfgs);
370 return ret;
373 /*****************************************************************************
374 * RemoveContextFromArray
376 * Removes a context from the context manager. The opengl context is not
377 * destroyed or unset. context is not a valid pointer after that call.
379 * Similar to the former call this isn't a performance critical function. A
380 * helper function for DestroyContext.
382 * Params:
383 * This: Device to activate the context for
384 * context: Context to remove
386 *****************************************************************************/
387 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
388 UINT t, s;
389 WineD3DContext **oldArray = This->contexts;
391 TRACE("Removing ctx %p\n", context);
393 This->numContexts--;
395 if(This->numContexts) {
396 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
397 if(!This->contexts) {
398 ERR("Cannot allocate a new context array, PANIC!!!\n");
400 t = 0;
401 for(s = 0; s < This->numContexts; s++) {
402 if(oldArray[s] == context) continue;
403 This->contexts[t] = oldArray[s];
404 t++;
406 } else {
407 This->contexts = NULL;
410 HeapFree(GetProcessHeap(), 0, context);
411 HeapFree(GetProcessHeap(), 0, oldArray);
414 /*****************************************************************************
415 * DestroyContext
417 * Destroys a wineD3DContext
419 * Params:
420 * This: Device to activate the context for
421 * context: Context to destroy
423 *****************************************************************************/
424 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
426 /* check that we are the current context first */
427 TRACE("Destroying ctx %p\n", context);
428 if(glXGetCurrentContext() == context->glCtx){
429 glXMakeCurrent(context->display, None, NULL);
432 glXDestroyContext(context->display, context->glCtx);
433 if(context->isPBuffer) {
434 glXDestroyPbuffer(context->display, context->drawable);
436 RemoveContextFromArray(This, context);
439 /*****************************************************************************
440 * SetupForBlit
442 * Sets up a context for DirectDraw blitting.
443 * All texture units are disabled, except unit 0
444 * Texture unit 0 is activted where GL_TEXTURE_2D is activated
445 * fog, lighting, blending, alpha test, z test, scissor test, culling diabled
446 * color writing enabled for all channels
447 * register combiners disabled, shaders disabled
448 * world matris is set to identity, texture matrix 0 too
449 * projection matrix is setup for drawing screen coordinates
451 * Params:
452 * This: Device to activate the context for
453 * context: Context to setup
454 * width: render target width
455 * height: render target height
457 *****************************************************************************/
458 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
459 int i;
461 TRACE("Setting up context %p for blitting\n", context);
462 if(context->last_was_blit) {
463 TRACE("Context is already set up for blitting, nothing to do\n");
464 return;
466 context->last_was_blit = TRUE;
468 /* TODO: Use a display list */
470 /* Disable shaders */
471 This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
472 Context_MarkStateDirty(context, STATE_VSHADER);
473 Context_MarkStateDirty(context, STATE_PIXELSHADER);
475 /* Disable all textures. The caller can then bind a texture it wants to blit
476 * from
478 if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
479 glDisable(GL_REGISTER_COMBINERS_NV);
480 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
482 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
483 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
484 * function texture unit. No need to care for higher samplers
486 for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
487 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
488 checkGLcall("glActiveTextureARB");
490 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
491 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
492 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
494 glDisable(GL_TEXTURE_3D);
495 checkGLcall("glDisable GL_TEXTURE_3D");
496 glDisable(GL_TEXTURE_2D);
497 checkGLcall("glDisable GL_TEXTURE_2D");
499 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
500 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
502 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
503 Context_MarkStateDirty(context, STATE_SAMPLER(i));
505 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
506 checkGLcall("glActiveTextureARB");
508 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
509 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
510 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
512 glDisable(GL_TEXTURE_3D);
513 checkGLcall("glDisable GL_TEXTURE_3D");
514 glEnable(GL_TEXTURE_2D);
515 checkGLcall("glEnable GL_TEXTURE_2D");
517 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
519 glMatrixMode(GL_TEXTURE);
520 checkGLcall("glMatrixMode(GL_TEXTURE)");
521 glLoadIdentity();
522 checkGLcall("glLoadIdentity()");
523 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0));
525 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
526 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
527 GL_TEXTURE_LOD_BIAS_EXT,
528 0.0);
529 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
531 Context_MarkStateDirty(context, STATE_SAMPLER(0));
532 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP));
534 /* Other misc states */
535 glDisable(GL_ALPHA_TEST);
536 checkGLcall("glDisable(GL_ALPHA_TEST)");
537 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
538 glDisable(GL_LIGHTING);
539 checkGLcall("glDisable GL_LIGHTING");
540 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING));
541 glDisable(GL_DEPTH_TEST);
542 checkGLcall("glDisable GL_DEPTH_TEST");
543 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE));
544 glDisable(GL_FOG);
545 checkGLcall("glDisable GL_FOG");
546 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE));
547 glDisable(GL_BLEND);
548 checkGLcall("glDisable GL_BLEND");
549 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
550 glDisable(GL_CULL_FACE);
551 checkGLcall("glDisable GL_CULL_FACE");
552 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE));
553 glDisable(GL_STENCIL_TEST);
554 checkGLcall("glDisable GL_STENCIL_TEST");
555 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
556 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
557 glDisable(GL_POINT_SPRITE_ARB);
558 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
559 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
561 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
562 checkGLcall("glColorMask");
563 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
565 /* Setup transforms */
566 glMatrixMode(GL_MODELVIEW);
567 checkGLcall("glMatrixMode(GL_MODELVIEW)");
568 glLoadIdentity();
569 checkGLcall("glLoadIdentity()");
570 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
572 glMatrixMode(GL_PROJECTION);
573 checkGLcall("glMatrixMode(GL_PROJECTION)");
574 glLoadIdentity();
575 checkGLcall("glLoadIdentity()");
576 glOrtho(0, width, height, 0, 0.0, -1.0);
577 checkGLcall("glOrtho");
578 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
580 context->last_was_rhw = TRUE;
581 Context_MarkStateDirty(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
583 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
584 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
585 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
586 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
587 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
588 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
589 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
591 glViewport(0, 0, width, height);
592 checkGLcall("glViewport");
593 Context_MarkStateDirty(context, STATE_VIEWPORT);
596 /*****************************************************************************
597 * ActivateContext
599 * Finds a rendering context and drawable matching the device and render
600 * target for the current thread, activates them and puts them into the
601 * requested state.
603 * Params:
604 * This: Device to activate the context for
605 * target: Requested render target
606 * usage: Prepares the context for blitting, drawing or other actions
608 *****************************************************************************/
609 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
610 DWORD tid = This->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED ? GetCurrentThreadId() : 0;
611 int i;
612 DWORD dirtyState, idx;
613 BYTE shift;
614 WineD3DContext *context = This->activeContext;
615 BOOL oldRenderOffscreen = This->render_offscreen;
617 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
619 if(This->lastActiveRenderTarget != target) {
620 IWineD3DSwapChain *swapchain = NULL;
621 HRESULT hr;
622 BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
624 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
625 if(hr == WINED3D_OK && swapchain) {
626 TRACE("Rendering onscreen\n");
627 context = ((IWineD3DSwapChainImpl *) swapchain)->context[0];
628 This->render_offscreen = FALSE;
629 /* The context != This->activeContext will catch a NOP context change. This can occur
630 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
631 * rendering. No context change is needed in that case
634 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && oldRenderOffscreen) {
635 set_render_target_fbo((IWineD3DDevice *) This, 0, target);
636 } else if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
637 if(((IWineD3DSwapChainImpl *) swapchain)->backBuffer) {
638 glDrawBuffer(GL_BACK);
639 checkGLcall("glDrawBuffer(GL_BACK)");
640 } else {
641 glDrawBuffer(GL_FRONT);
642 checkGLcall("glDrawBuffer(GL_FRONT)");
645 IWineD3DSwapChain_Release(swapchain);
647 if(oldRenderOffscreen) {
648 Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
649 Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
650 Context_MarkStateDirty(context, STATE_VDECL);
651 Context_MarkStateDirty(context, STATE_VIEWPORT);
653 } else {
654 TRACE("Rendering offscreen\n");
655 This->render_offscreen = TRUE;
657 switch(wined3d_settings.offscreen_rendering_mode) {
658 case ORM_FBO:
659 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
660 if(This->activeContext) {
661 context = This->activeContext;
662 } else {
663 /* This may happen if the app jumps streight into offscreen rendering
664 * Start using the context of the primary swapchain
666 context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0];
668 set_render_target_fbo((IWineD3DDevice *) This, 0, target);
669 break;
671 case ORM_PBUFFER:
673 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
674 if(This->pbufferContext == NULL ||
675 This->pbufferWidth < targetimpl->currentDesc.Width ||
676 This->pbufferHeight < targetimpl->currentDesc.Height) {
677 if(This->pbufferContext) {
678 DestroyContext(This, This->pbufferContext);
681 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
682 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
684 This->pbufferContext = CreateContext(This, targetimpl,
685 ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->display,
686 0 /* Window */);
687 This->pbufferWidth = targetimpl->currentDesc.Width;
688 This->pbufferHeight = targetimpl->currentDesc.Height;
691 if(This->pbufferContext) {
692 context = This->pbufferContext;
693 break;
694 } else {
695 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
696 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
700 case ORM_BACKBUFFER:
701 /* Stay with the currently active context for back buffer rendering */
702 if(This->activeContext) {
703 context = This->activeContext;
704 } else {
705 /* This may happen if the app jumps streight into offscreen rendering
706 * Start using the context of the primary swapchain
708 context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0];
710 glDrawBuffer(This->offscreenBuffer);
711 checkGLcall("glDrawBuffer(This->offscreenBuffer)");
712 break;
715 if(!oldRenderOffscreen) {
716 Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
717 Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
718 Context_MarkStateDirty(context, STATE_VDECL);
719 Context_MarkStateDirty(context, STATE_VIEWPORT);
722 if (readTexture) {
723 BOOL oldInDraw = This->isInDraw;
725 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
726 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
727 * when using offscreen rendering with multithreading
729 This->isInDraw = TRUE;
731 /* Do that before switching the context:
732 * Read the back buffer of the old drawable into the destination texture
734 IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
736 /* Assume that the drawable will be modified by some other things now */
737 ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->Flags &= ~SFLAG_INDRAWABLE;
739 This->isInDraw = oldInDraw;
741 This->lastActiveRenderTarget = target;
742 if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
743 This->depth_copy_state = WINED3D_DCS_COPY;
745 } else {
746 /* Stick to the old context */
747 context = This->activeContext;
750 /* Activate the opengl context */
751 if(context != This->activeContext) {
752 Bool ret;
753 TRACE("Switching gl ctx to %p, drawable=%ld, ctx=%p\n", context, context->drawable, context->glCtx);
754 ret = glXMakeCurrent(context->display, context->drawable, context->glCtx);
755 if(ret == FALSE) {
756 ERR("Failed to activate the new context\n");
758 This->activeContext = context;
761 switch(usage) {
762 case CTXUSAGE_RESOURCELOAD:
763 /* This does not require any special states to be set up */
764 break;
766 case CTXUSAGE_DRAWPRIM:
767 /* This needs all dirty states applied */
768 for(i=0; i < context->numDirtyEntries; i++) {
769 dirtyState = context->dirtyArray[i];
770 idx = dirtyState >> 5;
771 shift = dirtyState & 0x1f;
772 context->isStateDirty[idx] &= ~(1 << shift);
773 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
775 context->numDirtyEntries = 0; /* This makes the whole list clean */
776 context->last_was_blit = FALSE;
777 break;
779 case CTXUSAGE_BLIT:
780 SetupForBlit(This, context,
781 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
782 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
783 break;
785 default:
786 FIXME("Unexpected context usage requested\n");