wined3d: Retrieve the GL texture through a function.
[wine/multimedia.git] / dlls / wined3d / context.c
blob4f3cd6793c4afa897cefe0c9ad4135c262622099
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
23 #include <stdio.h>
24 #ifdef HAVE_FLOAT_H
25 # include <float.h>
26 #endif
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 static DWORD wined3d_context_tls_idx;
33 /* FBO helper functions */
35 /* GL locking is done by the caller */
36 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
38 const struct wined3d_gl_info *gl_info = context->gl_info;
39 GLuint f;
41 if (!fbo)
43 f = 0;
45 else
47 if (!*fbo)
49 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo);
53 f = *fbo;
56 switch (target)
58 case GL_READ_FRAMEBUFFER:
59 if (context->fbo_read_binding == f) return;
60 context->fbo_read_binding = f;
61 break;
63 case GL_DRAW_FRAMEBUFFER:
64 if (context->fbo_draw_binding == f) return;
65 context->fbo_draw_binding = f;
66 break;
68 case GL_FRAMEBUFFER:
69 if (context->fbo_read_binding == f
70 && context->fbo_draw_binding == f) return;
71 context->fbo_read_binding = f;
72 context->fbo_draw_binding = f;
73 break;
75 default:
76 FIXME("Unhandled target %#x.\n", target);
77 break;
80 gl_info->fbo_ops.glBindFramebuffer(target, f);
81 checkGLcall("glBindFramebuffer()");
84 /* GL locking is done by the caller */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
87 unsigned int i;
89 for (i = 0; i < gl_info->limits.buffers; ++i)
91 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
97 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
98 checkGLcall("glFramebufferTexture2D()");
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
104 const struct wined3d_gl_info *gl_info = context->gl_info;
106 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
107 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
108 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
110 gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
111 checkGLcall("glDeleteFramebuffers()");
114 /* GL locking is done by the caller */
115 static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface, DWORD location)
117 /* Update base texture states array */
118 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
120 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
121 IWineD3DDeviceImpl *device = surface->resource.device;
122 BOOL update_minfilter = FALSE;
123 BOOL update_magfilter = FALSE;
124 struct gl_texture *gl_tex;
126 switch (location)
128 case SFLAG_INTEXTURE:
129 case SFLAG_INSRGBTEX:
130 gl_tex = basetexture_get_gl_texture(texture, location == SFLAG_INSRGBTEX);
131 break;
133 default:
134 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
135 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
136 return;
139 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
140 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
142 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
143 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
144 update_minfilter = TRUE;
147 if (gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
149 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
150 update_magfilter = TRUE;
153 if (texture->baseTexture.bindCount)
155 WARN("Render targets should not be bound to a sampler\n");
156 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture->baseTexture.sampler));
159 if (update_minfilter || update_magfilter)
161 GLenum target, bind_target;
162 GLint old_binding;
164 target = surface->texture_target;
165 if (target == GL_TEXTURE_2D)
167 bind_target = GL_TEXTURE_2D;
168 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
170 else if (target == GL_TEXTURE_RECTANGLE_ARB)
172 bind_target = GL_TEXTURE_RECTANGLE_ARB;
173 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
175 else
177 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
178 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
181 glBindTexture(bind_target, gl_tex->name);
182 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
183 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
184 glBindTexture(bind_target, old_binding);
187 checkGLcall("apply_attachment_filter_states()");
191 /* GL locking is done by the caller */
192 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
193 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer)
195 const struct wined3d_gl_info *gl_info = context->gl_info;
197 TRACE("Attach depth stencil %p\n", depth_stencil);
199 if (depth_stencil)
201 DWORD format_flags = depth_stencil->resource.format->flags;
203 if (use_render_buffer && depth_stencil->current_renderbuffer)
205 if (format_flags & WINED3DFMT_FLAG_DEPTH)
207 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
208 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
209 checkGLcall("glFramebufferRenderbuffer()");
212 if (format_flags & WINED3DFMT_FLAG_STENCIL)
214 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
215 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
216 checkGLcall("glFramebufferRenderbuffer()");
219 else
221 surface_prepare_texture(depth_stencil, gl_info, FALSE);
222 context_apply_attachment_filter_states(depth_stencil, SFLAG_INTEXTURE);
224 if (format_flags & WINED3DFMT_FLAG_DEPTH)
226 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
227 depth_stencil->texture_target, depth_stencil->texture_name,
228 depth_stencil->texture_level);
229 checkGLcall("glFramebufferTexture2D()");
232 if (format_flags & WINED3DFMT_FLAG_STENCIL)
234 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
235 depth_stencil->texture_target, depth_stencil->texture_name,
236 depth_stencil->texture_level);
237 checkGLcall("glFramebufferTexture2D()");
241 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
243 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
244 checkGLcall("glFramebufferTexture2D()");
247 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
249 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
250 checkGLcall("glFramebufferTexture2D()");
253 else
255 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
256 checkGLcall("glFramebufferTexture2D()");
258 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
259 checkGLcall("glFramebufferTexture2D()");
263 /* GL locking is done by the caller */
264 static void context_attach_surface_fbo(const struct wined3d_context *context,
265 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface, DWORD location)
267 const struct wined3d_gl_info *gl_info = context->gl_info;
269 TRACE("Attach surface %p to %u\n", surface, idx);
271 if (surface && surface->resource.format->id != WINED3DFMT_NULL)
273 BOOL srgb;
275 switch (location)
277 case SFLAG_INTEXTURE:
278 case SFLAG_INSRGBTEX:
279 srgb = location == SFLAG_INSRGBTEX;
280 surface_prepare_texture(surface, gl_info, srgb);
281 context_apply_attachment_filter_states(surface, location);
282 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
283 surface->texture_target, surface_get_texture_name(surface, srgb),
284 surface->texture_level);
285 break;
287 default:
288 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
289 break;
291 checkGLcall("glFramebufferTexture2D()");
293 else
295 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
296 checkGLcall("glFramebufferTexture2D()");
300 /* GL locking is done by the caller */
301 static void context_check_fbo_status(struct wined3d_context *context, GLenum target)
303 const struct wined3d_gl_info *gl_info = context->gl_info;
304 GLenum status;
306 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
307 if (status == GL_FRAMEBUFFER_COMPLETE)
309 TRACE("FBO complete\n");
310 } else {
311 IWineD3DSurfaceImpl *attachment;
312 unsigned int i;
313 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
315 if (!context->current_fbo)
317 ERR("FBO 0 is incomplete, driver bug?\n");
318 return;
321 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
322 context->current_fbo->location);
324 /* Dump the FBO attachments */
325 for (i = 0; i < gl_info->limits.buffers; ++i)
327 attachment = context->current_fbo->render_targets[i];
328 if (attachment)
330 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
331 i, attachment, debug_d3dformat(attachment->resource.format->id),
332 attachment->pow2Width, attachment->pow2Height);
335 attachment = context->current_fbo->depth_stencil;
336 if (attachment)
338 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
339 attachment, debug_d3dformat(attachment->resource.format->id),
340 attachment->pow2Width, attachment->pow2Height);
345 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context,
346 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
348 const struct wined3d_gl_info *gl_info = context->gl_info;
349 struct fbo_entry *entry;
351 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
352 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
353 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
354 entry->depth_stencil = depth_stencil;
355 entry->location = location;
356 entry->attached = FALSE;
357 entry->id = 0;
359 return entry;
362 /* GL locking is done by the caller */
363 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
364 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil,
365 DWORD location, struct fbo_entry *entry)
367 const struct wined3d_gl_info *gl_info = context->gl_info;
369 context_bind_fbo(context, target, &entry->id);
370 context_clean_fbo_attachments(gl_info, target);
372 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
373 entry->depth_stencil = depth_stencil;
374 entry->location = location;
375 entry->attached = FALSE;
378 /* GL locking is done by the caller */
379 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
381 if (entry->id)
383 TRACE("Destroy FBO %d\n", entry->id);
384 context_destroy_fbo(context, &entry->id);
386 --context->fbo_entry_count;
387 list_remove(&entry->entry);
388 HeapFree(GetProcessHeap(), 0, entry->render_targets);
389 HeapFree(GetProcessHeap(), 0, entry);
393 /* GL locking is done by the caller */
394 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
395 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
397 const struct wined3d_gl_info *gl_info = context->gl_info;
398 struct fbo_entry *entry;
400 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
402 if (!memcmp(entry->render_targets,
403 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
404 && entry->depth_stencil == depth_stencil && entry->location == location)
406 list_remove(&entry->entry);
407 list_add_head(&context->fbo_list, &entry->entry);
408 return entry;
412 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
414 entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
415 list_add_head(&context->fbo_list, &entry->entry);
416 ++context->fbo_entry_count;
418 else
420 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
421 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
422 list_remove(&entry->entry);
423 list_add_head(&context->fbo_list, &entry->entry);
426 return entry;
429 /* GL locking is done by the caller */
430 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
432 const struct wined3d_gl_info *gl_info = context->gl_info;
433 unsigned int i;
435 context_bind_fbo(context, target, &entry->id);
437 if (!entry->attached)
439 /* Apply render targets */
440 for (i = 0; i < gl_info->limits.buffers; ++i)
442 context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
445 /* Apply depth targets */
446 if (entry->depth_stencil)
448 surface_set_compatible_renderbuffer(entry->depth_stencil,
449 entry->render_targets[0]->pow2Width, entry->render_targets[0]->pow2Height);
451 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, TRUE);
453 entry->attached = TRUE;
455 else
457 for (i = 0; i < gl_info->limits.buffers; ++i)
459 if (entry->render_targets[i])
460 context_apply_attachment_filter_states(entry->render_targets[i], entry->location);
462 if (entry->depth_stencil)
463 context_apply_attachment_filter_states(entry->depth_stencil, SFLAG_INTEXTURE);
467 /* GL locking is done by the caller */
468 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
469 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
471 struct fbo_entry *entry, *entry2;
473 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
475 context_destroy_fbo_entry(context, entry);
478 if (context->rebind_fbo)
480 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
481 context->rebind_fbo = FALSE;
484 if (render_targets)
486 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
487 context_apply_fbo_entry(context, target, context->current_fbo);
489 else
491 context->current_fbo = NULL;
492 context_bind_fbo(context, target, NULL);
495 context_check_fbo_status(context, target);
498 /* GL locking is done by the caller */
499 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
500 IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
502 if (location != SFLAG_INDRAWABLE || surface_is_offscreen(render_target))
504 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
505 context->blit_targets[0] = render_target;
506 if (clear_size) memset(&context->blit_targets[1], 0, clear_size);
507 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
509 else
511 context_apply_fbo_state(context, target, NULL, NULL, location);
515 /* Context activation is done by the caller. */
516 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
518 const struct wined3d_gl_info *gl_info = context->gl_info;
520 if (context->free_occlusion_query_count)
522 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
524 else
526 if (gl_info->supported[ARB_OCCLUSION_QUERY])
528 ENTER_GL();
529 GL_EXTCALL(glGenQueriesARB(1, &query->id));
530 checkGLcall("glGenQueriesARB");
531 LEAVE_GL();
533 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
535 else
537 WARN("Occlusion queries not supported, not allocating query id.\n");
538 query->id = 0;
542 query->context = context;
543 list_add_head(&context->occlusion_queries, &query->entry);
546 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
548 struct wined3d_context *context = query->context;
550 list_remove(&query->entry);
551 query->context = NULL;
553 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
555 UINT new_size = context->free_occlusion_query_size << 1;
556 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
557 new_size * sizeof(*context->free_occlusion_queries));
559 if (!new_data)
561 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
562 return;
565 context->free_occlusion_query_size = new_size;
566 context->free_occlusion_queries = new_data;
569 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
572 /* Context activation is done by the caller. */
573 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
575 const struct wined3d_gl_info *gl_info = context->gl_info;
577 if (context->free_event_query_count)
579 query->object = context->free_event_queries[--context->free_event_query_count];
581 else
583 if (gl_info->supported[ARB_SYNC])
585 /* Using ARB_sync, not much to do here. */
586 query->object.sync = NULL;
587 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
589 else if (gl_info->supported[APPLE_FENCE])
591 ENTER_GL();
592 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
593 checkGLcall("glGenFencesAPPLE");
594 LEAVE_GL();
596 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
598 else if(gl_info->supported[NV_FENCE])
600 ENTER_GL();
601 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
602 checkGLcall("glGenFencesNV");
603 LEAVE_GL();
605 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
607 else
609 WARN("Event queries not supported, not allocating query id.\n");
610 query->object.id = 0;
614 query->context = context;
615 list_add_head(&context->event_queries, &query->entry);
618 void context_free_event_query(struct wined3d_event_query *query)
620 struct wined3d_context *context = query->context;
622 list_remove(&query->entry);
623 query->context = NULL;
625 if (context->free_event_query_count >= context->free_event_query_size - 1)
627 UINT new_size = context->free_event_query_size << 1;
628 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
629 new_size * sizeof(*context->free_event_queries));
631 if (!new_data)
633 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
634 return;
637 context->free_event_query_size = new_size;
638 context->free_event_queries = new_data;
641 context->free_event_queries[context->free_event_query_count++] = query->object;
644 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
646 static void context_enum_surface_fbo_entries(IWineD3DDeviceImpl *device,
647 IWineD3DSurfaceImpl *surface, context_fbo_entry_func_t *callback)
649 UINT i;
651 for (i = 0; i < device->numContexts; ++i)
653 struct wined3d_context *context = device->contexts[i];
654 const struct wined3d_gl_info *gl_info = context->gl_info;
655 struct fbo_entry *entry, *entry2;
657 if (context->current_rt == surface) context->current_rt = NULL;
659 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
661 UINT j;
663 if (entry->depth_stencil == surface)
665 callback(context, entry);
666 continue;
669 for (j = 0; j < gl_info->limits.buffers; ++j)
671 if (entry->render_targets[j] == surface)
673 callback(context, entry);
674 break;
681 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
683 list_remove(&entry->entry);
684 list_add_head(&context->fbo_destroy_list, &entry->entry);
687 void context_resource_released(struct IWineD3DDeviceImpl *device,
688 struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
690 if (!device->d3d_initialized) return;
692 switch (type)
694 case WINED3DRTYPE_SURFACE:
695 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
696 context_queue_fbo_entry_destruction);
697 break;
699 default:
700 break;
704 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
706 entry->attached = FALSE;
709 void context_resource_unloaded(struct IWineD3DDeviceImpl *device,
710 struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
712 switch (type)
714 case WINED3DRTYPE_SURFACE:
715 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
716 context_detach_fbo_entry);
717 break;
719 default:
720 break;
724 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface)
726 const struct wined3d_gl_info *gl_info = context->gl_info;
727 struct fbo_entry *entry = context->current_fbo;
728 unsigned int i;
730 if (!entry || context->rebind_fbo) return;
732 for (i = 0; i < gl_info->limits.buffers; ++i)
734 if (surface == entry->render_targets[i])
736 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
737 context->rebind_fbo = TRUE;
738 return;
742 if (surface == entry->depth_stencil)
744 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
745 context->rebind_fbo = TRUE;
749 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
751 int current = GetPixelFormat(dc);
753 if (current == format) return TRUE;
755 if (!current)
757 if (!SetPixelFormat(dc, format, NULL))
759 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
760 format, dc, GetLastError());
761 return FALSE;
763 return TRUE;
766 /* By default WGL doesn't allow pixel format adjustments but we need it
767 * here. For this reason there's a Wine specific wglSetPixelFormat()
768 * which allows us to set the pixel format multiple times. Only use it
769 * when really needed. */
770 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
772 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
774 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
775 format, dc);
776 return FALSE;
778 return TRUE;
781 /* OpenGL doesn't allow pixel format adjustments. Print an error and
782 * continue using the old format. There's a big chance that the old
783 * format works although with a performance hit and perhaps rendering
784 * errors. */
785 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
786 format, dc, current);
787 return TRUE;
790 static void context_update_window(struct wined3d_context *context)
792 TRACE("Updating context %p window from %p to %p.\n",
793 context, context->win_handle, context->swapchain->win_handle);
795 if (context->valid)
797 if (!ReleaseDC(context->win_handle, context->hdc))
799 ERR("Failed to release device context %p, last error %#x.\n",
800 context->hdc, GetLastError());
803 else context->valid = 1;
805 context->win_handle = context->swapchain->win_handle;
807 if (!(context->hdc = GetDC(context->win_handle)))
809 ERR("Failed to get a device context for window %p.\n", context->win_handle);
810 goto err;
813 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
815 ERR("Failed to set pixel format %d on device context %p.\n",
816 context->pixel_format, context->hdc);
817 goto err;
820 if (!pwglMakeCurrent(context->hdc, context->glCtx))
822 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
823 context->glCtx, context->hdc, GetLastError());
824 goto err;
827 return;
829 err:
830 context->valid = 0;
833 /* Do not call while under the GL lock. */
834 static void context_validate(struct wined3d_context *context)
836 HWND wnd = WindowFromDC(context->hdc);
838 if (wnd != context->win_handle)
840 WARN("DC %p belongs to window %p instead of %p.\n",
841 context->hdc, wnd, context->win_handle);
842 context->valid = 0;
845 if (context->win_handle != context->swapchain->win_handle)
846 context_update_window(context);
849 /* Do not call while under the GL lock. */
850 static void context_destroy_gl_resources(struct wined3d_context *context)
852 const struct wined3d_gl_info *gl_info = context->gl_info;
853 struct wined3d_occlusion_query *occlusion_query;
854 struct wined3d_event_query *event_query;
855 struct fbo_entry *entry, *entry2;
856 HGLRC restore_ctx;
857 HDC restore_dc;
858 unsigned int i;
860 restore_ctx = pwglGetCurrentContext();
861 restore_dc = pwglGetCurrentDC();
863 context_validate(context);
864 if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
865 else restore_ctx = NULL;
867 ENTER_GL();
869 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
871 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
872 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
873 occlusion_query->context = NULL;
876 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
878 if (context->valid)
880 if (gl_info->supported[ARB_SYNC])
882 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
884 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
885 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
887 event_query->context = NULL;
890 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
892 if (!context->valid) entry->id = 0;
893 context_destroy_fbo_entry(context, entry);
896 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
898 if (!context->valid) entry->id = 0;
899 context_destroy_fbo_entry(context, entry);
902 if (context->valid)
904 if (context->dst_fbo)
906 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
907 context_destroy_fbo(context, &context->dst_fbo);
909 if (context->dummy_arbfp_prog)
911 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
914 if (gl_info->supported[ARB_OCCLUSION_QUERY])
915 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
917 if (gl_info->supported[ARB_SYNC])
919 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
921 else if (gl_info->supported[APPLE_FENCE])
923 for (i = 0; i < context->free_event_query_count; ++i)
925 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
928 else if (gl_info->supported[NV_FENCE])
930 for (i = 0; i < context->free_event_query_count; ++i)
932 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
936 checkGLcall("context cleanup");
939 LEAVE_GL();
941 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
942 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
944 if (restore_ctx)
946 if (!pwglMakeCurrent(restore_dc, restore_ctx))
948 DWORD err = GetLastError();
949 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
950 restore_ctx, restore_dc, err);
953 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
955 ERR("Failed to disable GL context.\n");
958 ReleaseDC(context->win_handle, context->hdc);
960 if (!pwglDeleteContext(context->glCtx))
962 DWORD err = GetLastError();
963 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
967 DWORD context_get_tls_idx(void)
969 return wined3d_context_tls_idx;
972 void context_set_tls_idx(DWORD idx)
974 wined3d_context_tls_idx = idx;
977 struct wined3d_context *context_get_current(void)
979 return TlsGetValue(wined3d_context_tls_idx);
982 /* Do not call while under the GL lock. */
983 BOOL context_set_current(struct wined3d_context *ctx)
985 struct wined3d_context *old = context_get_current();
987 if (old == ctx)
989 TRACE("Already using D3D context %p.\n", ctx);
990 return TRUE;
993 if (old)
995 if (old->destroyed)
997 TRACE("Switching away from destroyed context %p.\n", old);
998 context_destroy_gl_resources(old);
999 HeapFree(GetProcessHeap(), 0, old);
1001 else
1003 old->current = 0;
1007 if (ctx)
1009 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1010 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
1012 DWORD err = GetLastError();
1013 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
1014 ctx->glCtx, ctx->hdc, err);
1015 TlsSetValue(wined3d_context_tls_idx, NULL);
1016 return FALSE;
1018 ctx->current = 1;
1020 else if(pwglGetCurrentContext())
1022 TRACE("Clearing current D3D context.\n");
1023 if (!pwglMakeCurrent(NULL, NULL))
1025 DWORD err = GetLastError();
1026 ERR("Failed to clear current GL context, last error %#x.\n", err);
1027 TlsSetValue(wined3d_context_tls_idx, NULL);
1028 return FALSE;
1032 return TlsSetValue(wined3d_context_tls_idx, ctx);
1035 void context_release(struct wined3d_context *context)
1037 TRACE("Releasing context %p, level %u.\n", context, context->level);
1039 if (WARN_ON(d3d))
1041 if (!context->level)
1042 WARN("Context %p is not active.\n", context);
1043 else if (context != context_get_current())
1044 WARN("Context %p is not the current context.\n", context);
1047 if (!--context->level && context->restore_ctx)
1049 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1050 if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
1052 DWORD err = GetLastError();
1053 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1054 context->restore_ctx, context->restore_dc, err);
1056 context->restore_ctx = NULL;
1057 context->restore_dc = NULL;
1061 static void context_enter(struct wined3d_context *context)
1063 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1065 if (!context->level++)
1067 const struct wined3d_context *current_context = context_get_current();
1068 HGLRC current_gl = pwglGetCurrentContext();
1070 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1072 TRACE("Another GL context (%p on device context %p) is already current.\n",
1073 current_gl, pwglGetCurrentDC());
1074 context->restore_ctx = current_gl;
1075 context->restore_dc = pwglGetCurrentDC();
1080 /*****************************************************************************
1081 * Context_MarkStateDirty
1083 * Marks a state in a context dirty. Only one context, opposed to
1084 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1085 * contexts
1087 * Params:
1088 * context: Context to mark the state dirty in
1089 * state: State to mark dirty
1090 * StateTable: Pointer to the state table in use(for state grouping)
1092 *****************************************************************************/
1093 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
1095 DWORD rep = StateTable[state].representative;
1096 DWORD idx;
1097 BYTE shift;
1099 if (isStateDirty(context, rep)) return;
1101 context->dirtyArray[context->numDirtyEntries++] = rep;
1102 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1103 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1104 context->isStateDirty[idx] |= (1 << shift);
1107 /* This function takes care of WineD3D pixel format selection. */
1108 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
1109 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1110 BOOL auxBuffers, int numSamples, BOOL findCompatible)
1112 int iPixelFormat=0;
1113 unsigned int matchtry;
1114 short redBits, greenBits, blueBits, alphaBits, colorBits;
1115 short depthBits=0, stencilBits=0;
1117 static const struct
1119 BOOL require_aux;
1120 BOOL exact_alpha;
1121 BOOL exact_color;
1123 matches[] =
1125 /* First, try without alpha match buffers. MacOS supports aux buffers only
1126 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1127 * Then try without aux buffers - this is the most common cause for not
1128 * finding a pixel format. Also some drivers(the open source ones)
1129 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1130 * match, then try without an exact alpha and color match.
1132 { TRUE, TRUE, TRUE },
1133 { TRUE, FALSE, TRUE },
1134 { FALSE, TRUE, TRUE },
1135 { FALSE, FALSE, TRUE },
1136 { TRUE, FALSE, FALSE },
1137 { FALSE, FALSE, FALSE },
1140 int i = 0;
1141 int nCfgs = This->adapter->nCfgs;
1143 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1144 debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1145 auxBuffers, numSamples, findCompatible);
1147 if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1149 ERR("Unable to get color bits for format %s (%#x)!\n",
1150 debug_d3dformat(color_format->id), color_format->id);
1151 return 0;
1154 getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1156 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1157 for(i=0; i<nCfgs; i++) {
1158 BOOL exactDepthMatch = TRUE;
1159 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1161 /* For now only accept RGBA formats. Perhaps some day we will
1162 * allow floating point formats for pbuffers. */
1163 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1164 continue;
1166 /* In window mode we need a window drawable format and double buffering. */
1167 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1168 continue;
1170 /* We like to have aux buffers in backbuffer mode */
1171 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1172 continue;
1174 if(matches[matchtry].exact_color) {
1175 if(cfg->redSize != redBits)
1176 continue;
1177 if(cfg->greenSize != greenBits)
1178 continue;
1179 if(cfg->blueSize != blueBits)
1180 continue;
1181 } else {
1182 if(cfg->redSize < redBits)
1183 continue;
1184 if(cfg->greenSize < greenBits)
1185 continue;
1186 if(cfg->blueSize < blueBits)
1187 continue;
1189 if(matches[matchtry].exact_alpha) {
1190 if(cfg->alphaSize != alphaBits)
1191 continue;
1192 } else {
1193 if(cfg->alphaSize < alphaBits)
1194 continue;
1197 /* We try to locate a format which matches our requirements exactly. In case of
1198 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1199 if(cfg->depthSize < depthBits)
1200 continue;
1201 else if(cfg->depthSize > depthBits)
1202 exactDepthMatch = FALSE;
1204 /* In all cases make sure the number of stencil bits matches our requirements
1205 * even when we don't need stencil because it could affect performance EXCEPT
1206 * on cards which don't offer depth formats without stencil like the i915 drivers
1207 * on Linux. */
1208 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1209 continue;
1211 /* Check multisampling support */
1212 if(cfg->numSamples != numSamples)
1213 continue;
1215 /* When we have passed all the checks then we have found a format which matches our
1216 * requirements. Note that we only check for a limit number of capabilities right now,
1217 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1218 * can still differ in things like multisampling, stereo, SRGB and other flags.
1221 /* Exit the loop as we have found a format :) */
1222 if(exactDepthMatch) {
1223 iPixelFormat = cfg->iPixelFormat;
1224 break;
1225 } else if(!iPixelFormat) {
1226 /* In the end we might end up with a format which doesn't exactly match our depth
1227 * requirements. Accept the first format we found because formats with higher iPixelFormat
1228 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1229 iPixelFormat = cfg->iPixelFormat;
1234 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1235 if(!iPixelFormat && !findCompatible) {
1236 ERR("Can't find a suitable iPixelFormat\n");
1237 return FALSE;
1238 } else if(!iPixelFormat) {
1239 PIXELFORMATDESCRIPTOR pfd;
1241 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1242 /* PixelFormat selection */
1243 ZeroMemory(&pfd, sizeof(pfd));
1244 pfd.nSize = sizeof(pfd);
1245 pfd.nVersion = 1;
1246 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1247 pfd.iPixelType = PFD_TYPE_RGBA;
1248 pfd.cAlphaBits = alphaBits;
1249 pfd.cColorBits = colorBits;
1250 pfd.cDepthBits = depthBits;
1251 pfd.cStencilBits = stencilBits;
1252 pfd.iLayerType = PFD_MAIN_PLANE;
1254 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1255 if(!iPixelFormat) {
1256 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1257 ERR("Can't find a suitable iPixelFormat\n");
1258 return FALSE;
1262 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1263 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1264 return iPixelFormat;
1267 /* Do not call while under the GL lock. */
1268 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain,
1269 IWineD3DSurfaceImpl *target, const struct wined3d_format *ds_format)
1271 IWineD3DDeviceImpl *device = swapchain->device;
1272 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1273 const struct wined3d_format *color_format;
1274 struct wined3d_context *ret;
1275 PIXELFORMATDESCRIPTOR pfd;
1276 BOOL auxBuffers = FALSE;
1277 int numSamples = 0;
1278 int pixel_format;
1279 unsigned int s;
1280 int swap_interval;
1281 DWORD state;
1282 HGLRC ctx;
1283 HDC hdc;
1285 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1287 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1288 if (!ret)
1290 ERR("Failed to allocate context memory.\n");
1291 return NULL;
1294 if (!(hdc = GetDC(swapchain->win_handle)))
1296 ERR("Failed to retrieve a device context.\n");
1297 goto out;
1300 color_format = target->resource.format;
1302 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1303 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1304 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1306 auxBuffers = TRUE;
1308 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1309 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1310 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1311 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1314 /* DirectDraw supports 8bit paletted render targets and these are used by
1315 * old games like Starcraft and C&C. Most modern hardware doesn't support
1316 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1317 * conversion (ab)uses the alpha component for storing the palette index.
1318 * For this reason we require a format with 8bit alpha, so request
1319 * A8R8G8B8. */
1320 if (color_format->id == WINED3DFMT_P8_UINT)
1321 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1323 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1324 if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1326 if (!gl_info->supported[ARB_MULTISAMPLE])
1327 WARN("The application is requesting multisampling without support.\n");
1328 else
1330 TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1331 numSamples = swapchain->presentParms.MultiSampleType;
1335 /* Try to find a pixel format which matches our requirements. */
1336 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1337 auxBuffers, numSamples, FALSE /* findCompatible */);
1339 /* Try to locate a compatible format if we weren't able to find anything. */
1340 if (!pixel_format)
1342 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1343 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1344 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1347 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1348 if (!pixel_format)
1350 ERR("Can't find a suitable pixel format.\n");
1351 goto out;
1354 DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1355 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1357 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1358 goto out;
1361 ctx = pwglCreateContext(hdc);
1362 if (device->numContexts)
1364 if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1366 DWORD err = GetLastError();
1367 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1368 device->contexts[0]->glCtx, ctx, err);
1372 if(!ctx) {
1373 ERR("Failed to create a WGL context\n");
1374 goto out;
1377 if (!device_context_add(device, ret))
1379 ERR("Failed to add the newly created context to the context list\n");
1380 if (!pwglDeleteContext(ctx))
1382 DWORD err = GetLastError();
1383 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1385 goto out;
1388 ret->gl_info = gl_info;
1390 /* Mark all states dirty to force a proper initialization of the states
1391 * on the first use of the context. */
1392 for (state = 0; state <= STATE_HIGHEST; ++state)
1394 if (device->StateTable[state].representative)
1395 Context_MarkStateDirty(ret, state, device->StateTable);
1398 ret->swapchain = swapchain;
1399 ret->current_rt = target;
1400 ret->tid = GetCurrentThreadId();
1402 ret->render_offscreen = surface_is_offscreen(target);
1403 ret->draw_buffer_dirty = TRUE;
1404 ret->valid = 1;
1406 ret->glCtx = ctx;
1407 ret->win_handle = swapchain->win_handle;
1408 ret->hdc = hdc;
1409 ret->pixel_format = pixel_format;
1411 if (device->shader_backend->shader_dirtifyable_constants())
1413 /* Create the dirty constants array and initialize them to dirty */
1414 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1415 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1416 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1417 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1418 memset(ret->vshader_const_dirty, 1,
1419 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1420 memset(ret->pshader_const_dirty, 1,
1421 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1424 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1425 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1426 if (!ret->blit_targets) goto out;
1428 ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1429 gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1430 if (!ret->draw_buffers) goto out;
1432 ret->free_occlusion_query_size = 4;
1433 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1434 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1435 if (!ret->free_occlusion_queries) goto out;
1437 list_init(&ret->occlusion_queries);
1439 ret->free_event_query_size = 4;
1440 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1441 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1442 if (!ret->free_event_queries) goto out;
1444 list_init(&ret->event_queries);
1446 TRACE("Successfully created new context %p\n", ret);
1448 list_init(&ret->fbo_list);
1449 list_init(&ret->fbo_destroy_list);
1451 context_enter(ret);
1453 /* Set up the context defaults */
1454 if (!context_set_current(ret))
1456 ERR("Cannot activate context to set up defaults\n");
1457 context_release(ret);
1458 goto out;
1461 switch (swapchain->presentParms.PresentationInterval)
1463 case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1464 swap_interval = 0;
1465 break;
1466 case WINED3DPRESENT_INTERVAL_DEFAULT:
1467 case WINED3DPRESENT_INTERVAL_ONE:
1468 swap_interval = 1;
1469 break;
1470 case WINED3DPRESENT_INTERVAL_TWO:
1471 swap_interval = 2;
1472 break;
1473 case WINED3DPRESENT_INTERVAL_THREE:
1474 swap_interval = 3;
1475 break;
1476 case WINED3DPRESENT_INTERVAL_FOUR:
1477 swap_interval = 4;
1478 break;
1479 default:
1480 FIXME("Unknown presentation interval %08x\n", swapchain->presentParms.PresentationInterval);
1481 swap_interval = 1;
1484 if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1486 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1487 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1488 swap_interval, ret, GetLastError());
1491 ENTER_GL();
1493 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1495 TRACE("Setting up the screen\n");
1496 /* Clear the screen */
1497 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1498 checkGLcall("glClearColor");
1499 glClearIndex(0);
1500 glClearDepth(1);
1501 glClearStencil(0xffff);
1503 checkGLcall("glClear");
1505 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1506 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1508 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1509 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1511 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1512 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1514 glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1515 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1516 glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1517 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1519 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1521 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1522 * and textures in DIB sections(due to the memory protection).
1524 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1525 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1527 if (gl_info->supported[ARB_VERTEX_BLEND])
1529 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1530 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1531 * GL_VERTEX_BLEND_ARB isn't enabled too
1533 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1534 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1536 if (gl_info->supported[NV_TEXTURE_SHADER2])
1538 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1539 * the previous texture where to source the offset from is always unit - 1.
1541 for (s = 1; s < gl_info->limits.textures; ++s)
1543 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1544 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1545 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1548 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1550 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1551 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1552 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1553 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1554 * is ever assigned.
1556 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1557 * program and the dummy program is destroyed when the context is destroyed.
1559 const char *dummy_program =
1560 "!!ARBfp1.0\n"
1561 "MOV result.color, fragment.color.primary;\n"
1562 "END\n";
1563 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1564 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1565 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1568 for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1570 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1571 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1572 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1575 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1577 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1579 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1581 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1584 LEAVE_GL();
1586 device->frag_pipe->enable_extension(TRUE);
1588 TRACE("Created context %p.\n", ret);
1590 return ret;
1592 out:
1593 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1594 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1595 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1596 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1597 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1598 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1599 HeapFree(GetProcessHeap(), 0, ret);
1600 return NULL;
1603 /* Do not call while under the GL lock. */
1604 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1606 BOOL destroy;
1608 TRACE("Destroying ctx %p\n", context);
1610 if (context->tid == GetCurrentThreadId() || !context->current)
1612 context_destroy_gl_resources(context);
1613 TlsSetValue(wined3d_context_tls_idx, NULL);
1614 destroy = TRUE;
1616 else
1618 context->destroyed = 1;
1619 destroy = FALSE;
1622 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1623 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1624 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1625 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1626 device_context_remove(This, context);
1627 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1630 /* GL locking is done by the caller */
1631 static inline void set_blit_dimension(UINT width, UINT height) {
1632 glMatrixMode(GL_PROJECTION);
1633 checkGLcall("glMatrixMode(GL_PROJECTION)");
1634 glLoadIdentity();
1635 checkGLcall("glLoadIdentity()");
1636 glOrtho(0, width, 0, height, 0.0, -1.0);
1637 checkGLcall("glOrtho");
1638 glViewport(0, 0, width, height);
1639 checkGLcall("glViewport");
1642 /*****************************************************************************
1643 * SetupForBlit
1645 * Sets up a context for DirectDraw blitting.
1646 * All texture units are disabled, texture unit 0 is set as current unit
1647 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1648 * color writing enabled for all channels
1649 * register combiners disabled, shaders disabled
1650 * world matrix is set to identity, texture matrix 0 too
1651 * projection matrix is setup for drawing screen coordinates
1653 * Params:
1654 * This: Device to activate the context for
1655 * context: Context to setup
1657 *****************************************************************************/
1658 /* Context activation is done by the caller. */
1659 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1661 int i;
1662 const struct StateEntry *StateTable = This->StateTable;
1663 const struct wined3d_gl_info *gl_info = context->gl_info;
1664 UINT width = context->current_rt->currentDesc.Width;
1665 UINT height = context->current_rt->currentDesc.Height;
1666 DWORD sampler;
1668 TRACE("Setting up context %p for blitting\n", context);
1669 if(context->last_was_blit) {
1670 if(context->blit_w != width || context->blit_h != height) {
1671 ENTER_GL();
1672 set_blit_dimension(width, height);
1673 LEAVE_GL();
1674 context->blit_w = width; context->blit_h = height;
1675 /* No need to dirtify here, the states are still dirtified because they weren't
1676 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1677 * be set
1680 TRACE("Context is already set up for blitting, nothing to do\n");
1681 return;
1683 context->last_was_blit = TRUE;
1685 /* TODO: Use a display list */
1687 /* Disable shaders */
1688 ENTER_GL();
1689 This->shader_backend->shader_select(context, FALSE, FALSE);
1690 LEAVE_GL();
1692 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1693 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1695 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1696 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1697 * which can safely be called from here, we only lock once instead locking/unlocking
1698 * after each GL call.
1700 ENTER_GL();
1702 /* Disable all textures. The caller can then bind a texture it wants to blit
1703 * from
1705 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1706 * function texture unit. No need to care for higher samplers
1708 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1710 sampler = This->rev_tex_unit_map[i];
1711 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1712 checkGLcall("glActiveTextureARB");
1714 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1716 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1717 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1719 glDisable(GL_TEXTURE_3D);
1720 checkGLcall("glDisable GL_TEXTURE_3D");
1721 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1723 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1724 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1726 glDisable(GL_TEXTURE_2D);
1727 checkGLcall("glDisable GL_TEXTURE_2D");
1729 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1730 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1732 if (sampler != WINED3D_UNMAPPED_STAGE)
1734 if (sampler < MAX_TEXTURES) {
1735 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1737 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1740 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1741 checkGLcall("glActiveTextureARB");
1743 sampler = This->rev_tex_unit_map[0];
1745 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1747 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1748 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1750 glDisable(GL_TEXTURE_3D);
1751 checkGLcall("glDisable GL_TEXTURE_3D");
1752 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1754 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1755 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1757 glDisable(GL_TEXTURE_2D);
1758 checkGLcall("glDisable GL_TEXTURE_2D");
1760 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1762 glMatrixMode(GL_TEXTURE);
1763 checkGLcall("glMatrixMode(GL_TEXTURE)");
1764 glLoadIdentity();
1765 checkGLcall("glLoadIdentity()");
1767 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1769 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1770 GL_TEXTURE_LOD_BIAS_EXT,
1771 0.0f);
1772 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1775 if (sampler != WINED3D_UNMAPPED_STAGE)
1777 if (sampler < MAX_TEXTURES) {
1778 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1779 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1781 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1784 /* Other misc states */
1785 glDisable(GL_ALPHA_TEST);
1786 checkGLcall("glDisable(GL_ALPHA_TEST)");
1787 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1788 glDisable(GL_LIGHTING);
1789 checkGLcall("glDisable GL_LIGHTING");
1790 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1791 glDisable(GL_DEPTH_TEST);
1792 checkGLcall("glDisable GL_DEPTH_TEST");
1793 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1794 glDisableWINE(GL_FOG);
1795 checkGLcall("glDisable GL_FOG");
1796 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1797 glDisable(GL_BLEND);
1798 checkGLcall("glDisable GL_BLEND");
1799 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1800 glDisable(GL_CULL_FACE);
1801 checkGLcall("glDisable GL_CULL_FACE");
1802 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1803 glDisable(GL_STENCIL_TEST);
1804 checkGLcall("glDisable GL_STENCIL_TEST");
1805 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1806 glDisable(GL_SCISSOR_TEST);
1807 checkGLcall("glDisable GL_SCISSOR_TEST");
1808 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1809 if (gl_info->supported[ARB_POINT_SPRITE])
1811 glDisable(GL_POINT_SPRITE_ARB);
1812 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1813 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1815 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1816 checkGLcall("glColorMask");
1817 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1818 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
1819 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
1820 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
1821 if (gl_info->supported[EXT_SECONDARY_COLOR])
1823 glDisable(GL_COLOR_SUM_EXT);
1824 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1825 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1828 /* Setup transforms */
1829 glMatrixMode(GL_MODELVIEW);
1830 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1831 glLoadIdentity();
1832 checkGLcall("glLoadIdentity()");
1833 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1835 context->last_was_rhw = TRUE;
1836 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1838 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1839 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1840 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1841 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1842 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1843 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1844 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1846 set_blit_dimension(width, height);
1848 LEAVE_GL();
1850 context->blit_w = width; context->blit_h = height;
1851 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1852 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1854 This->frag_pipe->enable_extension(FALSE);
1857 /* Do not call while under the GL lock. */
1858 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target)
1860 struct wined3d_context *current_context = context_get_current();
1861 struct wined3d_context *context;
1863 if (current_context && current_context->destroyed) current_context = NULL;
1865 if (!target)
1867 if (current_context
1868 && current_context->current_rt
1869 && current_context->swapchain->device == This)
1871 target = current_context->current_rt;
1873 else
1875 IWineD3DSwapChainImpl *swapchain = This->swapchains[0];
1876 if (swapchain->back_buffers) target = swapchain->back_buffers[0];
1877 else target = swapchain->front_buffer;
1881 if (current_context && current_context->current_rt == target)
1883 context_validate(current_context);
1884 return current_context;
1887 if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1889 TRACE("Rendering onscreen\n");
1891 context = swapchain_get_context(target->container.u.swapchain);
1893 else
1895 TRACE("Rendering offscreen\n");
1897 /* Stay with the current context if possible. Otherwise use the
1898 * context for the primary swapchain. */
1899 if (current_context && current_context->swapchain->device == This)
1900 context = current_context;
1901 else
1902 context = swapchain_get_context(This->swapchains[0]);
1905 context_validate(context);
1907 return context;
1910 /* Context activation is done by the caller. */
1911 static void context_apply_draw_buffers(struct wined3d_context *context, UINT rt_count, IWineD3DSurfaceImpl **rts)
1913 if (!surface_is_offscreen(rts[0]))
1915 ENTER_GL();
1916 glDrawBuffer(surface_get_gl_buffer(rts[0]));
1917 checkGLcall("glDrawBuffer()");
1918 LEAVE_GL();
1920 else
1922 ENTER_GL();
1923 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1925 const struct wined3d_gl_info *gl_info = context->gl_info;
1926 unsigned int i;
1928 for (i = 0; i < gl_info->limits.buffers; ++i)
1930 if (i < rt_count && rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
1931 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1932 else
1933 context->draw_buffers[i] = GL_NONE;
1936 if (gl_info->supported[ARB_DRAW_BUFFERS])
1938 GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, context->draw_buffers));
1939 checkGLcall("glDrawBuffers()");
1941 else
1943 glDrawBuffer(context->draw_buffers[0]);
1944 checkGLcall("glDrawBuffer()");
1947 else
1949 glDrawBuffer(rts[0]->resource.device->offscreenBuffer);
1950 checkGLcall("glDrawBuffer()");
1952 LEAVE_GL();
1956 /* GL locking is done by the caller. */
1957 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1959 glDrawBuffer(buffer);
1960 checkGLcall("glDrawBuffer()");
1961 context->draw_buffer_dirty = TRUE;
1964 static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
1965 BOOL offscreen)
1967 if (context->render_offscreen == offscreen) return;
1969 Context_MarkStateDirty(context, STATE_POINTSPRITECOORDORIGIN, StateTable);
1970 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1971 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1972 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1973 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1974 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1975 context->render_offscreen = offscreen;
1978 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
1979 const struct wined3d_format *required)
1981 short existing_depth, existing_stencil, required_depth, required_stencil;
1983 if (existing == required) return TRUE;
1984 if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
1986 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
1987 getDepthStencilBits(required, &required_depth, &required_stencil);
1989 if(existing_depth < required_depth) return FALSE;
1990 /* If stencil bits are used the exact amount is required - otherwise wrapping
1991 * won't work correctly */
1992 if(required_stencil && required_stencil != existing_stencil) return FALSE;
1993 return TRUE;
1995 /* The caller provides a context */
1996 static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device,
1997 struct wined3d_context *context, IWineD3DSurfaceImpl *depth_stencil)
1999 /* Onscreen surfaces are always in a swapchain */
2000 IWineD3DSwapChainImpl *swapchain = context->current_rt->container.u.swapchain;
2002 if (context->render_offscreen || !depth_stencil) return;
2003 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
2005 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2006 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2007 * format. */
2008 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2010 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2011 surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
2012 swapchain->render_to_fbo = TRUE;
2013 context_set_render_offscreen(context, device->StateTable, TRUE);
2016 /* Context activation is done by the caller. */
2017 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2019 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2021 context_validate_onscreen_formats(device, context, NULL);
2023 if (context->render_offscreen)
2025 surface_internal_preload(context->current_rt, SRGB_RGB);
2027 ENTER_GL();
2028 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL, SFLAG_INTEXTURE);
2029 LEAVE_GL();
2031 else
2033 ENTER_GL();
2034 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2035 LEAVE_GL();
2038 context->draw_buffer_dirty = TRUE;
2041 if (context->draw_buffer_dirty)
2043 context_apply_draw_buffers(context, 1, &context->current_rt);
2044 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2045 context->draw_buffer_dirty = FALSE;
2048 SetupForBlit(device, context);
2051 static BOOL context_validate_rt_config(UINT rt_count,
2052 IWineD3DSurfaceImpl **rts, IWineD3DSurfaceImpl *ds)
2054 unsigned int i;
2056 if (ds) return TRUE;
2058 for (i = 0; i < rt_count; ++i)
2060 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2061 return TRUE;
2064 WARN("Invalid render target config, need at least one attachment.\n");
2065 return FALSE;
2068 /* Context activation is done by the caller. */
2069 BOOL context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
2070 UINT rt_count, IWineD3DSurfaceImpl **rts, IWineD3DSurfaceImpl *depth_stencil)
2072 const struct StateEntry *state_table = device->StateTable;
2073 UINT i;
2075 if (!context_validate_rt_config(rt_count, rts, depth_stencil))
2076 return FALSE;
2079 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2081 context_validate_onscreen_formats(device, context, depth_stencil);
2083 ENTER_GL();
2085 if (surface_is_offscreen(rts[0]))
2087 for (i = 0; i < rt_count; ++i)
2089 context->blit_targets[i] = rts[i];
2091 while (i < context->gl_info->limits.buffers)
2093 context->blit_targets[i] = NULL;
2094 ++i;
2096 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, depth_stencil, SFLAG_INTEXTURE);
2098 else
2100 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2103 LEAVE_GL();
2106 context_apply_draw_buffers(context, rt_count, rts);
2107 context->draw_buffer_dirty = TRUE;
2109 if (context->last_was_blit)
2111 device->frag_pipe->enable_extension(TRUE);
2114 /* Blending and clearing should be orthogonal, but tests on the nvidia
2115 * driver show that disabling blending when clearing improves the clearing
2116 * performance incredibly. */
2117 ENTER_GL();
2118 glDisable(GL_BLEND);
2119 glEnable(GL_SCISSOR_TEST);
2120 checkGLcall("glEnable GL_SCISSOR_TEST");
2121 LEAVE_GL();
2123 context->last_was_blit = FALSE;
2124 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2125 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2126 Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2128 return TRUE;
2131 /* Context activation is done by the caller. */
2132 BOOL context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2134 const struct StateEntry *state_table = device->StateTable;
2135 unsigned int i;
2137 if (!context_validate_rt_config(context->gl_info->limits.buffers,
2138 device->render_targets, device->depth_stencil))
2139 return FALSE;
2141 /* Preload resources before FBO setup. Texture preload in particular may
2142 * result in changes to the current FBO, due to using e.g. FBO blits for
2143 * updating a resource location. */
2144 IWineD3DDeviceImpl_FindTexUnitMap(device);
2145 device_preload_textures(device);
2146 if (isStateDirty(context, STATE_VDECL))
2147 device_update_stream_info(device, context->gl_info);
2149 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2151 context_validate_onscreen_formats(device, context, device->depth_stencil);
2153 if (!context->render_offscreen)
2155 ENTER_GL();
2156 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2157 LEAVE_GL();
2159 else
2161 ENTER_GL();
2162 context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets,
2163 device->depth_stencil, SFLAG_INTEXTURE);
2164 LEAVE_GL();
2168 if (context->draw_buffer_dirty)
2170 context_apply_draw_buffers(context, context->gl_info->limits.buffers, device->render_targets);
2171 context->draw_buffer_dirty = FALSE;
2174 if (context->last_was_blit)
2176 device->frag_pipe->enable_extension(TRUE);
2179 ENTER_GL();
2180 for (i = 0; i < context->numDirtyEntries; ++i)
2182 DWORD rep = context->dirtyArray[i];
2183 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2184 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2185 context->isStateDirty[idx] &= ~(1 << shift);
2186 state_table[rep].apply(rep, device->stateBlock, context);
2188 LEAVE_GL();
2189 context->numDirtyEntries = 0; /* This makes the whole list clean */
2190 context->last_was_blit = FALSE;
2192 return TRUE;
2195 static void context_setup_target(IWineD3DDeviceImpl *device,
2196 struct wined3d_context *context, IWineD3DSurfaceImpl *target)
2198 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2199 const struct StateEntry *StateTable = device->StateTable;
2201 if (!target) return;
2202 render_offscreen = surface_is_offscreen(target);
2203 if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2205 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2206 * the alpha blend state changes with different render target formats. */
2207 if (!context->current_rt)
2209 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2211 else
2213 const struct wined3d_format *old = context->current_rt->resource.format;
2214 const struct wined3d_format *new = target->resource.format;
2216 if (old->id != new->id)
2218 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2219 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2220 || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2222 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2224 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2225 if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
2227 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), StateTable);
2231 /* When switching away from an offscreen render target, and we're not
2232 * using FBOs, we have to read the drawable into the texture. This is
2233 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2234 * are some things that need care though. PreLoad needs a GL context,
2235 * and FindContext is called before the context is activated. It also
2236 * has to be called with the old rendertarget active, otherwise a
2237 * wrong drawable is read. */
2238 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2239 && old_render_offscreen && context->current_rt != target)
2241 /* Read the back buffer of the old drawable into the destination texture. */
2242 if (context->current_rt->texture_name_srgb)
2244 surface_internal_preload(context->current_rt, SRGB_BOTH);
2246 else
2248 surface_internal_preload(context->current_rt, SRGB_RGB);
2251 surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2255 context->draw_buffer_dirty = TRUE;
2256 context->current_rt = target;
2257 context_set_render_offscreen(context, StateTable, render_offscreen);
2260 /* Do not call while under the GL lock. */
2261 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *target)
2263 struct wined3d_context *current_context = context_get_current();
2264 struct wined3d_context *context;
2266 TRACE("device %p, target %p.\n", device, target);
2268 context = FindContext(device, target);
2269 context_setup_target(device, context, target);
2270 context_enter(context);
2271 if (!context->valid) return context;
2273 if (context != current_context)
2275 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2276 else device->frag_pipe->enable_extension(!context->last_was_blit);
2278 if (context->vshader_const_dirty)
2280 memset(context->vshader_const_dirty, 1,
2281 sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2282 device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2284 if (context->pshader_const_dirty)
2286 memset(context->pshader_const_dirty, 1,
2287 sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2288 device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2291 else if (context->restore_ctx)
2293 if (!pwglMakeCurrent(context->hdc, context->glCtx))
2295 DWORD err = GetLastError();
2296 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2297 context->hdc, context->glCtx, err);
2301 return context;