wined3d: Convert source files to utf-8.
[wine/multimedia.git] / dlls / wined3d / context.c
blob0b2fab3c945291fe45f1c3fe72b0e30855447aed
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #include "config.h"
22 #include <stdio.h>
23 #ifdef HAVE_FLOAT_H
24 # include <float.h>
25 #endif
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 /* The last used device.
34 * If the application creates multiple devices and switches between them, ActivateContext has to
35 * change the opengl context. This flag allows to keep track which device is active
37 static IWineD3DDeviceImpl *last_device;
39 /* FBO helper functions */
41 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
43 const IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
45 if (!*fbo)
47 GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
48 checkGLcall("glGenFramebuffersEXT()");
49 TRACE("Created FBO %d\n", *fbo);
52 GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
53 checkGLcall("glBindFramebuffer()");
56 static void context_destroy_fbo(IWineD3DDeviceImpl *This, const GLuint *fbo)
58 int i = 0;
60 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, *fbo));
61 checkGLcall("glBindFramebuffer()");
62 for (i = 0; i < GL_LIMITS(buffers); ++i)
64 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, 0, 0));
65 checkGLcall("glFramebufferTexture2D()");
67 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
68 checkGLcall("glFramebufferTexture2D()");
69 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
70 checkGLcall("glBindFramebuffer()");
71 GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo));
72 checkGLcall("glDeleteFramebuffers()");
75 static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD3DSurface *surface, BOOL force_preload)
77 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
78 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
79 IWineD3DBaseTextureImpl *texture_impl;
80 BOOL update_minfilter = FALSE;
81 BOOL update_magfilter = FALSE;
83 /* Update base texture states array */
84 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
86 if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
87 || texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
89 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
90 texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
91 update_minfilter = TRUE;
94 if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
96 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
97 update_magfilter = TRUE;
100 if (texture_impl->baseTexture.bindCount)
102 WARN("Render targets should not be bound to a sampler\n");
103 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
106 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
109 if (update_minfilter || update_magfilter || force_preload)
111 GLenum target, bind_target;
112 GLint old_binding;
114 target = surface_impl->glDescription.target;
115 if (target == GL_TEXTURE_2D)
117 bind_target = GL_TEXTURE_2D;
118 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
119 } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
120 bind_target = GL_TEXTURE_RECTANGLE_ARB;
121 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
122 } else {
123 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
124 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
127 IWineD3DSurface_PreLoad(surface);
129 glBindTexture(bind_target, surface_impl->glDescription.textureName);
130 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
131 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
132 glBindTexture(bind_target, old_binding);
135 checkGLcall("apply_attachment_filter_states()");
138 /* TODO: Handle stencil attachments */
139 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
141 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
143 TRACE("Attach depth stencil %p\n", depth_stencil);
145 if (depth_stencil)
147 if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
149 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
150 checkGLcall("glFramebufferRenderbufferEXT()");
151 } else {
152 context_apply_attachment_filter_states((IWineD3DDevice *)This, depth_stencil, TRUE);
154 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, depth_stencil_impl->glDescription.target,
155 depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
156 checkGLcall("glFramebufferTexture2DEXT()");
158 } else {
159 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
160 checkGLcall("glFramebufferTexture2DEXT()");
164 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
166 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
168 TRACE("Attach surface %p to %u\n", surface, idx);
170 if (surface)
172 context_apply_attachment_filter_states((IWineD3DDevice *)This, surface, TRUE);
174 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->glDescription.target,
175 surface_impl->glDescription.textureName, surface_impl->glDescription.level));
176 checkGLcall("glFramebufferTexture2DEXT()");
177 } else {
178 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
179 checkGLcall("glFramebufferTexture2DEXT()");
183 static void context_check_fbo_status(IWineD3DDevice *iface)
185 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
186 GLenum status;
188 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
189 if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
191 TRACE("FBO complete\n");
192 } else {
193 IWineD3DSurfaceImpl *attachment;
194 int i;
195 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
197 /* Dump the FBO attachments */
198 for (i = 0; i < GL_LIMITS(buffers); ++i)
200 attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->render_targets[i];
201 if (attachment)
203 FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format),
204 attachment->pow2Width, attachment->pow2Height);
207 attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->depth_stencil;
208 if (attachment)
210 FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format),
211 attachment->pow2Width, attachment->pow2Height);
216 static struct fbo_entry *context_create_fbo_entry(IWineD3DDevice *iface)
218 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
219 struct fbo_entry *entry;
221 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
222 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
223 memcpy(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
224 entry->depth_stencil = This->stencilBufferTarget;
225 entry->attached = FALSE;
226 entry->id = 0;
228 return entry;
231 static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, struct fbo_entry *entry)
233 if (entry->id)
235 TRACE("Destroy FBO %d\n", entry->id);
236 context_destroy_fbo(This, &entry->id);
238 list_remove(&entry->entry);
239 HeapFree(GetProcessHeap(), 0, entry->render_targets);
240 HeapFree(GetProcessHeap(), 0, entry);
244 static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DContext *context)
246 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
247 struct fbo_entry *entry;
249 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
251 if (!memcmp(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
252 && entry->depth_stencil == This->stencilBufferTarget)
254 return entry;
258 entry = context_create_fbo_entry(iface);
259 list_add_head(&context->fbo_list, &entry->entry);
260 return entry;
263 static void context_apply_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
265 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
266 unsigned int i;
268 context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &entry->id);
270 if (!entry->attached)
272 /* Apply render targets */
273 for (i = 0; i < GL_LIMITS(buffers); ++i)
275 IWineD3DSurface *render_target = This->render_targets[i];
276 context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, i, render_target);
279 /* Apply depth targets */
280 if (This->stencilBufferTarget) {
281 unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
282 unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
284 surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
286 context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, This->stencilBufferTarget, TRUE);
288 entry->attached = TRUE;
289 } else {
290 for (i = 0; i < GL_LIMITS(buffers); ++i)
292 if (This->render_targets[i])
293 context_apply_attachment_filter_states(iface, This->render_targets[i], FALSE);
295 if (This->stencilBufferTarget)
296 context_apply_attachment_filter_states(iface, This->stencilBufferTarget, FALSE);
299 for (i = 0; i < GL_LIMITS(buffers); ++i)
301 if (This->render_targets[i])
302 This->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
303 else
304 This->draw_buffers[i] = GL_NONE;
308 static void context_apply_fbo_state(IWineD3DDevice *iface)
310 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
311 WineD3DContext *context = This->activeContext;
313 if (This->render_offscreen)
315 context->current_fbo = context_find_fbo_entry(iface, context);
316 context_apply_fbo_entry(iface, context->current_fbo);
317 } else {
318 context->current_fbo = NULL;
319 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
322 context_check_fbo_status(iface);
325 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
327 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
328 UINT i;
330 switch(type)
332 case WINED3DRTYPE_SURFACE:
334 for (i = 0; i < This->numContexts; ++i)
336 struct fbo_entry *entry, *entry2;
338 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->contexts[i]->fbo_list, struct fbo_entry, entry)
340 BOOL destroyed = FALSE;
341 UINT j;
343 for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
345 if (entry->render_targets[j] == (IWineD3DSurface *)resource)
347 context_destroy_fbo_entry(This, entry);
348 destroyed = TRUE;
352 if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
353 context_destroy_fbo_entry(This, entry);
357 break;
360 default:
361 break;
365 /*****************************************************************************
366 * Context_MarkStateDirty
368 * Marks a state in a context dirty. Only one context, opposed to
369 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
370 * contexts
372 * Params:
373 * context: Context to mark the state dirty in
374 * state: State to mark dirty
375 * StateTable: Pointer to the state table in use(for state grouping)
377 *****************************************************************************/
378 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
379 DWORD rep = StateTable[state].representative;
380 DWORD idx;
381 BYTE shift;
383 if(!rep || isStateDirty(context, rep)) return;
385 context->dirtyArray[context->numDirtyEntries++] = rep;
386 idx = rep >> 5;
387 shift = rep & 0x1f;
388 context->isStateDirty[idx] |= (1 << shift);
391 /*****************************************************************************
392 * AddContextToArray
394 * Adds a context to the context array. Helper function for CreateContext
396 * This method is not called in performance-critical code paths, only when a
397 * new render target or swapchain is created. Thus performance is not an issue
398 * here.
400 * Params:
401 * This: Device to add the context for
402 * hdc: device context
403 * glCtx: WGL context to add
404 * pbuffer: optional pbuffer used with this context
406 *****************************************************************************/
407 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
408 WineD3DContext **oldArray = This->contexts;
409 DWORD state;
411 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
412 if(This->contexts == NULL) {
413 ERR("Unable to grow the context array\n");
414 This->contexts = oldArray;
415 return NULL;
417 if(oldArray) {
418 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
421 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
422 if(This->contexts[This->numContexts] == NULL) {
423 ERR("Unable to allocate a new context\n");
424 HeapFree(GetProcessHeap(), 0, This->contexts);
425 This->contexts = oldArray;
426 return NULL;
429 This->contexts[This->numContexts]->hdc = hdc;
430 This->contexts[This->numContexts]->glCtx = glCtx;
431 This->contexts[This->numContexts]->pbuffer = pbuffer;
432 This->contexts[This->numContexts]->win_handle = win_handle;
433 HeapFree(GetProcessHeap(), 0, oldArray);
435 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
437 for(state = 0; state <= STATE_HIGHEST; state++) {
438 Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
441 This->numContexts++;
442 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
443 return This->contexts[This->numContexts - 1];
446 /* This function takes care of WineD3D pixel format selection. */
447 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DFORMAT ColorFormat, WINED3DFORMAT DepthStencilFormat, BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
449 int iPixelFormat=0, matchtry;
450 short redBits, greenBits, blueBits, alphaBits, colorBits;
451 short depthBits=0, stencilBits=0;
453 struct match_type {
454 BOOL require_aux;
455 BOOL exact_alpha;
456 BOOL exact_color;
457 } matches[] = {
458 /* First, try without alpha match buffers. MacOS supports aux buffers only
459 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
460 * Then try without aux buffers - this is the most common cause for not
461 * finding a pixel format. Also some drivers(the open source ones)
462 * only offer 32 bit ARB pixel formats. First try without an exact alpha
463 * match, then try without an exact alpha and color match.
465 { TRUE, TRUE, TRUE },
466 { TRUE, FALSE, TRUE },
467 { FALSE, TRUE, TRUE },
468 { FALSE, FALSE, TRUE },
469 { TRUE, FALSE, FALSE },
470 { FALSE, FALSE, FALSE },
473 int i = 0;
474 int nCfgs = This->adapter->nCfgs;
476 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
477 debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat), auxBuffers, numSamples, pbuffer, findCompatible);
479 if(!getColorBits(ColorFormat, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
480 ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat), ColorFormat);
481 return 0;
484 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
485 * You are able to add a depth + stencil surface at a later stage when you need it.
486 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
487 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
488 * context, need torecreate shaders, textures and other resources.
490 * The context manager already takes care of the state problem and for the other tasks code from Reset
491 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
492 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
493 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
494 * issue needs to be fixed. */
495 if(DepthStencilFormat != WINED3DFMT_D24S8)
496 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
498 DepthStencilFormat = WINED3DFMT_D24S8;
500 if(DepthStencilFormat) {
501 getDepthStencilBits(DepthStencilFormat, &depthBits, &stencilBits);
504 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
505 for(i=0; i<nCfgs; i++) {
506 BOOL exactDepthMatch = TRUE;
507 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
509 /* For now only accept RGBA formats. Perhaps some day we will
510 * allow floating point formats for pbuffers. */
511 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
512 continue;
514 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
515 if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
516 continue;
518 /* We like to have aux buffers in backbuffer mode */
519 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
520 continue;
522 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
523 if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
524 continue;
526 if(matches[matchtry].exact_color) {
527 if(cfg->redSize != redBits)
528 continue;
529 if(cfg->greenSize != greenBits)
530 continue;
531 if(cfg->blueSize != blueBits)
532 continue;
533 } else {
534 if(cfg->redSize < redBits)
535 continue;
536 if(cfg->greenSize < greenBits)
537 continue;
538 if(cfg->blueSize < blueBits)
539 continue;
541 if(matches[matchtry].exact_alpha) {
542 if(cfg->alphaSize != alphaBits)
543 continue;
544 } else {
545 if(cfg->alphaSize < alphaBits)
546 continue;
549 /* We try to locate a format which matches our requirements exactly. In case of
550 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
551 if(cfg->depthSize < depthBits)
552 continue;
553 else if(cfg->depthSize > depthBits)
554 exactDepthMatch = FALSE;
556 /* In all cases make sure the number of stencil bits matches our requirements
557 * even when we don't need stencil because it could affect performance EXCEPT
558 * on cards which don't offer depth formats without stencil like the i915 drivers
559 * on Linux. */
560 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
561 continue;
563 /* Check multisampling support */
564 if(cfg->numSamples != numSamples)
565 continue;
567 /* When we have passed all the checks then we have found a format which matches our
568 * requirements. Note that we only check for a limit number of capabilities right now,
569 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
570 * can still differ in things like multisampling, stereo, SRGB and other flags.
573 /* Exit the loop as we have found a format :) */
574 if(exactDepthMatch) {
575 iPixelFormat = cfg->iPixelFormat;
576 break;
577 } else if(!iPixelFormat) {
578 /* In the end we might end up with a format which doesn't exactly match our depth
579 * requirements. Accept the first format we found because formats with higher iPixelFormat
580 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
581 iPixelFormat = cfg->iPixelFormat;
586 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
587 if(!iPixelFormat && !findCompatible) {
588 ERR("Can't find a suitable iPixelFormat\n");
589 return FALSE;
590 } else if(!iPixelFormat) {
591 PIXELFORMATDESCRIPTOR pfd;
593 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
594 /* PixelFormat selection */
595 ZeroMemory(&pfd, sizeof(pfd));
596 pfd.nSize = sizeof(pfd);
597 pfd.nVersion = 1;
598 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
599 pfd.iPixelType = PFD_TYPE_RGBA;
600 pfd.cAlphaBits = alphaBits;
601 pfd.cColorBits = colorBits;
602 pfd.cDepthBits = depthBits;
603 pfd.cStencilBits = stencilBits;
604 pfd.iLayerType = PFD_MAIN_PLANE;
606 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
607 if(!iPixelFormat) {
608 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
609 ERR("Can't find a suitable iPixelFormat\n");
610 return FALSE;
614 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat, debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat));
615 return iPixelFormat;
618 /*****************************************************************************
619 * CreateContext
621 * Creates a new context for a window, or a pbuffer context.
623 * * Params:
624 * This: Device to activate the context for
625 * target: Surface this context will render to
626 * win_handle: handle to the window which we are drawing to
627 * create_pbuffer: tells whether to create a pbuffer or not
628 * pPresentParameters: contains the pixelformats to use for onscreen rendering
630 *****************************************************************************/
631 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
632 HDC oldDrawable, hdc;
633 HPBUFFERARB pbuffer = NULL;
634 HGLRC ctx = NULL, oldCtx;
635 WineD3DContext *ret = NULL;
636 int s;
638 TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
640 if(create_pbuffer) {
641 HDC hdc_parent = GetDC(win_handle);
642 int iPixelFormat = 0;
644 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
645 WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
647 /* Try to find a pixel format with pbuffer support. */
648 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */, FALSE /* findCompatible */);
649 if(!iPixelFormat) {
650 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
652 /* For some reason we weren't able to find a format, try to find something instead of crashing.
653 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
654 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */, TRUE /* findCompatible */);
657 /* This shouldn't happen as ChoosePixelFormat always returns something */
658 if(!iPixelFormat) {
659 ERR("Unable to locate a pixel format for a pbuffer\n");
660 ReleaseDC(win_handle, hdc_parent);
661 goto out;
664 TRACE("Creating a pBuffer drawable for the new context\n");
665 pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
666 if(!pbuffer) {
667 ERR("Cannot create a pbuffer\n");
668 ReleaseDC(win_handle, hdc_parent);
669 goto out;
672 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
673 hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
674 if(!hdc) {
675 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
676 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
677 ReleaseDC(win_handle, hdc_parent);
678 goto out;
680 ReleaseDC(win_handle, hdc_parent);
681 } else {
682 PIXELFORMATDESCRIPTOR pfd;
683 int iPixelFormat;
684 int res;
685 WINED3DFORMAT ColorFormat = target->resource.format;
686 WINED3DFORMAT DepthStencilFormat = 0;
687 BOOL auxBuffers = FALSE;
688 int numSamples = 0;
690 hdc = GetDC(win_handle);
691 if(hdc == NULL) {
692 ERR("Cannot retrieve a device context!\n");
693 goto out;
696 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
697 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
698 auxBuffers = TRUE;
700 if(target->resource.format == WINED3DFMT_X4R4G4B4)
701 ColorFormat = WINED3DFMT_A4R4G4B4;
702 else if(target->resource.format == WINED3DFMT_X8R8G8B8)
703 ColorFormat = WINED3DFMT_A8R8G8B8;
706 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
707 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
708 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
709 * a format with 8bit alpha, so request A8R8G8B8. */
710 if(ColorFormat == WINED3DFMT_P8)
711 ColorFormat = WINED3DFMT_A8R8G8B8;
713 /* Retrieve the depth stencil format from the present parameters.
714 * The choice of the proper format can give a nice performance boost
715 * in case of GPU limited programs. */
716 if(pPresentParms->EnableAutoDepthStencil) {
717 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
718 DepthStencilFormat = pPresentParms->AutoDepthStencilFormat;
721 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
722 if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
723 if(!GL_SUPPORT(ARB_MULTISAMPLE))
724 ERR("The program is requesting multisampling without support!\n");
725 else {
726 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
727 numSamples = pPresentParms->MultiSampleType;
731 /* Try to find a pixel format which matches our requirements */
732 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
734 /* Try to locate a compatible format if we weren't able to find anything */
735 if(!iPixelFormat) {
736 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
737 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
740 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
741 if(!iPixelFormat) {
742 ERR("Can't find a suitable iPixelFormat\n");
743 return FALSE;
746 DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
747 res = SetPixelFormat(hdc, iPixelFormat, NULL);
748 if(!res) {
749 int oldPixelFormat = GetPixelFormat(hdc);
751 /* By default WGL doesn't allow pixel format adjustments but we need it here.
752 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
753 * set the pixel format multiple times. Only use it when it is really needed. */
755 if(oldPixelFormat == iPixelFormat) {
756 /* We don't have to do anything as the formats are the same :) */
757 } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
758 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
760 if(!res) {
761 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
762 return FALSE;
764 } else if(oldPixelFormat) {
765 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
766 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
767 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
768 } else {
769 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
770 return FALSE;
775 ctx = pwglCreateContext(hdc);
776 if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
778 if(!ctx) {
779 ERR("Failed to create a WGL context\n");
780 if(create_pbuffer) {
781 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
782 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
784 goto out;
786 ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
787 if(!ret) {
788 ERR("Failed to add the newly created context to the context list\n");
789 pwglDeleteContext(ctx);
790 if(create_pbuffer) {
791 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
792 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
794 goto out;
796 ret->surface = (IWineD3DSurface *) target;
797 ret->isPBuffer = create_pbuffer;
798 ret->tid = GetCurrentThreadId();
799 if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
800 /* Create the dirty constants array and initialize them to dirty */
801 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
802 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
803 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
804 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
805 memset(ret->vshader_const_dirty, 1,
806 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
807 memset(ret->pshader_const_dirty, 1,
808 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
811 TRACE("Successfully created new context %p\n", ret);
813 list_init(&ret->fbo_list);
815 /* Set up the context defaults */
816 oldCtx = pwglGetCurrentContext();
817 oldDrawable = pwglGetCurrentDC();
818 if(oldCtx && oldDrawable) {
819 /* See comment in ActivateContext context switching */
820 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
822 if(pwglMakeCurrent(hdc, ctx) == FALSE) {
823 ERR("Cannot activate context to set up defaults\n");
824 goto out;
827 ENTER_GL();
829 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
831 TRACE("Setting up the screen\n");
832 /* Clear the screen */
833 glClearColor(1.0, 0.0, 0.0, 0.0);
834 checkGLcall("glClearColor");
835 glClearIndex(0);
836 glClearDepth(1);
837 glClearStencil(0xffff);
839 checkGLcall("glClear");
841 glColor3f(1.0, 1.0, 1.0);
842 checkGLcall("glColor3f");
844 glEnable(GL_LIGHTING);
845 checkGLcall("glEnable");
847 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
848 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
850 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
851 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
853 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
854 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
856 glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
857 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
858 glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
859 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
861 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
862 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
863 * and textures in DIB sections(due to the memory protection).
865 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
866 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
868 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
869 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
870 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
871 * GL_VERTEX_BLEND_ARB isn't enabled too
873 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
874 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
876 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
877 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
878 * the previous texture where to source the offset from is always unit - 1.
880 for(s = 1; s < GL_LIMITS(textures); s++) {
881 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
882 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
883 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
887 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
888 for(s = 0; s < GL_LIMITS(textures); s++) {
889 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
890 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
891 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
894 LEAVE_GL();
896 /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
897 * but enable it for the first context we create, and reenable it on the old context
899 if(oldDrawable && oldCtx) {
900 pwglMakeCurrent(oldDrawable, oldCtx);
901 } else {
902 last_device = This;
904 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
906 return ret;
908 out:
909 return NULL;
912 /*****************************************************************************
913 * RemoveContextFromArray
915 * Removes a context from the context manager. The opengl context is not
916 * destroyed or unset. context is not a valid pointer after that call.
918 * Similar to the former call this isn't a performance critical function. A
919 * helper function for DestroyContext.
921 * Params:
922 * This: Device to activate the context for
923 * context: Context to remove
925 *****************************************************************************/
926 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
927 UINT t, s;
928 WineD3DContext **oldArray = This->contexts;
930 TRACE("Removing ctx %p\n", context);
932 This->numContexts--;
934 if(This->numContexts) {
935 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
936 if(!This->contexts) {
937 ERR("Cannot allocate a new context array, PANIC!!!\n");
939 t = 0;
940 /* Note that we decreased numContexts a few lines up, so use '<=' instead of '<' */
941 for(s = 0; s <= This->numContexts; s++) {
942 if(oldArray[s] == context) continue;
943 This->contexts[t] = oldArray[s];
944 t++;
946 } else {
947 This->contexts = NULL;
950 HeapFree(GetProcessHeap(), 0, context);
951 HeapFree(GetProcessHeap(), 0, oldArray);
954 /*****************************************************************************
955 * DestroyContext
957 * Destroys a wineD3DContext
959 * Params:
960 * This: Device to activate the context for
961 * context: Context to destroy
963 *****************************************************************************/
964 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
965 struct fbo_entry *entry, *entry2;
967 TRACE("Destroying ctx %p\n", context);
969 /* The correct GL context needs to be active to cleanup the GL resources below */
970 if(pwglGetCurrentContext() != context->glCtx){
971 pwglMakeCurrent(context->hdc, context->glCtx);
972 last_device = NULL;
975 ENTER_GL();
977 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
978 context_destroy_fbo_entry(This, entry);
980 if (context->src_fbo) {
981 TRACE("Destroy src FBO %d\n", context->src_fbo);
982 context_destroy_fbo(This, &context->src_fbo);
984 if (context->dst_fbo) {
985 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
986 context_destroy_fbo(This, &context->dst_fbo);
989 LEAVE_GL();
991 /* Cleanup the GL context */
992 pwglMakeCurrent(NULL, NULL);
993 if(context->isPBuffer) {
994 GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
995 GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
996 } else ReleaseDC(context->win_handle, context->hdc);
997 pwglDeleteContext(context->glCtx);
999 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1000 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1001 RemoveContextFromArray(This, context);
1004 static inline void set_blit_dimension(UINT width, UINT height) {
1005 glMatrixMode(GL_PROJECTION);
1006 checkGLcall("glMatrixMode(GL_PROJECTION)");
1007 glLoadIdentity();
1008 checkGLcall("glLoadIdentity()");
1009 glOrtho(0, width, height, 0, 0.0, -1.0);
1010 checkGLcall("glOrtho");
1011 glViewport(0, 0, width, height);
1012 checkGLcall("glViewport");
1015 /*****************************************************************************
1016 * SetupForBlit
1018 * Sets up a context for DirectDraw blitting.
1019 * All texture units are disabled, texture unit 0 is set as current unit
1020 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1021 * color writing enabled for all channels
1022 * register combiners disabled, shaders disabled
1023 * world matrix is set to identity, texture matrix 0 too
1024 * projection matrix is setup for drawing screen coordinates
1026 * Params:
1027 * This: Device to activate the context for
1028 * context: Context to setup
1029 * width: render target width
1030 * height: render target height
1032 *****************************************************************************/
1033 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
1034 int i, sampler;
1035 const struct StateEntry *StateTable = This->StateTable;
1037 TRACE("Setting up context %p for blitting\n", context);
1038 if(context->last_was_blit) {
1039 if(context->blit_w != width || context->blit_h != height) {
1040 set_blit_dimension(width, height);
1041 context->blit_w = width; context->blit_h = height;
1042 /* No need to dirtify here, the states are still dirtified because they weren't
1043 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1044 * be set
1047 TRACE("Context is already set up for blitting, nothing to do\n");
1048 return;
1050 context->last_was_blit = TRUE;
1052 /* TODO: Use a display list */
1054 /* Disable shaders */
1055 This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
1056 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1057 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1059 /* Disable all textures. The caller can then bind a texture it wants to blit
1060 * from
1062 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1063 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1064 * function texture unit. No need to care for higher samplers
1066 for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
1067 sampler = This->rev_tex_unit_map[i];
1068 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1069 checkGLcall("glActiveTextureARB");
1071 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1072 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1073 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1075 glDisable(GL_TEXTURE_3D);
1076 checkGLcall("glDisable GL_TEXTURE_3D");
1077 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1078 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1079 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1081 glDisable(GL_TEXTURE_2D);
1082 checkGLcall("glDisable GL_TEXTURE_2D");
1084 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1085 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1087 if (sampler != -1) {
1088 if (sampler < MAX_TEXTURES) {
1089 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1091 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1094 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1095 checkGLcall("glActiveTextureARB");
1098 sampler = This->rev_tex_unit_map[0];
1100 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1101 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1102 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1104 glDisable(GL_TEXTURE_3D);
1105 checkGLcall("glDisable GL_TEXTURE_3D");
1106 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1107 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1108 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1110 glDisable(GL_TEXTURE_2D);
1111 checkGLcall("glDisable GL_TEXTURE_2D");
1113 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1115 glMatrixMode(GL_TEXTURE);
1116 checkGLcall("glMatrixMode(GL_TEXTURE)");
1117 glLoadIdentity();
1118 checkGLcall("glLoadIdentity()");
1120 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1121 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1122 GL_TEXTURE_LOD_BIAS_EXT,
1123 0.0);
1124 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1127 if (sampler != -1) {
1128 if (sampler < MAX_TEXTURES) {
1129 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1130 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1132 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1135 /* Other misc states */
1136 glDisable(GL_ALPHA_TEST);
1137 checkGLcall("glDisable(GL_ALPHA_TEST)");
1138 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1139 glDisable(GL_LIGHTING);
1140 checkGLcall("glDisable GL_LIGHTING");
1141 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1142 glDisable(GL_DEPTH_TEST);
1143 checkGLcall("glDisable GL_DEPTH_TEST");
1144 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1145 glDisable(GL_FOG);
1146 checkGLcall("glDisable GL_FOG");
1147 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1148 glDisable(GL_BLEND);
1149 checkGLcall("glDisable GL_BLEND");
1150 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1151 glDisable(GL_CULL_FACE);
1152 checkGLcall("glDisable GL_CULL_FACE");
1153 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1154 glDisable(GL_STENCIL_TEST);
1155 checkGLcall("glDisable GL_STENCIL_TEST");
1156 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1157 glDisable(GL_SCISSOR_TEST);
1158 checkGLcall("glDisable GL_SCISSOR_TEST");
1159 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1160 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
1161 glDisable(GL_POINT_SPRITE_ARB);
1162 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1163 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1165 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1166 checkGLcall("glColorMask");
1167 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1168 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
1169 glDisable(GL_COLOR_SUM_EXT);
1170 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1171 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1174 /* Setup transforms */
1175 glMatrixMode(GL_MODELVIEW);
1176 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1177 glLoadIdentity();
1178 checkGLcall("glLoadIdentity()");
1179 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1181 context->last_was_rhw = TRUE;
1182 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1184 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1185 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1186 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1187 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1188 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1189 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1190 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1192 set_blit_dimension(width, height);
1193 context->blit_w = width; context->blit_h = height;
1194 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1195 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1198 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1201 /*****************************************************************************
1202 * findThreadContextForSwapChain
1204 * Searches a swapchain for all contexts and picks one for the thread tid.
1205 * If none can be found the swapchain is requested to create a new context
1207 *****************************************************************************/
1208 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
1209 int i;
1211 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1212 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1213 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1218 /* Create a new context for the thread */
1219 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
1222 /*****************************************************************************
1223 * FindContext
1225 * Finds a context for the current render target and thread
1227 * Parameters:
1228 * target: Render target to find the context for
1229 * tid: Thread to activate the context for
1231 * Returns: The needed context
1233 *****************************************************************************/
1234 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
1235 IWineD3DSwapChain *swapchain = NULL;
1236 BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
1237 WineD3DContext *context = This->activeContext;
1238 BOOL oldRenderOffscreen = This->render_offscreen;
1239 const WINED3DFORMAT oldFmt = ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->resource.format;
1240 const WINED3DFORMAT newFmt = ((IWineD3DSurfaceImpl *) target)->resource.format;
1241 const struct StateEntry *StateTable = This->StateTable;
1243 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1244 * the alpha blend state changes with different render target formats
1246 if(oldFmt != newFmt) {
1247 const GlPixelFormatDesc *glDesc;
1248 const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL);
1249 const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, &GLINFO_LOCATION, &glDesc);
1251 /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
1252 if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask) || !(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
1253 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1257 if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1258 TRACE("Rendering onscreen\n");
1260 context = findThreadContextForSwapChain(swapchain, tid);
1262 This->render_offscreen = FALSE;
1263 /* The context != This->activeContext will catch a NOP context change. This can occur
1264 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1265 * rendering. No context change is needed in that case
1268 if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1269 if(This->pbufferContext && tid == This->pbufferContext->tid) {
1270 This->pbufferContext->tid = 0;
1273 IWineD3DSwapChain_Release(swapchain);
1275 if(oldRenderOffscreen) {
1276 Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1277 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1278 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1279 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1280 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1283 } else {
1284 TRACE("Rendering offscreen\n");
1285 This->render_offscreen = TRUE;
1287 switch(wined3d_settings.offscreen_rendering_mode) {
1288 case ORM_FBO:
1289 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
1290 if(This->activeContext && tid == This->lastThread) {
1291 context = This->activeContext;
1292 } else {
1293 /* This may happen if the app jumps straight into offscreen rendering
1294 * Start using the context of the primary swapchain. tid == 0 is no problem
1295 * for findThreadContextForSwapChain.
1297 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1298 * is perfect to call.
1300 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1302 break;
1304 case ORM_PBUFFER:
1306 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
1307 if(This->pbufferContext == NULL ||
1308 This->pbufferWidth < targetimpl->currentDesc.Width ||
1309 This->pbufferHeight < targetimpl->currentDesc.Height) {
1310 if(This->pbufferContext) {
1311 DestroyContext(This, This->pbufferContext);
1314 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
1315 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
1317 This->pbufferContext = CreateContext(This, targetimpl,
1318 ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
1319 TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1320 This->pbufferWidth = targetimpl->currentDesc.Width;
1321 This->pbufferHeight = targetimpl->currentDesc.Height;
1324 if(This->pbufferContext) {
1325 if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
1326 FIXME("The PBuffr context is only supported for one thread for now!\n");
1328 This->pbufferContext->tid = tid;
1329 context = This->pbufferContext;
1330 break;
1331 } else {
1332 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
1333 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1337 case ORM_BACKBUFFER:
1338 /* Stay with the currently active context for back buffer rendering */
1339 if(This->activeContext && tid == This->lastThread) {
1340 context = This->activeContext;
1341 } else {
1342 /* This may happen if the app jumps straight into offscreen rendering
1343 * Start using the context of the primary swapchain. tid == 0 is no problem
1344 * for findThreadContextForSwapChain.
1346 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1347 * is perfect to call.
1349 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1351 break;
1354 if(!oldRenderOffscreen) {
1355 Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1356 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1357 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1358 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1359 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1363 /* When switching away from an offscreen render target, and we're not using FBOs,
1364 * we have to read the drawable into the texture. This is done via PreLoad(and
1365 * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1366 * PreLoad needs a GL context, and FindContext is called before the context is activated.
1367 * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1368 * is read. This leads to these possible situations:
1370 * 0) lastActiveRenderTarget == target && oldTid == newTid:
1371 * Nothing to do, we don't even reach this code in this case...
1373 * 1) lastActiveRenderTarget != target && oldTid == newTid:
1374 * The currently active context is OK for readback. Call PreLoad, and it
1375 * performs the read
1377 * 2) lastActiveRenderTarget == target && oldTid != newTid:
1378 * Nothing to do - the drawable is unchanged
1380 * 3) lastActiveRenderTarget != target && oldTid != newTid:
1381 * This is tricky. We have to get a context with the old drawable from somewhere
1382 * before we can switch to the new context. In this case, PreLoad calls
1383 * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1384 * is case (2) then. The old drawable is activated for the new thread, and the
1385 * readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1386 * After that, the outer ActivateContext(which calls PreLoad) can activate the new
1387 * target for the new thread
1389 if (readTexture && This->lastActiveRenderTarget != target) {
1390 BOOL oldInDraw = This->isInDraw;
1392 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1393 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1394 * when using offscreen rendering with multithreading
1396 This->isInDraw = TRUE;
1398 /* Do that before switching the context:
1399 * Read the back buffer of the old drawable into the destination texture
1401 IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
1403 /* Assume that the drawable will be modified by some other things now */
1404 IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
1406 This->isInDraw = oldInDraw;
1409 return context;
1412 static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target, BOOL blit)
1414 IWineD3DSwapChain *swapchain;
1416 if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1418 IWineD3DSwapChain_Release((IUnknown *)swapchain);
1419 glDrawBuffer(surface_get_gl_buffer(target, swapchain));
1420 checkGLcall("glDrawBuffers()");
1422 else
1424 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1426 if (!blit)
1428 if (GL_SUPPORT(ARB_DRAW_BUFFERS))
1430 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
1431 checkGLcall("glDrawBuffers()");
1433 else
1435 glDrawBuffer(This->draw_buffers[0]);
1436 checkGLcall("glDrawBuffer()");
1438 } else {
1439 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
1440 checkGLcall("glDrawBuffer()");
1443 else
1445 glDrawBuffer(This->offscreenBuffer);
1446 checkGLcall("glDrawBuffer()");
1451 /*****************************************************************************
1452 * ActivateContext
1454 * Finds a rendering context and drawable matching the device and render
1455 * target for the current thread, activates them and puts them into the
1456 * requested state.
1458 * Params:
1459 * This: Device to activate the context for
1460 * target: Requested render target
1461 * usage: Prepares the context for blitting, drawing or other actions
1463 *****************************************************************************/
1464 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
1465 DWORD tid = GetCurrentThreadId();
1466 int i;
1467 DWORD dirtyState, idx;
1468 BYTE shift;
1469 WineD3DContext *context;
1470 const struct StateEntry *StateTable = This->StateTable;
1472 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
1473 if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
1474 context = FindContext(This, target, tid);
1475 context->draw_buffer_dirty = TRUE;
1476 This->lastActiveRenderTarget = target;
1477 This->lastThread = tid;
1478 } else {
1479 /* Stick to the old context */
1480 context = This->activeContext;
1483 /* Activate the opengl context */
1484 if(last_device != This || context != This->activeContext) {
1485 BOOL ret;
1487 /* Prevent an unneeded context switch as those are expensive */
1488 if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
1489 TRACE("Already using gl context %p\n", context->glCtx);
1491 else {
1492 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
1494 ret = pwglMakeCurrent(context->hdc, context->glCtx);
1495 if(ret == FALSE) {
1496 ERR("Failed to activate the new context\n");
1497 } else if(!context->last_was_blit) {
1498 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1499 } else {
1500 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1503 if(This->activeContext->vshader_const_dirty) {
1504 memset(This->activeContext->vshader_const_dirty, 1,
1505 sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1507 if(This->activeContext->pshader_const_dirty) {
1508 memset(This->activeContext->pshader_const_dirty, 1,
1509 sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1511 This->activeContext = context;
1512 last_device = This;
1515 /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
1516 ENTER_GL();
1518 switch (usage) {
1519 case CTXUSAGE_CLEAR:
1520 case CTXUSAGE_DRAWPRIM:
1521 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1522 context_apply_fbo_state((IWineD3DDevice *)This);
1524 if (context->draw_buffer_dirty) {
1525 apply_draw_buffer(This, target, FALSE);
1526 context->draw_buffer_dirty = FALSE;
1528 break;
1530 case CTXUSAGE_BLIT:
1531 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1532 if (This->render_offscreen) {
1533 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1534 context_bind_fbo((IWineD3DDevice *)This, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
1535 context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, target);
1536 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
1537 checkGLcall("glFramebufferRenderbufferEXT");
1538 } else {
1539 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
1540 checkGLcall("glFramebufferRenderbufferEXT");
1542 context->draw_buffer_dirty = TRUE;
1544 if (context->draw_buffer_dirty) {
1545 apply_draw_buffer(This, target, TRUE);
1546 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1547 context->draw_buffer_dirty = FALSE;
1550 break;
1552 default:
1553 break;
1556 switch(usage) {
1557 case CTXUSAGE_RESOURCELOAD:
1558 /* This does not require any special states to be set up */
1559 break;
1561 case CTXUSAGE_CLEAR:
1562 if(context->last_was_blit) {
1563 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1566 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1567 * blending when clearing improves the clearing performance incredibly.
1569 glDisable(GL_BLEND);
1570 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1572 glEnable(GL_SCISSOR_TEST);
1573 checkGLcall("glEnable GL_SCISSOR_TEST");
1574 context->last_was_blit = FALSE;
1575 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1576 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1577 break;
1579 case CTXUSAGE_DRAWPRIM:
1580 /* This needs all dirty states applied */
1581 if(context->last_was_blit) {
1582 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1585 IWineD3DDeviceImpl_FindTexUnitMap(This);
1587 for(i=0; i < context->numDirtyEntries; i++) {
1588 dirtyState = context->dirtyArray[i];
1589 idx = dirtyState >> 5;
1590 shift = dirtyState & 0x1f;
1591 context->isStateDirty[idx] &= ~(1 << shift);
1592 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
1594 context->numDirtyEntries = 0; /* This makes the whole list clean */
1595 context->last_was_blit = FALSE;
1596 break;
1598 case CTXUSAGE_BLIT:
1599 SetupForBlit(This, context,
1600 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
1601 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
1602 break;
1604 default:
1605 FIXME("Unexpected context usage requested\n");
1607 LEAVE_GL();