wined3d: Set GL_UNPACK_ALIGNMENT to 1.
[wine/multimedia.git] / dlls / wined3d / context.c
blobfa8d7683cd176c629f146d4abcc1e9d8001c9359
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 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 "wine/port.h"
25 #include <stdio.h>
26 #ifdef HAVE_FLOAT_H
27 # include <float.h>
28 #endif
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous);
36 #define WINED3D_MAX_FBO_ENTRIES 64
38 static DWORD wined3d_context_tls_idx;
40 /* FBO helper functions */
42 /* Context activation is done by the caller. */
43 static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint fbo)
45 const struct wined3d_gl_info *gl_info = context->gl_info;
47 switch (target)
49 case GL_READ_FRAMEBUFFER:
50 if (context->fbo_read_binding == fbo) return;
51 context->fbo_read_binding = fbo;
52 break;
54 case GL_DRAW_FRAMEBUFFER:
55 if (context->fbo_draw_binding == fbo) return;
56 context->fbo_draw_binding = fbo;
57 break;
59 case GL_FRAMEBUFFER:
60 if (context->fbo_read_binding == fbo
61 && context->fbo_draw_binding == fbo) return;
62 context->fbo_read_binding = fbo;
63 context->fbo_draw_binding = fbo;
64 break;
66 default:
67 FIXME("Unhandled target %#x.\n", target);
68 break;
71 gl_info->fbo_ops.glBindFramebuffer(target, fbo);
72 checkGLcall("glBindFramebuffer()");
75 /* Context activation is done by the caller. */
76 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
78 unsigned int i;
80 for (i = 0; i < gl_info->limits.buffers; ++i)
82 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
83 checkGLcall("glFramebufferTexture2D()");
85 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
86 checkGLcall("glFramebufferTexture2D()");
88 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
89 checkGLcall("glFramebufferTexture2D()");
92 /* Context activation is done by the caller. */
93 static void context_destroy_fbo(struct wined3d_context *context, GLuint fbo)
95 const struct wined3d_gl_info *gl_info = context->gl_info;
97 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
98 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
99 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
101 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
102 checkGLcall("glDeleteFramebuffers()");
105 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
106 GLenum fbo_target, DWORD format_flags, GLuint rb)
108 if (format_flags & WINED3DFMT_FLAG_DEPTH)
110 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
111 checkGLcall("glFramebufferRenderbuffer()");
114 if (format_flags & WINED3DFMT_FLAG_STENCIL)
116 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
117 checkGLcall("glFramebufferRenderbuffer()");
121 /* Context activation is done by the caller. */
122 static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
123 GLenum fbo_target, struct wined3d_surface *depth_stencil, DWORD location)
125 const struct wined3d_gl_info *gl_info = context->gl_info;
127 TRACE("Attach depth stencil %p\n", depth_stencil);
129 if (depth_stencil)
131 DWORD format_flags = depth_stencil->resource.format->flags;
133 if (depth_stencil->current_renderbuffer)
135 context_attach_depth_stencil_rb(gl_info, fbo_target,
136 format_flags, depth_stencil->current_renderbuffer->id);
138 else
140 switch (location)
142 case WINED3D_LOCATION_TEXTURE_RGB:
143 case WINED3D_LOCATION_TEXTURE_SRGB:
144 wined3d_texture_prepare_texture(depth_stencil->container, context, FALSE);
146 if (format_flags & WINED3DFMT_FLAG_DEPTH)
148 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
149 depth_stencil->texture_target, depth_stencil->container->texture_rgb.name,
150 depth_stencil->texture_level);
151 checkGLcall("glFramebufferTexture2D()");
154 if (format_flags & WINED3DFMT_FLAG_STENCIL)
156 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
157 depth_stencil->texture_target, depth_stencil->container->texture_rgb.name,
158 depth_stencil->texture_level);
159 checkGLcall("glFramebufferTexture2D()");
161 break;
163 case WINED3D_LOCATION_RB_MULTISAMPLE:
164 surface_prepare_rb(depth_stencil, gl_info, TRUE);
165 context_attach_depth_stencil_rb(gl_info, fbo_target,
166 format_flags, depth_stencil->rb_multisample);
167 break;
169 case WINED3D_LOCATION_RB_RESOLVED:
170 surface_prepare_rb(depth_stencil, gl_info, FALSE);
171 context_attach_depth_stencil_rb(gl_info, fbo_target,
172 format_flags, depth_stencil->rb_resolved);
173 break;
175 default:
176 ERR("Unsupported location %s (%#x).\n", wined3d_debug_location(location), location);
177 break;
181 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
183 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
184 checkGLcall("glFramebufferTexture2D()");
187 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
189 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
190 checkGLcall("glFramebufferTexture2D()");
193 else
195 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
196 checkGLcall("glFramebufferTexture2D()");
198 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
199 checkGLcall("glFramebufferTexture2D()");
203 /* Context activation is done by the caller. */
204 static void context_attach_surface_fbo(struct wined3d_context *context,
205 GLenum fbo_target, DWORD idx, struct wined3d_surface *surface, DWORD location)
207 const struct wined3d_gl_info *gl_info = context->gl_info;
209 TRACE("Attach surface %p to %u\n", surface, idx);
211 if (surface && surface->resource.format->id != WINED3DFMT_NULL)
213 BOOL srgb;
215 switch (location)
217 case WINED3D_LOCATION_TEXTURE_RGB:
218 case WINED3D_LOCATION_TEXTURE_SRGB:
219 srgb = location == WINED3D_LOCATION_TEXTURE_SRGB;
220 wined3d_texture_prepare_texture(surface->container, context, srgb);
221 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
222 surface->texture_target, surface_get_texture_name(surface, gl_info, srgb),
223 surface->texture_level);
224 checkGLcall("glFramebufferTexture2D()");
225 break;
227 case WINED3D_LOCATION_RB_MULTISAMPLE:
228 surface_prepare_rb(surface, gl_info, TRUE);
229 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
230 GL_RENDERBUFFER, surface->rb_multisample);
231 checkGLcall("glFramebufferRenderbuffer()");
232 break;
234 case WINED3D_LOCATION_RB_RESOLVED:
235 surface_prepare_rb(surface, gl_info, FALSE);
236 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
237 GL_RENDERBUFFER, surface->rb_resolved);
238 checkGLcall("glFramebufferRenderbuffer()");
239 break;
241 default:
242 ERR("Unsupported location %s (%#x).\n", wined3d_debug_location(location), location);
243 break;
246 else
248 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
249 checkGLcall("glFramebufferTexture2D()");
253 /* Context activation is done by the caller. */
254 void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
256 const struct wined3d_gl_info *gl_info = context->gl_info;
257 GLenum status;
259 if (!FIXME_ON(d3d)) return;
261 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
262 if (status == GL_FRAMEBUFFER_COMPLETE)
264 TRACE("FBO complete\n");
266 else
268 const struct wined3d_surface *attachment;
269 unsigned int i;
271 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
273 if (!context->current_fbo)
275 ERR("FBO 0 is incomplete, driver bug?\n");
276 return;
279 FIXME("\tLocation %s (%#x).\n", wined3d_debug_location(context->current_fbo->location),
280 context->current_fbo->location);
282 /* Dump the FBO attachments */
283 for (i = 0; i < gl_info->limits.buffers; ++i)
285 attachment = context->current_fbo->render_targets[i];
286 if (attachment)
288 FIXME("\tColor attachment %d: (%p) %s %ux%u %u samples.\n",
289 i, attachment, debug_d3dformat(attachment->resource.format->id),
290 attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
293 attachment = context->current_fbo->depth_stencil;
294 if (attachment)
296 FIXME("\tDepth attachment: (%p) %s %ux%u %u samples.\n",
297 attachment, debug_d3dformat(attachment->resource.format->id),
298 attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
303 static inline DWORD context_generate_rt_mask(GLenum buffer)
305 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
306 return buffer ? (1 << 31) | buffer : 0;
309 static inline DWORD context_generate_rt_mask_from_surface(const struct wined3d_surface *target)
311 return (1 << 31) | surface_get_gl_buffer(target);
314 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
315 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
317 const struct wined3d_gl_info *gl_info = context->gl_info;
318 struct fbo_entry *entry;
320 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
321 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
322 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
323 entry->depth_stencil = depth_stencil;
324 entry->location = location;
325 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
326 entry->attached = FALSE;
327 gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
328 checkGLcall("glGenFramebuffers()");
329 TRACE("Created FBO %u.\n", entry->id);
331 return entry;
334 /* Context activation is done by the caller. */
335 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
336 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
337 DWORD location, struct fbo_entry *entry)
339 const struct wined3d_gl_info *gl_info = context->gl_info;
341 context_bind_fbo(context, target, entry->id);
342 context_clean_fbo_attachments(gl_info, target);
344 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
345 entry->depth_stencil = depth_stencil;
346 entry->location = location;
347 entry->attached = FALSE;
350 /* Context activation is done by the caller. */
351 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
353 if (entry->id)
355 TRACE("Destroy FBO %u.\n", entry->id);
356 context_destroy_fbo(context, entry->id);
358 --context->fbo_entry_count;
359 list_remove(&entry->entry);
360 HeapFree(GetProcessHeap(), 0, entry->render_targets);
361 HeapFree(GetProcessHeap(), 0, entry);
364 /* Context activation is done by the caller. */
365 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
366 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
368 const struct wined3d_gl_info *gl_info = context->gl_info;
369 struct fbo_entry *entry;
371 if (depth_stencil && render_targets && render_targets[0])
373 if (depth_stencil->resource.width < render_targets[0]->resource.width ||
374 depth_stencil->resource.height < render_targets[0]->resource.height)
376 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
377 depth_stencil = NULL;
381 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
383 if (!memcmp(entry->render_targets,
384 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
385 && entry->depth_stencil == depth_stencil && entry->location == location)
387 list_remove(&entry->entry);
388 list_add_head(&context->fbo_list, &entry->entry);
389 return entry;
393 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
395 entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
396 list_add_head(&context->fbo_list, &entry->entry);
397 ++context->fbo_entry_count;
399 else
401 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
402 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
403 list_remove(&entry->entry);
404 list_add_head(&context->fbo_list, &entry->entry);
407 return entry;
410 /* Context activation is done by the caller. */
411 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
413 const struct wined3d_gl_info *gl_info = context->gl_info;
414 unsigned int i;
415 GLuint read_binding, draw_binding;
417 if (entry->attached)
419 context_bind_fbo(context, target, entry->id);
420 return;
423 read_binding = context->fbo_read_binding;
424 draw_binding = context->fbo_draw_binding;
425 context_bind_fbo(context, GL_FRAMEBUFFER, entry->id);
427 /* Apply render targets */
428 for (i = 0; i < gl_info->limits.buffers; ++i)
430 context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
433 /* Apply depth targets */
434 if (entry->depth_stencil)
435 surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]);
436 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, entry->location);
438 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
439 * GL contexts requirements. */
440 gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
441 context_set_draw_buffer(context, GL_NONE);
442 if (target != GL_FRAMEBUFFER)
444 if (target == GL_READ_FRAMEBUFFER)
445 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding);
446 else
447 context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding);
450 entry->attached = TRUE;
453 /* Context activation is done by the caller. */
454 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
455 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
457 struct fbo_entry *entry, *entry2;
459 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
461 context_destroy_fbo_entry(context, entry);
464 if (context->rebind_fbo)
466 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
467 context->rebind_fbo = FALSE;
470 if (location == WINED3D_LOCATION_DRAWABLE)
472 context->current_fbo = NULL;
473 context_bind_fbo(context, target, 0);
475 else
477 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
478 context_apply_fbo_entry(context, target, context->current_fbo);
482 /* Context activation is done by the caller. */
483 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
484 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
486 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
488 context->blit_targets[0] = render_target;
489 if (clear_size)
490 memset(&context->blit_targets[1], 0, clear_size);
491 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
494 /* Context activation is done by the caller. */
495 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
497 const struct wined3d_gl_info *gl_info = context->gl_info;
499 if (context->free_occlusion_query_count)
501 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
503 else
505 if (gl_info->supported[ARB_OCCLUSION_QUERY])
507 GL_EXTCALL(glGenQueries(1, &query->id));
508 checkGLcall("glGenQueries");
510 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
512 else
514 WARN("Occlusion queries not supported, not allocating query id.\n");
515 query->id = 0;
519 query->context = context;
520 list_add_head(&context->occlusion_queries, &query->entry);
523 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
525 struct wined3d_context *context = query->context;
527 list_remove(&query->entry);
528 query->context = NULL;
530 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
532 UINT new_size = context->free_occlusion_query_size << 1;
533 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
534 new_size * sizeof(*context->free_occlusion_queries));
536 if (!new_data)
538 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
539 return;
542 context->free_occlusion_query_size = new_size;
543 context->free_occlusion_queries = new_data;
546 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
549 /* Context activation is done by the caller. */
550 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
552 const struct wined3d_gl_info *gl_info = context->gl_info;
554 if (context->free_event_query_count)
556 query->object = context->free_event_queries[--context->free_event_query_count];
558 else
560 if (gl_info->supported[ARB_SYNC])
562 /* Using ARB_sync, not much to do here. */
563 query->object.sync = NULL;
564 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
566 else if (gl_info->supported[APPLE_FENCE])
568 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
569 checkGLcall("glGenFencesAPPLE");
571 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
573 else if(gl_info->supported[NV_FENCE])
575 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
576 checkGLcall("glGenFencesNV");
578 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
580 else
582 WARN("Event queries not supported, not allocating query id.\n");
583 query->object.id = 0;
587 query->context = context;
588 list_add_head(&context->event_queries, &query->entry);
591 void context_free_event_query(struct wined3d_event_query *query)
593 struct wined3d_context *context = query->context;
595 list_remove(&query->entry);
596 query->context = NULL;
598 if (context->free_event_query_count >= context->free_event_query_size - 1)
600 UINT new_size = context->free_event_query_size << 1;
601 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
602 new_size * sizeof(*context->free_event_queries));
604 if (!new_data)
606 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
607 return;
610 context->free_event_query_size = new_size;
611 context->free_event_queries = new_data;
614 context->free_event_queries[context->free_event_query_count++] = query->object;
617 /* Context activation is done by the caller. */
618 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query)
620 const struct wined3d_gl_info *gl_info = context->gl_info;
622 if (context->free_timestamp_query_count)
624 query->id = context->free_timestamp_queries[--context->free_timestamp_query_count];
626 else
628 GL_EXTCALL(glGenQueries(1, &query->id));
629 checkGLcall("glGenQueries");
631 TRACE("Allocated timestamp query %u in context %p.\n", query->id, context);
634 query->context = context;
635 list_add_head(&context->timestamp_queries, &query->entry);
638 void context_free_timestamp_query(struct wined3d_timestamp_query *query)
640 struct wined3d_context *context = query->context;
642 list_remove(&query->entry);
643 query->context = NULL;
645 if (context->free_timestamp_query_count >= context->free_timestamp_query_size - 1)
647 UINT new_size = context->free_timestamp_query_size << 1;
648 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_timestamp_queries,
649 new_size * sizeof(*context->free_timestamp_queries));
651 if (!new_data)
653 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
654 return;
657 context->free_timestamp_query_size = new_size;
658 context->free_timestamp_queries = new_data;
661 context->free_timestamp_queries[context->free_timestamp_query_count++] = query->id;
664 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
666 static void context_enum_surface_fbo_entries(const struct wined3d_device *device,
667 const struct wined3d_surface *surface, context_fbo_entry_func_t *callback)
669 UINT i;
671 for (i = 0; i < device->context_count; ++i)
673 struct wined3d_context *context = device->contexts[i];
674 const struct wined3d_gl_info *gl_info = context->gl_info;
675 struct fbo_entry *entry, *entry2;
677 if (context->current_rt == surface) context->current_rt = NULL;
679 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
681 UINT j;
683 if (entry->depth_stencil == surface)
685 callback(context, entry);
686 continue;
689 for (j = 0; j < gl_info->limits.buffers; ++j)
691 if (entry->render_targets[j] == surface)
693 callback(context, entry);
694 break;
701 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
703 list_remove(&entry->entry);
704 list_add_head(&context->fbo_destroy_list, &entry->entry);
707 void context_resource_released(const struct wined3d_device *device,
708 struct wined3d_resource *resource, enum wined3d_resource_type type)
710 if (!device->d3d_initialized) return;
712 switch (type)
714 case WINED3D_RTYPE_SURFACE:
715 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
716 context_queue_fbo_entry_destruction);
717 break;
719 default:
720 break;
724 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
726 entry->attached = FALSE;
729 void context_resource_unloaded(const struct wined3d_device *device,
730 struct wined3d_resource *resource, enum wined3d_resource_type type)
732 switch (type)
734 case WINED3D_RTYPE_SURFACE:
735 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
736 context_detach_fbo_entry);
737 break;
739 default:
740 break;
744 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
746 const struct wined3d_gl_info *gl_info = context->gl_info;
747 struct fbo_entry *entry = context->current_fbo;
748 unsigned int i;
750 if (!entry || context->rebind_fbo) return;
752 for (i = 0; i < gl_info->limits.buffers; ++i)
754 if (surface == entry->render_targets[i])
756 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
757 context->rebind_fbo = TRUE;
758 return;
762 if (surface == entry->depth_stencil)
764 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
765 context->rebind_fbo = TRUE;
769 static BOOL context_restore_pixel_format(struct wined3d_context *ctx)
771 const struct wined3d_gl_info *gl_info = ctx->gl_info;
772 BOOL ret = FALSE;
774 if (ctx->restore_pf && IsWindow(ctx->restore_pf_win))
776 if (ctx->gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
778 HDC dc = GetDC(ctx->restore_pf_win);
779 if (dc)
781 if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, ctx->restore_pf))))
783 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
784 ctx->restore_pf, ctx->restore_pf_win);
786 ReleaseDC(ctx->restore_pf_win, dc);
789 else
791 ERR("can't restore pixel format %d on window %p\n", ctx->restore_pf, ctx->restore_pf_win);
795 ctx->restore_pf = 0;
796 ctx->restore_pf_win = NULL;
797 return ret;
800 static BOOL context_set_pixel_format(struct wined3d_context *context, HDC dc, BOOL private, int format)
802 const struct wined3d_gl_info *gl_info = context->gl_info;
803 int current;
805 if (dc == context->hdc && context->hdc_is_private && context->hdc_has_format)
806 return TRUE;
808 current = GetPixelFormat(dc);
809 if (current == format) goto success;
811 if (!current)
813 if (!SetPixelFormat(dc, format, NULL))
815 /* This may also happen if the dc belongs to a destroyed window. */
816 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
817 format, dc, GetLastError());
818 return FALSE;
821 context->restore_pf = 0;
822 context->restore_pf_win = private ? NULL : WindowFromDC(dc);
823 goto success;
826 /* By default WGL doesn't allow pixel format adjustments but we need it
827 * here. For this reason there's a Wine specific wglSetPixelFormat()
828 * which allows us to set the pixel format multiple times. Only use it
829 * when really needed. */
830 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
832 HWND win;
834 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
836 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
837 format, dc);
838 return FALSE;
841 win = private ? NULL : WindowFromDC(dc);
842 if (win != context->restore_pf_win)
844 context_restore_pixel_format(context);
846 context->restore_pf = private ? 0 : current;
847 context->restore_pf_win = win;
850 goto success;
853 /* OpenGL doesn't allow pixel format adjustments. Print an error and
854 * continue using the old format. There's a big chance that the old
855 * format works although with a performance hit and perhaps rendering
856 * errors. */
857 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
858 format, dc, current);
859 return TRUE;
861 success:
862 if (dc == context->hdc && context->hdc_is_private)
863 context->hdc_has_format = TRUE;
864 return TRUE;
867 static BOOL context_set_gl_context(struct wined3d_context *ctx)
869 struct wined3d_swapchain *swapchain = ctx->swapchain;
870 BOOL backup = FALSE;
872 if (!context_set_pixel_format(ctx, ctx->hdc, ctx->hdc_is_private, ctx->pixel_format))
874 WARN("Failed to set pixel format %d on device context %p.\n",
875 ctx->pixel_format, ctx->hdc);
876 backup = TRUE;
879 if (backup || !wglMakeCurrent(ctx->hdc, ctx->glCtx))
881 HDC dc;
883 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
884 ctx->glCtx, ctx->hdc, GetLastError());
885 ctx->valid = 0;
886 WARN("Trying fallback to the backup window.\n");
888 /* FIXME: If the context is destroyed it's no longer associated with
889 * a swapchain, so we can't use the swapchain to get a backup dc. To
890 * make this work windowless contexts would need to be handled by the
891 * device. */
892 if (ctx->destroyed)
894 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
895 context_set_current(NULL);
896 return FALSE;
899 if (!(dc = swapchain_get_backup_dc(swapchain)))
901 context_set_current(NULL);
902 return FALSE;
905 if (!context_set_pixel_format(ctx, dc, TRUE, ctx->pixel_format))
907 ERR("Failed to set pixel format %d on device context %p.\n",
908 ctx->pixel_format, dc);
909 context_set_current(NULL);
910 return FALSE;
913 if (!wglMakeCurrent(dc, ctx->glCtx))
915 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
916 dc, GetLastError());
917 context_set_current(NULL);
918 return FALSE;
921 ctx->valid = 1;
923 ctx->needs_set = 0;
924 return TRUE;
927 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
929 if (!wglMakeCurrent(dc, gl_ctx))
931 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
932 gl_ctx, dc, GetLastError());
933 context_set_current(NULL);
937 static void context_update_window(struct wined3d_context *context)
939 if (context->win_handle == context->swapchain->win_handle)
940 return;
942 TRACE("Updating context %p window from %p to %p.\n",
943 context, context->win_handle, context->swapchain->win_handle);
945 if (context->hdc)
946 wined3d_release_dc(context->win_handle, context->hdc);
948 context->win_handle = context->swapchain->win_handle;
949 context->hdc_is_private = FALSE;
950 context->hdc_has_format = FALSE;
951 context->needs_set = 1;
952 context->valid = 1;
954 if (!(context->hdc = GetDC(context->win_handle)))
956 ERR("Failed to get a device context for window %p.\n", context->win_handle);
957 context->valid = 0;
961 static void context_destroy_gl_resources(struct wined3d_context *context)
963 const struct wined3d_gl_info *gl_info = context->gl_info;
964 struct wined3d_timestamp_query *timestamp_query;
965 struct wined3d_occlusion_query *occlusion_query;
966 struct wined3d_event_query *event_query;
967 struct fbo_entry *entry, *entry2;
968 HGLRC restore_ctx;
969 HDC restore_dc;
970 unsigned int i;
972 restore_ctx = wglGetCurrentContext();
973 restore_dc = wglGetCurrentDC();
975 if (restore_ctx == context->glCtx)
976 restore_ctx = NULL;
977 else if (context->valid)
978 context_set_gl_context(context);
980 LIST_FOR_EACH_ENTRY(timestamp_query, &context->timestamp_queries, struct wined3d_timestamp_query, entry)
982 if (context->valid)
983 GL_EXTCALL(glDeleteQueries(1, &timestamp_query->id));
984 timestamp_query->context = NULL;
987 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
989 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
990 GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
991 occlusion_query->context = NULL;
994 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
996 if (context->valid)
998 if (gl_info->supported[ARB_SYNC])
1000 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
1002 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
1003 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
1005 event_query->context = NULL;
1008 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
1010 if (!context->valid) entry->id = 0;
1011 context_destroy_fbo_entry(context, entry);
1014 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
1016 if (!context->valid) entry->id = 0;
1017 context_destroy_fbo_entry(context, entry);
1020 if (context->valid)
1022 if (context->dummy_arbfp_prog)
1024 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
1027 if (gl_info->supported[ARB_TIMER_QUERY])
1028 GL_EXTCALL(glDeleteQueries(context->free_timestamp_query_count, context->free_timestamp_queries));
1030 if (gl_info->supported[ARB_OCCLUSION_QUERY])
1031 GL_EXTCALL(glDeleteQueries(context->free_occlusion_query_count, context->free_occlusion_queries));
1033 if (gl_info->supported[ARB_SYNC])
1035 for (i = 0; i < context->free_event_query_count; ++i)
1037 GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
1040 else if (gl_info->supported[APPLE_FENCE])
1042 for (i = 0; i < context->free_event_query_count; ++i)
1044 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
1047 else if (gl_info->supported[NV_FENCE])
1049 for (i = 0; i < context->free_event_query_count; ++i)
1051 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
1055 checkGLcall("context cleanup");
1058 HeapFree(GetProcessHeap(), 0, context->free_timestamp_queries);
1059 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
1060 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
1062 context_restore_pixel_format(context);
1063 if (restore_ctx)
1065 context_restore_gl_context(gl_info, restore_dc, restore_ctx);
1067 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
1069 ERR("Failed to disable GL context.\n");
1072 wined3d_release_dc(context->win_handle, context->hdc);
1074 if (!wglDeleteContext(context->glCtx))
1076 DWORD err = GetLastError();
1077 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
1081 DWORD context_get_tls_idx(void)
1083 return wined3d_context_tls_idx;
1086 void context_set_tls_idx(DWORD idx)
1088 wined3d_context_tls_idx = idx;
1091 struct wined3d_context *context_get_current(void)
1093 return TlsGetValue(wined3d_context_tls_idx);
1096 BOOL context_set_current(struct wined3d_context *ctx)
1098 struct wined3d_context *old = context_get_current();
1100 if (old == ctx)
1102 TRACE("Already using D3D context %p.\n", ctx);
1103 return TRUE;
1106 if (old)
1108 if (old->destroyed)
1110 TRACE("Switching away from destroyed context %p.\n", old);
1111 context_destroy_gl_resources(old);
1112 HeapFree(GetProcessHeap(), 0, (void *)old->gl_info);
1113 HeapFree(GetProcessHeap(), 0, old);
1115 else
1117 old->current = 0;
1121 if (ctx)
1123 if (!ctx->valid)
1125 ERR("Trying to make invalid context %p current\n", ctx);
1126 return FALSE;
1129 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1130 if (!context_set_gl_context(ctx))
1131 return FALSE;
1132 ctx->current = 1;
1134 else if(wglGetCurrentContext())
1136 TRACE("Clearing current D3D context.\n");
1137 if (!wglMakeCurrent(NULL, NULL))
1139 DWORD err = GetLastError();
1140 ERR("Failed to clear current GL context, last error %#x.\n", err);
1141 TlsSetValue(wined3d_context_tls_idx, NULL);
1142 return FALSE;
1146 return TlsSetValue(wined3d_context_tls_idx, ctx);
1149 void context_release(struct wined3d_context *context)
1151 TRACE("Releasing context %p, level %u.\n", context, context->level);
1153 if (WARN_ON(d3d))
1155 if (!context->level)
1156 WARN("Context %p is not active.\n", context);
1157 else if (context != context_get_current())
1158 WARN("Context %p is not the current context.\n", context);
1161 if (!--context->level)
1163 if (context_restore_pixel_format(context))
1164 context->needs_set = 1;
1165 if (context->restore_ctx)
1167 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1168 context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx);
1169 context->restore_ctx = NULL;
1170 context->restore_dc = NULL;
1175 static void context_enter(struct wined3d_context *context)
1177 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1179 if (!context->level++)
1181 const struct wined3d_context *current_context = context_get_current();
1182 HGLRC current_gl = wglGetCurrentContext();
1184 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1186 TRACE("Another GL context (%p on device context %p) is already current.\n",
1187 current_gl, wglGetCurrentDC());
1188 context->restore_ctx = current_gl;
1189 context->restore_dc = wglGetCurrentDC();
1190 context->needs_set = 1;
1192 else if (!context->needs_set && !(context->hdc_is_private && context->hdc_has_format)
1193 && context->pixel_format != GetPixelFormat(context->hdc))
1194 context->needs_set = 1;
1198 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1200 DWORD rep = context->state_table[state].representative;
1201 DWORD idx;
1202 BYTE shift;
1204 if (isStateDirty(context, rep)) return;
1206 context->dirtyArray[context->numDirtyEntries++] = rep;
1207 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1208 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1209 context->isStateDirty[idx] |= (1 << shift);
1212 /* This function takes care of wined3d pixel format selection. */
1213 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1214 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1215 BOOL auxBuffers, BOOL findCompatible)
1217 int iPixelFormat=0;
1218 BYTE redBits, greenBits, blueBits, alphaBits, colorBits;
1219 BYTE depthBits=0, stencilBits=0;
1220 unsigned int current_value;
1221 unsigned int cfg_count = device->adapter->cfg_count;
1222 unsigned int i;
1224 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1225 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1226 auxBuffers, findCompatible);
1228 if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1230 ERR("Unable to get color bits for format %s (%#x)!\n",
1231 debug_d3dformat(color_format->id), color_format->id);
1232 return 0;
1235 getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1237 current_value = 0;
1238 for (i = 0; i < cfg_count; ++i)
1240 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1241 unsigned int value;
1243 /* For now only accept RGBA formats. Perhaps some day we will
1244 * allow floating point formats for pbuffers. */
1245 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1246 continue;
1247 /* In window mode we need a window drawable format and double buffering. */
1248 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1249 continue;
1250 if (cfg->redSize < redBits)
1251 continue;
1252 if (cfg->greenSize < greenBits)
1253 continue;
1254 if (cfg->blueSize < blueBits)
1255 continue;
1256 if (cfg->alphaSize < alphaBits)
1257 continue;
1258 if (cfg->depthSize < depthBits)
1259 continue;
1260 if (stencilBits && cfg->stencilSize != stencilBits)
1261 continue;
1262 /* Check multisampling support. */
1263 if (cfg->numSamples)
1264 continue;
1266 value = 1;
1267 /* We try to locate a format which matches our requirements exactly. In case of
1268 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1269 if (cfg->depthSize == depthBits)
1270 value += 1;
1271 if (cfg->stencilSize == stencilBits)
1272 value += 2;
1273 if (cfg->alphaSize == alphaBits)
1274 value += 4;
1275 /* We like to have aux buffers in backbuffer mode */
1276 if (auxBuffers && cfg->auxBuffers)
1277 value += 8;
1278 if (cfg->redSize == redBits
1279 && cfg->greenSize == greenBits
1280 && cfg->blueSize == blueBits)
1281 value += 16;
1283 if (value > current_value)
1285 iPixelFormat = cfg->iPixelFormat;
1286 current_value = value;
1290 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1291 if(!iPixelFormat && !findCompatible) {
1292 ERR("Can't find a suitable iPixelFormat\n");
1293 return FALSE;
1294 } else if(!iPixelFormat) {
1295 PIXELFORMATDESCRIPTOR pfd;
1297 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1298 /* PixelFormat selection */
1299 ZeroMemory(&pfd, sizeof(pfd));
1300 pfd.nSize = sizeof(pfd);
1301 pfd.nVersion = 1;
1302 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1303 pfd.iPixelType = PFD_TYPE_RGBA;
1304 pfd.cAlphaBits = alphaBits;
1305 pfd.cColorBits = colorBits;
1306 pfd.cDepthBits = depthBits;
1307 pfd.cStencilBits = stencilBits;
1308 pfd.iLayerType = PFD_MAIN_PLANE;
1310 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1311 if(!iPixelFormat) {
1312 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1313 ERR("Can't find a suitable iPixelFormat\n");
1314 return FALSE;
1318 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1319 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1320 return iPixelFormat;
1323 /* Context activation is done by the caller. */
1324 static void bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
1326 const struct wined3d_gl_info *gl_info = context->gl_info;
1327 unsigned int i, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1329 for (i = 0; i < count; ++i)
1331 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
1332 checkGLcall("glActiveTexture");
1334 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1335 checkGLcall("glBindTexture");
1337 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1339 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1340 checkGLcall("glBindTexture");
1343 if (gl_info->supported[EXT_TEXTURE3D])
1345 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1346 checkGLcall("glBindTexture");
1349 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1351 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1352 checkGLcall("glBindTexture");
1357 BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
1359 return gl_info->supported[ARB_DEBUG_OUTPUT]
1360 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
1363 static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
1364 GLenum severity, GLsizei length, const char *message, void *ctx)
1366 switch (type)
1368 case GL_DEBUG_TYPE_ERROR_ARB:
1369 ERR("%p: %s.\n", ctx, debugstr_an(message, length));
1370 break;
1372 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
1373 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
1374 case GL_DEBUG_TYPE_PORTABILITY_ARB:
1375 FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
1376 break;
1378 case GL_DEBUG_TYPE_PERFORMANCE_ARB:
1379 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
1380 break;
1382 default:
1383 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
1384 break;
1388 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1389 struct wined3d_surface *target, const struct wined3d_format *ds_format)
1391 struct wined3d_device *device = swapchain->device;
1392 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1393 const struct wined3d_format *color_format;
1394 struct wined3d_context *ret;
1395 BOOL auxBuffers = FALSE;
1396 HGLRC ctx, share_ctx;
1397 int pixel_format;
1398 unsigned int s;
1399 int swap_interval;
1400 DWORD state;
1401 HDC hdc;
1402 BOOL hdc_is_private = FALSE;
1404 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1406 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1407 if (!ret)
1408 return NULL;
1410 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1411 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1412 if (!ret->blit_targets)
1413 goto out;
1415 ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1416 gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1417 if (!ret->draw_buffers)
1418 goto out;
1420 ret->free_timestamp_query_size = 4;
1421 ret->free_timestamp_queries = HeapAlloc(GetProcessHeap(), 0,
1422 ret->free_timestamp_query_size * sizeof(*ret->free_timestamp_queries));
1423 if (!ret->free_timestamp_queries)
1424 goto out;
1425 list_init(&ret->timestamp_queries);
1427 ret->free_occlusion_query_size = 4;
1428 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1429 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1430 if (!ret->free_occlusion_queries)
1431 goto out;
1433 list_init(&ret->occlusion_queries);
1435 ret->free_event_query_size = 4;
1436 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1437 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1438 if (!ret->free_event_queries)
1439 goto out;
1441 list_init(&ret->event_queries);
1442 list_init(&ret->fbo_list);
1443 list_init(&ret->fbo_destroy_list);
1445 if (!device->shader_backend->shader_allocate_context_data(ret))
1447 ERR("Failed to allocate shader backend context data.\n");
1448 goto out;
1451 /* Initialize the texture unit mapping to a 1:1 mapping */
1452 for (s = 0; s < MAX_COMBINED_SAMPLERS; ++s)
1454 if (s < gl_info->limits.fragment_samplers)
1456 ret->tex_unit_map[s] = s;
1457 ret->rev_tex_unit_map[s] = s;
1459 else
1461 ret->tex_unit_map[s] = WINED3D_UNMAPPED_STAGE;
1462 ret->rev_tex_unit_map[s] = WINED3D_UNMAPPED_STAGE;
1466 if (!(hdc = GetDC(swapchain->win_handle)))
1468 WARN("Failed to retireve device context, trying swapchain backup.\n");
1470 if ((hdc = swapchain_get_backup_dc(swapchain)))
1471 hdc_is_private = TRUE;
1472 else
1474 ERR("Failed to retrieve a device context.\n");
1475 goto out;
1479 color_format = target->resource.format;
1481 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1482 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1483 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1485 auxBuffers = TRUE;
1487 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1488 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1489 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1490 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1493 /* DirectDraw supports 8bit paletted render targets and these are used by
1494 * old games like StarCraft and C&C. Most modern hardware doesn't support
1495 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1496 * conversion (ab)uses the alpha component for storing the palette index.
1497 * For this reason we require a format with 8bit alpha, so request
1498 * A8R8G8B8. */
1499 if (color_format->id == WINED3DFMT_P8_UINT)
1500 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1502 /* Try to find a pixel format which matches our requirements. */
1503 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, FALSE);
1505 /* Try to locate a compatible format if we weren't able to find anything. */
1506 if (!pixel_format)
1508 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1509 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, TRUE);
1512 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1513 if (!pixel_format)
1515 ERR("Can't find a suitable pixel format.\n");
1516 goto out;
1519 context_enter(ret);
1521 ret->gl_info = gl_info;
1523 if (!context_set_pixel_format(ret, hdc, hdc_is_private, pixel_format))
1525 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1526 context_release(ret);
1527 goto out;
1530 share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL;
1531 if (gl_info->p_wglCreateContextAttribsARB)
1533 unsigned int ctx_attrib_idx = 0;
1534 GLint ctx_attribs[3];
1536 if (context_debug_output_enabled(gl_info))
1538 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1539 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_DEBUG_BIT_ARB;
1541 ctx_attribs[ctx_attrib_idx] = 0;
1543 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1545 ERR("Failed to create a WGL context.\n");
1546 context_release(ret);
1547 goto out;
1550 else
1552 if (!(ctx = wglCreateContext(hdc)))
1554 ERR("Failed to create a WGL context.\n");
1555 context_release(ret);
1556 goto out;
1559 if (share_ctx && !wglShareLists(share_ctx, ctx))
1561 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
1562 context_release(ret);
1563 if (!wglDeleteContext(ctx))
1564 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1565 goto out;
1569 if (!device_context_add(device, ret))
1571 ERR("Failed to add the newly created context to the context list\n");
1572 context_release(ret);
1573 if (!wglDeleteContext(ctx))
1574 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1575 goto out;
1578 ret->d3d_info = &device->adapter->d3d_info;
1579 ret->state_table = device->StateTable;
1581 /* Mark all states dirty to force a proper initialization of the states
1582 * on the first use of the context. */
1583 for (state = 0; state <= STATE_HIGHEST; ++state)
1585 if (ret->state_table[state].representative)
1586 context_invalidate_state(ret, state);
1589 ret->swapchain = swapchain;
1590 ret->current_rt = target;
1591 ret->tid = GetCurrentThreadId();
1593 ret->render_offscreen = wined3d_resource_is_offscreen(&target->container->resource);
1594 ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
1595 ret->valid = 1;
1597 ret->glCtx = ctx;
1598 ret->win_handle = swapchain->win_handle;
1599 ret->hdc = hdc;
1600 ret->hdc_is_private = hdc_is_private;
1601 ret->hdc_has_format = TRUE;
1602 ret->pixel_format = pixel_format;
1603 ret->needs_set = 1;
1605 /* Set up the context defaults */
1606 if (!context_set_current(ret))
1608 ERR("Cannot activate context to set up defaults.\n");
1609 device_context_remove(device, ret);
1610 context_release(ret);
1611 if (!wglDeleteContext(ctx))
1612 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1613 goto out;
1616 if (context_debug_output_enabled(gl_info))
1618 GL_EXTCALL(glDebugMessageCallbackARB(wined3d_debug_callback, ret));
1619 if (TRACE_ON(d3d_synchronous))
1620 gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
1621 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
1622 if (ERR_ON(d3d))
1624 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR_ARB,
1625 GL_DONT_CARE, 0, NULL, GL_TRUE));
1627 if (FIXME_ON(d3d))
1629 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB,
1630 GL_DONT_CARE, 0, NULL, GL_TRUE));
1631 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB,
1632 GL_DONT_CARE, 0, NULL, GL_TRUE));
1633 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY_ARB,
1634 GL_DONT_CARE, 0, NULL, GL_TRUE));
1636 if (WARN_ON(d3d_perf))
1638 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE_ARB,
1639 GL_DONT_CARE, 0, NULL, GL_TRUE));
1643 switch (swapchain->desc.swap_interval)
1645 case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1646 swap_interval = 0;
1647 break;
1648 case WINED3DPRESENT_INTERVAL_DEFAULT:
1649 case WINED3DPRESENT_INTERVAL_ONE:
1650 swap_interval = 1;
1651 break;
1652 case WINED3DPRESENT_INTERVAL_TWO:
1653 swap_interval = 2;
1654 break;
1655 case WINED3DPRESENT_INTERVAL_THREE:
1656 swap_interval = 3;
1657 break;
1658 case WINED3DPRESENT_INTERVAL_FOUR:
1659 swap_interval = 4;
1660 break;
1661 default:
1662 FIXME("Unknown swap interval %#x.\n", swapchain->desc.swap_interval);
1663 swap_interval = 1;
1666 if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1668 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1669 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1670 swap_interval, ret, GetLastError());
1673 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1675 TRACE("Setting up the screen\n");
1677 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1678 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1680 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1681 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1683 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1684 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1686 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1687 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1688 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
1689 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1691 if (gl_info->supported[ARB_VERTEX_BLEND])
1693 /* Direct3D always uses n-1 weights for n world matrices and uses
1694 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
1695 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
1696 * enabled as well. */
1697 gl_info->gl_ops.gl.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1698 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1700 if (gl_info->supported[NV_TEXTURE_SHADER2])
1702 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1703 * the previous texture where to source the offset from is always unit - 1.
1705 for (s = 1; s < gl_info->limits.textures; ++s)
1707 context_active_texture(ret, gl_info, s);
1708 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
1709 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1710 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1713 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1715 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1716 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1717 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1718 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1719 * is ever assigned.
1721 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1722 * program and the dummy program is destroyed when the context is destroyed.
1724 static const char dummy_program[] =
1725 "!!ARBfp1.0\n"
1726 "MOV result.color, fragment.color.primary;\n"
1727 "END\n";
1728 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1729 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1730 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1733 if (gl_info->supported[ARB_POINT_SPRITE])
1735 for (s = 0; s < gl_info->limits.textures; ++s)
1737 context_active_texture(ret, gl_info, s);
1738 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1739 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1743 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1745 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1747 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1749 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1751 ret->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
1752 | (1 << WINED3D_SHADER_TYPE_VERTEX)
1753 | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
1755 /* If this happens to be the first context for the device, dummy textures
1756 * are not created yet. In that case, they will be created (and bound) by
1757 * create_dummy_textures right after this context is initialized. */
1758 if (device->dummy_texture_2d[0])
1759 bind_dummy_textures(device, ret);
1761 TRACE("Created context %p.\n", ret);
1763 return ret;
1765 out:
1766 device->shader_backend->shader_free_context_data(ret);
1767 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1768 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1769 HeapFree(GetProcessHeap(), 0, ret->free_timestamp_queries);
1770 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1771 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1772 HeapFree(GetProcessHeap(), 0, ret);
1773 return NULL;
1776 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
1778 BOOL destroy;
1780 TRACE("Destroying ctx %p\n", context);
1782 if (context->tid == GetCurrentThreadId() || !context->current)
1784 context_destroy_gl_resources(context);
1785 TlsSetValue(wined3d_context_tls_idx, NULL);
1786 destroy = TRUE;
1788 else
1790 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
1791 in wined3d_adapter may go away in the meantime */
1792 struct wined3d_gl_info *gl_info = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info));
1793 *gl_info = *context->gl_info;
1794 context->gl_info = gl_info;
1795 context->destroyed = 1;
1796 destroy = FALSE;
1799 device->shader_backend->shader_free_context_data(context);
1800 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1801 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1802 device_context_remove(device, context);
1803 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1806 /* Context activation is done by the caller. */
1807 static void set_blit_dimension(const struct wined3d_gl_info *gl_info, UINT width, UINT height)
1809 const GLdouble projection[] =
1811 2.0 / width, 0.0, 0.0, 0.0,
1812 0.0, 2.0 / height, 0.0, 0.0,
1813 0.0, 0.0, 2.0, 0.0,
1814 -1.0, -1.0, -1.0, 1.0,
1817 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1818 checkGLcall("glMatrixMode(GL_PROJECTION)");
1819 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
1820 checkGLcall("glLoadMatrixd");
1821 gl_info->gl_ops.gl.p_glViewport(0, 0, width, height);
1822 checkGLcall("glViewport");
1825 static void context_get_rt_size(const struct wined3d_context *context, SIZE *size)
1827 const struct wined3d_surface *rt = context->current_rt;
1829 if (rt->container->swapchain && rt->container->swapchain->front_buffer == rt->container)
1831 RECT window_size;
1833 GetClientRect(context->win_handle, &window_size);
1834 size->cx = window_size.right - window_size.left;
1835 size->cy = window_size.bottom - window_size.top;
1837 return;
1840 size->cx = rt->resource.width;
1841 size->cy = rt->resource.height;
1844 /*****************************************************************************
1845 * SetupForBlit
1847 * Sets up a context for DirectDraw blitting.
1848 * All texture units are disabled, texture unit 0 is set as current unit
1849 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1850 * color writing enabled for all channels
1851 * register combiners disabled, shaders disabled
1852 * world matrix is set to identity, texture matrix 0 too
1853 * projection matrix is setup for drawing screen coordinates
1855 * Params:
1856 * This: Device to activate the context for
1857 * context: Context to setup
1859 *****************************************************************************/
1860 /* Context activation is done by the caller. */
1861 static void SetupForBlit(const struct wined3d_device *device, struct wined3d_context *context)
1863 int i;
1864 const struct wined3d_gl_info *gl_info = context->gl_info;
1865 DWORD sampler;
1866 SIZE rt_size;
1868 TRACE("Setting up context %p for blitting\n", context);
1870 context_get_rt_size(context, &rt_size);
1872 if (context->last_was_blit)
1874 if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
1876 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
1877 context->blit_w = rt_size.cx;
1878 context->blit_h = rt_size.cy;
1879 /* No need to dirtify here, the states are still dirtified because
1880 * they weren't applied since the last SetupForBlit() call. */
1882 TRACE("Context is already set up for blitting, nothing to do\n");
1883 return;
1885 context->last_was_blit = TRUE;
1887 /* Disable all textures. The caller can then bind a texture it wants to blit
1888 * from
1890 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1891 * function texture unit. No need to care for higher samplers
1893 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1895 sampler = context->rev_tex_unit_map[i];
1896 context_active_texture(context, gl_info, i);
1898 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1900 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1901 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1903 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
1904 checkGLcall("glDisable GL_TEXTURE_3D");
1905 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1907 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
1908 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1910 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
1911 checkGLcall("glDisable GL_TEXTURE_2D");
1913 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1914 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1916 if (sampler != WINED3D_UNMAPPED_STAGE)
1918 if (sampler < MAX_TEXTURES)
1919 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
1920 context_invalidate_state(context, STATE_SAMPLER(sampler));
1923 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
1924 GL_EXTCALL(glBindSampler(0, 0));
1925 context_active_texture(context, gl_info, 0);
1927 sampler = context->rev_tex_unit_map[0];
1929 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1931 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1932 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1934 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
1935 checkGLcall("glDisable GL_TEXTURE_3D");
1936 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1938 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
1939 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1941 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
1942 checkGLcall("glDisable GL_TEXTURE_2D");
1944 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1946 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
1947 checkGLcall("glMatrixMode(GL_TEXTURE)");
1948 gl_info->gl_ops.gl.p_glLoadIdentity();
1949 checkGLcall("glLoadIdentity()");
1951 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1953 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1954 GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
1955 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1958 if (sampler != WINED3D_UNMAPPED_STAGE)
1960 if (sampler < MAX_TEXTURES)
1962 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
1963 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
1965 context_invalidate_state(context, STATE_SAMPLER(sampler));
1968 /* Other misc states */
1969 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
1970 checkGLcall("glDisable(GL_ALPHA_TEST)");
1971 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
1972 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1973 checkGLcall("glDisable GL_LIGHTING");
1974 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
1975 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
1976 checkGLcall("glDisable GL_DEPTH_TEST");
1977 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
1978 glDisableWINE(GL_FOG);
1979 checkGLcall("glDisable GL_FOG");
1980 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
1981 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1982 checkGLcall("glDisable GL_BLEND");
1983 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
1984 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
1985 checkGLcall("glDisable GL_CULL_FACE");
1986 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
1987 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
1988 checkGLcall("glDisable GL_STENCIL_TEST");
1989 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
1990 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1991 checkGLcall("glDisable GL_SCISSOR_TEST");
1992 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
1993 if (gl_info->supported[ARB_POINT_SPRITE])
1995 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1996 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1997 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
1999 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
2000 checkGLcall("glColorMask");
2001 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
2002 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
2003 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
2004 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
2005 if (gl_info->supported[EXT_SECONDARY_COLOR])
2007 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
2008 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
2009 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
2012 /* Setup transforms */
2013 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2014 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2015 gl_info->gl_ops.gl.p_glLoadIdentity();
2016 checkGLcall("glLoadIdentity()");
2017 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
2019 context->last_was_rhw = TRUE;
2020 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
2022 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
2023 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
2024 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
2025 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
2026 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
2027 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
2028 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
2030 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
2032 /* Disable shaders */
2033 device->shader_backend->shader_disable(device->shader_priv, context);
2035 context->blit_w = rt_size.cx;
2036 context->blit_h = rt_size.cy;
2037 context_invalidate_state(context, STATE_VIEWPORT);
2038 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2041 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
2043 return rt_mask & (1 << 31);
2046 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
2048 return rt_mask & ~(1 << 31);
2051 /* Context activation is done by the caller. */
2052 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
2054 const struct wined3d_gl_info *gl_info = context->gl_info;
2056 if (!rt_mask)
2058 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
2059 checkGLcall("glDrawBuffer()");
2061 else if (is_rt_mask_onscreen(rt_mask))
2063 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
2064 checkGLcall("glDrawBuffer()");
2066 else
2068 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2070 unsigned int i = 0;
2072 while (rt_mask)
2074 if (rt_mask & 1)
2075 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2076 else
2077 context->draw_buffers[i] = GL_NONE;
2079 rt_mask >>= 1;
2080 ++i;
2083 if (gl_info->supported[ARB_DRAW_BUFFERS])
2085 GL_EXTCALL(glDrawBuffers(i, context->draw_buffers));
2086 checkGLcall("glDrawBuffers()");
2088 else
2090 gl_info->gl_ops.gl.p_glDrawBuffer(context->draw_buffers[0]);
2091 checkGLcall("glDrawBuffer()");
2094 else
2096 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2101 /* Context activation is done by the caller. */
2102 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
2104 const struct wined3d_gl_info *gl_info = context->gl_info;
2105 DWORD *current_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2106 DWORD new_mask = context_generate_rt_mask(buffer);
2108 if (new_mask == *current_mask)
2109 return;
2111 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
2112 checkGLcall("glDrawBuffer()");
2114 *current_mask = new_mask;
2117 /* Context activation is done by the caller. */
2118 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
2120 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
2121 checkGLcall("glActiveTexture");
2122 context->active_texture = unit;
2125 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
2127 const struct wined3d_gl_info *gl_info = context->gl_info;
2128 DWORD unit = context->active_texture;
2129 DWORD old_texture_type = context->texture_type[unit];
2131 if (name)
2133 gl_info->gl_ops.gl.p_glBindTexture(target, name);
2134 checkGLcall("glBindTexture");
2136 else
2138 target = GL_NONE;
2141 if (old_texture_type != target)
2143 const struct wined3d_device *device = context->swapchain->device;
2145 switch (old_texture_type)
2147 case GL_NONE:
2148 /* nothing to do */
2149 break;
2150 case GL_TEXTURE_2D:
2151 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[unit]);
2152 checkGLcall("glBindTexture");
2153 break;
2154 case GL_TEXTURE_RECTANGLE_ARB:
2155 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[unit]);
2156 checkGLcall("glBindTexture");
2157 break;
2158 case GL_TEXTURE_CUBE_MAP:
2159 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[unit]);
2160 checkGLcall("glBindTexture");
2161 break;
2162 case GL_TEXTURE_3D:
2163 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[unit]);
2164 checkGLcall("glBindTexture");
2165 break;
2166 default:
2167 ERR("Unexpected texture target %#x\n", old_texture_type);
2170 context->texture_type[unit] = target;
2174 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
2176 if (context->render_offscreen == offscreen) return;
2178 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
2179 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2180 context_invalidate_state(context, STATE_VIEWPORT);
2181 context_invalidate_state(context, STATE_SCISSORRECT);
2182 context_invalidate_state(context, STATE_FRONTFACE);
2183 context->render_offscreen = offscreen;
2186 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
2187 const struct wined3d_format *required)
2189 BYTE existing_depth, existing_stencil, required_depth, required_stencil;
2191 if (existing == required) return TRUE;
2192 if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
2194 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
2195 getDepthStencilBits(required, &required_depth, &required_stencil);
2197 if(existing_depth < required_depth) return FALSE;
2198 /* If stencil bits are used the exact amount is required - otherwise wrapping
2199 * won't work correctly */
2200 if(required_stencil && required_stencil != existing_stencil) return FALSE;
2201 return TRUE;
2204 /* The caller provides a context */
2205 static void context_validate_onscreen_formats(struct wined3d_context *context,
2206 const struct wined3d_rendertarget_view *depth_stencil)
2208 /* Onscreen surfaces are always in a swapchain */
2209 struct wined3d_swapchain *swapchain = context->current_rt->container->swapchain;
2211 if (context->render_offscreen || !depth_stencil) return;
2212 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->format)) return;
2214 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2215 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2216 * format. */
2217 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2219 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2220 surface_load_location(context->current_rt, WINED3D_LOCATION_TEXTURE_RGB);
2221 swapchain->render_to_fbo = TRUE;
2222 swapchain_update_draw_bindings(swapchain);
2223 context_set_render_offscreen(context, TRUE);
2226 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device, const struct wined3d_surface *rt)
2228 if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
2229 return 0;
2230 else if (rt->container->swapchain)
2231 return context_generate_rt_mask_from_surface(rt);
2232 else
2233 return context_generate_rt_mask(device->offscreenBuffer);
2236 /* Context activation is done by the caller. */
2237 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2239 struct wined3d_surface *rt = context->current_rt;
2240 DWORD rt_mask, *cur_mask;
2242 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2244 context_validate_onscreen_formats(context, NULL);
2246 if (context->render_offscreen)
2248 wined3d_texture_load(rt->container, context, FALSE);
2250 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->container->resource.draw_binding);
2251 if (rt->resource.format->id != WINED3DFMT_NULL)
2252 rt_mask = 1;
2253 else
2254 rt_mask = 0;
2256 else
2258 context->current_fbo = NULL;
2259 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
2260 rt_mask = context_generate_rt_mask_from_surface(rt);
2263 else
2265 rt_mask = context_generate_rt_mask_no_fbo(device, rt);
2268 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2270 if (rt_mask != *cur_mask)
2272 context_apply_draw_buffers(context, rt_mask);
2273 *cur_mask = rt_mask;
2276 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2278 context_check_fbo_status(context, GL_FRAMEBUFFER);
2281 SetupForBlit(device, context);
2282 context_invalidate_state(context, STATE_FRAMEBUFFER);
2285 static BOOL context_validate_rt_config(UINT rt_count, struct wined3d_rendertarget_view * const *rts,
2286 const struct wined3d_rendertarget_view *ds)
2288 unsigned int i;
2290 if (ds) return TRUE;
2292 for (i = 0; i < rt_count; ++i)
2294 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
2295 return TRUE;
2298 WARN("Invalid render target config, need at least one attachment.\n");
2299 return FALSE;
2302 /* Context activation is done by the caller. */
2303 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
2304 UINT rt_count, const struct wined3d_fb_state *fb)
2306 struct wined3d_rendertarget_view **rts = fb->render_targets;
2307 const struct wined3d_gl_info *gl_info = context->gl_info;
2308 DWORD rt_mask = 0, *cur_mask;
2309 UINT i;
2311 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb
2312 || rt_count != context->gl_info->limits.buffers)
2314 if (!context_validate_rt_config(rt_count, rts, fb->depth_stencil))
2315 return FALSE;
2317 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2319 context_validate_onscreen_formats(context, fb->depth_stencil);
2321 if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
2323 for (i = 0; i < rt_count; ++i)
2325 context->blit_targets[i] = wined3d_rendertarget_view_get_surface(rts[i]);
2326 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
2327 rt_mask |= (1 << i);
2329 while (i < context->gl_info->limits.buffers)
2331 context->blit_targets[i] = NULL;
2332 ++i;
2334 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
2335 wined3d_rendertarget_view_get_surface(fb->depth_stencil),
2336 rt_count ? rts[0]->resource->draw_binding : WINED3D_LOCATION_TEXTURE_RGB);
2338 else
2340 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, WINED3D_LOCATION_DRAWABLE);
2341 rt_mask = context_generate_rt_mask_from_surface(wined3d_rendertarget_view_get_surface(rts[0]));
2344 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2345 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2346 * state management allows this */
2347 context_invalidate_state(context, STATE_FRAMEBUFFER);
2349 else
2351 rt_mask = context_generate_rt_mask_no_fbo(device,
2352 rt_count ? wined3d_rendertarget_view_get_surface(rts[0]) : NULL);
2355 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
2356 && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)))
2358 for (i = 0; i < rt_count; ++i)
2360 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
2361 rt_mask |= (1 << i);
2364 else
2366 rt_mask = context_generate_rt_mask_no_fbo(device,
2367 rt_count ? wined3d_rendertarget_view_get_surface(rts[0]) : NULL);
2370 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2372 if (rt_mask != *cur_mask)
2374 context_apply_draw_buffers(context, rt_mask);
2375 *cur_mask = rt_mask;
2376 context_invalidate_state(context, STATE_FRAMEBUFFER);
2379 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2381 context_check_fbo_status(context, GL_FRAMEBUFFER);
2384 if (context->last_was_blit)
2385 context->last_was_blit = FALSE;
2387 /* Blending and clearing should be orthogonal, but tests on the nvidia
2388 * driver show that disabling blending when clearing improves the clearing
2389 * performance incredibly. */
2390 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2391 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
2392 checkGLcall("glEnable GL_SCISSOR_TEST");
2394 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2395 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
2396 context_invalidate_state(context, STATE_SCISSORRECT);
2398 return TRUE;
2401 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_device *device)
2403 const struct wined3d_state *state = &device->state;
2404 struct wined3d_rendertarget_view **rts = state->fb->render_targets;
2405 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
2406 DWORD rt_mask, rt_mask_bits;
2407 unsigned int i;
2409 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2410 return context_generate_rt_mask_no_fbo(device, wined3d_rendertarget_view_get_surface(rts[0]));
2411 else if (!context->render_offscreen)
2412 return context_generate_rt_mask_from_surface(wined3d_rendertarget_view_get_surface(rts[0]));
2414 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
2415 rt_mask &= context->d3d_info->valid_rt_mask;
2416 rt_mask_bits = rt_mask;
2417 i = 0;
2418 while (rt_mask_bits)
2420 rt_mask_bits &= ~(1 << i);
2421 if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
2422 rt_mask &= ~(1 << i);
2424 i++;
2427 return rt_mask;
2430 /* Context activation is done by the caller. */
2431 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2433 const struct wined3d_device *device = context->swapchain->device;
2434 const struct wined3d_fb_state *fb = state->fb;
2435 DWORD rt_mask = find_draw_buffers_mask(context, device);
2436 DWORD *cur_mask;
2438 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2440 if (!context->render_offscreen)
2442 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, WINED3D_LOCATION_DRAWABLE);
2444 else
2446 unsigned int i;
2448 for (i = 0; i < context->gl_info->limits.buffers; ++i)
2450 context->blit_targets[i] = wined3d_rendertarget_view_get_surface(fb->render_targets[i]);
2452 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
2453 wined3d_rendertarget_view_get_surface(fb->depth_stencil),
2454 fb->render_targets[0]->resource->draw_binding);
2458 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2459 if (rt_mask != *cur_mask)
2461 context_apply_draw_buffers(context, rt_mask);
2462 *cur_mask = rt_mask;
2466 static void context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit)
2468 DWORD i = context->rev_tex_unit_map[unit];
2469 DWORD j = context->tex_unit_map[stage];
2471 context->tex_unit_map[stage] = unit;
2472 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2473 context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
2475 context->rev_tex_unit_map[unit] = stage;
2476 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2477 context->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2480 static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
2482 DWORD i;
2484 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2485 context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
2488 static void context_update_fixed_function_usage_map(struct wined3d_context *context,
2489 const struct wined3d_state *state)
2491 UINT i, start, end;
2493 context->fixed_function_usage_map = 0;
2494 for (i = 0; i < MAX_TEXTURES; ++i)
2496 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2497 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2498 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2499 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2500 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2501 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2502 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2503 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2505 /* Not used, and disable higher stages. */
2506 if (color_op == WINED3D_TOP_DISABLE)
2507 break;
2509 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2510 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2511 || ((color_arg3 == WINED3DTA_TEXTURE)
2512 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2513 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2514 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2515 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2516 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2517 context->fixed_function_usage_map |= (1 << i);
2519 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2520 && i < MAX_TEXTURES - 1)
2521 context->fixed_function_usage_map |= (1 << (i + 1));
2524 if (i < context->lowest_disabled_stage)
2526 start = i;
2527 end = context->lowest_disabled_stage;
2529 else
2531 start = context->lowest_disabled_stage;
2532 end = i;
2535 context->lowest_disabled_stage = i;
2536 for (i = start + 1; i < end; ++i)
2538 context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
2542 static void context_map_fixed_function_samplers(struct wined3d_context *context,
2543 const struct wined3d_state *state)
2545 unsigned int i, tex;
2546 WORD ffu_map;
2547 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
2549 context_update_fixed_function_usage_map(context, state);
2550 ffu_map = context->fixed_function_usage_map;
2552 if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
2553 || context->lowest_disabled_stage <= d3d_info->limits.ffp_textures)
2555 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2557 if (!(ffu_map & 1))
2558 continue;
2560 if (context->tex_unit_map[i] != i)
2562 context_map_stage(context, i, i);
2563 context_invalidate_state(context, STATE_SAMPLER(i));
2564 context_invalidate_texture_stage(context, i);
2567 return;
2570 /* Now work out the mapping */
2571 tex = 0;
2572 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2574 if (!(ffu_map & 1))
2575 continue;
2577 if (context->tex_unit_map[i] != tex)
2579 context_map_stage(context, i, tex);
2580 context_invalidate_state(context, STATE_SAMPLER(i));
2581 context_invalidate_texture_stage(context, i);
2584 ++tex;
2588 static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
2590 const struct wined3d_shader_resource_info *resource_info =
2591 state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
2592 unsigned int i;
2593 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
2595 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2597 if (resource_info[i].type && context->tex_unit_map[i] != i)
2599 context_map_stage(context, i, i);
2600 context_invalidate_state(context, STATE_SAMPLER(i));
2601 if (i < d3d_info->limits.ffp_blend_stages)
2602 context_invalidate_texture_stage(context, i);
2607 static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
2608 const struct wined3d_shader_resource_info *ps_resource_info,
2609 const struct wined3d_shader_resource_info *vs_resource_info, DWORD unit)
2611 DWORD current_mapping = context->rev_tex_unit_map[unit];
2613 /* Not currently used */
2614 if (current_mapping == WINED3D_UNMAPPED_STAGE)
2615 return TRUE;
2617 if (current_mapping < MAX_FRAGMENT_SAMPLERS)
2619 /* Used by a fragment sampler */
2621 if (!ps_resource_info)
2623 /* No pixel shader, check fixed function */
2624 return current_mapping >= MAX_TEXTURES || !(context->fixed_function_usage_map & (1 << current_mapping));
2627 /* Pixel shader, check the shader's sampler map */
2628 return !ps_resource_info[current_mapping].type;
2631 /* Used by a vertex sampler */
2632 return !vs_resource_info[current_mapping - MAX_FRAGMENT_SAMPLERS].type;
2635 static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state)
2637 const struct wined3d_shader_resource_info *vs_resource_info =
2638 state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
2639 const struct wined3d_shader_resource_info *ps_resource_info = NULL;
2640 const struct wined3d_gl_info *gl_info = context->gl_info;
2641 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2642 int i;
2644 /* Note that we only care if a resource is used or not, not the
2645 * resource's specific type. Otherwise we'd need to call
2646 * shader_update_samplers() here for 1.x pixelshaders. */
2647 if (ps)
2648 ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
2650 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
2652 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2653 if (vs_resource_info[i].type)
2655 if (context->tex_unit_map[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2657 /* Already mapped somewhere */
2658 continue;
2661 while (start >= 0)
2663 if (context_unit_free_for_vs(context, ps_resource_info, vs_resource_info, start))
2665 context_map_stage(context, vsampler_idx, start);
2666 context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
2668 --start;
2669 break;
2672 --start;
2678 static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state)
2680 BOOL vs = use_vs(state);
2681 BOOL ps = use_ps(state);
2683 * Rules are:
2684 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2685 * that would be really messy and require shader recompilation
2686 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2687 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2689 if (ps)
2690 context_map_psamplers(context, state);
2691 else
2692 context_map_fixed_function_samplers(context, state);
2694 if (vs)
2695 context_map_vsamplers(context, ps, state);
2698 /* Context activation is done by the caller. */
2699 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2701 const struct wined3d_device *device = context->swapchain->device;
2702 DWORD rt_mask, *cur_mask;
2704 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
2706 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2707 rt_mask = find_draw_buffers_mask(context, device);
2708 if (rt_mask != *cur_mask)
2710 context_apply_draw_buffers(context, rt_mask);
2711 *cur_mask = rt_mask;
2715 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
2717 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
2718 *regnum = WINED3D_FFP_POSITION;
2719 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
2720 *regnum = WINED3D_FFP_BLENDWEIGHT;
2721 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
2722 *regnum = WINED3D_FFP_BLENDINDICES;
2723 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
2724 *regnum = WINED3D_FFP_NORMAL;
2725 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
2726 *regnum = WINED3D_FFP_PSIZE;
2727 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
2728 *regnum = WINED3D_FFP_DIFFUSE;
2729 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
2730 *regnum = WINED3D_FFP_SPECULAR;
2731 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
2732 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
2733 else
2735 FIXME("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
2736 *regnum = ~0U;
2737 return FALSE;
2740 return TRUE;
2743 /* Context activation is done by the caller. */
2744 void context_stream_info_from_declaration(struct wined3d_context *context,
2745 const struct wined3d_state *state, struct wined3d_stream_info *stream_info)
2747 /* We need to deal with frequency data! */
2748 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
2749 BOOL use_vshader = use_vs(state);
2750 unsigned int i;
2752 stream_info->use_map = 0;
2753 stream_info->swizzle_map = 0;
2754 stream_info->position_transformed = declaration->position_transformed;
2756 /* Translate the declaration into strided data. */
2757 for (i = 0; i < declaration->element_count; ++i)
2759 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
2760 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
2761 BOOL stride_used;
2762 unsigned int idx;
2764 TRACE("%p Element %p (%u of %u).\n", declaration->elements,
2765 element, i + 1, declaration->element_count);
2767 if (!stream->buffer)
2768 continue;
2770 TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
2772 if (use_vshader)
2774 if (element->output_slot == ~0U)
2776 /* TODO: Assuming vertexdeclarations are usually used with the
2777 * same or a similar shader, it might be worth it to store the
2778 * last used output slot and try that one first. */
2779 stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
2780 element->usage, element->usage_idx, &idx);
2782 else
2784 idx = element->output_slot;
2785 stride_used = TRUE;
2788 else
2790 if (!element->ffp_valid)
2792 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
2793 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
2794 stride_used = FALSE;
2796 else
2798 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
2802 if (stride_used)
2804 TRACE("Load %s array %u [usage %s, usage_idx %u, "
2805 "input_slot %u, offset %u, stride %u, format %s].\n",
2806 use_vshader ? "shader": "fixed function", idx,
2807 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
2808 element->offset, stream->stride, debug_d3dformat(element->format->id));
2810 stream_info->elements[idx].format = element->format;
2811 stream_info->elements[idx].data.buffer_object = 0;
2812 stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset;
2813 stream_info->elements[idx].stride = stream->stride;
2814 stream_info->elements[idx].stream_idx = element->input_slot;
2816 if (!context->gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
2817 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
2819 stream_info->swizzle_map |= 1 << idx;
2821 stream_info->use_map |= 1 << idx;
2826 /* Context activation is done by the caller. */
2827 static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
2829 const struct wined3d_gl_info *gl_info = context->gl_info;
2830 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
2831 struct wined3d_stream_info *stream_info = &context->stream_info;
2832 DWORD prev_all_vbo = stream_info->all_vbo;
2833 unsigned int i;
2834 WORD map;
2836 context_stream_info_from_declaration(context, state, stream_info);
2838 stream_info->all_vbo = 1;
2839 context->num_buffer_queries = 0;
2840 for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
2842 struct wined3d_stream_info_element *element;
2843 struct wined3d_bo_address data;
2844 struct wined3d_buffer *buffer;
2846 if (!(map & 1))
2847 continue;
2849 element = &stream_info->elements[i];
2850 buffer = state->streams[element->stream_idx].buffer;
2852 /* We can't use VBOs if the base vertex index is negative. OpenGL
2853 * doesn't accept negative offsets (or rather offsets bigger than the
2854 * VBO, because the pointer is unsigned), so use system memory
2855 * sources. In most sane cases the pointer - offset will still be > 0,
2856 * otherwise it will wrap around to some big value. Hope that with the
2857 * indices the driver wraps it back internally. If not,
2858 * drawStridedSlow is needed, including a vertex buffer path. */
2859 if (state->load_base_vertex_index < 0)
2861 WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
2862 state->load_base_vertex_index);
2863 element->data.buffer_object = 0;
2864 element->data.addr += (ULONG_PTR)buffer_get_sysmem(buffer, context);
2865 if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride)
2866 FIXME("System memory vertex data load offset is negative!\n");
2868 else
2870 buffer_internal_preload(buffer, context, state);
2871 buffer_get_memory(buffer, context, &data);
2872 element->data.buffer_object = data.buffer_object;
2873 element->data.addr += (ULONG_PTR)data.addr;
2876 if (!element->data.buffer_object)
2877 stream_info->all_vbo = 0;
2879 if (buffer->query)
2880 context->buffer_queries[context->num_buffer_queries++] = buffer->query;
2882 TRACE("Load array %u {%#x:%p}.\n", i, element->data.buffer_object, element->data.addr);
2885 if (use_vs(state))
2887 if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
2889 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
2890 context->use_immediate_mode_draw = TRUE;
2892 else
2894 context->use_immediate_mode_draw = FALSE;
2897 else
2899 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
2900 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
2901 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
2903 if (((stream_info->position_transformed && !d3d_info->xyzrhw)
2904 || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
2905 context->use_immediate_mode_draw = TRUE;
2906 else
2907 context->use_immediate_mode_draw = FALSE;
2910 if (prev_all_vbo != stream_info->all_vbo)
2911 context_invalidate_state(context, STATE_INDEXBUFFER);
2914 /* Context activation is done by the caller. */
2915 static void context_preload_texture(struct wined3d_context *context,
2916 const struct wined3d_state *state, unsigned int idx)
2918 struct wined3d_texture *texture;
2920 if (!(texture = state->textures[idx]))
2921 return;
2923 wined3d_texture_load(texture, context, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]);
2926 /* Context activation is done by the caller. */
2927 static void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
2929 unsigned int i;
2931 if (use_vs(state))
2933 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
2935 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
2936 context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i);
2940 if (use_ps(state))
2942 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2944 if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type)
2945 context_preload_texture(context, state, i);
2948 else
2950 WORD ffu_map = context->fixed_function_usage_map;
2952 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2954 if (ffu_map & 1)
2955 context_preload_texture(context, state, i);
2960 static void context_bind_shader_resources(struct wined3d_context *context, const struct wined3d_state *state)
2962 const struct wined3d_gl_info *gl_info = context->gl_info;
2963 struct wined3d_shader_sampler_map_entry *entry;
2964 struct wined3d_shader_resource_view *view;
2965 struct wined3d_sampler *sampler;
2966 struct wined3d_texture *texture;
2967 struct wined3d_shader *shader;
2968 unsigned int i, j, count;
2970 static const struct
2972 enum wined3d_shader_type type;
2973 unsigned int base_idx;
2974 unsigned int count;
2976 shader_types[] =
2978 {WINED3D_SHADER_TYPE_PIXEL, 0, MAX_FRAGMENT_SAMPLERS},
2979 {WINED3D_SHADER_TYPE_VERTEX, MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS},
2982 for (i = 0; i < ARRAY_SIZE(shader_types); ++i)
2984 if (!(shader = state->shader[shader_types[i].type]))
2985 continue;
2987 count = shader->reg_maps.sampler_map.count;
2988 if (count > shader_types[i].count)
2990 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
2991 shader, count, shader_types[i].count);
2992 count = shader_types[i].count;
2995 for (j = 0; j < count; ++j)
2997 entry = &shader->reg_maps.sampler_map.entries[j];
2999 if (!(view = state->shader_resource_view[shader_types[i].type][entry->resource_idx]))
3001 WARN("No resource view bound at index %u, %u.\n", shader_types[i].type, entry->resource_idx);
3002 continue;
3005 if (view->resource->type == WINED3D_RTYPE_BUFFER)
3007 FIXME("Buffer shader resources not supported.\n");
3008 continue;
3011 if (!(sampler = state->sampler[shader_types[i].type][entry->sampler_idx]))
3013 WARN("No sampler object bound at index %u, %u.\n", shader_types[i].type, entry->sampler_idx);
3014 continue;
3017 texture = wined3d_texture_from_resource(view->resource);
3018 wined3d_texture_load(texture, context, FALSE);
3019 context_active_texture(context, gl_info, shader_types[i].base_idx + entry->bind_idx);
3020 wined3d_texture_bind(texture, context, FALSE);
3022 GL_EXTCALL(glBindSampler(shader_types[i].base_idx + entry->bind_idx, sampler->name));
3023 checkGLcall("glBindSampler");
3028 /* Context activation is done by the caller. */
3029 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device)
3031 const struct wined3d_state *state = &device->state;
3032 const struct StateEntry *state_table = context->state_table;
3033 const struct wined3d_fb_state *fb = state->fb;
3034 unsigned int i, j;
3035 WORD map;
3037 if (!context_validate_rt_config(context->gl_info->limits.buffers,
3038 fb->render_targets, fb->depth_stencil))
3039 return FALSE;
3041 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
3043 context_validate_onscreen_formats(context, fb->depth_stencil);
3046 /* Preload resources before FBO setup. Texture preload in particular may
3047 * result in changes to the current FBO, due to using e.g. FBO blits for
3048 * updating a resource location. */
3049 context_update_tex_unit_map(context, state);
3050 context_preload_textures(context, state);
3051 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC))
3053 context_update_stream_info(context, state);
3055 else
3057 for (i = 0, map = context->stream_info.use_map; map; map >>= 1, ++i)
3059 if (map & 1)
3060 buffer_mark_used(state->streams[context->stream_info.elements[i].stream_idx].buffer);
3063 if (state->index_buffer)
3065 if (context->stream_info.all_vbo)
3066 buffer_internal_preload(state->index_buffer, context, state);
3067 else
3068 buffer_get_sysmem(state->index_buffer, context);
3071 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
3073 for (j = 0; j < WINED3D_MAX_CBS; ++j)
3075 if (state->cb[i][j])
3076 buffer_internal_preload(state->cb[i][j], context, state);
3080 for (i = 0; i < context->numDirtyEntries; ++i)
3082 DWORD rep = context->dirtyArray[i];
3083 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
3084 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
3085 context->isStateDirty[idx] &= ~(1 << shift);
3086 state_table[rep].apply(context, state, rep);
3089 if (context->shader_update_mask)
3091 device->shader_backend->shader_select(device->shader_priv, context, state);
3092 context->shader_update_mask = 0;
3095 if (context->constant_update_mask)
3097 device->shader_backend->shader_load_constants(device->shader_priv, context, state);
3098 context->constant_update_mask = 0;
3101 if (context->update_shader_resource_bindings)
3103 context_bind_shader_resources(context, state);
3104 context->update_shader_resource_bindings = 0;
3107 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3109 context_check_fbo_status(context, GL_FRAMEBUFFER);
3112 context->numDirtyEntries = 0; /* This makes the whole list clean */
3113 context->last_was_blit = FALSE;
3115 return TRUE;
3118 static void context_setup_target(struct wined3d_context *context, struct wined3d_surface *target)
3120 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
3122 render_offscreen = wined3d_resource_is_offscreen(&target->container->resource);
3123 if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
3125 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
3126 * the alpha blend state changes with different render target formats. */
3127 if (!context->current_rt)
3129 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
3131 else
3133 const struct wined3d_format *old = context->current_rt->resource.format;
3134 const struct wined3d_format *new = target->resource.format;
3136 if (old->id != new->id)
3138 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
3139 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
3140 || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
3141 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
3143 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
3144 if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
3145 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3148 /* When switching away from an offscreen render target, and we're not
3149 * using FBOs, we have to read the drawable into the texture. This is
3150 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
3151 * There are some things that need care though. PreLoad needs a GL context,
3152 * and FindContext is called before the context is activated. It also
3153 * has to be called with the old rendertarget active, otherwise a
3154 * wrong drawable is read. */
3155 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3156 && old_render_offscreen && context->current_rt != target)
3158 struct wined3d_texture *texture = context->current_rt->container;
3160 /* Read the back buffer of the old drawable into the destination texture. */
3161 if (texture->texture_srgb.name)
3162 wined3d_texture_load(texture, context, TRUE);
3163 wined3d_texture_load(texture, context, FALSE);
3164 surface_invalidate_location(context->current_rt, WINED3D_LOCATION_DRAWABLE);
3168 context->current_rt = target;
3169 context_set_render_offscreen(context, render_offscreen);
3172 struct wined3d_context *context_acquire(const struct wined3d_device *device, struct wined3d_surface *target)
3174 struct wined3d_context *current_context = context_get_current();
3175 struct wined3d_context *context;
3177 TRACE("device %p, target %p.\n", device, target);
3179 if (current_context && current_context->destroyed)
3180 current_context = NULL;
3182 if (!target)
3184 if (current_context
3185 && current_context->current_rt
3186 && current_context->swapchain->device == device)
3188 target = current_context->current_rt;
3190 else
3192 struct wined3d_swapchain *swapchain = device->swapchains[0];
3193 if (swapchain->back_buffers)
3194 target = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0));
3195 else
3196 target = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
3200 if (current_context && current_context->current_rt == target)
3202 context = current_context;
3204 else if (target->container->swapchain)
3206 TRACE("Rendering onscreen.\n");
3208 context = swapchain_get_context(target->container->swapchain);
3210 else
3212 TRACE("Rendering offscreen.\n");
3214 /* Stay with the current context if possible. Otherwise use the
3215 * context for the primary swapchain. */
3216 if (current_context && current_context->swapchain->device == device)
3217 context = current_context;
3218 else
3219 context = swapchain_get_context(device->swapchains[0]);
3222 context_enter(context);
3223 context_update_window(context);
3224 context_setup_target(context, target);
3225 if (!context->valid) return context;
3227 if (context != current_context)
3229 if (!context_set_current(context))
3230 ERR("Failed to activate the new context.\n");
3232 else if (context->needs_set)
3234 context_set_gl_context(context);
3237 return context;