cryptui: Add a header bitmap to CryptUIWizImport's interior pages.
[wine/wine64.git] / dlls / wined3d / context.c
blobc0d65bad0a47313c02fa35a5206d77846d5e07f1
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #include "config.h"
22 #include <stdio.h>
23 #ifdef HAVE_FLOAT_H
24 # include <float.h>
25 #endif
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 /* The last used device.
34 * If the application creates multiple devices and switches between them, ActivateContext has to
35 * change the opengl context. This flag allows to keep track which device is active
37 static IWineD3DDeviceImpl *last_device;
39 /* FBO helper functions */
41 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
43 const IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
45 if (!*fbo)
47 GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
48 checkGLcall("glGenFramebuffersEXT()");
49 TRACE("Created FBO %d\n", *fbo);
52 GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
53 checkGLcall("glBindFramebuffer()");
56 static void context_destroy_fbo(IWineD3DDeviceImpl *This, const GLuint *fbo)
58 int i = 0;
60 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, *fbo));
61 checkGLcall("glBindFramebuffer()");
62 for (i = 0; i < GL_LIMITS(buffers); ++i)
64 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, 0, 0));
65 checkGLcall("glFramebufferTexture2D()");
67 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
68 checkGLcall("glFramebufferTexture2D()");
69 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
70 checkGLcall("glBindFramebuffer()");
71 GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo));
72 checkGLcall("glDeleteFramebuffers()");
75 static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD3DSurface *surface, BOOL force_preload)
77 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
78 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
79 IWineD3DBaseTextureImpl *texture_impl;
80 BOOL update_minfilter = FALSE;
81 BOOL update_magfilter = FALSE;
83 /* Update base texture states array */
84 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
86 if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
87 || texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
89 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
90 texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
91 update_minfilter = TRUE;
94 if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
96 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
97 update_magfilter = TRUE;
100 if (texture_impl->baseTexture.bindCount)
102 WARN("Render targets should not be bound to a sampler\n");
103 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
106 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
109 if (update_minfilter || update_magfilter || force_preload)
111 GLenum target, bind_target;
112 GLint old_binding;
114 target = surface_impl->glDescription.target;
115 if (target == GL_TEXTURE_2D)
117 bind_target = GL_TEXTURE_2D;
118 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
119 } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
120 bind_target = GL_TEXTURE_RECTANGLE_ARB;
121 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
122 } else {
123 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
124 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
127 IWineD3DSurface_PreLoad(surface);
129 glBindTexture(bind_target, surface_impl->glDescription.textureName);
130 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
131 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
132 glBindTexture(bind_target, old_binding);
135 checkGLcall("apply_attachment_filter_states()");
138 /* TODO: Handle stencil attachments */
139 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
141 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
143 TRACE("Attach depth stencil %p\n", depth_stencil);
145 if (depth_stencil)
147 if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
149 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
150 checkGLcall("glFramebufferRenderbufferEXT()");
151 } else {
152 context_apply_attachment_filter_states((IWineD3DDevice *)This, depth_stencil, TRUE);
154 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, depth_stencil_impl->glDescription.target,
155 depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
156 checkGLcall("glFramebufferTexture2DEXT()");
158 } else {
159 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
160 checkGLcall("glFramebufferTexture2DEXT()");
164 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
166 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
168 TRACE("Attach surface %p to %u\n", surface, idx);
170 if (surface)
172 context_apply_attachment_filter_states((IWineD3DDevice *)This, surface, TRUE);
174 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->glDescription.target,
175 surface_impl->glDescription.textureName, surface_impl->glDescription.level));
176 checkGLcall("glFramebufferTexture2DEXT()");
177 } else {
178 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
179 checkGLcall("glFramebufferTexture2DEXT()");
183 static void context_check_fbo_status(IWineD3DDevice *iface)
185 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
186 GLenum status;
188 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
189 if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
191 TRACE("FBO complete\n");
192 } else {
193 IWineD3DSurfaceImpl *attachment;
194 unsigned int i;
195 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
197 /* Dump the FBO attachments */
198 for (i = 0; i < GL_LIMITS(buffers); ++i)
200 attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->render_targets[i];
201 if (attachment)
203 FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format),
204 attachment->pow2Width, attachment->pow2Height);
207 attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->depth_stencil;
208 if (attachment)
210 FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format),
211 attachment->pow2Width, attachment->pow2Height);
216 static struct fbo_entry *context_create_fbo_entry(IWineD3DDevice *iface)
218 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
219 struct fbo_entry *entry;
221 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
222 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
223 memcpy(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
224 entry->depth_stencil = This->stencilBufferTarget;
225 entry->attached = FALSE;
226 entry->id = 0;
228 return entry;
231 static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, struct fbo_entry *entry)
233 if (entry->id)
235 TRACE("Destroy FBO %d\n", entry->id);
236 context_destroy_fbo(This, &entry->id);
238 list_remove(&entry->entry);
239 HeapFree(GetProcessHeap(), 0, entry->render_targets);
240 HeapFree(GetProcessHeap(), 0, entry);
244 static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DContext *context)
246 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
247 struct fbo_entry *entry;
249 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
251 if (!memcmp(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
252 && entry->depth_stencil == This->stencilBufferTarget)
254 return entry;
258 entry = context_create_fbo_entry(iface);
259 list_add_head(&context->fbo_list, &entry->entry);
260 return entry;
263 static void context_apply_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
265 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
266 unsigned int i;
268 context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &entry->id);
270 if (!entry->attached)
272 /* Apply render targets */
273 for (i = 0; i < GL_LIMITS(buffers); ++i)
275 IWineD3DSurface *render_target = This->render_targets[i];
276 context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, i, render_target);
279 /* Apply depth targets */
280 if (This->stencilBufferTarget) {
281 unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
282 unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
284 surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
286 context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, This->stencilBufferTarget, TRUE);
288 entry->attached = TRUE;
289 } else {
290 for (i = 0; i < GL_LIMITS(buffers); ++i)
292 if (This->render_targets[i])
293 context_apply_attachment_filter_states(iface, This->render_targets[i], FALSE);
295 if (This->stencilBufferTarget)
296 context_apply_attachment_filter_states(iface, This->stencilBufferTarget, FALSE);
299 for (i = 0; i < GL_LIMITS(buffers); ++i)
301 if (This->render_targets[i])
302 This->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
303 else
304 This->draw_buffers[i] = GL_NONE;
308 static void context_apply_fbo_state(IWineD3DDevice *iface)
310 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
311 WineD3DContext *context = This->activeContext;
313 if (This->render_offscreen)
315 context->current_fbo = context_find_fbo_entry(iface, context);
316 context_apply_fbo_entry(iface, context->current_fbo);
317 } else {
318 context->current_fbo = NULL;
319 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
322 context_check_fbo_status(iface);
325 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
327 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
328 UINT i;
330 switch(type)
332 case WINED3DRTYPE_SURFACE:
334 for (i = 0; i < This->numContexts; ++i)
336 struct fbo_entry *entry, *entry2;
338 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->contexts[i]->fbo_list, struct fbo_entry, entry)
340 BOOL destroyed = FALSE;
341 UINT j;
343 for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
345 if (entry->render_targets[j] == (IWineD3DSurface *)resource)
347 context_destroy_fbo_entry(This, entry);
348 destroyed = TRUE;
352 if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
353 context_destroy_fbo_entry(This, entry);
357 break;
360 default:
361 break;
365 /*****************************************************************************
366 * Context_MarkStateDirty
368 * Marks a state in a context dirty. Only one context, opposed to
369 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
370 * contexts
372 * Params:
373 * context: Context to mark the state dirty in
374 * state: State to mark dirty
375 * StateTable: Pointer to the state table in use(for state grouping)
377 *****************************************************************************/
378 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
379 DWORD rep = StateTable[state].representative;
380 DWORD idx;
381 BYTE shift;
383 if(!rep || isStateDirty(context, rep)) return;
385 context->dirtyArray[context->numDirtyEntries++] = rep;
386 idx = rep >> 5;
387 shift = rep & 0x1f;
388 context->isStateDirty[idx] |= (1 << shift);
391 /*****************************************************************************
392 * AddContextToArray
394 * Adds a context to the context array. Helper function for CreateContext
396 * This method is not called in performance-critical code paths, only when a
397 * new render target or swapchain is created. Thus performance is not an issue
398 * here.
400 * Params:
401 * This: Device to add the context for
402 * hdc: device context
403 * glCtx: WGL context to add
404 * pbuffer: optional pbuffer used with this context
406 *****************************************************************************/
407 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
408 WineD3DContext **oldArray = This->contexts;
409 DWORD state;
411 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
412 if(This->contexts == NULL) {
413 ERR("Unable to grow the context array\n");
414 This->contexts = oldArray;
415 return NULL;
417 if(oldArray) {
418 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
421 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
422 if(This->contexts[This->numContexts] == NULL) {
423 ERR("Unable to allocate a new context\n");
424 HeapFree(GetProcessHeap(), 0, This->contexts);
425 This->contexts = oldArray;
426 return NULL;
429 This->contexts[This->numContexts]->hdc = hdc;
430 This->contexts[This->numContexts]->glCtx = glCtx;
431 This->contexts[This->numContexts]->pbuffer = pbuffer;
432 This->contexts[This->numContexts]->win_handle = win_handle;
433 HeapFree(GetProcessHeap(), 0, oldArray);
435 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
437 for(state = 0; state <= STATE_HIGHEST; state++) {
438 Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
441 This->numContexts++;
442 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
443 return This->contexts[This->numContexts - 1];
446 /* This function takes care of WineD3D pixel format selection. */
447 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DFORMAT ColorFormat, WINED3DFORMAT DepthStencilFormat, BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
449 int iPixelFormat=0;
450 unsigned int matchtry;
451 short redBits, greenBits, blueBits, alphaBits, colorBits;
452 short depthBits=0, stencilBits=0;
454 struct match_type {
455 BOOL require_aux;
456 BOOL exact_alpha;
457 BOOL exact_color;
458 } matches[] = {
459 /* First, try without alpha match buffers. MacOS supports aux buffers only
460 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
461 * Then try without aux buffers - this is the most common cause for not
462 * finding a pixel format. Also some drivers(the open source ones)
463 * only offer 32 bit ARB pixel formats. First try without an exact alpha
464 * match, then try without an exact alpha and color match.
466 { TRUE, TRUE, TRUE },
467 { TRUE, FALSE, TRUE },
468 { FALSE, TRUE, TRUE },
469 { FALSE, FALSE, TRUE },
470 { TRUE, FALSE, FALSE },
471 { FALSE, FALSE, FALSE },
474 int i = 0;
475 int nCfgs = This->adapter->nCfgs;
477 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
478 debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat), auxBuffers, numSamples, pbuffer, findCompatible);
480 if(!getColorBits(ColorFormat, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
481 ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat), ColorFormat);
482 return 0;
485 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
486 * You are able to add a depth + stencil surface at a later stage when you need it.
487 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
488 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
489 * context, need torecreate shaders, textures and other resources.
491 * The context manager already takes care of the state problem and for the other tasks code from Reset
492 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
493 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
494 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
495 * issue needs to be fixed. */
496 if(DepthStencilFormat != WINED3DFMT_D24S8)
497 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
499 DepthStencilFormat = WINED3DFMT_D24S8;
501 if(DepthStencilFormat) {
502 getDepthStencilBits(DepthStencilFormat, &depthBits, &stencilBits);
505 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
506 for(i=0; i<nCfgs; i++) {
507 BOOL exactDepthMatch = TRUE;
508 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
510 /* For now only accept RGBA formats. Perhaps some day we will
511 * allow floating point formats for pbuffers. */
512 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
513 continue;
515 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
516 if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
517 continue;
519 /* We like to have aux buffers in backbuffer mode */
520 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
521 continue;
523 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
524 if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
525 continue;
527 if(matches[matchtry].exact_color) {
528 if(cfg->redSize != redBits)
529 continue;
530 if(cfg->greenSize != greenBits)
531 continue;
532 if(cfg->blueSize != blueBits)
533 continue;
534 } else {
535 if(cfg->redSize < redBits)
536 continue;
537 if(cfg->greenSize < greenBits)
538 continue;
539 if(cfg->blueSize < blueBits)
540 continue;
542 if(matches[matchtry].exact_alpha) {
543 if(cfg->alphaSize != alphaBits)
544 continue;
545 } else {
546 if(cfg->alphaSize < alphaBits)
547 continue;
550 /* We try to locate a format which matches our requirements exactly. In case of
551 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
552 if(cfg->depthSize < depthBits)
553 continue;
554 else if(cfg->depthSize > depthBits)
555 exactDepthMatch = FALSE;
557 /* In all cases make sure the number of stencil bits matches our requirements
558 * even when we don't need stencil because it could affect performance EXCEPT
559 * on cards which don't offer depth formats without stencil like the i915 drivers
560 * on Linux. */
561 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
562 continue;
564 /* Check multisampling support */
565 if(cfg->numSamples != numSamples)
566 continue;
568 /* When we have passed all the checks then we have found a format which matches our
569 * requirements. Note that we only check for a limit number of capabilities right now,
570 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
571 * can still differ in things like multisampling, stereo, SRGB and other flags.
574 /* Exit the loop as we have found a format :) */
575 if(exactDepthMatch) {
576 iPixelFormat = cfg->iPixelFormat;
577 break;
578 } else if(!iPixelFormat) {
579 /* In the end we might end up with a format which doesn't exactly match our depth
580 * requirements. Accept the first format we found because formats with higher iPixelFormat
581 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
582 iPixelFormat = cfg->iPixelFormat;
587 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
588 if(!iPixelFormat && !findCompatible) {
589 ERR("Can't find a suitable iPixelFormat\n");
590 return FALSE;
591 } else if(!iPixelFormat) {
592 PIXELFORMATDESCRIPTOR pfd;
594 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
595 /* PixelFormat selection */
596 ZeroMemory(&pfd, sizeof(pfd));
597 pfd.nSize = sizeof(pfd);
598 pfd.nVersion = 1;
599 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
600 pfd.iPixelType = PFD_TYPE_RGBA;
601 pfd.cAlphaBits = alphaBits;
602 pfd.cColorBits = colorBits;
603 pfd.cDepthBits = depthBits;
604 pfd.cStencilBits = stencilBits;
605 pfd.iLayerType = PFD_MAIN_PLANE;
607 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
608 if(!iPixelFormat) {
609 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
610 ERR("Can't find a suitable iPixelFormat\n");
611 return FALSE;
615 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat, debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat));
616 return iPixelFormat;
619 /*****************************************************************************
620 * CreateContext
622 * Creates a new context for a window, or a pbuffer context.
624 * * Params:
625 * This: Device to activate the context for
626 * target: Surface this context will render to
627 * win_handle: handle to the window which we are drawing to
628 * create_pbuffer: tells whether to create a pbuffer or not
629 * pPresentParameters: contains the pixelformats to use for onscreen rendering
631 *****************************************************************************/
632 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
633 HDC oldDrawable, hdc;
634 HPBUFFERARB pbuffer = NULL;
635 HGLRC ctx = NULL, oldCtx;
636 WineD3DContext *ret = NULL;
637 int s;
639 TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
641 if(create_pbuffer) {
642 HDC hdc_parent = GetDC(win_handle);
643 int iPixelFormat = 0;
645 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
646 WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
648 /* Try to find a pixel format with pbuffer support. */
649 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */, FALSE /* findCompatible */);
650 if(!iPixelFormat) {
651 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
653 /* For some reason we weren't able to find a format, try to find something instead of crashing.
654 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
655 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */, TRUE /* findCompatible */);
658 /* This shouldn't happen as ChoosePixelFormat always returns something */
659 if(!iPixelFormat) {
660 ERR("Unable to locate a pixel format for a pbuffer\n");
661 ReleaseDC(win_handle, hdc_parent);
662 goto out;
665 TRACE("Creating a pBuffer drawable for the new context\n");
666 pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
667 if(!pbuffer) {
668 ERR("Cannot create a pbuffer\n");
669 ReleaseDC(win_handle, hdc_parent);
670 goto out;
673 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
674 hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
675 if(!hdc) {
676 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
677 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
678 ReleaseDC(win_handle, hdc_parent);
679 goto out;
681 ReleaseDC(win_handle, hdc_parent);
682 } else {
683 PIXELFORMATDESCRIPTOR pfd;
684 int iPixelFormat;
685 int res;
686 WINED3DFORMAT ColorFormat = target->resource.format;
687 WINED3DFORMAT DepthStencilFormat = 0;
688 BOOL auxBuffers = FALSE;
689 int numSamples = 0;
691 hdc = GetDC(win_handle);
692 if(hdc == NULL) {
693 ERR("Cannot retrieve a device context!\n");
694 goto out;
697 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
698 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
699 auxBuffers = TRUE;
701 if(target->resource.format == WINED3DFMT_X4R4G4B4)
702 ColorFormat = WINED3DFMT_A4R4G4B4;
703 else if(target->resource.format == WINED3DFMT_X8R8G8B8)
704 ColorFormat = WINED3DFMT_A8R8G8B8;
707 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
708 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
709 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
710 * a format with 8bit alpha, so request A8R8G8B8. */
711 if(ColorFormat == WINED3DFMT_P8)
712 ColorFormat = WINED3DFMT_A8R8G8B8;
714 /* Retrieve the depth stencil format from the present parameters.
715 * The choice of the proper format can give a nice performance boost
716 * in case of GPU limited programs. */
717 if(pPresentParms->EnableAutoDepthStencil) {
718 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
719 DepthStencilFormat = pPresentParms->AutoDepthStencilFormat;
722 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
723 if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
724 if(!GL_SUPPORT(ARB_MULTISAMPLE))
725 ERR("The program is requesting multisampling without support!\n");
726 else {
727 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
728 numSamples = pPresentParms->MultiSampleType;
732 /* Try to find a pixel format which matches our requirements */
733 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
735 /* Try to locate a compatible format if we weren't able to find anything */
736 if(!iPixelFormat) {
737 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
738 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
741 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
742 if(!iPixelFormat) {
743 ERR("Can't find a suitable iPixelFormat\n");
744 return FALSE;
747 DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
748 res = SetPixelFormat(hdc, iPixelFormat, NULL);
749 if(!res) {
750 int oldPixelFormat = GetPixelFormat(hdc);
752 /* By default WGL doesn't allow pixel format adjustments but we need it here.
753 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
754 * set the pixel format multiple times. Only use it when it is really needed. */
756 if(oldPixelFormat == iPixelFormat) {
757 /* We don't have to do anything as the formats are the same :) */
758 } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
759 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
761 if(!res) {
762 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
763 return FALSE;
765 } else if(oldPixelFormat) {
766 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
767 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
768 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
769 } else {
770 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
771 return FALSE;
776 ctx = pwglCreateContext(hdc);
777 if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
779 if(!ctx) {
780 ERR("Failed to create a WGL context\n");
781 if(create_pbuffer) {
782 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
783 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
785 goto out;
787 ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
788 if(!ret) {
789 ERR("Failed to add the newly created context to the context list\n");
790 pwglDeleteContext(ctx);
791 if(create_pbuffer) {
792 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
793 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
795 goto out;
797 ret->surface = (IWineD3DSurface *) target;
798 ret->isPBuffer = create_pbuffer;
799 ret->tid = GetCurrentThreadId();
800 if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
801 /* Create the dirty constants array and initialize them to dirty */
802 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
803 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
804 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
805 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
806 memset(ret->vshader_const_dirty, 1,
807 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
808 memset(ret->pshader_const_dirty, 1,
809 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
812 TRACE("Successfully created new context %p\n", ret);
814 list_init(&ret->fbo_list);
816 /* Set up the context defaults */
817 oldCtx = pwglGetCurrentContext();
818 oldDrawable = pwglGetCurrentDC();
819 if(oldCtx && oldDrawable) {
820 /* See comment in ActivateContext context switching */
821 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
823 if(pwglMakeCurrent(hdc, ctx) == FALSE) {
824 ERR("Cannot activate context to set up defaults\n");
825 goto out;
828 ENTER_GL();
830 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
832 TRACE("Setting up the screen\n");
833 /* Clear the screen */
834 glClearColor(1.0, 0.0, 0.0, 0.0);
835 checkGLcall("glClearColor");
836 glClearIndex(0);
837 glClearDepth(1);
838 glClearStencil(0xffff);
840 checkGLcall("glClear");
842 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
843 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
845 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
846 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
848 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
849 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
851 glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
852 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
853 glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
854 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
856 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
857 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
858 * and textures in DIB sections(due to the memory protection).
860 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
861 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
863 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
864 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
865 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
866 * GL_VERTEX_BLEND_ARB isn't enabled too
868 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
869 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
871 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
872 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
873 * the previous texture where to source the offset from is always unit - 1.
875 for(s = 1; s < GL_LIMITS(textures); s++) {
876 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
877 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
878 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
882 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
883 for(s = 0; s < GL_LIMITS(textures); s++) {
884 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
885 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
886 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
889 LEAVE_GL();
891 /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
892 * but enable it for the first context we create, and reenable it on the old context
894 if(oldDrawable && oldCtx) {
895 pwglMakeCurrent(oldDrawable, oldCtx);
896 } else {
897 last_device = This;
899 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
901 return ret;
903 out:
904 return NULL;
907 /*****************************************************************************
908 * RemoveContextFromArray
910 * Removes a context from the context manager. The opengl context is not
911 * destroyed or unset. context is not a valid pointer after that call.
913 * Similar to the former call this isn't a performance critical function. A
914 * helper function for DestroyContext.
916 * Params:
917 * This: Device to activate the context for
918 * context: Context to remove
920 *****************************************************************************/
921 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
922 UINT t, s;
923 WineD3DContext **oldArray = This->contexts;
925 TRACE("Removing ctx %p\n", context);
927 This->numContexts--;
929 if(This->numContexts) {
930 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
931 if(!This->contexts) {
932 ERR("Cannot allocate a new context array, PANIC!!!\n");
934 t = 0;
935 /* Note that we decreased numContexts a few lines up, so use '<=' instead of '<' */
936 for(s = 0; s <= This->numContexts; s++) {
937 if(oldArray[s] == context) continue;
938 This->contexts[t] = oldArray[s];
939 t++;
941 } else {
942 This->contexts = NULL;
945 HeapFree(GetProcessHeap(), 0, context);
946 HeapFree(GetProcessHeap(), 0, oldArray);
949 /*****************************************************************************
950 * DestroyContext
952 * Destroys a wineD3DContext
954 * Params:
955 * This: Device to activate the context for
956 * context: Context to destroy
958 *****************************************************************************/
959 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
960 struct fbo_entry *entry, *entry2;
962 TRACE("Destroying ctx %p\n", context);
964 /* The correct GL context needs to be active to cleanup the GL resources below */
965 if(pwglGetCurrentContext() != context->glCtx){
966 pwglMakeCurrent(context->hdc, context->glCtx);
967 last_device = NULL;
970 ENTER_GL();
972 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
973 context_destroy_fbo_entry(This, entry);
975 if (context->src_fbo) {
976 TRACE("Destroy src FBO %d\n", context->src_fbo);
977 context_destroy_fbo(This, &context->src_fbo);
979 if (context->dst_fbo) {
980 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
981 context_destroy_fbo(This, &context->dst_fbo);
984 LEAVE_GL();
986 /* Cleanup the GL context */
987 pwglMakeCurrent(NULL, NULL);
988 if(context->isPBuffer) {
989 GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
990 GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
991 } else ReleaseDC(context->win_handle, context->hdc);
992 pwglDeleteContext(context->glCtx);
994 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
995 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
996 RemoveContextFromArray(This, context);
999 static inline void set_blit_dimension(UINT width, UINT height) {
1000 glMatrixMode(GL_PROJECTION);
1001 checkGLcall("glMatrixMode(GL_PROJECTION)");
1002 glLoadIdentity();
1003 checkGLcall("glLoadIdentity()");
1004 glOrtho(0, width, height, 0, 0.0, -1.0);
1005 checkGLcall("glOrtho");
1006 glViewport(0, 0, width, height);
1007 checkGLcall("glViewport");
1010 /*****************************************************************************
1011 * SetupForBlit
1013 * Sets up a context for DirectDraw blitting.
1014 * All texture units are disabled, texture unit 0 is set as current unit
1015 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1016 * color writing enabled for all channels
1017 * register combiners disabled, shaders disabled
1018 * world matrix is set to identity, texture matrix 0 too
1019 * projection matrix is setup for drawing screen coordinates
1021 * Params:
1022 * This: Device to activate the context for
1023 * context: Context to setup
1024 * width: render target width
1025 * height: render target height
1027 *****************************************************************************/
1028 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
1029 int i, sampler;
1030 const struct StateEntry *StateTable = This->StateTable;
1032 TRACE("Setting up context %p for blitting\n", context);
1033 if(context->last_was_blit) {
1034 if(context->blit_w != width || context->blit_h != height) {
1035 set_blit_dimension(width, height);
1036 context->blit_w = width; context->blit_h = height;
1037 /* No need to dirtify here, the states are still dirtified because they weren't
1038 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1039 * be set
1042 TRACE("Context is already set up for blitting, nothing to do\n");
1043 return;
1045 context->last_was_blit = TRUE;
1047 /* TODO: Use a display list */
1049 /* Disable shaders */
1050 This->shader_backend->shader_select((IWineD3DDevice *)This, FALSE, FALSE);
1051 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1052 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1054 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1055 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1056 * which can safely be called from here, we only lock once instead locking/unlocking
1057 * after each GL call.
1059 ENTER_GL();
1061 /* Disable all textures. The caller can then bind a texture it wants to blit
1062 * from
1064 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1065 * function texture unit. No need to care for higher samplers
1067 for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
1068 sampler = This->rev_tex_unit_map[i];
1069 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1070 checkGLcall("glActiveTextureARB");
1072 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1073 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1074 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1076 glDisable(GL_TEXTURE_3D);
1077 checkGLcall("glDisable GL_TEXTURE_3D");
1078 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1079 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1080 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1082 glDisable(GL_TEXTURE_2D);
1083 checkGLcall("glDisable GL_TEXTURE_2D");
1085 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1086 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1088 if (sampler != -1) {
1089 if (sampler < MAX_TEXTURES) {
1090 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1092 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1095 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1096 checkGLcall("glActiveTextureARB");
1098 sampler = This->rev_tex_unit_map[0];
1100 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1101 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1102 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1104 glDisable(GL_TEXTURE_3D);
1105 checkGLcall("glDisable GL_TEXTURE_3D");
1106 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1107 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1108 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1110 glDisable(GL_TEXTURE_2D);
1111 checkGLcall("glDisable GL_TEXTURE_2D");
1113 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1115 glMatrixMode(GL_TEXTURE);
1116 checkGLcall("glMatrixMode(GL_TEXTURE)");
1117 glLoadIdentity();
1118 checkGLcall("glLoadIdentity()");
1120 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1121 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1122 GL_TEXTURE_LOD_BIAS_EXT,
1123 0.0);
1124 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1127 if (sampler != -1) {
1128 if (sampler < MAX_TEXTURES) {
1129 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1130 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1132 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1135 /* Other misc states */
1136 glDisable(GL_ALPHA_TEST);
1137 checkGLcall("glDisable(GL_ALPHA_TEST)");
1138 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1139 glDisable(GL_LIGHTING);
1140 checkGLcall("glDisable GL_LIGHTING");
1141 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1142 glDisable(GL_DEPTH_TEST);
1143 checkGLcall("glDisable GL_DEPTH_TEST");
1144 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1145 glDisable(GL_FOG);
1146 checkGLcall("glDisable GL_FOG");
1147 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1148 glDisable(GL_BLEND);
1149 checkGLcall("glDisable GL_BLEND");
1150 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1151 glDisable(GL_CULL_FACE);
1152 checkGLcall("glDisable GL_CULL_FACE");
1153 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1154 glDisable(GL_STENCIL_TEST);
1155 checkGLcall("glDisable GL_STENCIL_TEST");
1156 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1157 glDisable(GL_SCISSOR_TEST);
1158 checkGLcall("glDisable GL_SCISSOR_TEST");
1159 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1160 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
1161 glDisable(GL_POINT_SPRITE_ARB);
1162 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1163 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1165 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1166 checkGLcall("glColorMask");
1167 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1168 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
1169 glDisable(GL_COLOR_SUM_EXT);
1170 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1171 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1174 /* Setup transforms */
1175 glMatrixMode(GL_MODELVIEW);
1176 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1177 glLoadIdentity();
1178 checkGLcall("glLoadIdentity()");
1179 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1181 context->last_was_rhw = TRUE;
1182 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1184 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1185 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1186 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1187 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1188 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1189 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1190 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1191 LEAVE_GL();
1193 set_blit_dimension(width, height);
1194 context->blit_w = width; context->blit_h = height;
1195 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1196 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1199 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1202 /*****************************************************************************
1203 * findThreadContextForSwapChain
1205 * Searches a swapchain for all contexts and picks one for the thread tid.
1206 * If none can be found the swapchain is requested to create a new context
1208 *****************************************************************************/
1209 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
1210 unsigned int i;
1212 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1213 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1214 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1219 /* Create a new context for the thread */
1220 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
1223 /*****************************************************************************
1224 * FindContext
1226 * Finds a context for the current render target and thread
1228 * Parameters:
1229 * target: Render target to find the context for
1230 * tid: Thread to activate the context for
1232 * Returns: The needed context
1234 *****************************************************************************/
1235 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
1236 IWineD3DSwapChain *swapchain = NULL;
1237 BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
1238 WineD3DContext *context = This->activeContext;
1239 BOOL oldRenderOffscreen = This->render_offscreen;
1240 const WINED3DFORMAT oldFmt = ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->resource.format;
1241 const WINED3DFORMAT newFmt = ((IWineD3DSurfaceImpl *) target)->resource.format;
1242 const struct StateEntry *StateTable = This->StateTable;
1244 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1245 * the alpha blend state changes with different render target formats
1247 if(oldFmt != newFmt) {
1248 const struct GlPixelFormatDesc *glDesc;
1249 const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL);
1250 const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, &GLINFO_LOCATION, &glDesc);
1252 /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
1253 if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask) || !(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
1254 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1258 if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1259 TRACE("Rendering onscreen\n");
1261 context = findThreadContextForSwapChain(swapchain, tid);
1263 This->render_offscreen = FALSE;
1264 /* The context != This->activeContext will catch a NOP context change. This can occur
1265 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1266 * rendering. No context change is needed in that case
1269 if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1270 if(This->pbufferContext && tid == This->pbufferContext->tid) {
1271 This->pbufferContext->tid = 0;
1274 IWineD3DSwapChain_Release(swapchain);
1276 if(oldRenderOffscreen) {
1277 Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1278 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1279 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1280 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1281 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1284 } else {
1285 TRACE("Rendering offscreen\n");
1286 This->render_offscreen = TRUE;
1288 switch(wined3d_settings.offscreen_rendering_mode) {
1289 case ORM_FBO:
1290 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
1291 if(This->activeContext && tid == This->lastThread) {
1292 context = This->activeContext;
1293 } else {
1294 /* This may happen if the app jumps straight into offscreen rendering
1295 * Start using the context of the primary swapchain. tid == 0 is no problem
1296 * for findThreadContextForSwapChain.
1298 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1299 * is perfect to call.
1301 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1303 break;
1305 case ORM_PBUFFER:
1307 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
1308 if(This->pbufferContext == NULL ||
1309 This->pbufferWidth < targetimpl->currentDesc.Width ||
1310 This->pbufferHeight < targetimpl->currentDesc.Height) {
1311 if(This->pbufferContext) {
1312 DestroyContext(This, This->pbufferContext);
1315 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
1316 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
1318 This->pbufferContext = CreateContext(This, targetimpl,
1319 ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
1320 TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1321 This->pbufferWidth = targetimpl->currentDesc.Width;
1322 This->pbufferHeight = targetimpl->currentDesc.Height;
1325 if(This->pbufferContext) {
1326 if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
1327 FIXME("The PBuffr context is only supported for one thread for now!\n");
1329 This->pbufferContext->tid = tid;
1330 context = This->pbufferContext;
1331 break;
1332 } else {
1333 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
1334 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1338 case ORM_BACKBUFFER:
1339 /* Stay with the currently active context for back buffer rendering */
1340 if(This->activeContext && tid == This->lastThread) {
1341 context = This->activeContext;
1342 } else {
1343 /* This may happen if the app jumps straight into offscreen rendering
1344 * Start using the context of the primary swapchain. tid == 0 is no problem
1345 * for findThreadContextForSwapChain.
1347 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1348 * is perfect to call.
1350 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1352 break;
1355 if(!oldRenderOffscreen) {
1356 Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1357 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1358 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1359 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1360 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1364 /* When switching away from an offscreen render target, and we're not using FBOs,
1365 * we have to read the drawable into the texture. This is done via PreLoad(and
1366 * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1367 * PreLoad needs a GL context, and FindContext is called before the context is activated.
1368 * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1369 * is read. This leads to these possible situations:
1371 * 0) lastActiveRenderTarget == target && oldTid == newTid:
1372 * Nothing to do, we don't even reach this code in this case...
1374 * 1) lastActiveRenderTarget != target && oldTid == newTid:
1375 * The currently active context is OK for readback. Call PreLoad, and it
1376 * performs the read
1378 * 2) lastActiveRenderTarget == target && oldTid != newTid:
1379 * Nothing to do - the drawable is unchanged
1381 * 3) lastActiveRenderTarget != target && oldTid != newTid:
1382 * This is tricky. We have to get a context with the old drawable from somewhere
1383 * before we can switch to the new context. In this case, PreLoad calls
1384 * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1385 * is case (2) then. The old drawable is activated for the new thread, and the
1386 * readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1387 * After that, the outer ActivateContext(which calls PreLoad) can activate the new
1388 * target for the new thread
1390 if (readTexture && This->lastActiveRenderTarget != target) {
1391 BOOL oldInDraw = This->isInDraw;
1393 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1394 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1395 * when using offscreen rendering with multithreading
1397 This->isInDraw = TRUE;
1399 /* Do that before switching the context:
1400 * Read the back buffer of the old drawable into the destination texture
1402 IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
1404 /* Assume that the drawable will be modified by some other things now */
1405 IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
1407 This->isInDraw = oldInDraw;
1410 return context;
1413 static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target, BOOL blit)
1415 IWineD3DSwapChain *swapchain;
1417 if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1419 IWineD3DSwapChain_Release((IUnknown *)swapchain);
1420 ENTER_GL();
1421 glDrawBuffer(surface_get_gl_buffer(target, swapchain));
1422 checkGLcall("glDrawBuffers()");
1423 LEAVE_GL();
1425 else
1427 ENTER_GL();
1428 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1430 if (!blit)
1432 if (GL_SUPPORT(ARB_DRAW_BUFFERS))
1434 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
1435 checkGLcall("glDrawBuffers()");
1437 else
1439 glDrawBuffer(This->draw_buffers[0]);
1440 checkGLcall("glDrawBuffer()");
1442 } else {
1443 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
1444 checkGLcall("glDrawBuffer()");
1447 else
1449 glDrawBuffer(This->offscreenBuffer);
1450 checkGLcall("glDrawBuffer()");
1452 LEAVE_GL();
1456 /*****************************************************************************
1457 * ActivateContext
1459 * Finds a rendering context and drawable matching the device and render
1460 * target for the current thread, activates them and puts them into the
1461 * requested state.
1463 * Params:
1464 * This: Device to activate the context for
1465 * target: Requested render target
1466 * usage: Prepares the context for blitting, drawing or other actions
1468 *****************************************************************************/
1469 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
1470 DWORD tid = GetCurrentThreadId();
1471 DWORD i, dirtyState, idx;
1472 BYTE shift;
1473 WineD3DContext *context;
1474 const struct StateEntry *StateTable = This->StateTable;
1476 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
1477 if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
1478 context = FindContext(This, target, tid);
1479 context->draw_buffer_dirty = TRUE;
1480 This->lastActiveRenderTarget = target;
1481 This->lastThread = tid;
1482 } else {
1483 /* Stick to the old context */
1484 context = This->activeContext;
1487 /* Activate the opengl context */
1488 if(last_device != This || context != This->activeContext) {
1489 BOOL ret;
1491 /* Prevent an unneeded context switch as those are expensive */
1492 if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
1493 TRACE("Already using gl context %p\n", context->glCtx);
1495 else {
1496 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
1498 ret = pwglMakeCurrent(context->hdc, context->glCtx);
1499 if(ret == FALSE) {
1500 ERR("Failed to activate the new context\n");
1501 } else if(!context->last_was_blit) {
1502 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1503 } else {
1504 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1507 if(This->activeContext->vshader_const_dirty) {
1508 memset(This->activeContext->vshader_const_dirty, 1,
1509 sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1511 if(This->activeContext->pshader_const_dirty) {
1512 memset(This->activeContext->pshader_const_dirty, 1,
1513 sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1515 This->activeContext = context;
1516 last_device = This;
1519 switch (usage) {
1520 case CTXUSAGE_CLEAR:
1521 case CTXUSAGE_DRAWPRIM:
1522 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1523 context_apply_fbo_state((IWineD3DDevice *)This);
1525 if (context->draw_buffer_dirty) {
1526 apply_draw_buffer(This, target, FALSE);
1527 context->draw_buffer_dirty = FALSE;
1529 break;
1531 case CTXUSAGE_BLIT:
1532 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1533 if (This->render_offscreen) {
1534 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1535 context_bind_fbo((IWineD3DDevice *)This, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
1536 context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, target);
1538 ENTER_GL();
1539 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
1540 checkGLcall("glFramebufferRenderbufferEXT");
1541 LEAVE_GL();
1542 } else {
1543 ENTER_GL();
1544 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
1545 checkGLcall("glFramebufferRenderbufferEXT");
1546 LEAVE_GL();
1548 context->draw_buffer_dirty = TRUE;
1550 if (context->draw_buffer_dirty) {
1551 apply_draw_buffer(This, target, TRUE);
1552 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1553 context->draw_buffer_dirty = FALSE;
1556 break;
1558 default:
1559 break;
1562 switch(usage) {
1563 case CTXUSAGE_RESOURCELOAD:
1564 /* This does not require any special states to be set up */
1565 break;
1567 case CTXUSAGE_CLEAR:
1568 if(context->last_was_blit) {
1569 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1572 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1573 * blending when clearing improves the clearing performance incredibly.
1575 ENTER_GL();
1576 glDisable(GL_BLEND);
1577 LEAVE_GL();
1578 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1580 ENTER_GL();
1581 glEnable(GL_SCISSOR_TEST);
1582 checkGLcall("glEnable GL_SCISSOR_TEST");
1583 LEAVE_GL();
1584 context->last_was_blit = FALSE;
1585 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1586 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1587 break;
1589 case CTXUSAGE_DRAWPRIM:
1590 /* This needs all dirty states applied */
1591 if(context->last_was_blit) {
1592 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1595 IWineD3DDeviceImpl_FindTexUnitMap(This);
1597 for(i=0; i < context->numDirtyEntries; i++) {
1598 dirtyState = context->dirtyArray[i];
1599 idx = dirtyState >> 5;
1600 shift = dirtyState & 0x1f;
1601 context->isStateDirty[idx] &= ~(1 << shift);
1602 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
1604 context->numDirtyEntries = 0; /* This makes the whole list clean */
1605 context->last_was_blit = FALSE;
1606 break;
1608 case CTXUSAGE_BLIT:
1609 SetupForBlit(This, context,
1610 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
1611 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
1612 break;
1614 default:
1615 FIXME("Unexpected context usage requested\n");
1619 WineD3DContext *getActiveContext(void) {
1620 return last_device->activeContext;