mstask: Implement ITask::DeleteTrigger().
[wine.git] / dlls / wined3d / context.c
blobda8a61b87b75970317eb047d0cffbad88937279c
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
31 #ifdef HAVE_FLOAT_H
32 # include <float.h>
33 #endif
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous);
41 #define WINED3D_MAX_FBO_ENTRIES 64
42 #define WINED3D_ALL_LAYERS (~0u)
44 static DWORD wined3d_context_tls_idx;
46 /* FBO helper functions */
48 /* Context activation is done by the caller. */
49 static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint fbo)
51 const struct wined3d_gl_info *gl_info = context->gl_info;
53 switch (target)
55 case GL_READ_FRAMEBUFFER:
56 if (context->fbo_read_binding == fbo) return;
57 context->fbo_read_binding = fbo;
58 break;
60 case GL_DRAW_FRAMEBUFFER:
61 if (context->fbo_draw_binding == fbo) return;
62 context->fbo_draw_binding = fbo;
63 break;
65 case GL_FRAMEBUFFER:
66 if (context->fbo_read_binding == fbo
67 && context->fbo_draw_binding == fbo) return;
68 context->fbo_read_binding = fbo;
69 context->fbo_draw_binding = fbo;
70 break;
72 default:
73 FIXME("Unhandled target %#x.\n", target);
74 break;
77 gl_info->fbo_ops.glBindFramebuffer(target, fbo);
78 checkGLcall("glBindFramebuffer()");
81 /* Context activation is done by the caller. */
82 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
84 unsigned int i;
86 for (i = 0; i < gl_info->limits.buffers; ++i)
88 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
89 checkGLcall("glFramebufferTexture2D()");
91 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
98 /* Context activation is done by the caller. */
99 static void context_destroy_fbo(struct wined3d_context *context, GLuint fbo)
101 const struct wined3d_gl_info *gl_info = context->gl_info;
103 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
104 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
105 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
107 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
108 checkGLcall("glDeleteFramebuffers()");
111 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
112 GLenum fbo_target, DWORD flags, GLuint rb)
114 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
116 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
117 checkGLcall("glFramebufferRenderbuffer()");
120 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
122 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
123 checkGLcall("glFramebufferRenderbuffer()");
127 static void context_attach_gl_texture_fbo(struct wined3d_context *context,
128 GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource)
130 const struct wined3d_gl_info *gl_info = context->gl_info;
132 if (!resource)
134 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, GL_TEXTURE_2D, 0, 0);
136 else if (resource->layer == WINED3D_ALL_LAYERS)
138 if (!gl_info->fbo_ops.glFramebufferTexture)
140 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
141 return;
144 gl_info->fbo_ops.glFramebufferTexture(fbo_target, attachment,
145 resource->object, resource->level);
147 else if (resource->target == GL_TEXTURE_1D_ARRAY || resource->target == GL_TEXTURE_2D_ARRAY
148 || resource->target == GL_TEXTURE_3D)
150 if (!gl_info->fbo_ops.glFramebufferTextureLayer)
152 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
153 return;
156 gl_info->fbo_ops.glFramebufferTextureLayer(fbo_target, attachment,
157 resource->object, resource->level, resource->layer);
159 else if (resource->target == GL_TEXTURE_1D)
161 gl_info->fbo_ops.glFramebufferTexture1D(fbo_target, attachment,
162 resource->target, resource->object, resource->level);
164 else
166 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment,
167 resource->target, resource->object, resource->level);
169 checkGLcall("attach texture to fbo");
172 /* Context activation is done by the caller. */
173 static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
174 GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
175 DWORD flags)
177 const struct wined3d_gl_info *gl_info = context->gl_info;
179 if (resource->object)
181 TRACE("Attach depth stencil %u.\n", resource->object);
183 if (rb_namespace)
185 context_attach_depth_stencil_rb(gl_info, fbo_target,
186 flags, resource->object);
188 else
190 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
191 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, resource);
193 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
194 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, resource);
197 if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
198 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
200 if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
201 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
203 else
205 TRACE("Attach depth stencil 0.\n");
207 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
208 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
212 /* Context activation is done by the caller. */
213 static void context_attach_surface_fbo(struct wined3d_context *context,
214 GLenum fbo_target, DWORD idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
216 const struct wined3d_gl_info *gl_info = context->gl_info;
218 TRACE("Attach GL object %u to %u.\n", resource->object, idx);
220 if (resource->object)
222 if (rb_namespace)
224 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
225 GL_RENDERBUFFER, resource->object);
226 checkGLcall("glFramebufferRenderbuffer()");
228 else
230 context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
233 else
235 context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, NULL);
239 static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, GLenum target,
240 GLenum attachment)
242 static const struct
244 GLenum target;
245 GLenum binding;
246 const char *str;
247 enum wined3d_gl_extension extension;
249 texture_type[] =
251 {GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D, "1d", WINED3D_GL_EXT_NONE},
252 {GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BINDING_1D_ARRAY, "1d-array", EXT_TEXTURE_ARRAY},
253 {GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, "2d", WINED3D_GL_EXT_NONE},
254 {GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BINDING_RECTANGLE_ARB, "rectangle", ARB_TEXTURE_RECTANGLE},
255 {GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, "2d-array" , EXT_TEXTURE_ARRAY},
256 {GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP, "cube", ARB_TEXTURE_CUBE_MAP},
257 {GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BINDING_2D_MULTISAMPLE, "2d-ms", ARB_TEXTURE_MULTISAMPLE},
258 {GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE},
261 GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target;
262 const char *tex_type_str;
263 unsigned int i;
265 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
266 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
267 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
268 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
270 if (type == GL_RENDERBUFFER)
272 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name);
273 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
274 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
275 if (gl_info->limits.samples > 1)
276 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
277 else
278 samples = 1;
279 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt);
280 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
281 debug_fboattachment(attachment), name, width, height, samples, fmt);
283 else if (type == GL_TEXTURE)
285 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
286 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level);
287 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
288 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face);
290 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
292 GL_EXTCALL(glGetTextureParameteriv(name, GL_TEXTURE_TARGET, &tex_target));
294 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
296 if (texture_type[i].target == tex_target)
298 tex_type_str = texture_type[i].str;
299 break;
302 if (i == ARRAY_SIZE(texture_type))
303 tex_type_str = wine_dbg_sprintf("%#x", tex_target);
305 else if (face)
307 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture);
308 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, name);
310 tex_target = GL_TEXTURE_CUBE_MAP;
311 tex_type_str = "cube";
313 else
315 tex_type_str = NULL;
317 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
319 if (!gl_info->supported[texture_type[i].extension])
320 continue;
322 gl_info->gl_ops.gl.p_glGetIntegerv(texture_type[i].binding, &old_texture);
323 while (gl_info->gl_ops.gl.p_glGetError());
325 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, name);
326 if (!gl_info->gl_ops.gl.p_glGetError())
328 tex_target = texture_type[i].target;
329 tex_type_str = texture_type[i].str;
330 break;
332 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture);
335 if (!tex_type_str)
337 FIXME("Cannot find type of texture %d.\n", name);
338 return;
342 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
344 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt));
345 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_WIDTH, &width));
346 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_HEIGHT, &height));
347 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_SAMPLES, &samples));
349 else
351 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
352 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width);
353 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height);
354 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
355 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_SAMPLES, &samples);
356 else
357 samples = 1;
359 gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture);
362 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
363 debug_fboattachment(attachment), tex_type_str, name, width, height, samples, fmt);
365 else if (type == GL_NONE)
367 FIXME(" %s: NONE.\n", debug_fboattachment(attachment));
369 else
371 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
374 checkGLcall("dump FBO attachment");
377 /* Context activation is done by the caller. */
378 void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
380 const struct wined3d_gl_info *gl_info = context->gl_info;
381 GLenum status;
383 if (!FIXME_ON(d3d))
384 return;
386 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
387 if (status == GL_FRAMEBUFFER_COMPLETE)
389 TRACE("FBO complete.\n");
391 else
393 unsigned int i;
395 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status), status);
397 if (!context->current_fbo)
399 ERR("FBO 0 is incomplete, driver bug?\n");
400 return;
403 context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT);
404 context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT);
406 for (i = 0; i < gl_info->limits.buffers; ++i)
407 context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i);
411 static inline DWORD context_generate_rt_mask(GLenum buffer)
413 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
414 return buffer ? (1u << 31) | buffer : 0;
417 static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource)
419 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
421 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
422 return 0;
425 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource));
428 static inline void context_set_fbo_key_for_render_target(const struct wined3d_context *context,
429 struct wined3d_fbo_entry_key *key, unsigned int idx, const struct wined3d_rendertarget_info *render_target,
430 DWORD location)
432 unsigned int sub_resource_idx = render_target->sub_resource_idx;
433 struct wined3d_resource *resource = render_target->resource;
434 struct wined3d_texture *texture;
436 if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER)
438 if (resource && resource->type == WINED3D_RTYPE_BUFFER)
439 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
440 key->objects[idx].object = 0;
441 key->objects[idx].target = 0;
442 key->objects[idx].level = key->objects[idx].layer = 0;
443 return;
446 if (render_target->gl_view.name)
448 key->objects[idx].object = render_target->gl_view.name;
449 key->objects[idx].target = render_target->gl_view.target;
450 key->objects[idx].level = 0;
451 key->objects[idx].layer = WINED3D_ALL_LAYERS;
452 return;
455 texture = wined3d_texture_from_resource(resource);
456 if (texture->current_renderbuffer)
458 key->objects[idx].object = texture->current_renderbuffer->id;
459 key->objects[idx].target = 0;
460 key->objects[idx].level = key->objects[idx].layer = 0;
461 key->rb_namespace |= 1 << idx;
462 return;
465 key->objects[idx].target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
466 key->objects[idx].level = sub_resource_idx % texture->level_count;
467 key->objects[idx].layer = sub_resource_idx / texture->level_count;
469 if (render_target->layer_count != 1)
470 key->objects[idx].layer = WINED3D_ALL_LAYERS;
472 switch (location)
474 case WINED3D_LOCATION_TEXTURE_RGB:
475 key->objects[idx].object = wined3d_texture_get_texture_name(texture, context, FALSE);
476 break;
478 case WINED3D_LOCATION_TEXTURE_SRGB:
479 key->objects[idx].object = wined3d_texture_get_texture_name(texture, context, TRUE);
480 break;
482 case WINED3D_LOCATION_RB_MULTISAMPLE:
483 key->objects[idx].object = texture->rb_multisample;
484 key->objects[idx].target = 0;
485 key->objects[idx].level = key->objects[idx].layer = 0;
486 key->rb_namespace |= 1 << idx;
487 break;
489 case WINED3D_LOCATION_RB_RESOLVED:
490 key->objects[idx].object = texture->rb_resolved;
491 key->objects[idx].target = 0;
492 key->objects[idx].level = key->objects[idx].layer = 0;
493 key->rb_namespace |= 1 << idx;
494 break;
498 static void context_generate_fbo_key(const struct wined3d_context *context,
499 struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets,
500 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
502 unsigned int buffers = context->gl_info->limits.buffers;
503 unsigned int i;
505 key->rb_namespace = 0;
506 context_set_fbo_key_for_render_target(context, key, 0, depth_stencil, ds_location);
508 for (i = 0; i < buffers; ++i)
509 context_set_fbo_key_for_render_target(context, key, i + 1, &render_targets[i], color_location);
511 memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects));
514 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
515 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
516 DWORD color_location, DWORD ds_location)
518 const struct wined3d_gl_info *gl_info = context->gl_info;
519 struct fbo_entry *entry;
521 entry = heap_alloc(sizeof(*entry));
522 context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
523 entry->flags = 0;
524 if (depth_stencil->resource)
526 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_DEPTH)
527 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
528 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_STENCIL)
529 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
531 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
532 gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
533 checkGLcall("glGenFramebuffers()");
534 TRACE("Created FBO %u.\n", entry->id);
536 return entry;
539 /* Context activation is done by the caller. */
540 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
541 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
542 DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
544 const struct wined3d_gl_info *gl_info = context->gl_info;
546 context_bind_fbo(context, target, entry->id);
547 context_clean_fbo_attachments(gl_info, target);
549 context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
550 entry->flags = 0;
551 if (depth_stencil->resource)
553 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_DEPTH)
554 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
555 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_STENCIL)
556 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
560 /* Context activation is done by the caller. */
561 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
563 if (entry->id)
565 TRACE("Destroy FBO %u.\n", entry->id);
566 context_destroy_fbo(context, entry->id);
568 --context->fbo_entry_count;
569 list_remove(&entry->entry);
570 heap_free(entry);
573 /* Context activation is done by the caller. */
574 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
575 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
576 DWORD color_location, DWORD ds_location)
578 static const struct wined3d_rendertarget_info ds_null = {{0}};
579 const struct wined3d_gl_info *gl_info = context->gl_info;
580 struct wined3d_texture *rt_texture, *ds_texture;
581 struct wined3d_fbo_entry_key fbo_key;
582 unsigned int i, ds_level, rt_level;
583 struct fbo_entry *entry;
585 if (depth_stencil->resource && depth_stencil->resource->type != WINED3D_RTYPE_BUFFER
586 && render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER)
588 rt_texture = wined3d_texture_from_resource(render_targets[0].resource);
589 rt_level = render_targets[0].sub_resource_idx % rt_texture->level_count;
590 ds_texture = wined3d_texture_from_resource(depth_stencil->resource);
591 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
593 if (wined3d_texture_get_level_width(ds_texture, ds_level)
594 < wined3d_texture_get_level_width(rt_texture, rt_level)
595 || wined3d_texture_get_level_height(ds_texture, ds_level)
596 < wined3d_texture_get_level_height(rt_texture, rt_level))
598 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
599 depth_stencil = &ds_null;
601 else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type
602 || ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality)
604 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
605 rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality,
606 ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality);
607 depth_stencil = &ds_null;
609 else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D)
611 wined3d_texture_set_compatible_renderbuffer(ds_texture, ds_level, &render_targets[0]);
615 context_generate_fbo_key(context, &fbo_key, render_targets, depth_stencil, color_location, ds_location);
617 if (TRACE_ON(d3d))
619 struct wined3d_resource *resource;
620 unsigned int width, height;
621 const char *resource_type;
623 TRACE("Dumping FBO attachments:\n");
624 for (i = 0; i < gl_info->limits.buffers; ++i)
626 if ((resource = render_targets[i].resource))
628 if (resource->type == WINED3D_RTYPE_BUFFER)
630 width = resource->size;
631 height = 1;
632 resource_type = "buffer";
634 else
636 rt_texture = wined3d_texture_from_resource(resource);
637 rt_level = render_targets[i].sub_resource_idx % rt_texture->level_count;
638 width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level);
639 height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level);
640 resource_type = "texture";
643 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
644 i, resource, render_targets[i].sub_resource_idx, debug_d3dformat(resource->format->id),
645 fbo_key.rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type,
646 fbo_key.objects[i + 1].object, width, height, resource->multisample_type);
649 if ((resource = depth_stencil->resource))
651 if (resource->type == WINED3D_RTYPE_BUFFER)
653 width = resource->size;
654 height = 1;
655 resource_type = "buffer";
657 else
659 ds_texture = wined3d_texture_from_resource(resource);
660 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
661 width = wined3d_texture_get_level_pow2_width(ds_texture, ds_level);
662 height = wined3d_texture_get_level_pow2_height(ds_texture, ds_level);
663 resource_type = "texture";
666 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
667 resource, depth_stencil->sub_resource_idx, debug_d3dformat(resource->format->id),
668 fbo_key.rb_namespace & (1 << 0) ? "renderbuffer" : resource_type,
669 fbo_key.objects[0].object, width, height, resource->multisample_type);
673 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
675 if (memcmp(&fbo_key, &entry->key, sizeof(fbo_key)))
676 continue;
678 list_remove(&entry->entry);
679 list_add_head(&context->fbo_list, &entry->entry);
680 return entry;
683 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
685 entry = context_create_fbo_entry(context, render_targets, depth_stencil, color_location, ds_location);
686 list_add_head(&context->fbo_list, &entry->entry);
687 ++context->fbo_entry_count;
689 else
691 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
692 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, color_location, ds_location, entry);
693 list_remove(&entry->entry);
694 list_add_head(&context->fbo_list, &entry->entry);
697 return entry;
700 /* Context activation is done by the caller. */
701 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
703 const struct wined3d_gl_info *gl_info = context->gl_info;
704 GLuint read_binding, draw_binding;
705 unsigned int i;
707 if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
709 context_bind_fbo(context, target, entry->id);
710 return;
713 read_binding = context->fbo_read_binding;
714 draw_binding = context->fbo_draw_binding;
715 context_bind_fbo(context, GL_FRAMEBUFFER, entry->id);
717 if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
719 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
720 GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width));
721 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
722 GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height));
723 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1));
724 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1));
727 /* Apply render targets */
728 for (i = 0; i < gl_info->limits.buffers; ++i)
730 context_attach_surface_fbo(context, target, i, &entry->key.objects[i + 1],
731 entry->key.rb_namespace & (1 << (i + 1)));
734 context_attach_depth_stencil_fbo(context, target, &entry->key.objects[0],
735 entry->key.rb_namespace & 0x1, entry->flags);
737 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
738 * GL contexts requirements. */
739 gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
740 context_set_draw_buffer(context, GL_NONE);
741 if (target != GL_FRAMEBUFFER)
743 if (target == GL_READ_FRAMEBUFFER)
744 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding);
745 else
746 context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding);
749 entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
752 /* Context activation is done by the caller. */
753 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
754 const struct wined3d_rendertarget_info *render_targets,
755 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
757 struct fbo_entry *entry, *entry2;
759 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
761 context_destroy_fbo_entry(context, entry);
764 if (context->rebind_fbo)
766 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
767 context->rebind_fbo = FALSE;
770 if (color_location == WINED3D_LOCATION_DRAWABLE)
772 context->current_fbo = NULL;
773 context_bind_fbo(context, target, 0);
775 else
777 context->current_fbo = context_find_fbo_entry(context, target,
778 render_targets, depth_stencil, color_location, ds_location);
779 context_apply_fbo_entry(context, target, context->current_fbo);
783 /* Context activation is done by the caller. */
784 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
785 struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
786 struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location)
788 struct wined3d_rendertarget_info ds_info = {{0}};
790 memset(context->blit_targets, 0, sizeof(context->blit_targets));
791 if (rt)
793 context->blit_targets[0].resource = rt;
794 context->blit_targets[0].sub_resource_idx = rt_sub_resource_idx;
795 context->blit_targets[0].layer_count = 1;
798 if (ds)
800 ds_info.resource = ds;
801 ds_info.sub_resource_idx = ds_sub_resource_idx;
802 ds_info.layer_count = 1;
805 context_apply_fbo_state(context, target, context->blit_targets, &ds_info, location, location);
808 /* Context activation is done by the caller. */
809 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
811 const struct wined3d_gl_info *gl_info = context->gl_info;
813 if (context->free_occlusion_query_count)
815 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
817 else
819 if (gl_info->supported[ARB_OCCLUSION_QUERY])
821 GL_EXTCALL(glGenQueries(1, &query->id));
822 checkGLcall("glGenQueries");
824 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
826 else
828 WARN("Occlusion queries not supported, not allocating query id.\n");
829 query->id = 0;
833 query->context = context;
834 list_add_head(&context->occlusion_queries, &query->entry);
837 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
839 struct wined3d_context *context = query->context;
841 list_remove(&query->entry);
842 query->context = NULL;
844 if (!wined3d_array_reserve((void **)&context->free_occlusion_queries,
845 &context->free_occlusion_query_size, context->free_occlusion_query_count + 1,
846 sizeof(*context->free_occlusion_queries)))
848 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
849 return;
852 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
855 /* Context activation is done by the caller. */
856 void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence)
858 const struct wined3d_gl_info *gl_info = context->gl_info;
860 if (context->free_fence_count)
862 fence->object = context->free_fences[--context->free_fence_count];
864 else
866 if (gl_info->supported[ARB_SYNC])
868 /* Using ARB_sync, not much to do here. */
869 fence->object.sync = NULL;
870 TRACE("Allocated sync object in context %p.\n", context);
872 else if (gl_info->supported[APPLE_FENCE])
874 GL_EXTCALL(glGenFencesAPPLE(1, &fence->object.id));
875 checkGLcall("glGenFencesAPPLE");
877 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context);
879 else if(gl_info->supported[NV_FENCE])
881 GL_EXTCALL(glGenFencesNV(1, &fence->object.id));
882 checkGLcall("glGenFencesNV");
884 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context);
886 else
888 WARN("Fences not supported, not allocating fence.\n");
889 fence->object.id = 0;
893 fence->context = context;
894 list_add_head(&context->fences, &fence->entry);
897 void context_free_fence(struct wined3d_fence *fence)
899 struct wined3d_context *context = fence->context;
901 list_remove(&fence->entry);
902 fence->context = NULL;
904 if (!wined3d_array_reserve((void **)&context->free_fences,
905 &context->free_fence_size, context->free_fence_count + 1,
906 sizeof(*context->free_fences)))
908 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence->object.id, context);
909 return;
912 context->free_fences[context->free_fence_count++] = fence->object;
915 /* Context activation is done by the caller. */
916 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query)
918 const struct wined3d_gl_info *gl_info = context->gl_info;
920 if (context->free_timestamp_query_count)
922 query->id = context->free_timestamp_queries[--context->free_timestamp_query_count];
924 else
926 GL_EXTCALL(glGenQueries(1, &query->id));
927 checkGLcall("glGenQueries");
929 TRACE("Allocated timestamp query %u in context %p.\n", query->id, context);
932 query->context = context;
933 list_add_head(&context->timestamp_queries, &query->entry);
936 void context_free_timestamp_query(struct wined3d_timestamp_query *query)
938 struct wined3d_context *context = query->context;
940 list_remove(&query->entry);
941 query->context = NULL;
943 if (!wined3d_array_reserve((void **)&context->free_timestamp_queries,
944 &context->free_timestamp_query_size, context->free_timestamp_query_count + 1,
945 sizeof(*context->free_timestamp_queries)))
947 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
948 return;
951 context->free_timestamp_queries[context->free_timestamp_query_count++] = query->id;
954 void context_alloc_so_statistics_query(struct wined3d_context *context,
955 struct wined3d_so_statistics_query *query)
957 const struct wined3d_gl_info *gl_info = context->gl_info;
959 if (context->free_so_statistics_query_count)
961 query->u = context->free_so_statistics_queries[--context->free_so_statistics_query_count];
963 else
965 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
966 checkGLcall("glGenQueries");
968 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
969 query->u.id[0], query->u.id[1], context);
972 query->context = context;
973 list_add_head(&context->so_statistics_queries, &query->entry);
976 void context_free_so_statistics_query(struct wined3d_so_statistics_query *query)
978 struct wined3d_context *context = query->context;
980 list_remove(&query->entry);
981 query->context = NULL;
983 if (!wined3d_array_reserve((void **)&context->free_so_statistics_queries,
984 &context->free_so_statistics_query_size, context->free_so_statistics_query_count + 1,
985 sizeof(*context->free_so_statistics_queries)))
987 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
988 query->u.id[0], query->u.id[1], context);
989 return;
992 context->free_so_statistics_queries[context->free_so_statistics_query_count++] = query->u;
995 void context_alloc_pipeline_statistics_query(struct wined3d_context *context,
996 struct wined3d_pipeline_statistics_query *query)
998 const struct wined3d_gl_info *gl_info = context->gl_info;
1000 if (context->free_pipeline_statistics_query_count)
1002 query->u = context->free_pipeline_statistics_queries[--context->free_pipeline_statistics_query_count];
1004 else
1006 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
1007 checkGLcall("glGenQueries");
1010 query->context = context;
1011 list_add_head(&context->pipeline_statistics_queries, &query->entry);
1014 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query)
1016 struct wined3d_context *context = query->context;
1018 list_remove(&query->entry);
1019 query->context = NULL;
1021 if (!wined3d_array_reserve((void **)&context->free_pipeline_statistics_queries,
1022 &context->free_pipeline_statistics_query_size, context->free_pipeline_statistics_query_count + 1,
1023 sizeof(*context->free_pipeline_statistics_queries)))
1025 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context);
1026 return;
1029 context->free_pipeline_statistics_queries[context->free_pipeline_statistics_query_count++] = query->u;
1032 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
1034 static void context_enum_fbo_entries(const struct wined3d_device *device,
1035 GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
1037 unsigned int i, j;
1039 for (i = 0; i < device->context_count; ++i)
1041 struct wined3d_context *context = device->contexts[i];
1042 const struct wined3d_gl_info *gl_info = context->gl_info;
1043 struct fbo_entry *entry, *entry2;
1045 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
1047 for (j = 0; j < gl_info->limits.buffers + 1; ++j)
1049 if (entry->key.objects[j].object == name
1050 && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace)
1052 callback(context, entry);
1053 break;
1060 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
1062 list_remove(&entry->entry);
1063 list_add_head(&context->fbo_destroy_list, &entry->entry);
1066 void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource)
1068 unsigned int i;
1070 if (!device->d3d_initialized)
1071 return;
1073 for (i = 0; i < device->context_count; ++i)
1075 struct wined3d_context *context = device->contexts[i];
1077 if (&context->current_rt.texture->resource == resource)
1079 context->current_rt.texture = NULL;
1080 context->current_rt.sub_resource_idx = 0;
1085 void context_gl_resource_released(struct wined3d_device *device,
1086 GLuint name, BOOL rb_namespace)
1088 context_enum_fbo_entries(device, name, rb_namespace, context_queue_fbo_entry_destruction);
1091 void context_texture_update(struct wined3d_context *context, const struct wined3d_texture *texture)
1093 const struct wined3d_gl_info *gl_info = context->gl_info;
1094 struct fbo_entry *entry = context->current_fbo;
1095 unsigned int i;
1097 if (!entry || context->rebind_fbo) return;
1099 for (i = 0; i < gl_info->limits.buffers + 1; ++i)
1101 if (texture->texture_rgb.name == entry->key.objects[i].object
1102 || texture->texture_srgb.name == entry->key.objects[i].object)
1104 TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture, i);
1105 context->rebind_fbo = TRUE;
1106 return;
1111 static BOOL context_restore_pixel_format(struct wined3d_context *ctx)
1113 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1114 BOOL ret = FALSE;
1116 if (ctx->restore_pf && IsWindow(ctx->restore_pf_win))
1118 if (ctx->gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1120 HDC dc = GetDCEx(ctx->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
1121 if (dc)
1123 if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, ctx->restore_pf))))
1125 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
1126 ctx->restore_pf, ctx->restore_pf_win);
1128 ReleaseDC(ctx->restore_pf_win, dc);
1131 else
1133 ERR("can't restore pixel format %d on window %p\n", ctx->restore_pf, ctx->restore_pf_win);
1137 ctx->restore_pf = 0;
1138 ctx->restore_pf_win = NULL;
1139 return ret;
1142 static BOOL context_set_pixel_format(struct wined3d_context *context)
1144 const struct wined3d_gl_info *gl_info = context->gl_info;
1145 BOOL private = context->hdc_is_private;
1146 int format = context->pixel_format;
1147 HDC dc = context->hdc;
1148 int current;
1150 if (private && context->hdc_has_format)
1151 return TRUE;
1153 if (!private && WindowFromDC(dc) != context->win_handle)
1154 return FALSE;
1156 current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc);
1157 if (current == format) goto success;
1159 if (!current)
1161 if (!SetPixelFormat(dc, format, NULL))
1163 /* This may also happen if the dc belongs to a destroyed window. */
1164 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
1165 format, dc, GetLastError());
1166 return FALSE;
1169 context->restore_pf = 0;
1170 context->restore_pf_win = private ? NULL : WindowFromDC(dc);
1171 goto success;
1174 /* By default WGL doesn't allow pixel format adjustments but we need it
1175 * here. For this reason there's a Wine specific wglSetPixelFormat()
1176 * which allows us to set the pixel format multiple times. Only use it
1177 * when really needed. */
1178 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1180 HWND win;
1182 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
1184 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1185 format, dc);
1186 return FALSE;
1189 win = private ? NULL : WindowFromDC(dc);
1190 if (win != context->restore_pf_win)
1192 context_restore_pixel_format(context);
1194 context->restore_pf = private ? 0 : current;
1195 context->restore_pf_win = win;
1198 goto success;
1201 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1202 * continue using the old format. There's a big chance that the old
1203 * format works although with a performance hit and perhaps rendering
1204 * errors. */
1205 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1206 format, dc, current);
1207 return TRUE;
1209 success:
1210 if (private)
1211 context->hdc_has_format = TRUE;
1212 return TRUE;
1215 static BOOL context_set_gl_context(struct wined3d_context *ctx)
1217 struct wined3d_swapchain *swapchain = ctx->swapchain;
1218 BOOL backup = FALSE;
1220 if (!context_set_pixel_format(ctx))
1222 WARN("Failed to set pixel format %d on device context %p.\n",
1223 ctx->pixel_format, ctx->hdc);
1224 backup = TRUE;
1227 if (backup || !wglMakeCurrent(ctx->hdc, ctx->glCtx))
1229 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1230 ctx->glCtx, ctx->hdc, GetLastError());
1231 ctx->valid = 0;
1232 WARN("Trying fallback to the backup window.\n");
1234 /* FIXME: If the context is destroyed it's no longer associated with
1235 * a swapchain, so we can't use the swapchain to get a backup dc. To
1236 * make this work windowless contexts would need to be handled by the
1237 * device. */
1238 if (ctx->destroyed || !swapchain)
1240 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
1241 context_set_current(NULL);
1242 return FALSE;
1245 if (!(ctx->hdc = swapchain_get_backup_dc(swapchain)))
1247 context_set_current(NULL);
1248 return FALSE;
1251 ctx->hdc_is_private = TRUE;
1252 ctx->hdc_has_format = FALSE;
1254 if (!context_set_pixel_format(ctx))
1256 ERR("Failed to set pixel format %d on device context %p.\n",
1257 ctx->pixel_format, ctx->hdc);
1258 context_set_current(NULL);
1259 return FALSE;
1262 if (!wglMakeCurrent(ctx->hdc, ctx->glCtx))
1264 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1265 ctx->hdc, GetLastError());
1266 context_set_current(NULL);
1267 return FALSE;
1270 ctx->valid = 1;
1272 ctx->needs_set = 0;
1273 return TRUE;
1276 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
1278 if (!wglMakeCurrent(dc, gl_ctx))
1280 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1281 gl_ctx, dc, GetLastError());
1282 context_set_current(NULL);
1286 static void context_update_window(struct wined3d_context *context)
1288 if (!context->swapchain)
1289 return;
1291 if (context->win_handle == context->swapchain->win_handle)
1292 return;
1294 TRACE("Updating context %p window from %p to %p.\n",
1295 context, context->win_handle, context->swapchain->win_handle);
1297 if (context->hdc)
1298 wined3d_release_dc(context->win_handle, context->hdc);
1300 context->win_handle = context->swapchain->win_handle;
1301 context->hdc_is_private = FALSE;
1302 context->hdc_has_format = FALSE;
1303 context->needs_set = 1;
1304 context->valid = 1;
1306 if (!(context->hdc = GetDCEx(context->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
1308 ERR("Failed to get a device context for window %p.\n", context->win_handle);
1309 context->valid = 0;
1313 static void context_destroy_gl_resources(struct wined3d_context *context)
1315 struct wined3d_pipeline_statistics_query *pipeline_statistics_query;
1316 const struct wined3d_gl_info *gl_info = context->gl_info;
1317 struct wined3d_so_statistics_query *so_statistics_query;
1318 struct wined3d_timestamp_query *timestamp_query;
1319 struct wined3d_occlusion_query *occlusion_query;
1320 struct fbo_entry *entry, *entry2;
1321 struct wined3d_fence *fence;
1322 HGLRC restore_ctx;
1323 HDC restore_dc;
1324 unsigned int i;
1326 restore_ctx = wglGetCurrentContext();
1327 restore_dc = wglGetCurrentDC();
1329 if (restore_ctx == context->glCtx)
1330 restore_ctx = NULL;
1331 else if (context->valid)
1332 context_set_gl_context(context);
1334 LIST_FOR_EACH_ENTRY(so_statistics_query, &context->so_statistics_queries,
1335 struct wined3d_so_statistics_query, entry)
1337 if (context->valid)
1338 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query->u.id), so_statistics_query->u.id));
1339 so_statistics_query->context = NULL;
1342 LIST_FOR_EACH_ENTRY(pipeline_statistics_query, &context->pipeline_statistics_queries,
1343 struct wined3d_pipeline_statistics_query, entry)
1345 if (context->valid)
1346 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query->u.id), pipeline_statistics_query->u.id));
1347 pipeline_statistics_query->context = NULL;
1350 LIST_FOR_EACH_ENTRY(timestamp_query, &context->timestamp_queries, struct wined3d_timestamp_query, entry)
1352 if (context->valid)
1353 GL_EXTCALL(glDeleteQueries(1, &timestamp_query->id));
1354 timestamp_query->context = NULL;
1357 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
1359 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
1360 GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
1361 occlusion_query->context = NULL;
1364 LIST_FOR_EACH_ENTRY(fence, &context->fences, struct wined3d_fence, entry)
1366 if (context->valid)
1368 if (gl_info->supported[ARB_SYNC])
1370 if (fence->object.sync)
1371 GL_EXTCALL(glDeleteSync(fence->object.sync));
1373 else if (gl_info->supported[APPLE_FENCE])
1375 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence->object.id));
1377 else if (gl_info->supported[NV_FENCE])
1379 GL_EXTCALL(glDeleteFencesNV(1, &fence->object.id));
1382 fence->context = NULL;
1385 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
1387 if (!context->valid) entry->id = 0;
1388 context_destroy_fbo_entry(context, entry);
1391 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
1393 if (!context->valid) entry->id = 0;
1394 context_destroy_fbo_entry(context, entry);
1397 if (context->valid)
1399 if (context->dummy_arbfp_prog)
1401 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
1404 if (gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY])
1406 for (i = 0; i < context->free_so_statistics_query_count; ++i)
1408 union wined3d_gl_so_statistics_query *q = &context->free_so_statistics_queries[i];
1409 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1413 if (gl_info->supported[ARB_PIPELINE_STATISTICS_QUERY])
1415 for (i = 0; i < context->free_pipeline_statistics_query_count; ++i)
1417 union wined3d_gl_pipeline_statistics_query *q = &context->free_pipeline_statistics_queries[i];
1418 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1422 if (gl_info->supported[ARB_TIMER_QUERY])
1423 GL_EXTCALL(glDeleteQueries(context->free_timestamp_query_count, context->free_timestamp_queries));
1425 if (gl_info->supported[ARB_OCCLUSION_QUERY])
1426 GL_EXTCALL(glDeleteQueries(context->free_occlusion_query_count, context->free_occlusion_queries));
1428 if (gl_info->supported[ARB_SYNC])
1430 for (i = 0; i < context->free_fence_count; ++i)
1432 GL_EXTCALL(glDeleteSync(context->free_fences[i].sync));
1435 else if (gl_info->supported[APPLE_FENCE])
1437 for (i = 0; i < context->free_fence_count; ++i)
1439 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_fences[i].id));
1442 else if (gl_info->supported[NV_FENCE])
1444 for (i = 0; i < context->free_fence_count; ++i)
1446 GL_EXTCALL(glDeleteFencesNV(1, &context->free_fences[i].id));
1450 if (context->blit_vbo)
1451 GL_EXTCALL(glDeleteBuffers(1, &context->blit_vbo));
1453 checkGLcall("context cleanup");
1456 heap_free(context->free_so_statistics_queries);
1457 heap_free(context->free_pipeline_statistics_queries);
1458 heap_free(context->free_timestamp_queries);
1459 heap_free(context->free_occlusion_queries);
1460 heap_free(context->free_fences);
1462 context_restore_pixel_format(context);
1463 if (restore_ctx)
1465 context_restore_gl_context(gl_info, restore_dc, restore_ctx);
1467 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
1469 ERR("Failed to disable GL context.\n");
1472 wined3d_release_dc(context->win_handle, context->hdc);
1474 if (!wglDeleteContext(context->glCtx))
1476 DWORD err = GetLastError();
1477 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
1481 DWORD context_get_tls_idx(void)
1483 return wined3d_context_tls_idx;
1486 void context_set_tls_idx(DWORD idx)
1488 wined3d_context_tls_idx = idx;
1491 struct wined3d_context *context_get_current(void)
1493 return TlsGetValue(wined3d_context_tls_idx);
1496 BOOL context_set_current(struct wined3d_context *ctx)
1498 struct wined3d_context *old = context_get_current();
1500 if (old == ctx)
1502 TRACE("Already using D3D context %p.\n", ctx);
1503 return TRUE;
1506 if (old)
1508 if (old->destroyed)
1510 TRACE("Switching away from destroyed context %p.\n", old);
1511 context_destroy_gl_resources(old);
1512 heap_free((void *)old->gl_info);
1513 heap_free(old);
1515 else
1517 if (wglGetCurrentContext())
1519 const struct wined3d_gl_info *gl_info = old->gl_info;
1520 TRACE("Flushing context %p before switching to %p.\n", old, ctx);
1521 gl_info->gl_ops.gl.p_glFlush();
1523 old->current = 0;
1527 if (ctx)
1529 if (!ctx->valid)
1531 ERR("Trying to make invalid context %p current\n", ctx);
1532 return FALSE;
1535 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1536 if (!context_set_gl_context(ctx))
1537 return FALSE;
1538 ctx->current = 1;
1540 else if (wglGetCurrentContext())
1542 TRACE("Clearing current D3D context.\n");
1543 if (!wglMakeCurrent(NULL, NULL))
1545 DWORD err = GetLastError();
1546 ERR("Failed to clear current GL context, last error %#x.\n", err);
1547 TlsSetValue(wined3d_context_tls_idx, NULL);
1548 return FALSE;
1552 return TlsSetValue(wined3d_context_tls_idx, ctx);
1555 void context_release(struct wined3d_context *context)
1557 TRACE("Releasing context %p, level %u.\n", context, context->level);
1559 if (WARN_ON(d3d))
1561 if (!context->level)
1562 WARN("Context %p is not active.\n", context);
1563 else if (context != context_get_current())
1564 WARN("Context %p is not the current context.\n", context);
1567 if (!--context->level)
1569 if (context_restore_pixel_format(context))
1570 context->needs_set = 1;
1571 if (context->restore_ctx)
1573 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1574 context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx);
1575 context->restore_ctx = NULL;
1576 context->restore_dc = NULL;
1579 if (context->destroy_delayed)
1581 TRACE("Destroying context %p.\n", context);
1582 context_destroy(context->device, context);
1587 /* This is used when a context for render target A is active, but a separate context is
1588 * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
1589 * A to avoid breaking caller code. */
1590 void context_restore(struct wined3d_context *context, struct wined3d_texture *texture, unsigned int sub_resource_idx)
1592 if (context->current_rt.texture != texture || context->current_rt.sub_resource_idx != sub_resource_idx)
1594 context_release(context);
1595 context = context_acquire(texture->resource.device, texture, sub_resource_idx);
1598 context_release(context);
1601 static void context_enter(struct wined3d_context *context)
1603 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1605 if (!context->level++)
1607 const struct wined3d_context *current_context = context_get_current();
1608 HGLRC current_gl = wglGetCurrentContext();
1610 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1612 TRACE("Another GL context (%p on device context %p) is already current.\n",
1613 current_gl, wglGetCurrentDC());
1614 context->restore_ctx = current_gl;
1615 context->restore_dc = wglGetCurrentDC();
1616 context->needs_set = 1;
1618 else if (!context->needs_set && !(context->hdc_is_private && context->hdc_has_format)
1619 && context->pixel_format != context->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context->hdc))
1620 context->needs_set = 1;
1624 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id)
1626 DWORD representative = context->state_table[state_id].representative - STATE_COMPUTE_OFFSET;
1627 unsigned int index, shift;
1629 index = representative / (sizeof(*context->dirty_compute_states) * CHAR_BIT);
1630 shift = representative & (sizeof(*context->dirty_compute_states) * CHAR_BIT - 1);
1631 context->dirty_compute_states[index] |= (1u << shift);
1634 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1636 DWORD rep = context->state_table[state].representative;
1637 DWORD idx;
1638 BYTE shift;
1640 if (isStateDirty(context, rep)) return;
1642 context->dirtyArray[context->numDirtyEntries++] = rep;
1643 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1644 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1645 context->isStateDirty[idx] |= (1u << shift);
1648 /* This function takes care of wined3d pixel format selection. */
1649 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1650 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1651 BOOL auxBuffers)
1653 unsigned int cfg_count = device->adapter->cfg_count;
1654 unsigned int current_value;
1655 PIXELFORMATDESCRIPTOR pfd;
1656 int iPixelFormat = 0;
1657 unsigned int i;
1659 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n",
1660 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1661 auxBuffers);
1663 current_value = 0;
1664 for (i = 0; i < cfg_count; ++i)
1666 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1667 unsigned int value;
1669 /* For now only accept RGBA formats. Perhaps some day we will
1670 * allow floating point formats for pbuffers. */
1671 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1672 continue;
1673 /* In window mode we need a window drawable format and double buffering. */
1674 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1675 continue;
1676 if (cfg->redSize < color_format->red_size)
1677 continue;
1678 if (cfg->greenSize < color_format->green_size)
1679 continue;
1680 if (cfg->blueSize < color_format->blue_size)
1681 continue;
1682 if (cfg->alphaSize < color_format->alpha_size)
1683 continue;
1684 if (cfg->depthSize < ds_format->depth_size)
1685 continue;
1686 if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
1687 continue;
1688 /* Check multisampling support. */
1689 if (cfg->numSamples)
1690 continue;
1692 value = 1;
1693 /* We try to locate a format which matches our requirements exactly. In case of
1694 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1695 if (cfg->depthSize == ds_format->depth_size)
1696 value += 1;
1697 if (cfg->stencilSize == ds_format->stencil_size)
1698 value += 2;
1699 if (cfg->alphaSize == color_format->alpha_size)
1700 value += 4;
1701 /* We like to have aux buffers in backbuffer mode */
1702 if (auxBuffers && cfg->auxBuffers)
1703 value += 8;
1704 if (cfg->redSize == color_format->red_size
1705 && cfg->greenSize == color_format->green_size
1706 && cfg->blueSize == color_format->blue_size)
1707 value += 16;
1709 if (value > current_value)
1711 iPixelFormat = cfg->iPixelFormat;
1712 current_value = value;
1716 if (!iPixelFormat)
1718 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1720 memset(&pfd, 0, sizeof(pfd));
1721 pfd.nSize = sizeof(pfd);
1722 pfd.nVersion = 1;
1723 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1724 pfd.iPixelType = PFD_TYPE_RGBA;
1725 pfd.cAlphaBits = color_format->alpha_size;
1726 pfd.cColorBits = color_format->red_size + color_format->green_size
1727 + color_format->blue_size + color_format->alpha_size;
1728 pfd.cDepthBits = ds_format->depth_size;
1729 pfd.cStencilBits = ds_format->stencil_size;
1730 pfd.iLayerType = PFD_MAIN_PLANE;
1732 if (!(iPixelFormat = ChoosePixelFormat(hdc, &pfd)))
1734 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1735 ERR("Can't find a suitable pixel format.\n");
1736 return 0;
1740 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1741 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1742 return iPixelFormat;
1745 /* Context activation is done by the caller. */
1746 void context_bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
1748 const struct wined3d_dummy_textures *textures = &context->device->dummy_textures;
1749 const struct wined3d_gl_info *gl_info = context->gl_info;
1750 unsigned int i;
1752 for (i = 0; i < gl_info->limits.combined_samplers; ++i)
1754 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
1756 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
1757 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
1759 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1760 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
1762 if (gl_info->supported[EXT_TEXTURE3D])
1763 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
1765 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1766 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
1768 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
1769 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
1771 if (gl_info->supported[EXT_TEXTURE_ARRAY])
1773 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
1774 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
1777 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
1778 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
1780 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
1782 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
1783 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
1787 checkGLcall("bind dummy textures");
1790 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1791 const char *file, unsigned int line, const char *name)
1793 GLint err;
1795 if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR)
1797 TRACE("%s call ok %s / %u.\n", name, file, line);
1798 return;
1803 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1804 debug_glerror(err), err, name, file,line);
1805 err = gl_info->gl_ops.gl.p_glGetError();
1806 } while (err != GL_NO_ERROR);
1809 static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
1811 return gl_info->supported[ARB_DEBUG_OUTPUT]
1812 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
1815 static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
1816 GLenum severity, GLsizei length, const char *message, void *ctx)
1818 switch (type)
1820 case GL_DEBUG_TYPE_ERROR_ARB:
1821 ERR("%p: %s.\n", ctx, debugstr_an(message, length));
1822 break;
1824 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
1825 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
1826 case GL_DEBUG_TYPE_PORTABILITY_ARB:
1827 FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
1828 break;
1830 case GL_DEBUG_TYPE_PERFORMANCE_ARB:
1831 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
1832 break;
1834 default:
1835 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
1836 break;
1840 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
1842 HGLRC ctx;
1843 unsigned int ctx_attrib_idx = 0;
1844 GLint ctx_attribs[7], ctx_flags = 0;
1846 if (context_debug_output_enabled(gl_info))
1847 ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB;
1848 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
1849 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16;
1850 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB;
1851 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff;
1852 if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
1853 ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1854 if (ctx_flags)
1856 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1857 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1859 ctx_attribs[ctx_attrib_idx] = 0;
1861 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1863 if (ctx_flags & WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB)
1865 ctx_attribs[ctx_attrib_idx - 1] &= ~WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1866 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1867 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1868 GetLastError());
1871 return ctx;
1874 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1875 struct wined3d_texture *target, const struct wined3d_format *ds_format)
1877 struct wined3d_device *device = swapchain->device;
1878 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
1879 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1880 const struct wined3d_format *color_format;
1881 struct wined3d_context *ret;
1882 BOOL auxBuffers = FALSE;
1883 HGLRC ctx, share_ctx;
1884 DWORD target_usage;
1885 unsigned int i;
1886 DWORD state;
1888 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1890 wined3d_from_cs(device->cs);
1892 if (!(ret = heap_alloc_zero(sizeof(*ret))))
1893 return NULL;
1895 ret->free_timestamp_query_size = 4;
1896 if (!(ret->free_timestamp_queries = heap_calloc(ret->free_timestamp_query_size,
1897 sizeof(*ret->free_timestamp_queries))))
1898 goto out;
1899 list_init(&ret->timestamp_queries);
1901 ret->free_occlusion_query_size = 4;
1902 if (!(ret->free_occlusion_queries = heap_calloc(ret->free_occlusion_query_size,
1903 sizeof(*ret->free_occlusion_queries))))
1904 goto out;
1905 list_init(&ret->occlusion_queries);
1907 ret->free_fence_size = 4;
1908 if (!(ret->free_fences = heap_calloc(ret->free_fence_size, sizeof(*ret->free_fences))))
1909 goto out;
1910 list_init(&ret->fences);
1912 list_init(&ret->so_statistics_queries);
1914 list_init(&ret->pipeline_statistics_queries);
1916 list_init(&ret->fbo_list);
1917 list_init(&ret->fbo_destroy_list);
1919 if (!device->shader_backend->shader_allocate_context_data(ret))
1921 ERR("Failed to allocate shader backend context data.\n");
1922 goto out;
1924 if (!device->adapter->fragment_pipe->allocate_context_data(ret))
1926 ERR("Failed to allocate fragment pipeline context data.\n");
1927 goto out;
1930 for (i = 0; i < ARRAY_SIZE(ret->tex_unit_map); ++i)
1931 ret->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
1932 for (i = 0; i < ARRAY_SIZE(ret->rev_tex_unit_map); ++i)
1933 ret->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
1934 if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS)
1936 /* Initialize the texture unit mapping to a 1:1 mapping. */
1937 unsigned int base, count;
1939 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
1940 if (base + MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(ret->rev_tex_unit_map))
1942 ERR("Unexpected texture unit base index %u.\n", base);
1943 goto out;
1945 for (i = 0; i < min(count, MAX_FRAGMENT_SAMPLERS); ++i)
1947 ret->tex_unit_map[i] = base + i;
1948 ret->rev_tex_unit_map[base + i] = i;
1951 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
1952 if (base + MAX_VERTEX_SAMPLERS > ARRAY_SIZE(ret->rev_tex_unit_map))
1954 ERR("Unexpected texture unit base index %u.\n", base);
1955 goto out;
1957 for (i = 0; i < min(count, MAX_VERTEX_SAMPLERS); ++i)
1959 ret->tex_unit_map[MAX_FRAGMENT_SAMPLERS + i] = base + i;
1960 ret->rev_tex_unit_map[base + i] = MAX_FRAGMENT_SAMPLERS + i;
1964 if (!(ret->texture_type = heap_calloc(gl_info->limits.combined_samplers,
1965 sizeof(*ret->texture_type))))
1966 goto out;
1968 if (!(ret->hdc = GetDCEx(swapchain->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
1970 WARN("Failed to retrieve device context, trying swapchain backup.\n");
1972 if ((ret->hdc = swapchain_get_backup_dc(swapchain)))
1973 ret->hdc_is_private = TRUE;
1974 else
1976 ERR("Failed to retrieve a device context.\n");
1977 goto out;
1981 color_format = target->resource.format;
1982 target_usage = target->resource.usage;
1984 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1985 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1986 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1988 auxBuffers = TRUE;
1990 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1991 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM, target_usage);
1992 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1993 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
1996 /* DirectDraw supports 8bit paletted render targets and these are used by
1997 * old games like StarCraft and C&C. Most modern hardware doesn't support
1998 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1999 * conversion (ab)uses the alpha component for storing the palette index.
2000 * For this reason we require a format with 8bit alpha, so request
2001 * A8R8G8B8. */
2002 if (color_format->id == WINED3DFMT_P8_UINT)
2003 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
2005 /* When using FBOs for off-screen rendering, we only use the drawable for
2006 * presentation blits, and don't do any rendering to it. That means we
2007 * don't need depth or stencil buffers, and can mostly ignore the render
2008 * target format. This wouldn't necessarily be quite correct for 10bpc
2009 * display modes, but we don't currently support those.
2010 * Using the same format regardless of the color/depth/stencil targets
2011 * makes it much less likely that different wined3d instances will set
2012 * conflicting pixel formats. */
2013 if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
2015 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
2016 ds_format = wined3d_get_format(gl_info, WINED3DFMT_UNKNOWN, WINED3DUSAGE_DEPTHSTENCIL);
2019 /* Try to find a pixel format which matches our requirements. */
2020 if (!(ret->pixel_format = context_choose_pixel_format(device, ret->hdc, color_format, ds_format, auxBuffers)))
2021 goto out;
2023 ret->gl_info = gl_info;
2024 ret->win_handle = swapchain->win_handle;
2026 context_enter(ret);
2028 if (!context_set_pixel_format(ret))
2030 ERR("Failed to set pixel format %d on device context %p.\n", ret->pixel_format, ret->hdc);
2031 context_release(ret);
2032 goto out;
2035 share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL;
2036 if (gl_info->p_wglCreateContextAttribsARB)
2038 if (!(ctx = context_create_wgl_attribs(gl_info, ret->hdc, share_ctx)))
2039 goto out;
2041 else
2043 if (!(ctx = wglCreateContext(ret->hdc)))
2045 ERR("Failed to create a WGL context.\n");
2046 context_release(ret);
2047 goto out;
2050 if (share_ctx && !wglShareLists(share_ctx, ctx))
2052 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
2053 context_release(ret);
2054 if (!wglDeleteContext(ctx))
2055 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
2056 goto out;
2060 if (!device_context_add(device, ret))
2062 ERR("Failed to add the newly created context to the context list\n");
2063 context_release(ret);
2064 if (!wglDeleteContext(ctx))
2065 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
2066 goto out;
2069 ret->d3d_info = d3d_info;
2070 ret->state_table = device->StateTable;
2072 /* Mark all states dirty to force a proper initialization of the states on
2073 * the first use of the context. Compute states do not need initialization. */
2074 for (state = 0; state <= STATE_HIGHEST; ++state)
2076 if (ret->state_table[state].representative && !STATE_IS_COMPUTE(state))
2077 context_invalidate_state(ret, state);
2080 ret->device = device;
2081 ret->swapchain = swapchain;
2082 ret->current_rt.texture = target;
2083 ret->current_rt.sub_resource_idx = 0;
2084 ret->tid = GetCurrentThreadId();
2086 ret->render_offscreen = wined3d_resource_is_offscreen(&target->resource);
2087 ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
2088 ret->valid = 1;
2090 ret->glCtx = ctx;
2091 ret->hdc_has_format = TRUE;
2092 ret->needs_set = 1;
2094 /* Set up the context defaults */
2095 if (!context_set_current(ret))
2097 ERR("Cannot activate context to set up defaults.\n");
2098 device_context_remove(device, ret);
2099 context_release(ret);
2100 if (!wglDeleteContext(ctx))
2101 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
2102 goto out;
2105 if (context_debug_output_enabled(gl_info))
2107 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, ret));
2108 if (TRACE_ON(d3d_synchronous))
2109 gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
2110 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
2111 if (ERR_ON(d3d))
2113 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
2114 GL_DONT_CARE, 0, NULL, GL_TRUE));
2116 if (FIXME_ON(d3d))
2118 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
2119 GL_DONT_CARE, 0, NULL, GL_TRUE));
2120 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
2121 GL_DONT_CARE, 0, NULL, GL_TRUE));
2122 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY,
2123 GL_DONT_CARE, 0, NULL, GL_TRUE));
2125 if (WARN_ON(d3d_perf))
2127 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE,
2128 GL_DONT_CARE, 0, NULL, GL_TRUE));
2132 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2133 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
2135 TRACE("Setting up the screen\n");
2137 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2139 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
2140 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2142 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
2143 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2145 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
2146 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2148 else
2150 GLuint vao;
2152 GL_EXTCALL(glGenVertexArrays(1, &vao));
2153 GL_EXTCALL(glBindVertexArray(vao));
2154 checkGLcall("creating VAO");
2157 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
2158 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2159 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2160 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2162 if (gl_info->supported[NV_TEXTURE_SHADER2])
2164 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2165 * the previous texture where to source the offset from is always unit - 1.
2167 for (i = 1; i < gl_info->limits.textures; ++i)
2169 context_active_texture(ret, gl_info, i);
2170 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
2171 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + i - 1);
2172 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2175 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2177 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2178 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2179 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2180 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2181 * is ever assigned.
2183 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2184 * program and the dummy program is destroyed when the context is destroyed.
2186 static const char dummy_program[] =
2187 "!!ARBfp1.0\n"
2188 "MOV result.color, fragment.color.primary;\n"
2189 "END\n";
2190 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
2191 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
2192 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
2195 if (gl_info->supported[ARB_POINT_SPRITE])
2197 for (i = 0; i < gl_info->limits.textures; ++i)
2199 context_active_texture(ret, gl_info, i);
2200 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
2201 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2205 if (gl_info->supported[ARB_PROVOKING_VERTEX])
2207 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
2209 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
2211 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
2213 if (!(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART))
2215 if (gl_info->supported[ARB_ES3_COMPATIBILITY])
2217 gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
2218 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2220 else
2222 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2225 if (!(d3d_info->wined3d_creation_flags & WINED3D_LEGACY_CUBEMAP_FILTERING)
2226 && gl_info->supported[ARB_SEAMLESS_CUBE_MAP])
2228 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
2229 checkGLcall("enable seamless cube map filtering");
2231 if (gl_info->supported[ARB_CLIP_CONTROL])
2232 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT));
2233 device->shader_backend->shader_init_context_state(ret);
2234 ret->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
2235 | (1u << WINED3D_SHADER_TYPE_VERTEX)
2236 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
2237 | (1u << WINED3D_SHADER_TYPE_HULL)
2238 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
2239 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
2241 /* If this happens to be the first context for the device, dummy textures
2242 * are not created yet. In that case, they will be created (and bound) by
2243 * create_dummy_textures right after this context is initialized. */
2244 if (device->dummy_textures.tex_2d)
2245 context_bind_dummy_textures(device, ret);
2247 /* Initialise all rectangles to avoid resetting unused ones later. */
2248 gl_info->gl_ops.gl.p_glScissor(0, 0, 0, 0);
2249 checkGLcall("glScissor");
2251 TRACE("Created context %p.\n", ret);
2253 return ret;
2255 out:
2256 if (ret->hdc)
2257 wined3d_release_dc(swapchain->win_handle, ret->hdc);
2258 device->shader_backend->shader_free_context_data(ret);
2259 device->adapter->fragment_pipe->free_context_data(ret);
2260 heap_free(ret->texture_type);
2261 heap_free(ret->free_fences);
2262 heap_free(ret->free_occlusion_queries);
2263 heap_free(ret->free_timestamp_queries);
2264 heap_free(ret);
2265 return NULL;
2268 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
2270 BOOL destroy;
2272 TRACE("Destroying ctx %p\n", context);
2274 wined3d_from_cs(device->cs);
2276 /* We delay destroying a context when it is active. The context_release()
2277 * function invokes context_destroy() again while leaving the last level. */
2278 if (context->level)
2280 TRACE("Delaying destruction of context %p.\n", context);
2281 context->destroy_delayed = 1;
2282 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2283 context->swapchain = NULL;
2284 return;
2287 if (context->tid == GetCurrentThreadId() || !context->current)
2289 context_destroy_gl_resources(context);
2290 TlsSetValue(wined3d_context_tls_idx, NULL);
2291 destroy = TRUE;
2293 else
2295 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
2296 in wined3d_adapter may go away in the meantime */
2297 struct wined3d_gl_info *gl_info = heap_alloc(sizeof(*gl_info));
2298 *gl_info = *context->gl_info;
2299 context->gl_info = gl_info;
2300 context->destroyed = 1;
2301 destroy = FALSE;
2304 device->shader_backend->shader_free_context_data(context);
2305 device->adapter->fragment_pipe->free_context_data(context);
2306 heap_free(context->texture_type);
2307 device_context_remove(device, context);
2308 if (destroy)
2309 heap_free(context);
2312 const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
2313 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count)
2315 const struct wined3d_gl_info *gl_info = context->gl_info;
2317 if (!shader_version)
2319 *base = 0;
2320 *count = MAX_TEXTURES;
2321 return context->tex_unit_map;
2324 if (shader_version->major >= 4)
2326 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, shader_version->type, base, count);
2327 return NULL;
2330 switch (shader_version->type)
2332 case WINED3D_SHADER_TYPE_PIXEL:
2333 *base = 0;
2334 *count = MAX_FRAGMENT_SAMPLERS;
2335 break;
2336 case WINED3D_SHADER_TYPE_VERTEX:
2337 *base = MAX_FRAGMENT_SAMPLERS;
2338 *count = MAX_VERTEX_SAMPLERS;
2339 break;
2340 default:
2341 ERR("Unhandled shader type %#x.\n", shader_version->type);
2342 *base = 0;
2343 *count = 0;
2346 return context->tex_unit_map;
2349 static void context_get_rt_size(const struct wined3d_context *context, SIZE *size)
2351 const struct wined3d_texture *rt = context->current_rt.texture;
2352 unsigned int level;
2354 if (rt->swapchain)
2356 RECT window_size;
2358 GetClientRect(context->win_handle, &window_size);
2359 size->cx = window_size.right - window_size.left;
2360 size->cy = window_size.bottom - window_size.top;
2362 return;
2365 level = context->current_rt.sub_resource_idx % rt->level_count;
2366 size->cx = wined3d_texture_get_level_width(rt, level);
2367 size->cy = wined3d_texture_get_level_height(rt, level);
2370 void context_enable_clip_distances(struct wined3d_context *context, unsigned int enable_mask)
2372 const struct wined3d_gl_info *gl_info = context->gl_info;
2373 unsigned int clip_distance_count = gl_info->limits.user_clip_distances;
2374 unsigned int i, disable_mask, current_mask;
2376 disable_mask = ~enable_mask;
2377 enable_mask &= (1u << clip_distance_count) - 1;
2378 disable_mask &= (1u << clip_distance_count) - 1;
2379 current_mask = context->clip_distance_mask;
2380 context->clip_distance_mask = enable_mask;
2382 enable_mask &= ~current_mask;
2383 while (enable_mask)
2385 i = wined3d_bit_scan(&enable_mask);
2386 gl_info->gl_ops.gl.p_glEnable(GL_CLIP_DISTANCE0 + i);
2388 disable_mask &= current_mask;
2389 while (disable_mask)
2391 i = wined3d_bit_scan(&disable_mask);
2392 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_DISTANCE0 + i);
2394 checkGLcall("toggle clip distances");
2397 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
2399 return rt_mask & (1u << 31);
2402 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
2404 return rt_mask & ~(1u << 31);
2407 /* Context activation is done by the caller. */
2408 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
2410 const struct wined3d_gl_info *gl_info = context->gl_info;
2411 GLenum draw_buffers[MAX_RENDER_TARGET_VIEWS];
2413 if (!rt_mask)
2415 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
2417 else if (is_rt_mask_onscreen(rt_mask))
2419 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
2421 else
2423 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2425 unsigned int i = 0;
2427 while (rt_mask)
2429 if (rt_mask & 1)
2430 draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2431 else
2432 draw_buffers[i] = GL_NONE;
2434 rt_mask >>= 1;
2435 ++i;
2438 if (gl_info->supported[ARB_DRAW_BUFFERS])
2440 GL_EXTCALL(glDrawBuffers(i, draw_buffers));
2442 else
2444 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffers[0]);
2447 else
2449 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2453 checkGLcall("apply draw buffers");
2456 /* Context activation is done by the caller. */
2457 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
2459 const struct wined3d_gl_info *gl_info = context->gl_info;
2460 DWORD *current_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2461 DWORD new_mask = context_generate_rt_mask(buffer);
2463 if (new_mask == *current_mask)
2464 return;
2466 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
2467 checkGLcall("glDrawBuffer()");
2469 *current_mask = new_mask;
2472 /* Context activation is done by the caller. */
2473 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
2475 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
2476 checkGLcall("glActiveTexture");
2477 context->active_texture = unit;
2480 void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name)
2482 const struct wined3d_gl_info *gl_info = context->gl_info;
2484 if (binding == GL_ELEMENT_ARRAY_BUFFER)
2485 context_invalidate_state(context, STATE_INDEXBUFFER);
2487 GL_EXTCALL(glBindBuffer(binding, name));
2490 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
2492 const struct wined3d_dummy_textures *textures = &context->device->dummy_textures;
2493 const struct wined3d_gl_info *gl_info = context->gl_info;
2494 DWORD unit = context->active_texture;
2495 DWORD old_texture_type = context->texture_type[unit];
2497 if (name)
2499 gl_info->gl_ops.gl.p_glBindTexture(target, name);
2501 else
2503 target = GL_NONE;
2506 if (old_texture_type != target)
2508 switch (old_texture_type)
2510 case GL_NONE:
2511 /* nothing to do */
2512 break;
2513 case GL_TEXTURE_1D:
2514 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
2515 break;
2516 case GL_TEXTURE_1D_ARRAY:
2517 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
2518 break;
2519 case GL_TEXTURE_2D:
2520 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
2521 break;
2522 case GL_TEXTURE_2D_ARRAY:
2523 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
2524 break;
2525 case GL_TEXTURE_RECTANGLE_ARB:
2526 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
2527 break;
2528 case GL_TEXTURE_CUBE_MAP:
2529 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
2530 break;
2531 case GL_TEXTURE_CUBE_MAP_ARRAY:
2532 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
2533 break;
2534 case GL_TEXTURE_3D:
2535 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
2536 break;
2537 case GL_TEXTURE_BUFFER:
2538 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
2539 break;
2540 case GL_TEXTURE_2D_MULTISAMPLE:
2541 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
2542 break;
2543 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
2544 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
2545 break;
2546 default:
2547 ERR("Unexpected texture target %#x.\n", old_texture_type);
2550 context->texture_type[unit] = target;
2553 checkGLcall("bind texture");
2556 void *context_map_bo_address(struct wined3d_context *context,
2557 const struct wined3d_bo_address *data, size_t size, GLenum binding, DWORD flags)
2559 const struct wined3d_gl_info *gl_info;
2560 BYTE *memory;
2562 if (!data->buffer_object)
2563 return data->addr;
2565 gl_info = context->gl_info;
2566 context_bind_bo(context, binding, data->buffer_object);
2568 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2570 GLbitfield map_flags = wined3d_resource_gl_map_flags(flags) & ~GL_MAP_FLUSH_EXPLICIT_BIT;
2571 memory = GL_EXTCALL(glMapBufferRange(binding, (INT_PTR)data->addr, size, map_flags));
2573 else
2575 memory = GL_EXTCALL(glMapBuffer(binding, wined3d_resource_gl_legacy_map_flags(flags)));
2576 memory += (INT_PTR)data->addr;
2579 context_bind_bo(context, binding, 0);
2580 checkGLcall("Map buffer object");
2582 return memory;
2585 void context_unmap_bo_address(struct wined3d_context *context,
2586 const struct wined3d_bo_address *data, GLenum binding)
2588 const struct wined3d_gl_info *gl_info;
2590 if (!data->buffer_object)
2591 return;
2593 gl_info = context->gl_info;
2594 context_bind_bo(context, binding, data->buffer_object);
2595 GL_EXTCALL(glUnmapBuffer(binding));
2596 context_bind_bo(context, binding, 0);
2597 checkGLcall("Unmap buffer object");
2600 void context_copy_bo_address(struct wined3d_context *context,
2601 const struct wined3d_bo_address *dst, GLenum dst_binding,
2602 const struct wined3d_bo_address *src, GLenum src_binding, size_t size)
2604 const struct wined3d_gl_info *gl_info;
2605 BYTE *dst_ptr, *src_ptr;
2607 gl_info = context->gl_info;
2609 if (dst->buffer_object && src->buffer_object)
2611 if (gl_info->supported[ARB_COPY_BUFFER])
2613 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src->buffer_object));
2614 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst->buffer_object));
2615 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
2616 (GLintptr)src->addr, (GLintptr)dst->addr, size));
2617 checkGLcall("direct buffer copy");
2619 else
2621 src_ptr = context_map_bo_address(context, src, size, src_binding, WINED3D_MAP_READ);
2622 dst_ptr = context_map_bo_address(context, dst, size, dst_binding, WINED3D_MAP_WRITE);
2624 memcpy(dst_ptr, src_ptr, size);
2626 context_unmap_bo_address(context, dst, dst_binding);
2627 context_unmap_bo_address(context, src, src_binding);
2630 else if (!dst->buffer_object && src->buffer_object)
2632 context_bind_bo(context, src_binding, src->buffer_object);
2633 GL_EXTCALL(glGetBufferSubData(src_binding, (GLintptr)src->addr, size, dst->addr));
2634 checkGLcall("buffer download");
2636 else if (dst->buffer_object && !src->buffer_object)
2638 context_bind_bo(context, dst_binding, dst->buffer_object);
2639 GL_EXTCALL(glBufferSubData(dst_binding, (GLintptr)dst->addr, size, src->addr));
2640 checkGLcall("buffer upload");
2642 else
2644 memcpy(dst->addr, src->addr, size);
2648 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
2650 if (context->render_offscreen == offscreen)
2651 return;
2653 context_invalidate_state(context, STATE_VIEWPORT);
2654 context_invalidate_state(context, STATE_SCISSORRECT);
2655 if (!context->gl_info->supported[ARB_CLIP_CONTROL])
2657 context_invalidate_state(context, STATE_FRONTFACE);
2658 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
2659 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2661 context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN));
2662 if (context->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
2663 context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
2664 context->render_offscreen = offscreen;
2667 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
2668 const struct wined3d_format *required)
2670 if (existing == required)
2671 return TRUE;
2672 if ((existing->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
2673 != (required->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2674 return FALSE;
2675 if (existing->depth_size < required->depth_size)
2676 return FALSE;
2677 /* If stencil bits are used the exact amount is required - otherwise
2678 * wrapping won't work correctly. */
2679 if (required->stencil_size && required->stencil_size != existing->stencil_size)
2680 return FALSE;
2681 return TRUE;
2684 /* Context activation is done by the caller. */
2685 static void context_validate_onscreen_formats(struct wined3d_context *context,
2686 const struct wined3d_rendertarget_view *depth_stencil)
2688 /* Onscreen surfaces are always in a swapchain */
2689 struct wined3d_swapchain *swapchain = context->current_rt.texture->swapchain;
2691 if (context->render_offscreen || !depth_stencil) return;
2692 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->format)) return;
2694 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2695 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2696 * format. */
2697 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2699 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2700 if (!(wined3d_texture_load_location(context->current_rt.texture, context->current_rt.sub_resource_idx,
2701 context, WINED3D_LOCATION_TEXTURE_RGB)))
2702 ERR("Failed to load location.\n");
2703 swapchain->render_to_fbo = TRUE;
2704 swapchain_update_draw_bindings(swapchain);
2705 context_set_render_offscreen(context, TRUE);
2708 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context)
2710 switch (wined3d_settings.offscreen_rendering_mode)
2712 case ORM_FBO:
2713 return GL_COLOR_ATTACHMENT0;
2715 case ORM_BACKBUFFER:
2716 return context->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
2718 default:
2719 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
2720 return GL_BACK;
2724 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_context *context, struct wined3d_resource *rt)
2726 if (!rt || rt->format->id == WINED3DFMT_NULL)
2727 return 0;
2728 else if (rt->type != WINED3D_RTYPE_BUFFER && texture_from_resource(rt)->swapchain)
2729 return context_generate_rt_mask_from_resource(rt);
2730 else
2731 return context_generate_rt_mask(context_get_offscreen_gl_buffer(context));
2734 /* Context activation is done by the caller. */
2735 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2737 const struct wined3d_gl_info *gl_info = context->gl_info;
2738 struct wined3d_texture *rt = context->current_rt.texture;
2739 DWORD rt_mask, *cur_mask;
2740 unsigned int sampler;
2741 SIZE rt_size;
2743 TRACE("Setting up context %p for blitting.\n", context);
2745 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2747 if (context->render_offscreen)
2749 wined3d_texture_load(rt, context, FALSE);
2751 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, &rt->resource,
2752 context->current_rt.sub_resource_idx, NULL, 0, rt->resource.draw_binding);
2753 if (rt->resource.format->id != WINED3DFMT_NULL)
2754 rt_mask = 1;
2755 else
2756 rt_mask = 0;
2758 else
2760 context->current_fbo = NULL;
2761 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
2762 rt_mask = context_generate_rt_mask_from_resource(&rt->resource);
2765 else
2767 rt_mask = context_generate_rt_mask_no_fbo(context, &rt->resource);
2770 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2772 if (rt_mask != *cur_mask)
2774 context_apply_draw_buffers(context, rt_mask);
2775 *cur_mask = rt_mask;
2778 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2780 context_check_fbo_status(context, GL_FRAMEBUFFER);
2782 context_invalidate_state(context, STATE_FRAMEBUFFER);
2784 context_get_rt_size(context, &rt_size);
2786 if (context->last_was_blit)
2788 if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
2790 gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
2791 context->blit_w = rt_size.cx;
2792 context->blit_h = rt_size.cy;
2793 /* No need to dirtify here, the states are still dirtified because
2794 * they weren't applied since the last context_apply_blit_state()
2795 * call. */
2797 checkGLcall("blit state application");
2798 TRACE("Context is already set up for blitting, nothing to do.\n");
2799 return;
2801 context->last_was_blit = TRUE;
2803 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
2804 GL_EXTCALL(glBindSampler(0, 0));
2805 context_active_texture(context, gl_info, 0);
2807 sampler = context->rev_tex_unit_map[0];
2808 if (sampler != WINED3D_UNMAPPED_STAGE)
2810 if (sampler < MAX_TEXTURES)
2812 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
2813 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
2815 context_invalidate_state(context, STATE_SAMPLER(sampler));
2818 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2820 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
2821 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
2823 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
2824 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
2825 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2826 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2827 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
2828 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
2829 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
2830 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
2831 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
2832 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
2833 if (gl_info->supported[ARB_POINT_SPRITE])
2835 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
2836 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
2838 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
2840 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
2841 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
2843 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
2844 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
2845 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
2846 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
2847 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
2849 context->last_was_rhw = TRUE;
2850 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
2852 context_enable_clip_distances(context, 0);
2853 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
2855 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
2856 if (gl_info->supported[ARB_CLIP_CONTROL])
2857 GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE));
2858 gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
2859 context_invalidate_state(context, STATE_VIEWPORT);
2861 device->shader_backend->shader_disable(device->shader_priv, context);
2863 context->blit_w = rt_size.cx;
2864 context->blit_h = rt_size.cy;
2866 checkGLcall("blit state application");
2869 static void context_apply_blit_projection(const struct wined3d_context *context, unsigned int w, unsigned int h)
2871 const struct wined3d_gl_info *gl_info = context->gl_info;
2872 const GLdouble projection[] =
2874 2.0 / w, 0.0, 0.0, 0.0,
2875 0.0, 2.0 / h, 0.0, 0.0,
2876 0.0, 0.0, 2.0, 0.0,
2877 -1.0, -1.0, -1.0, 1.0,
2880 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2881 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
2884 /* Setup OpenGL states for fixed-function blitting. */
2885 /* Context activation is done by the caller. */
2886 void context_apply_ffp_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2888 const struct wined3d_gl_info *gl_info = context->gl_info;
2889 unsigned int i, sampler;
2891 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2892 ERR("Applying fixed-function state without legacy context support.\n");
2894 if (context->last_was_ffp_blit)
2896 SIZE rt_size;
2898 context_get_rt_size(context, &rt_size);
2899 if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
2900 context_apply_blit_projection(context, rt_size.cx, rt_size.cy);
2901 context_apply_blit_state(context, device);
2903 checkGLcall("ffp blit state application");
2904 return;
2906 context->last_was_ffp_blit = TRUE;
2908 context_apply_blit_state(context, device);
2910 /* Disable all textures. The caller can then bind a texture it wants to blit
2911 * from. */
2912 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
2914 context_active_texture(context, gl_info, i);
2916 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2917 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2918 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
2919 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2920 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
2921 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
2923 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2925 sampler = context->rev_tex_unit_map[i];
2926 if (sampler != WINED3D_UNMAPPED_STAGE)
2928 if (sampler < MAX_TEXTURES)
2929 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
2930 context_invalidate_state(context, STATE_SAMPLER(sampler));
2934 context_active_texture(context, gl_info, 0);
2936 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2937 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2938 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
2939 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2940 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
2941 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
2943 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2944 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
2945 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
2947 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
2948 gl_info->gl_ops.gl.p_glLoadIdentity();
2950 /* Setup transforms. */
2951 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2952 gl_info->gl_ops.gl.p_glLoadIdentity();
2953 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
2954 context_apply_blit_projection(context, context->blit_w, context->blit_h);
2955 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2957 /* Other misc states. */
2958 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2959 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
2960 glDisableWINE(GL_FOG);
2961 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
2963 if (gl_info->supported[EXT_SECONDARY_COLOR])
2965 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
2966 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
2968 checkGLcall("ffp blit state application");
2971 static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_rendertarget_view * const *rts,
2972 const struct wined3d_rendertarget_view *ds)
2974 unsigned int i;
2976 if (ds)
2977 return TRUE;
2979 for (i = 0; i < rt_count; ++i)
2981 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
2982 return TRUE;
2985 return FALSE;
2988 /* Context activation is done by the caller. */
2989 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
2990 UINT rt_count, const struct wined3d_fb_state *fb)
2992 struct wined3d_rendertarget_view * const *rts = fb->render_targets;
2993 struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
2994 const struct wined3d_gl_info *gl_info = context->gl_info;
2995 DWORD rt_mask = 0, *cur_mask;
2996 unsigned int i;
2998 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb
2999 || rt_count != gl_info->limits.buffers)
3001 if (!have_framebuffer_attachment(rt_count, rts, dsv))
3003 WARN("Invalid render target config, need at least one attachment.\n");
3004 return FALSE;
3007 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3009 struct wined3d_rendertarget_info ds_info = {{0}};
3011 context_validate_onscreen_formats(context, dsv);
3013 if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
3015 memset(context->blit_targets, 0, sizeof(context->blit_targets));
3016 for (i = 0; i < rt_count; ++i)
3018 if (rts[i])
3020 context->blit_targets[i].gl_view = rts[i]->gl_view;
3021 context->blit_targets[i].resource = rts[i]->resource;
3022 context->blit_targets[i].sub_resource_idx = rts[i]->sub_resource_idx;
3023 context->blit_targets[i].layer_count = rts[i]->layer_count;
3025 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3026 rt_mask |= (1u << i);
3029 if (dsv)
3031 ds_info.gl_view = dsv->gl_view;
3032 ds_info.resource = dsv->resource;
3033 ds_info.sub_resource_idx = dsv->sub_resource_idx;
3034 ds_info.layer_count = dsv->layer_count;
3037 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, &ds_info,
3038 rt_count ? rts[0]->resource->draw_binding : 0,
3039 dsv ? dsv->resource->draw_binding : 0);
3041 else
3043 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, &ds_info,
3044 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
3045 rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
3048 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3049 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3050 * state management allows this */
3051 context_invalidate_state(context, STATE_FRAMEBUFFER);
3053 else
3055 rt_mask = context_generate_rt_mask_no_fbo(context, rt_count ? rts[0]->resource : NULL);
3058 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3059 && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)))
3061 for (i = 0; i < rt_count; ++i)
3063 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3064 rt_mask |= (1u << i);
3067 else
3069 rt_mask = context_generate_rt_mask_no_fbo(context, rt_count ? rts[0]->resource : NULL);
3072 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
3074 if (rt_mask != *cur_mask)
3076 context_apply_draw_buffers(context, rt_mask);
3077 *cur_mask = rt_mask;
3078 context_invalidate_state(context, STATE_FRAMEBUFFER);
3081 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3083 context_check_fbo_status(context, GL_FRAMEBUFFER);
3086 context->last_was_blit = FALSE;
3087 context->last_was_ffp_blit = FALSE;
3089 /* Blending and clearing should be orthogonal, but tests on the nvidia
3090 * driver show that disabling blending when clearing improves the clearing
3091 * performance incredibly. */
3092 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
3093 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
3094 if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
3096 if (needs_srgb_write(context, state, fb))
3097 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
3098 else
3099 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
3100 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3102 checkGLcall("setting up state for clear");
3104 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
3105 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
3106 context_invalidate_state(context, STATE_SCISSORRECT);
3108 return TRUE;
3111 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_state *state)
3113 struct wined3d_rendertarget_view * const *rts = state->fb->render_targets;
3114 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3115 DWORD rt_mask, mask;
3116 unsigned int i;
3118 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3119 return context_generate_rt_mask_no_fbo(context, rts[0]->resource);
3120 else if (!context->render_offscreen)
3121 return context_generate_rt_mask_from_resource(rts[0]->resource);
3123 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
3124 rt_mask &= context->d3d_info->valid_rt_mask;
3126 mask = rt_mask;
3127 while (mask)
3129 i = wined3d_bit_scan(&mask);
3130 if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
3131 rt_mask &= ~(1u << i);
3134 return rt_mask;
3137 /* Context activation is done by the caller. */
3138 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3140 DWORD rt_mask = find_draw_buffers_mask(context, state);
3141 const struct wined3d_fb_state *fb = state->fb;
3142 DWORD color_location = 0;
3143 DWORD *cur_mask;
3145 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3147 struct wined3d_rendertarget_info ds_info = {{0}};
3149 if (!context->render_offscreen)
3151 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, &ds_info,
3152 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
3154 else
3156 unsigned int i;
3158 memset(context->blit_targets, 0, sizeof(context->blit_targets));
3159 for (i = 0; i < context->gl_info->limits.buffers; ++i)
3161 if (!fb->render_targets[i])
3162 continue;
3164 context->blit_targets[i].gl_view = fb->render_targets[i]->gl_view;
3165 context->blit_targets[i].resource = fb->render_targets[i]->resource;
3166 context->blit_targets[i].sub_resource_idx = fb->render_targets[i]->sub_resource_idx;
3167 context->blit_targets[i].layer_count = fb->render_targets[i]->layer_count;
3169 if (!color_location)
3170 color_location = fb->render_targets[i]->resource->draw_binding;
3173 if (fb->depth_stencil)
3175 ds_info.gl_view = fb->depth_stencil->gl_view;
3176 ds_info.resource = fb->depth_stencil->resource;
3177 ds_info.sub_resource_idx = fb->depth_stencil->sub_resource_idx;
3178 ds_info.layer_count = fb->depth_stencil->layer_count;
3181 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, &ds_info,
3182 color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
3186 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
3187 if (rt_mask != *cur_mask)
3189 context_apply_draw_buffers(context, rt_mask);
3190 *cur_mask = rt_mask;
3192 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
3195 static void context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit)
3197 DWORD i = context->rev_tex_unit_map[unit];
3198 DWORD j = context->tex_unit_map[stage];
3200 TRACE("Mapping stage %u to unit %u.\n", stage, unit);
3201 context->tex_unit_map[stage] = unit;
3202 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
3203 context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
3205 context->rev_tex_unit_map[unit] = stage;
3206 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
3207 context->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
3210 static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
3212 DWORD i;
3214 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
3215 context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
3218 static void context_update_fixed_function_usage_map(struct wined3d_context *context,
3219 const struct wined3d_state *state)
3221 UINT i, start, end;
3223 context->fixed_function_usage_map = 0;
3224 for (i = 0; i < MAX_TEXTURES; ++i)
3226 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
3227 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
3228 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
3229 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
3230 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
3231 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
3232 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
3233 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
3235 /* Not used, and disable higher stages. */
3236 if (color_op == WINED3D_TOP_DISABLE)
3237 break;
3239 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
3240 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
3241 || ((color_arg3 == WINED3DTA_TEXTURE)
3242 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
3243 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
3244 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
3245 || ((alpha_arg3 == WINED3DTA_TEXTURE)
3246 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
3247 context->fixed_function_usage_map |= (1u << i);
3249 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
3250 && i < MAX_TEXTURES - 1)
3251 context->fixed_function_usage_map |= (1u << (i + 1));
3254 if (i < context->lowest_disabled_stage)
3256 start = i;
3257 end = context->lowest_disabled_stage;
3259 else
3261 start = context->lowest_disabled_stage;
3262 end = i;
3265 context->lowest_disabled_stage = i;
3266 for (i = start + 1; i < end; ++i)
3268 context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3272 static void context_map_fixed_function_samplers(struct wined3d_context *context,
3273 const struct wined3d_state *state)
3275 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3276 unsigned int i, tex;
3277 WORD ffu_map;
3279 ffu_map = context->fixed_function_usage_map;
3281 if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
3282 || context->lowest_disabled_stage <= d3d_info->limits.ffp_textures)
3284 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3286 if (!(ffu_map & 1))
3287 continue;
3289 if (context->tex_unit_map[i] != i)
3291 context_map_stage(context, i, i);
3292 context_invalidate_state(context, STATE_SAMPLER(i));
3293 context_invalidate_texture_stage(context, i);
3296 return;
3299 /* Now work out the mapping */
3300 tex = 0;
3301 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3303 if (!(ffu_map & 1))
3304 continue;
3306 if (context->tex_unit_map[i] != tex)
3308 context_map_stage(context, i, tex);
3309 context_invalidate_state(context, STATE_SAMPLER(i));
3310 context_invalidate_texture_stage(context, i);
3313 ++tex;
3317 static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
3319 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3320 const struct wined3d_shader_resource_info *resource_info =
3321 state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3322 unsigned int i;
3324 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3326 if (resource_info[i].type && context->tex_unit_map[i] != i)
3328 context_map_stage(context, i, i);
3329 context_invalidate_state(context, STATE_SAMPLER(i));
3330 if (i < d3d_info->limits.ffp_blend_stages)
3331 context_invalidate_texture_stage(context, i);
3336 static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
3337 const struct wined3d_shader_resource_info *ps_resource_info, DWORD unit)
3339 DWORD current_mapping = context->rev_tex_unit_map[unit];
3341 /* Not currently used */
3342 if (current_mapping == WINED3D_UNMAPPED_STAGE)
3343 return TRUE;
3345 if (current_mapping < MAX_FRAGMENT_SAMPLERS)
3347 /* Used by a fragment sampler */
3349 if (!ps_resource_info)
3351 /* No pixel shader, check fixed function */
3352 return current_mapping >= MAX_TEXTURES || !(context->fixed_function_usage_map & (1u << current_mapping));
3355 /* Pixel shader, check the shader's sampler map */
3356 return !ps_resource_info[current_mapping].type;
3359 return TRUE;
3362 static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state)
3364 const struct wined3d_shader_resource_info *vs_resource_info =
3365 state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
3366 const struct wined3d_shader_resource_info *ps_resource_info = NULL;
3367 const struct wined3d_gl_info *gl_info = context->gl_info;
3368 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
3369 int i;
3371 /* Note that we only care if a resource is used or not, not the
3372 * resource's specific type. Otherwise we'd need to call
3373 * shader_update_samplers() here for 1.x pixelshaders. */
3374 if (ps)
3375 ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3377 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
3379 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
3380 if (vs_resource_info[i].type)
3382 while (start >= 0)
3384 if (context_unit_free_for_vs(context, ps_resource_info, start))
3386 if (context->tex_unit_map[vsampler_idx] != start)
3388 context_map_stage(context, vsampler_idx, start);
3389 context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
3392 --start;
3393 break;
3396 --start;
3398 if (context->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
3399 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
3404 static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state)
3406 const struct wined3d_gl_info *gl_info = context->gl_info;
3407 BOOL vs = use_vs(state);
3408 BOOL ps = use_ps(state);
3410 if (!ps)
3411 context_update_fixed_function_usage_map(context, state);
3413 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3414 * need a 1:1 map at the moment.
3415 * When the mapping of a stage is changed, sampler and ALL texture stage
3416 * states have to be reset. */
3418 if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS)
3419 return;
3421 if (ps)
3422 context_map_psamplers(context, state);
3423 else
3424 context_map_fixed_function_samplers(context, state);
3426 if (vs)
3427 context_map_vsamplers(context, ps, state);
3430 /* Context activation is done by the caller. */
3431 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3433 DWORD rt_mask, *cur_mask;
3435 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
3437 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
3438 rt_mask = find_draw_buffers_mask(context, state);
3439 if (rt_mask != *cur_mask)
3441 context_apply_draw_buffers(context, rt_mask);
3442 *cur_mask = rt_mask;
3446 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
3448 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
3449 *regnum = WINED3D_FFP_POSITION;
3450 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
3451 *regnum = WINED3D_FFP_BLENDWEIGHT;
3452 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
3453 *regnum = WINED3D_FFP_BLENDINDICES;
3454 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
3455 *regnum = WINED3D_FFP_NORMAL;
3456 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
3457 *regnum = WINED3D_FFP_PSIZE;
3458 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
3459 *regnum = WINED3D_FFP_DIFFUSE;
3460 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
3461 *regnum = WINED3D_FFP_SPECULAR;
3462 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
3463 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
3464 else
3466 WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
3467 *regnum = ~0u;
3468 return FALSE;
3471 return TRUE;
3474 /* Context activation is done by the caller. */
3475 void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
3476 const struct wined3d_state *state, const struct wined3d_gl_info *gl_info,
3477 const struct wined3d_d3d_info *d3d_info)
3479 /* We need to deal with frequency data! */
3480 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
3481 BOOL generic_attributes = d3d_info->ffp_generic_attributes;
3482 BOOL use_vshader = use_vs(state);
3483 unsigned int i;
3485 stream_info->use_map = 0;
3486 stream_info->swizzle_map = 0;
3487 stream_info->position_transformed = 0;
3489 if (!declaration)
3490 return;
3492 stream_info->position_transformed = declaration->position_transformed;
3494 /* Translate the declaration into strided data. */
3495 for (i = 0; i < declaration->element_count; ++i)
3497 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
3498 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
3499 BOOL stride_used;
3500 unsigned int idx;
3502 TRACE("%p Element %p (%u of %u).\n", declaration->elements,
3503 element, i + 1, declaration->element_count);
3505 if (!stream->buffer)
3506 continue;
3508 TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
3510 if (use_vshader)
3512 if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
3514 stride_used = FALSE;
3516 else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC)
3518 /* TODO: Assuming vertexdeclarations are usually used with the
3519 * same or a similar shader, it might be worth it to store the
3520 * last used output slot and try that one first. */
3521 stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
3522 element->usage, element->usage_idx, &idx);
3524 else
3526 idx = element->output_slot;
3527 stride_used = TRUE;
3530 else
3532 if (!generic_attributes && !element->ffp_valid)
3534 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
3535 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
3536 stride_used = FALSE;
3538 else
3540 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
3544 if (stride_used)
3546 TRACE("Load %s array %u [usage %s, usage_idx %u, "
3547 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
3548 use_vshader ? "shader": "fixed function", idx,
3549 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
3550 element->offset, stream->stride, debug_d3dformat(element->format->id),
3551 debug_d3dinput_classification(element->input_slot_class), element->instance_data_step_rate);
3553 stream_info->elements[idx].format = element->format;
3554 stream_info->elements[idx].data.buffer_object = 0;
3555 stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset;
3556 stream_info->elements[idx].stride = stream->stride;
3557 stream_info->elements[idx].stream_idx = element->input_slot;
3558 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
3560 stream_info->elements[idx].divisor = 1;
3562 else if (element->input_slot_class == WINED3D_INPUT_PER_INSTANCE_DATA)
3564 stream_info->elements[idx].divisor = element->instance_data_step_rate;
3565 if (!element->instance_data_step_rate)
3566 FIXME("Instance step rate 0 not implemented.\n");
3568 else
3570 stream_info->elements[idx].divisor = 0;
3573 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
3574 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
3576 stream_info->swizzle_map |= 1u << idx;
3578 stream_info->use_map |= 1u << idx;
3583 /* Context activation is done by the caller. */
3584 static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
3586 struct wined3d_stream_info *stream_info = &context->stream_info;
3587 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3588 const struct wined3d_gl_info *gl_info = context->gl_info;
3589 DWORD prev_all_vbo = stream_info->all_vbo;
3590 unsigned int i;
3591 WORD map;
3593 wined3d_stream_info_from_declaration(stream_info, state, gl_info, d3d_info);
3595 stream_info->all_vbo = 1;
3596 context->buffer_fence_count = 0;
3597 for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
3599 struct wined3d_stream_info_element *element;
3600 struct wined3d_bo_address data;
3601 struct wined3d_buffer *buffer;
3603 if (!(map & 1))
3604 continue;
3606 element = &stream_info->elements[i];
3607 buffer = state->streams[element->stream_idx].buffer;
3609 /* We can't use VBOs if the base vertex index is negative. OpenGL
3610 * doesn't accept negative offsets (or rather offsets bigger than the
3611 * VBO, because the pointer is unsigned), so use system memory
3612 * sources. In most sane cases the pointer - offset will still be > 0,
3613 * otherwise it will wrap around to some big value. Hope that with the
3614 * indices the driver wraps it back internally. If not,
3615 * draw_primitive_immediate_mode() is needed, including a vertex buffer
3616 * path. */
3617 if (state->load_base_vertex_index < 0)
3619 WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
3620 state->load_base_vertex_index);
3621 element->data.buffer_object = 0;
3622 element->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(buffer, context);
3623 if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride)
3624 FIXME("System memory vertex data load offset is negative!\n");
3626 else
3628 wined3d_buffer_load(buffer, context, state);
3629 wined3d_buffer_get_memory(buffer, &data, buffer->locations);
3630 element->data.buffer_object = data.buffer_object;
3631 element->data.addr += (ULONG_PTR)data.addr;
3634 if (!element->data.buffer_object)
3635 stream_info->all_vbo = 0;
3637 if (buffer->fence)
3638 context->buffer_fences[context->buffer_fence_count++] = buffer->fence;
3640 TRACE("Load array %u {%#x:%p}.\n", i, element->data.buffer_object, element->data.addr);
3643 if (prev_all_vbo != stream_info->all_vbo)
3644 context_invalidate_state(context, STATE_INDEXBUFFER);
3646 context->use_immediate_mode_draw = FALSE;
3648 if (stream_info->all_vbo)
3649 return;
3651 if (use_vs(state))
3653 if (state->vertex_declaration->half_float_conv_needed)
3655 TRACE("Using immediate mode draw with vertex shaders for FLOAT16 conversion.\n");
3656 context->use_immediate_mode_draw = TRUE;
3659 else
3661 WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
3662 slow_mask |= -(!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !d3d_info->ffp_generic_attributes)
3663 & ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR) | (1u << WINED3D_FFP_BLENDWEIGHT));
3665 if ((stream_info->position_transformed && !d3d_info->xyzrhw)
3666 || (stream_info->use_map & slow_mask))
3667 context->use_immediate_mode_draw = TRUE;
3671 /* Context activation is done by the caller. */
3672 static void context_preload_texture(struct wined3d_context *context,
3673 const struct wined3d_state *state, unsigned int idx)
3675 struct wined3d_texture *texture;
3677 if (!(texture = state->textures[idx]))
3678 return;
3680 wined3d_texture_load(texture, context, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]);
3683 /* Context activation is done by the caller. */
3684 static void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
3686 unsigned int i;
3688 if (use_vs(state))
3690 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
3692 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
3693 context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i);
3697 if (use_ps(state))
3699 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3701 if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type)
3702 context_preload_texture(context, state, i);
3705 else
3707 WORD ffu_map = context->fixed_function_usage_map;
3709 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3711 if (ffu_map & 1)
3712 context_preload_texture(context, state, i);
3717 static void context_load_shader_resources(struct wined3d_context *context, const struct wined3d_state *state,
3718 unsigned int shader_mask)
3720 struct wined3d_shader_sampler_map_entry *entry;
3721 struct wined3d_shader_resource_view *view;
3722 struct wined3d_shader *shader;
3723 unsigned int i, j;
3725 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
3727 if (!(shader_mask & (1u << i)))
3728 continue;
3730 if (!(shader = state->shader[i]))
3731 continue;
3733 for (j = 0; j < WINED3D_MAX_CBS; ++j)
3735 if (state->cb[i][j])
3736 wined3d_buffer_load(state->cb[i][j], context, state);
3739 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
3741 entry = &shader->reg_maps.sampler_map.entries[j];
3743 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
3744 continue;
3746 if (view->resource->type == WINED3D_RTYPE_BUFFER)
3747 wined3d_buffer_load(buffer_from_resource(view->resource), context, state);
3748 else
3749 wined3d_texture_load(texture_from_resource(view->resource), context, FALSE);
3754 static void context_bind_shader_resources(struct wined3d_context *context,
3755 const struct wined3d_state *state, enum wined3d_shader_type shader_type)
3757 unsigned int bind_idx, shader_sampler_count, base, count, i;
3758 const struct wined3d_device *device = context->device;
3759 struct wined3d_shader_sampler_map_entry *entry;
3760 struct wined3d_shader_resource_view *view;
3761 const struct wined3d_shader *shader;
3762 struct wined3d_sampler *sampler;
3763 const DWORD *tex_unit_map;
3765 if (!(shader = state->shader[shader_type]))
3766 return;
3768 tex_unit_map = context_get_tex_unit_mapping(context,
3769 &shader->reg_maps.shader_version, &base, &count);
3771 shader_sampler_count = shader->reg_maps.sampler_map.count;
3772 if (shader_sampler_count > count)
3773 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3774 shader, shader_sampler_count, count);
3775 count = min(shader_sampler_count, count);
3777 for (i = 0; i < count; ++i)
3779 entry = &shader->reg_maps.sampler_map.entries[i];
3780 bind_idx = base + entry->bind_idx;
3781 if (tex_unit_map)
3782 bind_idx = tex_unit_map[bind_idx];
3784 if (!(view = state->shader_resource_view[shader_type][entry->resource_idx]))
3786 WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx);
3787 continue;
3790 if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
3791 sampler = device->default_sampler;
3792 else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
3793 sampler = device->null_sampler;
3794 wined3d_shader_resource_view_bind(view, bind_idx, sampler, context);
3798 static void context_load_unordered_access_resources(struct wined3d_context *context,
3799 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
3801 struct wined3d_unordered_access_view *view;
3802 struct wined3d_texture *texture;
3803 struct wined3d_buffer *buffer;
3804 unsigned int i;
3806 context->uses_uavs = 0;
3808 if (!shader)
3809 return;
3811 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
3813 if (!(view = views[i]))
3814 continue;
3816 if (view->resource->type == WINED3D_RTYPE_BUFFER)
3818 buffer = buffer_from_resource(view->resource);
3819 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
3820 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
3822 else
3824 texture = texture_from_resource(view->resource);
3825 wined3d_texture_load(texture, context, FALSE);
3826 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
3829 context->uses_uavs = 1;
3833 static void context_bind_unordered_access_views(struct wined3d_context *context,
3834 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
3836 const struct wined3d_gl_info *gl_info = context->gl_info;
3837 struct wined3d_unordered_access_view *view;
3838 GLuint texture_name;
3839 unsigned int i;
3840 GLint level;
3842 if (!shader)
3843 return;
3845 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
3847 if (!(view = views[i]))
3849 if (shader->reg_maps.uav_resource_info[i].type)
3850 WARN("No unordered access view bound at index %u.\n", i);
3851 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
3852 continue;
3855 if (view->gl_view.name)
3857 texture_name = view->gl_view.name;
3858 level = 0;
3860 else if (view->resource->type != WINED3D_RTYPE_BUFFER)
3862 struct wined3d_texture *texture = texture_from_resource(view->resource);
3863 texture_name = wined3d_texture_get_texture_name(texture, context, FALSE);
3864 level = view->desc.u.texture.level_idx;
3866 else
3868 FIXME("Unsupported buffer unordered access view.\n");
3869 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
3870 continue;
3873 GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE,
3874 view->format->glInternal));
3876 if (view->counter_bo)
3877 GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, i, view->counter_bo));
3879 checkGLcall("Bind unordered access views");
3882 static void context_load_stream_output_buffers(struct wined3d_context *context,
3883 const struct wined3d_state *state)
3885 unsigned int i;
3887 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
3889 struct wined3d_buffer *buffer;
3890 if (!(buffer = state->stream_output[i].buffer))
3891 continue;
3893 wined3d_buffer_load(buffer, context, state);
3894 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
3898 /* Context activation is done by the caller. */
3899 static BOOL context_apply_draw_state(struct wined3d_context *context,
3900 const struct wined3d_device *device, const struct wined3d_state *state)
3902 const struct StateEntry *state_table = context->state_table;
3903 const struct wined3d_gl_info *gl_info = context->gl_info;
3904 const struct wined3d_fb_state *fb = state->fb;
3905 unsigned int i;
3906 WORD map;
3908 if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
3910 if (!gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
3912 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
3913 return FALSE;
3916 context_set_render_offscreen(context, TRUE);
3919 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
3921 context_validate_onscreen_formats(context, fb->depth_stencil);
3924 /* Preload resources before FBO setup. Texture preload in particular may
3925 * result in changes to the current FBO, due to using e.g. FBO blits for
3926 * updating a resource location. */
3927 context_update_tex_unit_map(context, state);
3928 context_preload_textures(context, state);
3929 context_load_shader_resources(context, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
3930 context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],
3931 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
3932 context_load_stream_output_buffers(context, state);
3933 /* TODO: Right now the dependency on the vertex shader is necessary
3934 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
3935 * the current VS but maybe it's possible to relax the coupling in some
3936 * situations at least. */
3937 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)
3938 || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)))
3940 context_update_stream_info(context, state);
3942 else
3944 for (i = 0, map = context->stream_info.use_map; map; map >>= 1, ++i)
3946 if (map & 1)
3947 wined3d_buffer_load(state->streams[context->stream_info.elements[i].stream_idx].buffer,
3948 context, state);
3950 /* Loading the buffers above may have invalidated the stream info. */
3951 if (isStateDirty(context, STATE_STREAMSRC))
3952 context_update_stream_info(context, state);
3954 if (state->index_buffer)
3956 if (context->stream_info.all_vbo)
3957 wined3d_buffer_load(state->index_buffer, context, state);
3958 else
3959 wined3d_buffer_load_sysmem(state->index_buffer, context);
3962 for (i = 0; i < context->numDirtyEntries; ++i)
3964 DWORD rep = context->dirtyArray[i];
3965 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
3966 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
3967 context->isStateDirty[idx] &= ~(1u << shift);
3968 state_table[rep].apply(context, state, rep);
3971 if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
3973 device->shader_backend->shader_select(device->shader_priv, context, state);
3974 context->shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE;
3977 if (context->constant_update_mask)
3979 device->shader_backend->shader_load_constants(device->shader_priv, context, state);
3980 context->constant_update_mask = 0;
3983 if (context->update_shader_resource_bindings)
3985 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
3986 context_bind_shader_resources(context, state, i);
3987 context->update_shader_resource_bindings = 0;
3988 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
3989 context->update_compute_shader_resource_bindings = 1;
3992 if (context->update_unordered_access_view_bindings)
3994 context_bind_unordered_access_views(context,
3995 state->shader[WINED3D_SHADER_TYPE_PIXEL],
3996 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
3997 context->update_unordered_access_view_bindings = 0;
3998 context->update_compute_unordered_access_view_bindings = 1;
4001 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4003 context_check_fbo_status(context, GL_FRAMEBUFFER);
4006 context->numDirtyEntries = 0; /* This makes the whole list clean */
4007 context->last_was_blit = FALSE;
4008 context->last_was_ffp_blit = FALSE;
4010 return TRUE;
4013 static void context_apply_compute_state(struct wined3d_context *context,
4014 const struct wined3d_device *device, const struct wined3d_state *state)
4016 const struct StateEntry *state_table = context->state_table;
4017 const struct wined3d_gl_info *gl_info = context->gl_info;
4018 unsigned int state_id, i;
4020 context_load_shader_resources(context, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
4021 context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
4022 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
4024 for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context->dirty_compute_states); ++i)
4026 unsigned int dirty_mask = context->dirty_compute_states[i];
4027 while (dirty_mask)
4029 unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask);
4030 state_table[current_state_id].apply(context, state, current_state_id);
4032 state_id += sizeof(*context->dirty_compute_states) * CHAR_BIT;
4034 memset(context->dirty_compute_states, 0, sizeof(*context->dirty_compute_states));
4036 if (context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
4038 device->shader_backend->shader_select_compute(device->shader_priv, context, state);
4039 context->shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
4042 if (context->update_compute_shader_resource_bindings)
4044 context_bind_shader_resources(context, state, WINED3D_SHADER_TYPE_COMPUTE);
4045 context->update_compute_shader_resource_bindings = 0;
4046 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
4047 context->update_shader_resource_bindings = 1;
4050 if (context->update_compute_unordered_access_view_bindings)
4052 context_bind_unordered_access_views(context,
4053 state->shader[WINED3D_SHADER_TYPE_COMPUTE],
4054 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
4055 context->update_compute_unordered_access_view_bindings = 0;
4056 context->update_unordered_access_view_bindings = 1;
4059 /* Updates to currently bound render targets aren't necessarily coherent
4060 * between the graphics and compute pipelines. Unbind any currently bound
4061 * FBO here to ensure preceding updates to its attachments by the graphics
4062 * pipeline are visible to the compute pipeline.
4064 * Without this, the bloom effect in Nier:Automata is too bright on the
4065 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
4066 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
4067 context_invalidate_state(context, STATE_FRAMEBUFFER);
4069 context->last_was_blit = FALSE;
4070 context->last_was_ffp_blit = FALSE;
4073 static BOOL use_transform_feedback(const struct wined3d_state *state)
4075 const struct wined3d_shader *shader;
4076 if (!(shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
4077 return FALSE;
4078 return shader->u.gs.so_desc.element_count;
4081 void context_end_transform_feedback(struct wined3d_context *context)
4083 const struct wined3d_gl_info *gl_info = context->gl_info;
4084 if (context->transform_feedback_active)
4086 GL_EXTCALL(glEndTransformFeedback());
4087 checkGLcall("glEndTransformFeedback");
4088 context->transform_feedback_active = 0;
4089 context->transform_feedback_paused = 0;
4093 static void context_pause_transform_feedback(struct wined3d_context *context, BOOL force)
4095 const struct wined3d_gl_info *gl_info = context->gl_info;
4097 if (!context->transform_feedback_active || context->transform_feedback_paused)
4098 return;
4100 if (gl_info->supported[ARB_TRANSFORM_FEEDBACK2])
4102 GL_EXTCALL(glPauseTransformFeedback());
4103 checkGLcall("glPauseTransformFeedback");
4104 context->transform_feedback_paused = 1;
4105 return;
4108 WARN("Cannot pause transform feedback operations.\n");
4110 if (force)
4111 context_end_transform_feedback(context);
4114 static void context_setup_target(struct wined3d_context *context,
4115 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4117 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
4119 render_offscreen = wined3d_resource_is_offscreen(&texture->resource);
4120 if (context->current_rt.texture == texture
4121 && context->current_rt.sub_resource_idx == sub_resource_idx
4122 && render_offscreen == old_render_offscreen)
4123 return;
4125 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4126 * the alpha blend state changes with different render target formats. */
4127 if (!context->current_rt.texture)
4129 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
4131 else
4133 const struct wined3d_format *old = context->current_rt.texture->resource.format;
4134 const struct wined3d_format *new = texture->resource.format;
4136 if (old->id != new->id)
4138 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4139 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
4140 || !(texture->resource.format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
4141 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
4143 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
4144 if ((context->current_rt.texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE)
4145 != (texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE))
4146 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
4149 /* When switching away from an offscreen render target, and we're not
4150 * using FBOs, we have to read the drawable into the texture. This is
4151 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
4152 * There are some things that need care though. PreLoad needs a GL context,
4153 * and FindContext is called before the context is activated. It also
4154 * has to be called with the old rendertarget active, otherwise a
4155 * wrong drawable is read. */
4156 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
4157 && old_render_offscreen && (context->current_rt.texture != texture
4158 || context->current_rt.sub_resource_idx != sub_resource_idx))
4160 unsigned int prev_sub_resource_idx = context->current_rt.sub_resource_idx;
4161 struct wined3d_texture *prev_texture = context->current_rt.texture;
4163 /* Read the back buffer of the old drawable into the destination texture. */
4164 if (prev_texture->texture_srgb.name)
4165 wined3d_texture_load(prev_texture, context, TRUE);
4166 wined3d_texture_load(prev_texture, context, FALSE);
4167 wined3d_texture_invalidate_location(prev_texture, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
4171 context->current_rt.texture = texture;
4172 context->current_rt.sub_resource_idx = sub_resource_idx;
4173 context_set_render_offscreen(context, render_offscreen);
4176 static void context_activate(struct wined3d_context *context,
4177 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4179 context_enter(context);
4180 context_update_window(context);
4181 context_setup_target(context, texture, sub_resource_idx);
4182 if (!context->valid)
4183 return;
4185 if (context != context_get_current())
4187 if (!context_set_current(context))
4188 ERR("Failed to activate the new context.\n");
4190 else if (context->needs_set)
4192 context_set_gl_context(context);
4196 struct wined3d_context *context_acquire(const struct wined3d_device *device,
4197 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4199 struct wined3d_context *current_context = context_get_current();
4200 struct wined3d_context *context;
4201 BOOL swapchain_texture;
4203 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx);
4205 wined3d_from_cs(device->cs);
4207 if (current_context && current_context->destroyed)
4208 current_context = NULL;
4210 swapchain_texture = texture && texture->swapchain;
4211 if (!texture)
4213 if (current_context
4214 && current_context->current_rt.texture
4215 && current_context->device == device)
4217 texture = current_context->current_rt.texture;
4218 sub_resource_idx = current_context->current_rt.sub_resource_idx;
4220 else
4222 struct wined3d_swapchain *swapchain = device->swapchains[0];
4224 if (swapchain->back_buffers)
4225 texture = swapchain->back_buffers[0];
4226 else
4227 texture = swapchain->front_buffer;
4228 sub_resource_idx = 0;
4232 if (current_context && current_context->current_rt.texture == texture)
4234 context = current_context;
4236 else if (swapchain_texture)
4238 TRACE("Rendering onscreen.\n");
4240 context = swapchain_get_context(texture->swapchain);
4242 else
4244 TRACE("Rendering offscreen.\n");
4246 /* Stay with the current context if possible. Otherwise use the
4247 * context for the primary swapchain. */
4248 if (current_context && current_context->device == device)
4249 context = current_context;
4250 else
4251 context = swapchain_get_context(device->swapchains[0]);
4254 context_activate(context, texture, sub_resource_idx);
4256 return context;
4259 struct wined3d_context *context_reacquire(const struct wined3d_device *device,
4260 struct wined3d_context *context)
4262 struct wined3d_context *acquired_context;
4264 wined3d_from_cs(device->cs);
4266 if (!context || context->tid != GetCurrentThreadId())
4267 return NULL;
4269 if (context->current_rt.texture)
4271 context_activate(context, context->current_rt.texture, context->current_rt.sub_resource_idx);
4272 return context;
4275 acquired_context = context_acquire(device, NULL, 0);
4276 if (acquired_context != context)
4277 ERR("Acquired context %p instead of %p.\n", acquired_context, context);
4278 return acquired_context;
4281 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
4282 const struct wined3d_dispatch_parameters *parameters)
4284 const struct wined3d_gl_info *gl_info;
4285 struct wined3d_context *context;
4287 context = context_acquire(device, NULL, 0);
4288 if (!context->valid)
4290 context_release(context);
4291 WARN("Invalid context, skipping dispatch.\n");
4292 return;
4294 gl_info = context->gl_info;
4296 if (!gl_info->supported[ARB_COMPUTE_SHADER])
4298 context_release(context);
4299 FIXME("OpenGL implementation does not support compute shaders.\n");
4300 return;
4303 if (parameters->indirect)
4304 wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
4306 context_apply_compute_state(context, device, state);
4308 if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE])
4310 context_release(context);
4311 WARN("No compute shader bound, skipping dispatch.\n");
4312 return;
4315 if (parameters->indirect)
4317 const struct wined3d_indirect_dispatch_parameters *indirect = &parameters->u.indirect;
4318 struct wined3d_buffer *buffer = indirect->buffer;
4320 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer->buffer_object));
4321 GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset));
4322 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
4324 else
4326 const struct wined3d_direct_dispatch_parameters *direct = &parameters->u.direct;
4327 GL_EXTCALL(glDispatchCompute(direct->group_count_x, direct->group_count_y, direct->group_count_z));
4329 checkGLcall("dispatch compute");
4331 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
4332 checkGLcall("glMemoryBarrier");
4334 context_release(context);
4337 /* Context activation is done by the caller. */
4338 static void draw_primitive_arrays(struct wined3d_context *context, const struct wined3d_state *state,
4339 const void *idx_data, unsigned int idx_size, int base_vertex_idx, unsigned int start_idx,
4340 unsigned int count, unsigned int start_instance, unsigned int instance_count)
4342 const struct wined3d_ffp_attrib_ops *ops = &context->d3d_info->ffp_attrib_ops;
4343 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
4344 const struct wined3d_stream_info *si = &context->stream_info;
4345 unsigned int instanced_elements[ARRAY_SIZE(si->elements)];
4346 const struct wined3d_gl_info *gl_info = context->gl_info;
4347 unsigned int instanced_element_count = 0;
4348 GLenum mode = state->gl_primitive_type;
4349 const void *indices;
4350 unsigned int i, j;
4352 indices = (const char *)idx_data + idx_size * start_idx;
4354 if (!instance_count)
4356 if (!idx_size)
4358 gl_info->gl_ops.gl.p_glDrawArrays(mode, start_idx, count);
4359 checkGLcall("glDrawArrays");
4360 return;
4363 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4365 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
4366 checkGLcall("glDrawElementsBaseVertex");
4367 return;
4370 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4371 checkGLcall("glDrawElements");
4372 return;
4375 if (start_instance && !(gl_info->supported[ARB_BASE_INSTANCE] && gl_info->supported[ARB_INSTANCED_ARRAYS]))
4376 FIXME("Start instance (%u) not supported.\n", start_instance);
4378 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4380 if (!idx_size)
4382 if (gl_info->supported[ARB_BASE_INSTANCE])
4384 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode, start_idx, count, instance_count, start_instance));
4385 checkGLcall("glDrawArraysInstancedBaseInstance");
4386 return;
4389 GL_EXTCALL(glDrawArraysInstanced(mode, start_idx, count, instance_count));
4390 checkGLcall("glDrawArraysInstanced");
4391 return;
4394 if (gl_info->supported[ARB_BASE_INSTANCE])
4396 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode, count, idx_type,
4397 indices, instance_count, base_vertex_idx, start_instance));
4398 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
4399 return;
4401 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4403 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode, count, idx_type,
4404 indices, instance_count, base_vertex_idx));
4405 checkGLcall("glDrawElementsInstancedBaseVertex");
4406 return;
4409 GL_EXTCALL(glDrawElementsInstanced(mode, count, idx_type, indices, instance_count));
4410 checkGLcall("glDrawElementsInstanced");
4411 return;
4414 /* Instancing emulation by mixing immediate mode and arrays. */
4416 /* This is a nasty thing. MSDN says no hardware supports this and
4417 * applications have to use software vertex processing. We don't support
4418 * this for now.
4420 * Shouldn't be too hard to support with OpenGL, in theory just call
4421 * glDrawArrays() instead of drawElements(). But the stream fequency value
4422 * has a different meaning in that situation. */
4423 if (!idx_size)
4425 FIXME("Non-indexed instanced drawing is not supported.\n");
4426 return;
4429 for (i = 0; i < ARRAY_SIZE(si->elements); ++i)
4431 if (!(si->use_map & (1u << i)))
4432 continue;
4434 if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4435 instanced_elements[instanced_element_count++] = i;
4438 for (i = 0; i < instance_count; ++i)
4440 /* Specify the instanced attributes using immediate mode calls. */
4441 for (j = 0; j < instanced_element_count; ++j)
4443 const struct wined3d_stream_info_element *element;
4444 unsigned int element_idx;
4445 const BYTE *ptr;
4447 element_idx = instanced_elements[j];
4448 element = &si->elements[element_idx];
4449 ptr = element->data.addr + element->stride * i;
4450 if (element->data.buffer_object)
4451 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(state->streams[element->stream_idx].buffer, context);
4452 ops->generic[element->format->emit_idx](element_idx, ptr);
4455 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4457 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
4458 checkGLcall("glDrawElementsBaseVertex");
4460 else
4462 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4463 checkGLcall("glDrawElements");
4468 static unsigned int get_stride_idx(const void *idx_data, unsigned int idx_size,
4469 unsigned int base_vertex_idx, unsigned int start_idx, unsigned int vertex_idx)
4471 if (!idx_data)
4472 return start_idx + vertex_idx;
4473 if (idx_size == 2)
4474 return ((const WORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
4475 return ((const DWORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
4478 /* Context activation is done by the caller. */
4479 static void draw_primitive_immediate_mode(struct wined3d_context *context, const struct wined3d_state *state,
4480 const struct wined3d_stream_info *si, const void *idx_data, unsigned int idx_size,
4481 int base_vertex_idx, unsigned int start_idx, unsigned int vertex_count, unsigned int instance_count)
4483 const BYTE *position = NULL, *normal = NULL, *diffuse = NULL, *specular = NULL;
4484 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4485 unsigned int coord_idx, stride_idx, texture_idx, vertex_idx;
4486 const struct wined3d_gl_info *gl_info = context->gl_info;
4487 const struct wined3d_stream_info_element *element;
4488 const BYTE *tex_coords[WINED3DDP_MAXTEXCOORD];
4489 unsigned int texture_unit, texture_stages;
4490 const struct wined3d_ffp_attrib_ops *ops;
4491 unsigned int untracked_material_count;
4492 unsigned int tex_mask = 0;
4493 BOOL specular_fog = FALSE;
4494 BOOL ps = use_ps(state);
4495 const void *ptr;
4497 static unsigned int once;
4499 if (!once++)
4500 FIXME_(d3d_perf)("Drawing using immediate mode.\n");
4501 else
4502 WARN_(d3d_perf)("Drawing using immediate mode.\n");
4504 if (!idx_size && idx_data)
4505 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
4507 if (instance_count)
4508 FIXME("Instancing not implemented.\n");
4510 /* Immediate mode drawing can't make use of indices in a VBO - get the
4511 * data from the index buffer. */
4512 if (idx_size)
4513 idx_data = wined3d_buffer_load_sysmem(state->index_buffer, context) + state->index_offset;
4515 ops = &d3d_info->ffp_attrib_ops;
4517 gl_info->gl_ops.gl.p_glBegin(state->gl_primitive_type);
4519 if (use_vs(state) || d3d_info->ffp_generic_attributes)
4521 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
4523 unsigned int use_map = si->use_map;
4524 unsigned int element_idx;
4526 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
4527 for (element_idx = MAX_ATTRIBS - 1; use_map; use_map &= ~(1u << element_idx), --element_idx)
4529 if (!(use_map & 1u << element_idx))
4530 continue;
4532 ptr = si->elements[element_idx].data.addr + si->elements[element_idx].stride * stride_idx;
4533 ops->generic[si->elements[element_idx].format->emit_idx](element_idx, ptr);
4537 gl_info->gl_ops.gl.p_glEnd();
4538 return;
4541 if (si->use_map & (1u << WINED3D_FFP_POSITION))
4542 position = si->elements[WINED3D_FFP_POSITION].data.addr;
4544 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
4545 normal = si->elements[WINED3D_FFP_NORMAL].data.addr;
4546 else
4547 gl_info->gl_ops.gl.p_glNormal3f(0.0f, 0.0f, 0.0f);
4549 untracked_material_count = context->num_untracked_materials;
4550 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
4552 element = &si->elements[WINED3D_FFP_DIFFUSE];
4553 diffuse = element->data.addr;
4555 if (untracked_material_count && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
4556 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element->format->id));
4558 else
4560 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4563 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
4565 element = &si->elements[WINED3D_FFP_SPECULAR];
4566 specular = element->data.addr;
4568 /* Special case where the fog density is stored in the specular alpha channel. */
4569 if (state->render_states[WINED3D_RS_FOGENABLE]
4570 && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
4571 || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
4572 && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
4574 if (gl_info->supported[EXT_FOG_COORD])
4576 if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
4577 specular_fog = TRUE;
4578 else
4579 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element->format->id));
4581 else
4583 static unsigned int once;
4585 if (!once++)
4586 FIXME("Implement fog for transformed vertices in software.\n");
4590 else if (gl_info->supported[EXT_SECONDARY_COLOR])
4592 GL_EXTCALL(glSecondaryColor3fEXT)(0.0f, 0.0f, 0.0f);
4595 texture_stages = d3d_info->limits.ffp_blend_stages;
4596 for (texture_idx = 0; texture_idx < texture_stages; ++texture_idx)
4598 if (!gl_info->supported[ARB_MULTITEXTURE] && texture_idx > 0)
4600 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
4601 continue;
4604 if (!ps && !state->textures[texture_idx])
4605 continue;
4607 texture_unit = context->tex_unit_map[texture_idx];
4608 if (texture_unit == WINED3D_UNMAPPED_STAGE)
4609 continue;
4611 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
4612 if (coord_idx > 7)
4614 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx, texture_idx);
4615 continue;
4618 if (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))
4620 tex_coords[coord_idx] = si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].data.addr;
4621 tex_mask |= (1u << texture_idx);
4623 else
4625 TRACE("Setting default coordinates for texture %u.\n", texture_idx);
4626 if (gl_info->supported[ARB_MULTITEXTURE])
4627 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_unit, 0.0f, 0.0f, 0.0f, 1.0f));
4628 else
4629 gl_info->gl_ops.gl.p_glTexCoord4f(0.0f, 0.0f, 0.0f, 1.0f);
4633 /* Blending data and point sizes are not supported by this function. They
4634 * are not supported by the fixed function pipeline at all. A FIXME for
4635 * them is printed after decoding the vertex declaration. */
4636 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
4638 unsigned int tmp_tex_mask;
4640 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
4642 if (normal)
4644 ptr = normal + stride_idx * si->elements[WINED3D_FFP_NORMAL].stride;
4645 ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptr);
4648 if (diffuse)
4650 ptr = diffuse + stride_idx * si->elements[WINED3D_FFP_DIFFUSE].stride;
4651 ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptr);
4653 if (untracked_material_count)
4655 struct wined3d_color color;
4656 unsigned int i;
4658 wined3d_color_from_d3dcolor(&color, *(const DWORD *)ptr);
4659 for (i = 0; i < untracked_material_count; ++i)
4661 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], &color.r);
4666 if (specular)
4668 ptr = specular + stride_idx * si->elements[WINED3D_FFP_SPECULAR].stride;
4669 ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptr);
4671 if (specular_fog)
4672 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD *)ptr >> 24)));
4675 tmp_tex_mask = tex_mask;
4676 for (texture_idx = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture_idx)
4678 if (!(tmp_tex_mask & 1))
4679 continue;
4681 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
4682 ptr = tex_coords[coord_idx] + (stride_idx * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
4683 ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
4684 GL_TEXTURE0_ARB + context->tex_unit_map[texture_idx], ptr);
4687 if (position)
4689 ptr = position + stride_idx * si->elements[WINED3D_FFP_POSITION].stride;
4690 ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptr);
4694 gl_info->gl_ops.gl.p_glEnd();
4695 checkGLcall("draw immediate mode");
4698 static void draw_indirect(struct wined3d_context *context, const struct wined3d_state *state,
4699 const struct wined3d_indirect_draw_parameters *parameters, unsigned int idx_size)
4701 const struct wined3d_gl_info *gl_info = context->gl_info;
4702 struct wined3d_buffer *buffer = parameters->buffer;
4703 const void *offset;
4705 if (!gl_info->supported[ARB_DRAW_INDIRECT])
4707 FIXME("OpenGL implementation does not support indirect draws.\n");
4708 return;
4711 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, buffer->buffer_object));
4713 offset = (void *)(GLintptr)parameters->offset;
4714 if (idx_size)
4716 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
4717 if (state->index_offset)
4718 FIXME("Ignoring index offset %u.\n", state->index_offset);
4719 GL_EXTCALL(glDrawElementsIndirect(state->gl_primitive_type, idx_type, offset));
4721 else
4723 GL_EXTCALL(glDrawArraysIndirect(state->gl_primitive_type, offset));
4726 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0));
4728 checkGLcall("draw indirect");
4731 static void remove_vbos(struct wined3d_context *context,
4732 const struct wined3d_state *state, struct wined3d_stream_info *s)
4734 unsigned int i;
4736 for (i = 0; i < ARRAY_SIZE(s->elements); ++i)
4738 struct wined3d_stream_info_element *e;
4740 if (!(s->use_map & (1u << i)))
4741 continue;
4743 e = &s->elements[i];
4744 if (e->data.buffer_object)
4746 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
4747 e->data.buffer_object = 0;
4748 e->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(vb, context);
4753 static GLenum gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
4755 GLenum gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4756 switch (gl_primitive_type)
4758 case GL_POINTS:
4759 return GL_POINTS;
4761 case GL_LINE_STRIP:
4762 case GL_LINE_STRIP_ADJACENCY:
4763 case GL_LINES_ADJACENCY:
4764 case GL_LINES:
4765 return GL_LINES;
4767 case GL_TRIANGLE_FAN:
4768 case GL_TRIANGLE_STRIP:
4769 case GL_TRIANGLE_STRIP_ADJACENCY:
4770 case GL_TRIANGLES_ADJACENCY:
4771 case GL_TRIANGLES:
4772 return GL_TRIANGLES;
4774 default:
4775 return gl_primitive_type;
4779 /* Routine common to the draw primitive and draw indexed primitive routines */
4780 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
4781 const struct wined3d_draw_parameters *parameters)
4783 BOOL emulation = FALSE, rasterizer_discard = FALSE;
4784 const struct wined3d_fb_state *fb = state->fb;
4785 const struct wined3d_stream_info *stream_info;
4786 struct wined3d_rendertarget_view *dsv, *rtv;
4787 struct wined3d_stream_info si_emulated;
4788 struct wined3d_fence *ib_fence = NULL;
4789 const struct wined3d_gl_info *gl_info;
4790 struct wined3d_context *context;
4791 unsigned int i, idx_size = 0;
4792 const void *idx_data = NULL;
4794 if (!parameters->indirect && !parameters->u.direct.index_count)
4795 return;
4797 if (!(rtv = fb->render_targets[0]))
4798 rtv = fb->depth_stencil;
4799 if (rtv)
4800 context = context_acquire(device, wined3d_texture_from_resource(rtv->resource), rtv->sub_resource_idx);
4801 else
4802 context = context_acquire(device, NULL, 0);
4803 if (!context->valid)
4805 context_release(context);
4806 WARN("Invalid context, skipping draw.\n");
4807 return;
4809 gl_info = context->gl_info;
4811 if (!use_transform_feedback(state))
4812 context_pause_transform_feedback(context, TRUE);
4814 for (i = 0; i < gl_info->limits.buffers; ++i)
4816 if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
4817 continue;
4819 if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
4821 wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
4822 wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
4824 else
4826 wined3d_rendertarget_view_prepare_location(rtv, context, rtv->resource->draw_binding);
4830 if ((dsv = fb->depth_stencil))
4832 /* Note that this depends on the context_acquire() call above to set
4833 * context->render_offscreen properly. We don't currently take the
4834 * Z-compare function into account, but we could skip loading the
4835 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
4836 * that we never copy the stencil data.*/
4837 DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
4839 if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
4840 wined3d_rendertarget_view_load_location(dsv, context, location);
4841 else
4842 wined3d_rendertarget_view_prepare_location(dsv, context, location);
4845 if (parameters->indirect)
4846 wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
4848 if (!context_apply_draw_state(context, device, state))
4850 context_release(context);
4851 WARN("Unable to apply draw state, skipping draw.\n");
4852 return;
4855 if (dsv && state->render_states[WINED3D_RS_ZWRITEENABLE])
4857 DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
4859 wined3d_rendertarget_view_validate_location(dsv, location);
4860 wined3d_rendertarget_view_invalidate_location(dsv, ~location);
4863 stream_info = &context->stream_info;
4865 if (parameters->indexed)
4867 struct wined3d_buffer *index_buffer = state->index_buffer;
4868 if (!index_buffer->buffer_object || !stream_info->all_vbo)
4870 idx_data = index_buffer->resource.heap_memory;
4872 else
4874 ib_fence = index_buffer->fence;
4875 idx_data = NULL;
4877 idx_data = (const BYTE *)idx_data + state->index_offset;
4879 if (state->index_format == WINED3DFMT_R16_UINT)
4880 idx_size = 2;
4881 else
4882 idx_size = 4;
4885 if (!use_vs(state))
4887 if (!stream_info->position_transformed && context->num_untracked_materials
4888 && state->render_states[WINED3D_RS_LIGHTING])
4890 static BOOL warned;
4892 if (!warned++)
4893 FIXME("Using software emulation because not all material properties could be tracked.\n");
4894 else
4895 WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n");
4896 emulation = TRUE;
4898 else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
4900 static BOOL warned;
4902 /* Either write a pipeline replacement shader or convert the
4903 * specular alpha from unsigned byte to a float in the vertex
4904 * buffer. */
4905 if (!warned++)
4906 FIXME("Using software emulation because manual fog coordinates are provided.\n");
4907 else
4908 WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n");
4909 emulation = TRUE;
4912 if (emulation)
4914 si_emulated = context->stream_info;
4915 remove_vbos(context, state, &si_emulated);
4916 stream_info = &si_emulated;
4920 if (use_transform_feedback(state))
4922 const struct wined3d_shader *shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
4924 if (is_rasterization_disabled(shader))
4926 glEnable(GL_RASTERIZER_DISCARD);
4927 checkGLcall("enable rasterizer discard");
4928 rasterizer_discard = TRUE;
4931 if (context->transform_feedback_paused)
4933 GL_EXTCALL(glResumeTransformFeedback());
4934 checkGLcall("glResumeTransformFeedback");
4935 context->transform_feedback_paused = 0;
4937 else if (!context->transform_feedback_active)
4939 enum wined3d_primitive_type primitive_type = shader->u.gs.output_type
4940 ? shader->u.gs.output_type : d3d_primitive_type_from_gl(state->gl_primitive_type);
4941 GLenum mode = gl_tfb_primitive_type_from_d3d(primitive_type);
4942 GL_EXTCALL(glBeginTransformFeedback(mode));
4943 checkGLcall("glBeginTransformFeedback");
4944 context->transform_feedback_active = 1;
4948 if (state->gl_primitive_type == GL_PATCHES)
4950 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->gl_patch_vertices));
4951 checkGLcall("glPatchParameteri");
4954 if (parameters->indirect)
4956 if (!context->use_immediate_mode_draw && !emulation)
4957 draw_indirect(context, state, &parameters->u.indirect, idx_size);
4958 else
4959 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
4961 else
4963 unsigned int instance_count = parameters->u.direct.instance_count;
4964 if (context->instance_count)
4965 instance_count = context->instance_count;
4967 if (context->use_immediate_mode_draw || emulation)
4968 draw_primitive_immediate_mode(context, state, stream_info, idx_data,
4969 idx_size, parameters->u.direct.base_vertex_idx,
4970 parameters->u.direct.start_idx, parameters->u.direct.index_count, instance_count);
4971 else
4972 draw_primitive_arrays(context, state, idx_data, idx_size, parameters->u.direct.base_vertex_idx,
4973 parameters->u.direct.start_idx, parameters->u.direct.index_count,
4974 parameters->u.direct.start_instance, instance_count);
4977 if (context->uses_uavs)
4979 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
4980 checkGLcall("glMemoryBarrier");
4983 context_pause_transform_feedback(context, FALSE);
4985 if (rasterizer_discard)
4987 glDisable(GL_RASTERIZER_DISCARD);
4988 checkGLcall("disable rasterizer discard");
4991 if (ib_fence)
4992 wined3d_fence_issue(ib_fence, device);
4993 for (i = 0; i < context->buffer_fence_count; ++i)
4994 wined3d_fence_issue(context->buffer_fences[i], device);
4996 context_release(context);
4999 void context_unload_tex_coords(const struct wined3d_context *context)
5001 const struct wined3d_gl_info *gl_info = context->gl_info;
5002 unsigned int texture_idx;
5004 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
5006 gl_info->gl_ops.ext.p_glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx);
5007 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
5011 void context_load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
5012 GLuint *current_bo, const struct wined3d_state *state)
5014 const struct wined3d_gl_info *gl_info = context->gl_info;
5015 unsigned int mapped_stage = 0;
5016 unsigned int texture_idx;
5018 for (texture_idx = 0; texture_idx < context->d3d_info->limits.ffp_blend_stages; ++texture_idx)
5020 unsigned int coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
5022 if ((mapped_stage = context->tex_unit_map[texture_idx]) == WINED3D_UNMAPPED_STAGE)
5023 continue;
5025 if (mapped_stage >= gl_info->limits.texture_coords)
5027 FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage);
5028 continue;
5031 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5033 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx];
5035 TRACE("Setting up texture %u, idx %d, coord_idx %u, data {%#x:%p}.\n",
5036 texture_idx, mapped_stage, coord_idx, e->data.buffer_object, e->data.addr);
5038 if (*current_bo != e->data.buffer_object)
5040 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
5041 checkGLcall("glBindBuffer");
5042 *current_bo = e->data.buffer_object;
5045 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
5046 checkGLcall("glClientActiveTextureARB");
5048 /* The coords to supply depend completely on the fvf/vertex shader. */
5049 gl_info->gl_ops.gl.p_glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
5050 e->data.addr + state->load_base_vertex_index * e->stride);
5051 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
5053 else
5055 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
5058 if (gl_info->supported[NV_REGISTER_COMBINERS])
5060 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
5061 for (texture_idx = mapped_stage + 1; texture_idx < gl_info->limits.textures; ++texture_idx)
5063 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
5067 checkGLcall("loadTexCoords");
5070 /* This should match any arrays loaded in context_load_vertex_data(). */
5071 static void context_unload_vertex_data(struct wined3d_context *context)
5073 const struct wined3d_gl_info *gl_info = context->gl_info;
5075 if (!context->namedArraysLoaded)
5076 return;
5077 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
5078 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
5079 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
5080 if (gl_info->supported[EXT_SECONDARY_COLOR])
5081 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
5082 context_unload_tex_coords(context);
5083 context->namedArraysLoaded = FALSE;
5086 static void context_load_vertex_data(struct wined3d_context *context,
5087 const struct wined3d_stream_info *si, const struct wined3d_state *state)
5089 const struct wined3d_gl_info *gl_info = context->gl_info;
5090 const struct wined3d_stream_info_element *e;
5091 GLuint current_bo;
5093 TRACE("context %p, si %p, state %p.\n", context, si, state);
5095 /* This is used for the fixed-function pipeline only, and the
5096 * fixed-function pipeline doesn't do instancing. */
5097 context->instance_count = 0;
5098 current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
5100 /* Blend data */
5101 if ((si->use_map & (1u << WINED3D_FFP_BLENDWEIGHT))
5102 || si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
5104 /* TODO: Support vertex blending in immediate mode draws. No need to
5105 * write a FIXME here, this is done after the general vertex
5106 * declaration decoding. */
5107 WARN("Vertex blending not supported.\n");
5110 /* Point Size */
5111 if (si->use_map & (1u << WINED3D_FFP_PSIZE))
5113 /* No such functionality in the fixed-function GL pipeline. */
5114 WARN("Per-vertex point size not supported.\n");
5117 /* Position */
5118 if (si->use_map & (1u << WINED3D_FFP_POSITION))
5120 e = &si->elements[WINED3D_FFP_POSITION];
5122 if (current_bo != e->data.buffer_object)
5124 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
5125 checkGLcall("glBindBuffer");
5126 current_bo = e->data.buffer_object;
5129 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
5130 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
5131 e->data.addr + state->load_base_vertex_index * e->stride);
5132 gl_info->gl_ops.gl.p_glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
5133 e->data.addr + state->load_base_vertex_index * e->stride);
5134 checkGLcall("glVertexPointer(...)");
5135 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
5136 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
5139 /* Normals */
5140 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
5142 e = &si->elements[WINED3D_FFP_NORMAL];
5144 if (current_bo != e->data.buffer_object)
5146 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
5147 checkGLcall("glBindBuffer");
5148 current_bo = e->data.buffer_object;
5151 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
5152 e->data.addr + state->load_base_vertex_index * e->stride);
5153 gl_info->gl_ops.gl.p_glNormalPointer(e->format->gl_vtx_type, e->stride,
5154 e->data.addr + state->load_base_vertex_index * e->stride);
5155 checkGLcall("glNormalPointer(...)");
5156 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
5157 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
5160 else
5162 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
5163 checkGLcall("glNormal3f(0, 0, 0)");
5166 /* Diffuse colour */
5167 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
5169 e = &si->elements[WINED3D_FFP_DIFFUSE];
5171 if (current_bo != e->data.buffer_object)
5173 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
5174 checkGLcall("glBindBuffer");
5175 current_bo = e->data.buffer_object;
5178 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
5179 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
5180 e->data.addr + state->load_base_vertex_index * e->stride);
5181 gl_info->gl_ops.gl.p_glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
5182 e->data.addr + state->load_base_vertex_index * e->stride);
5183 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
5184 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
5185 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
5188 else
5190 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
5191 checkGLcall("glColor4f(1, 1, 1, 1)");
5194 /* Specular colour */
5195 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
5197 TRACE("Setting specular colour.\n");
5199 e = &si->elements[WINED3D_FFP_SPECULAR];
5201 if (gl_info->supported[EXT_SECONDARY_COLOR])
5203 GLenum type = e->format->gl_vtx_type;
5204 GLint format = e->format->gl_vtx_format;
5206 if (current_bo != e->data.buffer_object)
5208 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
5209 checkGLcall("glBindBuffer");
5210 current_bo = e->data.buffer_object;
5213 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
5215 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
5216 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
5217 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
5218 * 4 component secondary colors use it
5220 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
5221 e->data.addr + state->load_base_vertex_index * e->stride);
5222 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
5223 e->data.addr + state->load_base_vertex_index * e->stride));
5224 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
5226 else
5228 switch (type)
5230 case GL_UNSIGNED_BYTE:
5231 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
5232 e->data.addr + state->load_base_vertex_index * e->stride);
5233 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
5234 e->data.addr + state->load_base_vertex_index * e->stride));
5235 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
5236 break;
5238 default:
5239 FIXME("Add 4 component specular colour pointers for type %#x.\n", type);
5240 /* Make sure that the right colour component is dropped. */
5241 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
5242 e->data.addr + state->load_base_vertex_index * e->stride);
5243 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
5244 e->data.addr + state->load_base_vertex_index * e->stride));
5245 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
5248 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
5249 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
5251 else
5253 WARN("Specular colour is not supported in this GL implementation.\n");
5256 else
5258 if (gl_info->supported[EXT_SECONDARY_COLOR])
5260 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
5261 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
5263 else
5265 WARN("Specular colour is not supported in this GL implementation.\n");
5269 /* Texture coordinates */
5270 context_load_tex_coords(context, si, &current_bo, state);
5273 static void context_unload_numbered_array(struct wined3d_context *context, unsigned int i)
5275 const struct wined3d_gl_info *gl_info = context->gl_info;
5277 GL_EXTCALL(glDisableVertexAttribArray(i));
5278 checkGLcall("glDisableVertexAttribArray");
5279 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
5280 GL_EXTCALL(glVertexAttribDivisor(i, 0));
5282 context->numbered_array_mask &= ~(1u << i);
5285 static void context_unload_numbered_arrays(struct wined3d_context *context)
5287 unsigned int i;
5289 while (context->numbered_array_mask)
5291 i = wined3d_bit_scan(&context->numbered_array_mask);
5292 context_unload_numbered_array(context, i);
5296 static void context_load_numbered_arrays(struct wined3d_context *context,
5297 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
5299 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
5300 const struct wined3d_gl_info *gl_info = context->gl_info;
5301 GLuint current_bo;
5302 unsigned int i;
5304 /* Default to no instancing. */
5305 context->instance_count = 0;
5306 current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
5308 for (i = 0; i < MAX_ATTRIBS; ++i)
5310 const struct wined3d_stream_info_element *element = &stream_info->elements[i];
5311 const struct wined3d_stream_state *stream;
5313 if (!(stream_info->use_map & (1u << i)))
5315 if (context->numbered_array_mask & (1u << i))
5316 context_unload_numbered_array(context, i);
5317 if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
5318 GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
5319 else
5320 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
5321 continue;
5324 stream = &state->streams[element->stream_idx];
5326 if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
5327 context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
5329 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
5331 GL_EXTCALL(glVertexAttribDivisor(i, element->divisor));
5333 else if (element->divisor)
5335 /* Unload instanced arrays, they will be loaded using immediate
5336 * mode instead. */
5337 if (context->numbered_array_mask & (1u << i))
5338 context_unload_numbered_array(context, i);
5339 continue;
5342 TRACE("Loading array %u [VBO=%u].\n", i, element->data.buffer_object);
5344 if (element->stride)
5346 if (current_bo != element->data.buffer_object)
5348 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, element->data.buffer_object));
5349 checkGLcall("glBindBuffer");
5350 current_bo = element->data.buffer_object;
5352 /* Use the VBO to find out if a vertex buffer exists, not the vb
5353 * pointer. vb can point to a user pointer data blob. In that case
5354 * current_bo will be 0. If there is a vertex buffer but no vbo we
5355 * won't be load converted attributes anyway. */
5356 if (vs && vs->reg_maps.shader_version.major >= 4
5357 && (element->format->flags[WINED3D_GL_RES_TYPE_BUFFER] & WINED3DFMT_FLAG_INTEGER))
5359 GL_EXTCALL(glVertexAttribIPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type,
5360 element->stride, element->data.addr + state->load_base_vertex_index * element->stride));
5362 else
5364 GL_EXTCALL(glVertexAttribPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type,
5365 element->format->gl_normalized, element->stride,
5366 element->data.addr + state->load_base_vertex_index * element->stride));
5369 if (!(context->numbered_array_mask & (1u << i)))
5371 GL_EXTCALL(glEnableVertexAttribArray(i));
5372 context->numbered_array_mask |= (1u << i);
5375 else
5377 /* Stride = 0 means always the same values.
5378 * glVertexAttribPointer() doesn't do that. Instead disable the
5379 * pointer and set up the attribute statically. But we have to
5380 * figure out the system memory address. */
5381 const BYTE *ptr = element->data.addr;
5382 if (element->data.buffer_object)
5383 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(stream->buffer, context);
5385 if (context->numbered_array_mask & (1u << i))
5386 context_unload_numbered_array(context, i);
5388 switch (element->format->id)
5390 case WINED3DFMT_R32_FLOAT:
5391 GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
5392 break;
5393 case WINED3DFMT_R32G32_FLOAT:
5394 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
5395 break;
5396 case WINED3DFMT_R32G32B32_FLOAT:
5397 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
5398 break;
5399 case WINED3DFMT_R32G32B32A32_FLOAT:
5400 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
5401 break;
5402 case WINED3DFMT_R8G8B8A8_UINT:
5403 GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
5404 break;
5405 case WINED3DFMT_B8G8R8A8_UNORM:
5406 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
5408 const DWORD *src = (const DWORD *)ptr;
5409 DWORD c = *src & 0xff00ff00u;
5410 c |= (*src & 0xff0000u) >> 16;
5411 c |= (*src & 0xffu) << 16;
5412 GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
5413 break;
5415 /* else fallthrough */
5416 case WINED3DFMT_R8G8B8A8_UNORM:
5417 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
5418 break;
5419 case WINED3DFMT_R16G16_SINT:
5420 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
5421 break;
5422 case WINED3DFMT_R16G16B16A16_SINT:
5423 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
5424 break;
5425 case WINED3DFMT_R16G16_SNORM:
5427 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
5428 GL_EXTCALL(glVertexAttrib4Nsv(i, s));
5429 break;
5431 case WINED3DFMT_R16G16_UNORM:
5433 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
5434 GL_EXTCALL(glVertexAttrib4Nusv(i, s));
5435 break;
5437 case WINED3DFMT_R16G16B16A16_SNORM:
5438 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
5439 break;
5440 case WINED3DFMT_R16G16B16A16_UNORM:
5441 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
5442 break;
5443 case WINED3DFMT_R10G10B10X2_UINT:
5444 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
5445 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
5446 break;
5447 case WINED3DFMT_R10G10B10X2_SNORM:
5448 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
5449 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
5450 break;
5451 case WINED3DFMT_R16G16_FLOAT:
5452 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
5454 /* Not supported by GL_ARB_half_float_vertex. */
5455 GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
5457 else
5459 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
5460 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
5461 GL_EXTCALL(glVertexAttrib2f(i, x, y));
5463 break;
5464 case WINED3DFMT_R16G16B16A16_FLOAT:
5465 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
5467 /* Not supported by GL_ARB_half_float_vertex. */
5468 GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
5470 else
5472 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
5473 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
5474 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
5475 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
5476 GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
5478 break;
5479 default:
5480 ERR("Unexpected declaration in stride 0 attributes.\n");
5481 break;
5486 checkGLcall("Loading numbered arrays");
5489 void context_update_stream_sources(struct wined3d_context *context, const struct wined3d_state *state)
5492 if (context->use_immediate_mode_draw)
5493 return;
5495 context_unload_vertex_data(context);
5496 if (context->d3d_info->ffp_generic_attributes || use_vs(state))
5498 TRACE("Loading numbered arrays.\n");
5499 context_load_numbered_arrays(context, &context->stream_info, state);
5500 return;
5503 TRACE("Loading named arrays.\n");
5504 context_unload_numbered_arrays(context);
5505 context_load_vertex_data(context, &context->stream_info, state);
5506 context->namedArraysLoaded = TRUE;
5509 static void apply_texture_blit_state(const struct wined3d_gl_info *gl_info, struct gl_texture *texture,
5510 GLenum target, unsigned int level, enum wined3d_texture_filter_type filter)
5512 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
5513 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
5514 wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
5515 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
5516 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
5517 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
5518 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
5519 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, level);
5521 /* We changed the filtering settings on the texture. Make sure they get
5522 * reset on subsequent draws. */
5523 texture->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
5524 texture->sampler_desc.min_filter = WINED3D_TEXF_POINT;
5525 texture->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
5526 texture->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
5527 texture->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
5528 texture->sampler_desc.srgb_decode = FALSE;
5529 texture->base_level = level;
5532 /* Context activation is done by the caller. */
5533 void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture *texture,
5534 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
5535 enum wined3d_texture_filter_type filter)
5537 const struct wined3d_gl_info *gl_info = context->gl_info;
5538 struct wined3d_blt_info info;
5539 unsigned int level, w, h, i;
5540 SIZE dst_size;
5541 struct blit_vertex
5543 float x, y;
5544 struct wined3d_vec3 texcoord;
5546 quad[4];
5548 texture2d_get_blt_info(texture, sub_resource_idx, src_rect, &info);
5550 level = sub_resource_idx % texture->level_count;
5551 context_bind_texture(context, info.bind_target, texture->texture_rgb.name);
5552 apply_texture_blit_state(gl_info, &texture->texture_rgb, info.bind_target, level, filter);
5553 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
5555 context_get_rt_size(context, &dst_size);
5556 w = dst_size.cx;
5557 h = dst_size.cy;
5559 quad[0].x = dst_rect->left * 2.0f / w - 1.0f;
5560 quad[0].y = dst_rect->top * 2.0f / h - 1.0f;
5561 quad[0].texcoord = info.texcoords[0];
5563 quad[1].x = dst_rect->right * 2.0f / w - 1.0f;
5564 quad[1].y = dst_rect->top * 2.0f / h - 1.0f;
5565 quad[1].texcoord = info.texcoords[1];
5567 quad[2].x = dst_rect->left * 2.0f / w - 1.0f;
5568 quad[2].y = dst_rect->bottom * 2.0f / h - 1.0f;
5569 quad[2].texcoord = info.texcoords[2];
5571 quad[3].x = dst_rect->right * 2.0f / w - 1.0f;
5572 quad[3].y = dst_rect->bottom * 2.0f / h - 1.0f;
5573 quad[3].texcoord = info.texcoords[3];
5575 /* Draw a quad. */
5576 if (gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
5578 if (!context->blit_vbo)
5579 GL_EXTCALL(glGenBuffers(1, &context->blit_vbo));
5580 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, context->blit_vbo));
5582 context_unload_vertex_data(context);
5583 context_unload_numbered_arrays(context);
5585 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW));
5586 GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, sizeof(*quad), NULL));
5587 GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT, FALSE, sizeof(*quad),
5588 (void *)FIELD_OFFSET(struct blit_vertex, texcoord)));
5590 GL_EXTCALL(glEnableVertexAttribArray(0));
5591 GL_EXTCALL(glEnableVertexAttribArray(1));
5593 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
5595 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
5596 GL_EXTCALL(glDisableVertexAttribArray(1));
5597 GL_EXTCALL(glDisableVertexAttribArray(0));
5599 else
5601 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
5603 for (i = 0; i < ARRAY_SIZE(quad); ++i)
5605 GL_EXTCALL(glVertexAttrib3fv(1, &quad[i].texcoord.x));
5606 GL_EXTCALL(glVertexAttrib2fv(0, &quad[i].x));
5609 gl_info->gl_ops.gl.p_glEnd();
5611 checkGLcall("draw");
5613 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
5614 context_bind_texture(context, info.bind_target, 0);
5617 /* Context activation is done by the caller. */
5618 void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture *texture,
5619 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
5620 enum wined3d_texture_filter_type filter)
5622 const struct wined3d_gl_info *gl_info = context->gl_info;
5623 struct wined3d_blt_info info;
5624 unsigned int level;
5626 texture2d_get_blt_info(texture, sub_resource_idx, src_rect, &info);
5628 gl_info->gl_ops.gl.p_glEnable(info.bind_target);
5629 checkGLcall("glEnable(bind_target)");
5631 level = sub_resource_idx % texture->level_count;
5632 context_bind_texture(context, info.bind_target, texture->texture_rgb.name);
5633 apply_texture_blit_state(gl_info, &texture->texture_rgb, info.bind_target, level, filter);
5634 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
5635 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
5636 checkGLcall("glTexEnvi");
5638 /* Draw a quad. */
5639 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
5640 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[0].x);
5641 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top);
5643 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[1].x);
5644 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top);
5646 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[2].x);
5647 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom);
5649 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[3].x);
5650 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom);
5651 gl_info->gl_ops.gl.p_glEnd();
5653 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
5654 context_bind_texture(context, info.bind_target, 0);