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
29 #include "wined3d_private.h"
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
32 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_sync
);
35 #define WINED3D_MAX_FBO_ENTRIES 64
36 #define WINED3D_ALL_LAYERS (~0u)
38 static DWORD wined3d_context_tls_idx
;
40 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
41 * actually have the same values in GL and D3D. */
42 static GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
44 switch (primitive_type
)
46 case WINED3D_PT_POINTLIST
:
49 case WINED3D_PT_LINELIST
:
52 case WINED3D_PT_LINESTRIP
:
55 case WINED3D_PT_TRIANGLELIST
:
58 case WINED3D_PT_TRIANGLESTRIP
:
59 return GL_TRIANGLE_STRIP
;
61 case WINED3D_PT_TRIANGLEFAN
:
62 return GL_TRIANGLE_FAN
;
64 case WINED3D_PT_LINELIST_ADJ
:
65 return GL_LINES_ADJACENCY_ARB
;
67 case WINED3D_PT_LINESTRIP_ADJ
:
68 return GL_LINE_STRIP_ADJACENCY_ARB
;
70 case WINED3D_PT_TRIANGLELIST_ADJ
:
71 return GL_TRIANGLES_ADJACENCY_ARB
;
73 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
74 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
76 case WINED3D_PT_PATCH
:
80 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
81 case WINED3D_PT_UNDEFINED
:
86 /* FBO helper functions */
88 /* Context activation is done by the caller. */
89 static void wined3d_context_gl_bind_fbo(struct wined3d_context_gl
*context_gl
, GLenum target
, GLuint fbo
)
91 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
93 TRACE("context_gl %p, target %#x, fbo %u.\n", context_gl
, target
, fbo
);
97 case GL_READ_FRAMEBUFFER
:
98 if (context_gl
->fbo_read_binding
== fbo
)
100 context_gl
->fbo_read_binding
= fbo
;
103 case GL_DRAW_FRAMEBUFFER
:
104 if (context_gl
->fbo_draw_binding
== fbo
)
106 context_gl
->fbo_draw_binding
= fbo
;
110 if (context_gl
->fbo_read_binding
== fbo
111 && context_gl
->fbo_draw_binding
== fbo
)
113 context_gl
->fbo_read_binding
= fbo
;
114 context_gl
->fbo_draw_binding
= fbo
;
118 FIXME("Unhandled target %#x.\n", target
);
122 gl_info
->fbo_ops
.glBindFramebuffer(target
, fbo
);
123 checkGLcall("glBindFramebuffer()");
126 /* Context activation is done by the caller. */
127 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
131 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
133 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
134 checkGLcall("glFramebufferTexture2D()");
136 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
137 checkGLcall("glFramebufferTexture2D()");
139 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
140 checkGLcall("glFramebufferTexture2D()");
143 /* Context activation is done by the caller. */
144 static void wined3d_context_gl_destroy_fbo(struct wined3d_context_gl
*context_gl
, GLuint fbo
)
146 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
148 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, fbo
);
149 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
150 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
152 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
153 checkGLcall("glDeleteFramebuffers()");
156 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info
*gl_info
,
157 GLenum fbo_target
, DWORD flags
, GLuint rb
)
159 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
161 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
162 checkGLcall("glFramebufferRenderbuffer()");
165 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
167 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
168 checkGLcall("glFramebufferRenderbuffer()");
172 static void wined3d_context_gl_attach_gl_texture_fbo(struct wined3d_context_gl
*context_gl
,
173 GLenum fbo_target
, GLenum attachment
, const struct wined3d_fbo_resource
*resource
)
175 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
179 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
, GL_TEXTURE_2D
, 0, 0);
181 else if (resource
->layer
== WINED3D_ALL_LAYERS
)
183 if (!gl_info
->fbo_ops
.glFramebufferTexture
)
185 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
189 gl_info
->fbo_ops
.glFramebufferTexture(fbo_target
, attachment
,
190 resource
->object
, resource
->level
);
192 else if (resource
->target
== GL_TEXTURE_1D_ARRAY
|| resource
->target
== GL_TEXTURE_2D_ARRAY
193 || resource
->target
== GL_TEXTURE_3D
)
195 if (!gl_info
->fbo_ops
.glFramebufferTextureLayer
)
197 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
201 gl_info
->fbo_ops
.glFramebufferTextureLayer(fbo_target
, attachment
,
202 resource
->object
, resource
->level
, resource
->layer
);
204 else if (resource
->target
== GL_TEXTURE_1D
)
206 gl_info
->fbo_ops
.glFramebufferTexture1D(fbo_target
, attachment
,
207 resource
->target
, resource
->object
, resource
->level
);
211 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
,
212 resource
->target
, resource
->object
, resource
->level
);
214 checkGLcall("attach texture to fbo");
217 /* Context activation is done by the caller. */
218 static void wined3d_context_gl_attach_depth_stencil_fbo(struct wined3d_context_gl
*context_gl
,
219 GLenum fbo_target
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
,
222 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
224 if (resource
->object
)
226 TRACE("Attach depth stencil %u.\n", resource
->object
);
230 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
231 flags
, resource
->object
);
235 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
236 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, resource
);
238 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
239 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, resource
);
242 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
))
243 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
245 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
))
246 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
250 TRACE("Attach depth stencil 0.\n");
252 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
253 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
257 /* Context activation is done by the caller. */
258 static void wined3d_context_gl_attach_surface_fbo(struct wined3d_context_gl
*context_gl
,
259 GLenum fbo_target
, unsigned int idx
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
)
261 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
263 TRACE("Attach GL object %u to %u.\n", resource
->object
, idx
);
265 if (resource
->object
)
269 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
270 GL_RENDERBUFFER
, resource
->object
);
271 checkGLcall("glFramebufferRenderbuffer()");
275 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, resource
);
280 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, NULL
);
284 static void context_dump_fbo_attachment(const struct wined3d_gl_info
*gl_info
, GLenum target
,
292 enum wined3d_gl_extension extension
;
296 {GL_TEXTURE_1D
, GL_TEXTURE_BINDING_1D
, "1d", WINED3D_GL_EXT_NONE
},
297 {GL_TEXTURE_1D_ARRAY
, GL_TEXTURE_BINDING_1D_ARRAY
, "1d-array", EXT_TEXTURE_ARRAY
},
298 {GL_TEXTURE_2D
, GL_TEXTURE_BINDING_2D
, "2d", WINED3D_GL_EXT_NONE
},
299 {GL_TEXTURE_RECTANGLE_ARB
, GL_TEXTURE_BINDING_RECTANGLE_ARB
, "rectangle", ARB_TEXTURE_RECTANGLE
},
300 {GL_TEXTURE_2D_ARRAY
, GL_TEXTURE_BINDING_2D_ARRAY
, "2d-array" , EXT_TEXTURE_ARRAY
},
301 {GL_TEXTURE_CUBE_MAP
, GL_TEXTURE_BINDING_CUBE_MAP
, "cube", ARB_TEXTURE_CUBE_MAP
},
302 {GL_TEXTURE_2D_MULTISAMPLE
, GL_TEXTURE_BINDING_2D_MULTISAMPLE
, "2d-ms", ARB_TEXTURE_MULTISAMPLE
},
303 {GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY
, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE
},
306 GLint type
, name
, samples
, width
, height
, old_texture
, level
, face
, fmt
, tex_target
;
307 const char *tex_type_str
= NULL
;
310 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
311 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
, &name
);
312 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
313 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
, &type
);
315 if (type
== GL_RENDERBUFFER
)
317 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, name
);
318 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_WIDTH
, &width
);
319 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_HEIGHT
, &height
);
320 if (gl_info
->limits
.samples
> 1)
321 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_SAMPLES
, &samples
);
324 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_INTERNAL_FORMAT
, &fmt
);
325 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
326 debug_fboattachment(attachment
), name
, width
, height
, samples
, fmt
);
328 else if (type
== GL_TEXTURE
)
330 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
331 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
, &level
);
332 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
333 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
, &face
);
335 if (gl_info
->gl_ops
.ext
.p_glGetTextureParameteriv
)
337 GL_EXTCALL(glGetTextureParameteriv(name
, GL_TEXTURE_TARGET
, &tex_target
));
339 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
341 if (texture_type
[i
].target
== tex_target
)
343 tex_type_str
= texture_type
[i
].str
;
347 if (i
== ARRAY_SIZE(texture_type
))
348 tex_type_str
= wine_dbg_sprintf("%#x", tex_target
);
352 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP
, &old_texture
);
353 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, name
);
355 tex_target
= GL_TEXTURE_CUBE_MAP
;
356 tex_type_str
= "cube";
360 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
362 if (!gl_info
->supported
[texture_type
[i
].extension
])
365 gl_info
->gl_ops
.gl
.p_glGetIntegerv(texture_type
[i
].binding
, &old_texture
);
366 while (gl_info
->gl_ops
.gl
.p_glGetError());
368 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, name
);
369 if (!gl_info
->gl_ops
.gl
.p_glGetError())
371 tex_target
= texture_type
[i
].target
;
372 tex_type_str
= texture_type
[i
].str
;
375 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, old_texture
);
380 FIXME("Cannot find type of texture %d.\n", name
);
385 if (gl_info
->gl_ops
.ext
.p_glGetTextureParameteriv
)
387 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
));
388 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_WIDTH
, &width
));
389 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_HEIGHT
, &height
));
390 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_SAMPLES
, &samples
));
394 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
);
395 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_WIDTH
, &width
);
396 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_HEIGHT
, &height
);
397 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
398 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_SAMPLES
, &samples
);
402 gl_info
->gl_ops
.gl
.p_glBindTexture(tex_target
, old_texture
);
405 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
406 debug_fboattachment(attachment
), tex_type_str
, name
, width
, height
, samples
, fmt
);
408 else if (type
== GL_NONE
)
410 FIXME(" %s: NONE.\n", debug_fboattachment(attachment
));
414 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment
), type
);
417 checkGLcall("dump FBO attachment");
420 /* Context activation is done by the caller. */
421 void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl
*context_gl
, GLenum target
)
423 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
429 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
430 if (status
== GL_FRAMEBUFFER_COMPLETE
)
432 TRACE("FBO complete.\n");
438 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status
), status
);
440 if (!context_gl
->current_fbo
)
442 ERR("FBO 0 is incomplete, driver bug?\n");
446 context_dump_fbo_attachment(gl_info
, target
, GL_DEPTH_ATTACHMENT
);
447 context_dump_fbo_attachment(gl_info
, target
, GL_STENCIL_ATTACHMENT
);
449 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
450 context_dump_fbo_attachment(gl_info
, target
, GL_COLOR_ATTACHMENT0
+ i
);
454 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
456 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
457 return buffer
? (1u << 31) | buffer
: 0;
460 static inline DWORD
context_generate_rt_mask_from_resource(struct wined3d_resource
*resource
)
462 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
464 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
468 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource
));
471 static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct wined3d_context_gl
*context_gl
,
472 struct wined3d_fbo_entry_key
*key
, unsigned int idx
, const struct wined3d_rendertarget_info
*render_target
,
475 unsigned int sub_resource_idx
= render_target
->sub_resource_idx
;
476 struct wined3d_resource
*resource
= render_target
->resource
;
477 struct wined3d_texture_gl
*texture_gl
;
479 if (!resource
|| resource
->format
->id
== WINED3DFMT_NULL
|| resource
->type
== WINED3D_RTYPE_BUFFER
)
481 if (resource
&& resource
->type
== WINED3D_RTYPE_BUFFER
)
482 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
483 key
->objects
[idx
].object
= 0;
484 key
->objects
[idx
].target
= 0;
485 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
489 if (render_target
->gl_view
.name
)
491 key
->objects
[idx
].object
= render_target
->gl_view
.name
;
492 key
->objects
[idx
].target
= render_target
->gl_view
.target
;
493 key
->objects
[idx
].level
= 0;
494 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
498 texture_gl
= wined3d_texture_gl(wined3d_texture_from_resource(resource
));
499 if (texture_gl
->current_renderbuffer
)
501 key
->objects
[idx
].object
= texture_gl
->current_renderbuffer
->id
;
502 key
->objects
[idx
].target
= 0;
503 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
504 key
->rb_namespace
|= 1 << idx
;
508 key
->objects
[idx
].target
= wined3d_texture_gl_get_sub_resource_target(texture_gl
, sub_resource_idx
);
509 key
->objects
[idx
].level
= sub_resource_idx
% texture_gl
->t
.level_count
;
510 key
->objects
[idx
].layer
= sub_resource_idx
/ texture_gl
->t
.level_count
;
512 if (render_target
->layer_count
!= 1)
513 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
517 case WINED3D_LOCATION_TEXTURE_RGB
:
518 key
->objects
[idx
].object
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, FALSE
);
521 case WINED3D_LOCATION_TEXTURE_SRGB
:
522 key
->objects
[idx
].object
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, TRUE
);
525 case WINED3D_LOCATION_RB_MULTISAMPLE
:
526 key
->objects
[idx
].object
= texture_gl
->rb_multisample
;
527 key
->objects
[idx
].target
= 0;
528 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
529 key
->rb_namespace
|= 1 << idx
;
532 case WINED3D_LOCATION_RB_RESOLVED
:
533 key
->objects
[idx
].object
= texture_gl
->rb_resolved
;
534 key
->objects
[idx
].target
= 0;
535 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
536 key
->rb_namespace
|= 1 << idx
;
541 static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl
*context_gl
,
542 struct wined3d_fbo_entry_key
*key
, const struct wined3d_rendertarget_info
*render_targets
,
543 const struct wined3d_rendertarget_info
*depth_stencil
, DWORD color_location
, DWORD ds_location
)
545 unsigned int buffers
= context_gl
->gl_info
->limits
.buffers
;
548 key
->rb_namespace
= 0;
549 wined3d_context_gl_set_fbo_key_for_render_target(context_gl
, key
, 0, depth_stencil
, ds_location
);
551 for (i
= 0; i
< buffers
; ++i
)
552 wined3d_context_gl_set_fbo_key_for_render_target(context_gl
, key
, i
+ 1, &render_targets
[i
], color_location
);
554 memset(&key
->objects
[buffers
+ 1], 0, (ARRAY_SIZE(key
->objects
) - buffers
- 1) * sizeof(*key
->objects
));
557 static struct fbo_entry
*wined3d_context_gl_create_fbo_entry(const struct wined3d_context_gl
*context_gl
,
558 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
559 DWORD color_location
, DWORD ds_location
)
561 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
562 struct fbo_entry
*entry
;
564 entry
= heap_alloc(sizeof(*entry
));
565 wined3d_context_gl_generate_fbo_key(context_gl
, &entry
->key
,
566 render_targets
, depth_stencil
, color_location
, ds_location
);
568 if (depth_stencil
->resource
)
570 if (depth_stencil
->resource
->format
->depth_size
)
571 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
572 if (depth_stencil
->resource
->format
->stencil_size
)
573 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
575 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
576 gl_info
->fbo_ops
.glGenFramebuffers(1, &entry
->id
);
577 checkGLcall("glGenFramebuffers()");
578 TRACE("Created FBO %u.\n", entry
->id
);
583 /* Context activation is done by the caller. */
584 static void wined3d_context_gl_reuse_fbo_entry(struct wined3d_context_gl
*context_gl
, GLenum target
,
585 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
586 DWORD color_location
, DWORD ds_location
, struct fbo_entry
*entry
)
588 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
590 wined3d_context_gl_bind_fbo(context_gl
, target
, entry
->id
);
591 context_clean_fbo_attachments(gl_info
, target
);
593 wined3d_context_gl_generate_fbo_key(context_gl
, &entry
->key
,
594 render_targets
, depth_stencil
, color_location
, ds_location
);
596 if (depth_stencil
->resource
)
598 if (depth_stencil
->resource
->format
->depth_size
)
599 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
600 if (depth_stencil
->resource
->format
->stencil_size
)
601 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
605 /* Context activation is done by the caller. */
606 static void wined3d_context_gl_destroy_fbo_entry(struct wined3d_context_gl
*context_gl
, struct fbo_entry
*entry
)
610 TRACE("Destroy FBO %u.\n", entry
->id
);
611 wined3d_context_gl_destroy_fbo(context_gl
, entry
->id
);
613 --context_gl
->fbo_entry_count
;
614 list_remove(&entry
->entry
);
618 /* Context activation is done by the caller. */
619 static struct fbo_entry
*wined3d_context_gl_find_fbo_entry(struct wined3d_context_gl
*context_gl
, GLenum target
,
620 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
621 DWORD color_location
, DWORD ds_location
)
623 static const struct wined3d_rendertarget_info ds_null
= {{0}};
624 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
625 struct wined3d_texture
*rt_texture
, *ds_texture
;
626 struct wined3d_fbo_entry_key fbo_key
;
627 unsigned int i
, ds_level
, rt_level
;
628 struct fbo_entry
*entry
;
630 if (depth_stencil
->resource
&& depth_stencil
->resource
->type
!= WINED3D_RTYPE_BUFFER
631 && render_targets
[0].resource
&& render_targets
[0].resource
->type
!= WINED3D_RTYPE_BUFFER
632 && render_targets
[0].resource
->format
->id
!= WINED3DFMT_NULL
)
634 rt_texture
= wined3d_texture_from_resource(render_targets
[0].resource
);
635 rt_level
= render_targets
[0].sub_resource_idx
% rt_texture
->level_count
;
636 ds_texture
= wined3d_texture_from_resource(depth_stencil
->resource
);
637 ds_level
= depth_stencil
->sub_resource_idx
% ds_texture
->level_count
;
639 if (wined3d_texture_get_level_width(ds_texture
, ds_level
)
640 < wined3d_texture_get_level_width(rt_texture
, rt_level
)
641 || wined3d_texture_get_level_height(ds_texture
, ds_level
)
642 < wined3d_texture_get_level_height(rt_texture
, rt_level
))
644 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
645 depth_stencil
= &ds_null
;
647 else if (ds_texture
->resource
.multisample_type
!= rt_texture
->resource
.multisample_type
648 || (ds_texture
->resource
.multisample_type
649 && ds_texture
->resource
.multisample_quality
!= rt_texture
->resource
.multisample_quality
))
651 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
652 rt_texture
->resource
.multisample_type
, rt_texture
->resource
.multisample_quality
,
653 ds_texture
->resource
.multisample_type
, ds_texture
->resource
.multisample_quality
);
654 depth_stencil
= &ds_null
;
656 else if (depth_stencil
->resource
->type
== WINED3D_RTYPE_TEXTURE_2D
)
658 wined3d_texture_gl_set_compatible_renderbuffer(wined3d_texture_gl(ds_texture
),
659 context_gl
, ds_level
, &render_targets
[0]);
663 wined3d_context_gl_generate_fbo_key(context_gl
, &fbo_key
,
664 render_targets
, depth_stencil
, color_location
, ds_location
);
668 struct wined3d_resource
*resource
;
669 unsigned int width
, height
;
670 const char *resource_type
;
672 TRACE("Dumping FBO attachments:\n");
673 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
675 if ((resource
= render_targets
[i
].resource
))
677 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
679 width
= resource
->size
;
681 resource_type
= "buffer";
685 rt_texture
= wined3d_texture_from_resource(resource
);
686 rt_level
= render_targets
[i
].sub_resource_idx
% rt_texture
->level_count
;
687 width
= wined3d_texture_get_level_pow2_width(rt_texture
, rt_level
);
688 height
= wined3d_texture_get_level_pow2_height(rt_texture
, rt_level
);
689 resource_type
= "texture";
692 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
693 i
, resource
, render_targets
[i
].sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
694 fbo_key
.rb_namespace
& (1 << (i
+ 1)) ? "renderbuffer" : resource_type
,
695 fbo_key
.objects
[i
+ 1].object
, width
, height
, resource
->multisample_type
);
698 if ((resource
= depth_stencil
->resource
))
700 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
702 width
= resource
->size
;
704 resource_type
= "buffer";
708 ds_texture
= wined3d_texture_from_resource(resource
);
709 ds_level
= depth_stencil
->sub_resource_idx
% ds_texture
->level_count
;
710 width
= wined3d_texture_get_level_pow2_width(ds_texture
, ds_level
);
711 height
= wined3d_texture_get_level_pow2_height(ds_texture
, ds_level
);
712 resource_type
= "texture";
715 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
716 resource
, depth_stencil
->sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
717 fbo_key
.rb_namespace
& (1 << 0) ? "renderbuffer" : resource_type
,
718 fbo_key
.objects
[0].object
, width
, height
, resource
->multisample_type
);
722 LIST_FOR_EACH_ENTRY(entry
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
724 if (memcmp(&fbo_key
, &entry
->key
, sizeof(fbo_key
)))
727 list_remove(&entry
->entry
);
728 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
732 if (context_gl
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
734 entry
= wined3d_context_gl_create_fbo_entry(context_gl
,
735 render_targets
, depth_stencil
, color_location
, ds_location
);
736 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
737 ++context_gl
->fbo_entry_count
;
741 entry
= LIST_ENTRY(list_tail(&context_gl
->fbo_list
), struct fbo_entry
, entry
);
742 wined3d_context_gl_reuse_fbo_entry(context_gl
, target
, render_targets
,
743 depth_stencil
, color_location
, ds_location
, entry
);
744 list_remove(&entry
->entry
);
745 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
751 /* Context activation is done by the caller. */
752 static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl
*context_gl
,
753 GLenum target
, struct fbo_entry
*entry
)
755 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
756 GLuint read_binding
, draw_binding
;
759 if (entry
->flags
& WINED3D_FBO_ENTRY_FLAG_ATTACHED
)
761 wined3d_context_gl_bind_fbo(context_gl
, target
, entry
->id
);
765 read_binding
= context_gl
->fbo_read_binding
;
766 draw_binding
= context_gl
->fbo_draw_binding
;
767 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, entry
->id
);
769 if (gl_info
->supported
[ARB_FRAMEBUFFER_NO_ATTACHMENTS
])
771 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
,
772 GL_FRAMEBUFFER_DEFAULT_WIDTH
, gl_info
->limits
.framebuffer_width
));
773 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
,
774 GL_FRAMEBUFFER_DEFAULT_HEIGHT
, gl_info
->limits
.framebuffer_height
));
775 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
, GL_FRAMEBUFFER_DEFAULT_LAYERS
, 1));
776 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
, GL_FRAMEBUFFER_DEFAULT_SAMPLES
, 1));
779 /* Apply render targets */
780 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
782 wined3d_context_gl_attach_surface_fbo(context_gl
, target
, i
,
783 &entry
->key
.objects
[i
+ 1], entry
->key
.rb_namespace
& (1 << (i
+ 1)));
786 wined3d_context_gl_attach_depth_stencil_fbo(context_gl
, target
,
787 &entry
->key
.objects
[0], entry
->key
.rb_namespace
& 0x1, entry
->flags
);
789 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
790 * GL contexts requirements. */
791 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_NONE
);
792 wined3d_context_gl_set_draw_buffer(context_gl
, GL_NONE
);
793 if (target
!= GL_FRAMEBUFFER
)
795 if (target
== GL_READ_FRAMEBUFFER
)
796 wined3d_context_gl_bind_fbo(context_gl
, GL_DRAW_FRAMEBUFFER
, draw_binding
);
798 wined3d_context_gl_bind_fbo(context_gl
, GL_READ_FRAMEBUFFER
, read_binding
);
801 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_ATTACHED
;
804 /* Context activation is done by the caller. */
805 static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl
*context_gl
, GLenum target
,
806 const struct wined3d_rendertarget_info
*render_targets
,
807 const struct wined3d_rendertarget_info
*depth_stencil
, DWORD color_location
, DWORD ds_location
)
809 struct fbo_entry
*entry
, *entry2
;
811 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_destroy_list
, struct fbo_entry
, entry
)
813 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
816 if (context_gl
->rebind_fbo
)
818 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
819 context_gl
->rebind_fbo
= FALSE
;
822 if (color_location
== WINED3D_LOCATION_DRAWABLE
)
824 context_gl
->current_fbo
= NULL
;
825 wined3d_context_gl_bind_fbo(context_gl
, target
, 0);
829 context_gl
->current_fbo
= wined3d_context_gl_find_fbo_entry(context_gl
,
830 target
, render_targets
, depth_stencil
, color_location
, ds_location
);
831 wined3d_context_gl_apply_fbo_entry(context_gl
, target
, context_gl
->current_fbo
);
835 /* Context activation is done by the caller. */
836 void wined3d_context_gl_apply_fbo_state_blit(struct wined3d_context_gl
*context_gl
, GLenum target
,
837 struct wined3d_resource
*rt
, unsigned int rt_sub_resource_idx
,
838 struct wined3d_resource
*ds
, unsigned int ds_sub_resource_idx
, DWORD location
)
840 struct wined3d_rendertarget_info ds_info
= {{0}};
842 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
845 context_gl
->blit_targets
[0].resource
= rt
;
846 context_gl
->blit_targets
[0].sub_resource_idx
= rt_sub_resource_idx
;
847 context_gl
->blit_targets
[0].layer_count
= 1;
852 ds_info
.resource
= ds
;
853 ds_info
.sub_resource_idx
= ds_sub_resource_idx
;
854 ds_info
.layer_count
= 1;
857 wined3d_context_gl_apply_fbo_state(context_gl
, target
, context_gl
->blit_targets
, &ds_info
, location
, location
);
860 /* Context activation is done by the caller. */
861 void wined3d_context_gl_alloc_occlusion_query(struct wined3d_context_gl
*context_gl
,
862 struct wined3d_occlusion_query
*query
)
864 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
866 if (context_gl
->free_occlusion_query_count
)
868 query
->id
= context_gl
->free_occlusion_queries
[--context_gl
->free_occlusion_query_count
];
872 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
874 GL_EXTCALL(glGenQueries(1, &query
->id
));
875 checkGLcall("glGenQueries");
877 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context_gl
);
881 WARN("Occlusion queries not supported, not allocating query id.\n");
886 query
->context_gl
= context_gl
;
887 list_add_head(&context_gl
->occlusion_queries
, &query
->entry
);
890 void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query
*query
)
892 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
894 list_remove(&query
->entry
);
895 query
->context_gl
= NULL
;
897 if (!wined3d_array_reserve((void **)&context_gl
->free_occlusion_queries
,
898 &context_gl
->free_occlusion_query_size
, context_gl
->free_occlusion_query_count
+ 1,
899 sizeof(*context_gl
->free_occlusion_queries
)))
901 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context_gl
);
905 context_gl
->free_occlusion_queries
[context_gl
->free_occlusion_query_count
++] = query
->id
;
908 /* Context activation is done by the caller. */
909 void wined3d_context_gl_alloc_fence(struct wined3d_context_gl
*context_gl
, struct wined3d_fence
*fence
)
911 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
913 if (context_gl
->free_fence_count
)
915 fence
->object
= context_gl
->free_fences
[--context_gl
->free_fence_count
];
919 if (gl_info
->supported
[ARB_SYNC
])
921 /* Using ARB_sync, not much to do here. */
922 fence
->object
.sync
= NULL
;
923 TRACE("Allocated sync object in context %p.\n", context_gl
);
925 else if (gl_info
->supported
[APPLE_FENCE
])
927 GL_EXTCALL(glGenFencesAPPLE(1, &fence
->object
.id
));
928 checkGLcall("glGenFencesAPPLE");
930 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context_gl
);
932 else if(gl_info
->supported
[NV_FENCE
])
934 GL_EXTCALL(glGenFencesNV(1, &fence
->object
.id
));
935 checkGLcall("glGenFencesNV");
937 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context_gl
);
941 WARN("Fences not supported, not allocating fence.\n");
942 fence
->object
.id
= 0;
946 fence
->context_gl
= context_gl
;
947 list_add_head(&context_gl
->fences
, &fence
->entry
);
950 void wined3d_context_gl_free_fence(struct wined3d_fence
*fence
)
952 struct wined3d_context_gl
*context_gl
= fence
->context_gl
;
954 list_remove(&fence
->entry
);
955 fence
->context_gl
= NULL
;
957 if (!wined3d_array_reserve((void **)&context_gl
->free_fences
,
958 &context_gl
->free_fence_size
, context_gl
->free_fence_count
+ 1,
959 sizeof(*context_gl
->free_fences
)))
961 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence
->object
.id
, context_gl
);
965 context_gl
->free_fences
[context_gl
->free_fence_count
++] = fence
->object
;
968 /* Context activation is done by the caller. */
969 void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl
*context_gl
,
970 struct wined3d_timestamp_query
*query
)
972 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
974 if (context_gl
->free_timestamp_query_count
)
976 query
->id
= context_gl
->free_timestamp_queries
[--context_gl
->free_timestamp_query_count
];
980 GL_EXTCALL(glGenQueries(1, &query
->id
));
981 checkGLcall("glGenQueries");
983 TRACE("Allocated timestamp query %u in context %p.\n", query
->id
, context_gl
);
986 query
->context_gl
= context_gl
;
987 list_add_head(&context_gl
->timestamp_queries
, &query
->entry
);
990 void wined3d_context_gl_free_timestamp_query(struct wined3d_timestamp_query
*query
)
992 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
994 list_remove(&query
->entry
);
995 query
->context_gl
= NULL
;
997 if (!wined3d_array_reserve((void **)&context_gl
->free_timestamp_queries
,
998 &context_gl
->free_timestamp_query_size
, context_gl
->free_timestamp_query_count
+ 1,
999 sizeof(*context_gl
->free_timestamp_queries
)))
1001 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context_gl
);
1005 context_gl
->free_timestamp_queries
[context_gl
->free_timestamp_query_count
++] = query
->id
;
1008 void wined3d_context_gl_alloc_so_statistics_query(struct wined3d_context_gl
*context_gl
,
1009 struct wined3d_so_statistics_query
*query
)
1011 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1013 if (context_gl
->free_so_statistics_query_count
)
1015 query
->u
= context_gl
->free_so_statistics_queries
[--context_gl
->free_so_statistics_query_count
];
1019 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
1020 checkGLcall("glGenQueries");
1022 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
1023 query
->u
.id
[0], query
->u
.id
[1], context_gl
);
1026 query
->context_gl
= context_gl
;
1027 list_add_head(&context_gl
->so_statistics_queries
, &query
->entry
);
1030 void wined3d_context_gl_free_so_statistics_query(struct wined3d_so_statistics_query
*query
)
1032 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
1034 list_remove(&query
->entry
);
1035 query
->context_gl
= NULL
;
1037 if (!wined3d_array_reserve((void **)&context_gl
->free_so_statistics_queries
,
1038 &context_gl
->free_so_statistics_query_size
, context_gl
->free_so_statistics_query_count
+ 1,
1039 sizeof(*context_gl
->free_so_statistics_queries
)))
1041 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
1042 query
->u
.id
[0], query
->u
.id
[1], context_gl
);
1046 context_gl
->free_so_statistics_queries
[context_gl
->free_so_statistics_query_count
++] = query
->u
;
1049 void wined3d_context_gl_alloc_pipeline_statistics_query(struct wined3d_context_gl
*context_gl
,
1050 struct wined3d_pipeline_statistics_query
*query
)
1052 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1054 if (context_gl
->free_pipeline_statistics_query_count
)
1056 query
->u
= context_gl
->free_pipeline_statistics_queries
[--context_gl
->free_pipeline_statistics_query_count
];
1060 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
1061 checkGLcall("glGenQueries");
1064 query
->context_gl
= context_gl
;
1065 list_add_head(&context_gl
->pipeline_statistics_queries
, &query
->entry
);
1068 void wined3d_context_gl_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query
*query
)
1070 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
1072 list_remove(&query
->entry
);
1073 query
->context_gl
= NULL
;
1075 if (!wined3d_array_reserve((void **)&context_gl
->free_pipeline_statistics_queries
,
1076 &context_gl
->free_pipeline_statistics_query_size
, context_gl
->free_pipeline_statistics_query_count
+ 1,
1077 sizeof(*context_gl
->free_pipeline_statistics_queries
)))
1079 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context_gl
);
1083 context_gl
->free_pipeline_statistics_queries
[context_gl
->free_pipeline_statistics_query_count
++] = query
->u
;
1086 typedef void (context_fbo_entry_func_t
)(struct wined3d_context_gl
*context_gl
, struct fbo_entry
*entry
);
1088 static void wined3d_context_gl_enum_fbo_entries(const struct wined3d_device
*device
,
1089 GLuint name
, BOOL rb_namespace
, context_fbo_entry_func_t
*callback
)
1093 for (i
= 0; i
< device
->context_count
; ++i
)
1095 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(device
->contexts
[i
]);
1096 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1097 struct fbo_entry
*entry
, *entry2
;
1099 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
1101 for (j
= 0; j
< gl_info
->limits
.buffers
+ 1; ++j
)
1103 if (entry
->key
.objects
[j
].object
== name
1104 && !(entry
->key
.rb_namespace
& (1 << j
)) == !rb_namespace
)
1106 callback(context_gl
, entry
);
1114 static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_context_gl
*context_gl
,
1115 struct fbo_entry
*entry
)
1117 list_remove(&entry
->entry
);
1118 list_add_head(&context_gl
->fbo_destroy_list
, &entry
->entry
);
1121 void context_gl_resource_released(struct wined3d_device
*device
, GLuint name
, BOOL rb_namespace
)
1123 wined3d_context_gl_enum_fbo_entries(device
, name
, rb_namespace
,
1124 wined3d_context_gl_queue_fbo_entry_destruction
);
1127 void wined3d_context_gl_texture_update(struct wined3d_context_gl
*context_gl
,
1128 const struct wined3d_texture_gl
*texture_gl
)
1130 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1131 struct fbo_entry
*entry
= context_gl
->current_fbo
;
1134 if (!entry
|| context_gl
->rebind_fbo
)
1137 for (i
= 0; i
< gl_info
->limits
.buffers
+ 1; ++i
)
1139 if (texture_gl
->texture_rgb
.name
== entry
->key
.objects
[i
].object
1140 || texture_gl
->texture_srgb
.name
== entry
->key
.objects
[i
].object
)
1142 TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl
, i
);
1143 context_gl
->rebind_fbo
= TRUE
;
1149 static BOOL
wined3d_context_gl_restore_pixel_format(struct wined3d_context_gl
*context_gl
)
1151 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1154 if (context_gl
->restore_pf
&& IsWindow(context_gl
->restore_pf_win
))
1156 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1158 HDC dc
= GetDCEx(context_gl
->restore_pf_win
, 0, DCX_USESTYLE
| DCX_CACHE
);
1161 if (!(ret
= GL_EXTCALL(wglSetPixelFormatWINE(dc
, context_gl
->restore_pf
))))
1163 ERR("Failed to restore pixel format %d on window %p.\n",
1164 context_gl
->restore_pf
, context_gl
->restore_pf_win
);
1166 ReleaseDC(context_gl
->restore_pf_win
, dc
);
1171 ERR("Unable to restore pixel format %d on window %p.\n",
1172 context_gl
->restore_pf
, context_gl
->restore_pf_win
);
1176 context_gl
->restore_pf
= 0;
1177 context_gl
->restore_pf_win
= NULL
;
1181 static BOOL
wined3d_context_gl_set_pixel_format(struct wined3d_context_gl
*context_gl
)
1183 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1184 BOOL
private = context_gl
->dc_is_private
;
1185 int format
= context_gl
->pixel_format
;
1186 HDC dc
= context_gl
->dc
;
1190 if (private && context_gl
->dc_has_format
)
1193 if (!private && WindowFromDC(dc
) != context_gl
->window
)
1196 current
= gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(dc
);
1197 if (current
== format
) goto success
;
1199 /* By default WGL doesn't allow pixel format adjustments but we need it
1200 * here. For this reason there's a Wine specific wglSetPixelFormat()
1201 * which allows us to set the pixel format multiple times. Use it when we
1202 * can, because even though no pixel format may currently be set, the
1203 * application may try to set one later. */
1204 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1206 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
)))
1208 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1215 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1216 * continue using the old format. There's a big chance that the old
1217 * format works although with a performance hit and perhaps rendering
1219 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1220 format
, dc
, current
);
1223 else if (!SetPixelFormat(dc
, format
, NULL
))
1225 /* This may also happen if the dc belongs to a destroyed window. */
1226 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
1227 format
, dc
, GetLastError());
1231 win
= private ? NULL
: WindowFromDC(dc
);
1232 if (win
!= context_gl
->restore_pf_win
)
1233 wined3d_context_gl_restore_pixel_format(context_gl
);
1234 context_gl
->restore_pf
= private ? 0 : current
;
1235 context_gl
->restore_pf_win
= win
;
1239 context_gl
->dc_has_format
= TRUE
;
1243 static BOOL
wined3d_context_gl_set_gl_context(struct wined3d_context_gl
*context_gl
)
1245 struct wined3d_swapchain_gl
*swapchain_gl
= wined3d_swapchain_gl(context_gl
->c
.swapchain
);
1246 BOOL backup
= FALSE
;
1248 if (!wined3d_context_gl_set_pixel_format(context_gl
))
1250 WARN("Failed to set pixel format %d on device context %p.\n",
1251 context_gl
->pixel_format
, context_gl
->dc
);
1255 if (backup
|| !wglMakeCurrent(context_gl
->dc
, context_gl
->gl_ctx
))
1257 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1258 context_gl
->gl_ctx
, context_gl
->dc
, GetLastError());
1259 context_gl
->valid
= 0;
1260 WARN("Trying fallback to the backup window.\n");
1262 /* FIXME: If the context is destroyed it's no longer associated with
1263 * a swapchain, so we can't use the swapchain to get a backup dc. To
1264 * make this work windowless contexts would need to be handled by the
1266 if (context_gl
->c
.destroyed
|| !swapchain_gl
)
1268 FIXME("Unable to get backup dc for destroyed context %p.\n", context_gl
);
1269 wined3d_context_gl_set_current(NULL
);
1273 if (!(context_gl
->dc
= wined3d_swapchain_gl_get_backup_dc(swapchain_gl
)))
1275 wined3d_context_gl_set_current(NULL
);
1279 context_gl
->dc_is_private
= TRUE
;
1280 context_gl
->dc_has_format
= FALSE
;
1282 if (!wined3d_context_gl_set_pixel_format(context_gl
))
1284 ERR("Failed to set pixel format %d on device context %p.\n",
1285 context_gl
->pixel_format
, context_gl
->dc
);
1286 wined3d_context_gl_set_current(NULL
);
1290 if (!wglMakeCurrent(context_gl
->dc
, context_gl
->gl_ctx
))
1292 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1293 context_gl
->dc
, GetLastError());
1294 wined3d_context_gl_set_current(NULL
);
1298 context_gl
->valid
= 1;
1300 context_gl
->needs_set
= 0;
1305 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
)
1307 if (!wglMakeCurrent(dc
, gl_ctx
))
1309 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1310 gl_ctx
, dc
, GetLastError());
1311 wined3d_context_gl_set_current(NULL
);
1315 static void wined3d_context_gl_update_window(struct wined3d_context_gl
*context_gl
)
1317 if (!context_gl
->c
.swapchain
)
1320 if (context_gl
->window
== context_gl
->c
.swapchain
->win_handle
)
1323 TRACE("Updating context %p window from %p to %p.\n",
1324 context_gl
, context_gl
->window
, context_gl
->c
.swapchain
->win_handle
);
1327 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
1329 context_gl
->window
= context_gl
->c
.swapchain
->win_handle
;
1330 context_gl
->dc_is_private
= FALSE
;
1331 context_gl
->dc_has_format
= FALSE
;
1332 context_gl
->needs_set
= 1;
1333 context_gl
->valid
= 1;
1335 if (!(context_gl
->dc
= GetDCEx(context_gl
->window
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1337 ERR("Failed to get a device context for window %p.\n", context_gl
->window
);
1338 context_gl
->valid
= 0;
1342 static void wined3d_context_gl_cleanup(struct wined3d_context_gl
*context_gl
)
1344 struct wined3d_pipeline_statistics_query
*pipeline_statistics_query
;
1345 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1346 struct wined3d_so_statistics_query
*so_statistics_query
;
1347 struct wined3d_timestamp_query
*timestamp_query
;
1348 struct wined3d_occlusion_query
*occlusion_query
;
1349 struct wined3d_context_gl
*current
;
1350 struct fbo_entry
*entry
, *entry2
;
1351 struct wined3d_fence
*fence
;
1356 restore_ctx
= wglGetCurrentContext();
1357 restore_dc
= wglGetCurrentDC();
1359 if (context_gl
->valid
&& context_gl
->gl_ctx
!= restore_ctx
)
1361 /* Attempting to restore a GL context corresponding to a wined3d
1362 * context is not particularly useful. Worse, when we're called from
1363 * wined3d_context_gl_destroy(), we subsequently clear the "current
1364 * D3D context" TLS value, which would cause
1365 * wined3d_context_gl_enter() to consider the GL context a non-D3D
1367 if ((current
= wined3d_context_gl_get_current()) && current
->gl_ctx
== restore_ctx
)
1369 wined3d_context_gl_set_gl_context(context_gl
);
1376 if (context_gl
->valid
)
1378 /* If we're here because we're switching away from a previously
1379 * destroyed context, acquiring a context in order to submit a fence
1380 * is problematic. (In particular, we'd end up back here again in the
1381 * process of switching to the newly acquired context.) */
1382 if (context_gl
->c
.destroyed
)
1384 gl_info
->gl_ops
.gl
.p_glFinish();
1388 wined3d_context_gl_submit_command_fence(context_gl
);
1389 wined3d_context_gl_wait_command_fence(context_gl
,
1390 wined3d_device_gl(context_gl
->c
.device
)->current_fence_id
- 1);
1393 if (context_gl
->dummy_arbfp_prog
)
1394 GL_EXTCALL(glDeleteProgramsARB(1, &context_gl
->dummy_arbfp_prog
));
1396 if (context_gl
->blit_vbo
)
1397 GL_EXTCALL(glDeleteBuffers(1, &context_gl
->blit_vbo
));
1399 for (i
= 0; i
< context_gl
->free_pipeline_statistics_query_count
; ++i
)
1401 union wined3d_gl_pipeline_statistics_query
*q
= &context_gl
->free_pipeline_statistics_queries
[i
];
1402 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1405 for (i
= 0; i
< context_gl
->free_so_statistics_query_count
; ++i
)
1407 union wined3d_gl_so_statistics_query
*q
= &context_gl
->free_so_statistics_queries
[i
];
1408 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1411 if (context_gl
->free_timestamp_query_count
)
1412 GL_EXTCALL(glDeleteQueries(context_gl
->free_timestamp_query_count
, context_gl
->free_timestamp_queries
));
1414 if (gl_info
->supported
[ARB_SYNC
])
1416 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1418 GL_EXTCALL(glDeleteSync(context_gl
->free_fences
[i
].sync
));
1421 else if (gl_info
->supported
[APPLE_FENCE
])
1423 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1425 GL_EXTCALL(glDeleteFencesAPPLE(1, &context_gl
->free_fences
[i
].id
));
1428 else if (gl_info
->supported
[NV_FENCE
])
1430 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1432 GL_EXTCALL(glDeleteFencesNV(1, &context_gl
->free_fences
[i
].id
));
1436 if (context_gl
->free_occlusion_query_count
)
1437 GL_EXTCALL(glDeleteQueries(context_gl
->free_occlusion_query_count
, context_gl
->free_occlusion_queries
));
1439 checkGLcall("context cleanup");
1441 heap_free(context_gl
->submitted
.fences
);
1442 heap_free(context_gl
->free_pipeline_statistics_queries
);
1443 heap_free(context_gl
->free_so_statistics_queries
);
1444 heap_free(context_gl
->free_timestamp_queries
);
1445 heap_free(context_gl
->free_fences
);
1446 heap_free(context_gl
->free_occlusion_queries
);
1448 LIST_FOR_EACH_ENTRY(pipeline_statistics_query
, &context_gl
->pipeline_statistics_queries
,
1449 struct wined3d_pipeline_statistics_query
, entry
)
1451 if (context_gl
->valid
)
1452 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query
->u
.id
), pipeline_statistics_query
->u
.id
));
1453 pipeline_statistics_query
->context_gl
= NULL
;
1456 LIST_FOR_EACH_ENTRY(so_statistics_query
, &context_gl
->so_statistics_queries
,
1457 struct wined3d_so_statistics_query
, entry
)
1459 if (context_gl
->valid
)
1460 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query
->u
.id
), so_statistics_query
->u
.id
));
1461 so_statistics_query
->context_gl
= NULL
;
1464 LIST_FOR_EACH_ENTRY(timestamp_query
, &context_gl
->timestamp_queries
, struct wined3d_timestamp_query
, entry
)
1466 if (context_gl
->valid
)
1467 GL_EXTCALL(glDeleteQueries(1, ×tamp_query
->id
));
1468 timestamp_query
->context_gl
= NULL
;
1471 LIST_FOR_EACH_ENTRY(fence
, &context_gl
->fences
, struct wined3d_fence
, entry
)
1473 if (context_gl
->valid
)
1475 if (gl_info
->supported
[ARB_SYNC
])
1477 if (fence
->object
.sync
)
1478 GL_EXTCALL(glDeleteSync(fence
->object
.sync
));
1480 else if (gl_info
->supported
[APPLE_FENCE
])
1482 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence
->object
.id
));
1484 else if (gl_info
->supported
[NV_FENCE
])
1486 GL_EXTCALL(glDeleteFencesNV(1, &fence
->object
.id
));
1489 fence
->context_gl
= NULL
;
1492 LIST_FOR_EACH_ENTRY(occlusion_query
, &context_gl
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
1494 if (context_gl
->valid
)
1495 GL_EXTCALL(glDeleteQueries(1, &occlusion_query
->id
));
1496 occlusion_query
->context_gl
= NULL
;
1499 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_destroy_list
, struct fbo_entry
, entry
)
1501 if (!context_gl
->valid
)
1503 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
1506 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
1508 if (!context_gl
->valid
)
1510 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
1513 heap_free(context_gl
->texture_type
);
1515 wined3d_context_gl_restore_pixel_format(context_gl
);
1517 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
);
1518 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL
, NULL
))
1519 ERR("Failed to disable GL context.\n");
1521 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
1523 if (!wglDeleteContext(context_gl
->gl_ctx
))
1525 DWORD err
= GetLastError();
1526 ERR("Failed to delete GL context %p, last error %#x.\n", context_gl
->gl_ctx
, err
);
1529 wined3d_context_cleanup(&context_gl
->c
);
1532 DWORD
context_get_tls_idx(void)
1534 return wined3d_context_tls_idx
;
1537 void context_set_tls_idx(DWORD idx
)
1539 wined3d_context_tls_idx
= idx
;
1542 struct wined3d_context_gl
*wined3d_context_gl_get_current(void)
1544 return TlsGetValue(wined3d_context_tls_idx
);
1547 BOOL
wined3d_context_gl_set_current(struct wined3d_context_gl
*context_gl
)
1549 struct wined3d_context_gl
*old
= wined3d_context_gl_get_current();
1551 if (old
== context_gl
)
1553 TRACE("Already using D3D context %p.\n", context_gl
);
1559 if (old
->c
.destroyed
)
1561 TRACE("Switching away from destroyed context %p.\n", old
);
1562 wined3d_context_gl_cleanup(old
);
1563 heap_free((void *)old
->gl_info
);
1568 if (wglGetCurrentContext())
1570 const struct wined3d_gl_info
*gl_info
= old
->gl_info
;
1571 TRACE("Flushing context %p before switching to %p.\n", old
, context_gl
);
1572 gl_info
->gl_ops
.gl
.p_glFlush();
1580 if (!context_gl
->valid
)
1582 ERR("Trying to make invalid context %p current.\n", context_gl
);
1586 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n",
1587 context_gl
, context_gl
->gl_ctx
, context_gl
->dc
);
1588 if (!wined3d_context_gl_set_gl_context(context_gl
))
1590 context_gl
->c
.current
= 1;
1592 else if (wglGetCurrentContext())
1594 TRACE("Clearing current D3D context.\n");
1595 if (!wglMakeCurrent(NULL
, NULL
))
1597 DWORD err
= GetLastError();
1598 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1599 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1604 return TlsSetValue(wined3d_context_tls_idx
, context_gl
);
1607 void wined3d_context_gl_release(struct wined3d_context_gl
*context_gl
)
1609 TRACE("Releasing context %p, level %u.\n", context_gl
, context_gl
->level
);
1613 if (!context_gl
->level
)
1614 WARN("Context %p is not active.\n", context_gl
);
1615 else if (context_gl
!= wined3d_context_gl_get_current())
1616 WARN("Context %p is not the current context.\n", context_gl
);
1619 if (!--context_gl
->level
)
1621 if (wined3d_context_gl_restore_pixel_format(context_gl
))
1622 context_gl
->needs_set
= 1;
1623 if (context_gl
->restore_ctx
)
1625 TRACE("Restoring GL context %p on device context %p.\n", context_gl
->restore_ctx
, context_gl
->restore_dc
);
1626 context_restore_gl_context(context_gl
->gl_info
, context_gl
->restore_dc
, context_gl
->restore_ctx
);
1627 context_gl
->restore_ctx
= NULL
;
1628 context_gl
->restore_dc
= NULL
;
1631 if (context_gl
->c
.destroy_delayed
)
1633 TRACE("Destroying context %p.\n", context_gl
);
1634 wined3d_context_gl_destroy(context_gl
);
1639 static void wined3d_context_gl_enter(struct wined3d_context_gl
*context_gl
)
1641 TRACE("Entering context %p, level %u.\n", context_gl
, context_gl
->level
+ 1);
1643 if (!context_gl
->level
++)
1645 const struct wined3d_context_gl
*current_context
= wined3d_context_gl_get_current();
1646 HGLRC current_gl
= wglGetCurrentContext();
1648 if (current_gl
&& (!current_context
|| current_context
->gl_ctx
!= current_gl
))
1650 TRACE("Another GL context (%p on device context %p) is already current.\n",
1651 current_gl
, wglGetCurrentDC());
1652 context_gl
->restore_ctx
= current_gl
;
1653 context_gl
->restore_dc
= wglGetCurrentDC();
1654 context_gl
->needs_set
= 1;
1656 else if (!context_gl
->needs_set
&& !(context_gl
->dc_is_private
&& context_gl
->dc_has_format
)
1657 && context_gl
->pixel_format
!= context_gl
->gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(context_gl
->dc
))
1658 context_gl
->needs_set
= 1;
1662 /* This function takes care of wined3d pixel format selection. */
1663 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1664 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1665 bool aux_buffers
, bool swap_effect_copy
)
1667 unsigned int cfg_count
= wined3d_adapter_gl(device
->adapter
)->pixel_format_count
;
1668 unsigned int current_value
;
1669 PIXELFORMATDESCRIPTOR pfd
;
1670 int iPixelFormat
= 0;
1673 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, swap_effect_copy %#x.\n",
1674 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1675 aux_buffers
, swap_effect_copy
);
1678 for (i
= 0; i
< cfg_count
; ++i
)
1680 const struct wined3d_pixel_format
*cfg
= &wined3d_adapter_gl(device
->adapter
)->pixel_formats
[i
];
1683 /* For now only accept RGBA formats. Perhaps some day we will
1684 * allow floating point formats for pbuffers. */
1685 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1687 /* In window mode we need a window drawable format and double buffering. */
1688 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1690 if (cfg
->redSize
< color_format
->red_size
)
1692 if (cfg
->greenSize
< color_format
->green_size
)
1694 if (cfg
->blueSize
< color_format
->blue_size
)
1696 if (cfg
->alphaSize
< color_format
->alpha_size
)
1698 if (cfg
->depthSize
< ds_format
->depth_size
)
1700 if (ds_format
->stencil_size
&& cfg
->stencilSize
!= ds_format
->stencil_size
)
1702 /* Check multisampling support. */
1703 if (cfg
->numSamples
)
1707 if (swap_effect_copy
&& cfg
->swap_method
== WGL_SWAP_COPY_ARB
)
1709 /* We try to locate a format which matches our requirements exactly. In case of
1710 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1711 if (cfg
->depthSize
== ds_format
->depth_size
)
1713 if (cfg
->stencilSize
== ds_format
->stencil_size
)
1715 if (cfg
->alphaSize
== color_format
->alpha_size
)
1717 /* We like to have aux buffers in backbuffer mode */
1718 if (aux_buffers
&& cfg
->auxBuffers
)
1720 if (cfg
->redSize
== color_format
->red_size
1721 && cfg
->greenSize
== color_format
->green_size
1722 && cfg
->blueSize
== color_format
->blue_size
)
1725 if (value
> current_value
)
1727 iPixelFormat
= cfg
->iPixelFormat
;
1728 current_value
= value
;
1734 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1736 memset(&pfd
, 0, sizeof(pfd
));
1737 pfd
.nSize
= sizeof(pfd
);
1739 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1740 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1741 pfd
.cAlphaBits
= color_format
->alpha_size
;
1742 pfd
.cColorBits
= color_format
->red_size
+ color_format
->green_size
1743 + color_format
->blue_size
+ color_format
->alpha_size
;
1744 pfd
.cDepthBits
= ds_format
->depth_size
;
1745 pfd
.cStencilBits
= ds_format
->stencil_size
;
1746 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1748 if (!(iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
)))
1750 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1751 ERR("Can't find a suitable pixel format.\n");
1756 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1757 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1758 return iPixelFormat
;
1761 /* Context activation is done by the caller. */
1762 void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl
*context_gl
)
1764 const struct wined3d_dummy_textures
*textures
= &wined3d_device_gl(context_gl
->c
.device
)->dummy_textures
;
1765 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1768 for (i
= 0; i
< gl_info
->limits
.combined_samplers
; ++i
)
1770 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ i
));
1772 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, textures
->tex_1d
);
1773 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
1775 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1776 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
1778 if (gl_info
->supported
[EXT_TEXTURE3D
])
1779 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
1781 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1782 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
1784 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
1785 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
1787 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
1789 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D_ARRAY
, textures
->tex_1d_array
);
1790 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
1793 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
1794 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
1796 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
1798 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
1799 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
1803 checkGLcall("bind dummy textures");
1806 void wined3d_check_gl_call(const struct wined3d_gl_info
*gl_info
,
1807 const char *file
, unsigned int line
, const char *name
)
1811 if (gl_info
->supported
[ARB_DEBUG_OUTPUT
] || (err
= gl_info
->gl_ops
.gl
.p_glGetError()) == GL_NO_ERROR
)
1813 TRACE("%s call ok %s / %u.\n", name
, file
, line
);
1819 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1820 debug_glerror(err
), err
, name
, file
,line
);
1821 err
= gl_info
->gl_ops
.gl
.p_glGetError();
1822 } while (err
!= GL_NO_ERROR
);
1825 static BOOL
context_debug_output_enabled(const struct wined3d_gl_info
*gl_info
)
1827 return gl_info
->supported
[ARB_DEBUG_OUTPUT
]
1828 && (ERR_ON(d3d
) || FIXME_ON(d3d
) || WARN_ON(d3d_perf
));
1831 static void WINE_GLAPI
wined3d_debug_callback(GLenum source
, GLenum type
, GLuint id
,
1832 GLenum severity
, GLsizei length
, const char *message
, void *ctx
)
1836 case GL_DEBUG_TYPE_ERROR_ARB
:
1837 ERR("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1840 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
:
1841 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
:
1842 case GL_DEBUG_TYPE_PORTABILITY_ARB
:
1843 FIXME("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1846 case GL_DEBUG_TYPE_PERFORMANCE_ARB
:
1847 WARN_(d3d_perf
)("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1851 FIXME("ctx %p, type %#x: %s.\n", ctx
, type
, debugstr_an(message
, length
));
1856 HGLRC
context_create_wgl_attribs(const struct wined3d_gl_info
*gl_info
, HDC hdc
, HGLRC share_ctx
)
1859 unsigned int ctx_attrib_idx
= 0;
1860 GLint ctx_attribs
[7], ctx_flags
= 0;
1862 if (context_debug_output_enabled(gl_info
))
1863 ctx_flags
= WGL_CONTEXT_DEBUG_BIT_ARB
;
1864 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MAJOR_VERSION_ARB
;
1865 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
>> 16;
1866 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MINOR_VERSION_ARB
;
1867 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
& 0xffff;
1870 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1871 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1873 ctx_attribs
[ctx_attrib_idx
] = 0;
1875 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1877 if (gl_info
->selected_gl_version
>= MAKEDWORD_VERSION(3, 2))
1881 ctx_flags
|= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1882 ctx_attribs
[ctx_attrib_idx
- 1] = ctx_flags
;
1886 ctx_flags
= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1887 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1888 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1889 ctx_attribs
[ctx_attrib_idx
] = 0;
1891 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1892 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1899 static BOOL
wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl
*context_gl
,
1900 struct wined3d_swapchain_gl
*swapchain_gl
)
1902 enum wined3d_swap_effect swap_effect
= swapchain_gl
->s
.state
.desc
.swap_effect
;
1903 const struct wined3d_format
*colour_format
, *ds_format
;
1904 struct wined3d_context
*context
= &context_gl
->c
;
1905 const struct wined3d_gl_info
*gl_info
;
1906 struct wined3d_resource
*target
;
1907 struct wined3d_adapter
*adapter
;
1908 unsigned int target_bind_flags
;
1909 struct wined3d_device
*device
;
1910 bool swap_effect_copy
;
1911 HGLRC ctx
, share_ctx
;
1914 device
= context
->device
;
1915 adapter
= device
->adapter
;
1916 gl_info
= &adapter
->gl_info
;
1918 target
= &context
->current_rt
.texture
->resource
;
1919 target_bind_flags
= target
->bind_flags
;
1921 swap_effect_copy
= swap_effect
== WINED3D_SWAP_EFFECT_COPY
|| swap_effect
== WINED3D_SWAP_EFFECT_COPY_VSYNC
;
1923 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1925 static const enum wined3d_format_id ds_formats
[] =
1927 WINED3DFMT_D24_UNORM_S8_UINT
,
1928 WINED3DFMT_D32_UNORM
,
1929 WINED3DFMT_R24_UNORM_X8_TYPELESS
,
1930 WINED3DFMT_D16_UNORM
,
1931 WINED3DFMT_S1_UINT_D15_UNORM
,
1934 colour_format
= target
->format
;
1936 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1937 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1938 if (colour_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1939 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B4G4R4A4_UNORM
, target_bind_flags
);
1940 else if (colour_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1941 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
1943 /* DirectDraw supports 8bit paletted render targets and these are used by
1944 * old games like StarCraft and C&C. Most modern hardware doesn't support
1945 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1946 * conversion (ab)uses the alpha component for storing the palette index.
1947 * For this reason we require a format with 8bit alpha, so request
1949 if (colour_format
->id
== WINED3DFMT_P8_UINT
)
1950 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
1952 /* Try to find a pixel format which matches our requirements. */
1953 if (!swapchain_gl
->s
.ds_format
)
1955 for (i
= 0; i
< ARRAY_SIZE(ds_formats
); ++i
)
1957 ds_format
= wined3d_get_format(adapter
, ds_formats
[i
], WINED3D_BIND_DEPTH_STENCIL
);
1958 if ((context_gl
->pixel_format
= context_choose_pixel_format(device
,
1959 context_gl
->dc
, colour_format
, ds_format
, true, swap_effect_copy
)))
1961 swapchain_gl
->s
.ds_format
= ds_format
;
1965 TRACE("Depth stencil format %s is not supported, trying next format.\n",
1966 debug_d3dformat(ds_format
->id
));
1971 context_gl
->pixel_format
= context_choose_pixel_format(device
,
1972 context_gl
->dc
, colour_format
, swapchain_gl
->s
.ds_format
, true, swap_effect_copy
);
1977 /* When using FBOs for off-screen rendering, we only use the drawable for
1978 * presentation blits, and don't do any rendering to it. That means we
1979 * don't need depth or stencil buffers, and can mostly ignore the render
1980 * target format. This wouldn't necessarily be quite correct for 10bpc
1981 * display modes, but we don't currently support those.
1982 * Using the same format regardless of the colour/depth/stencil targets
1983 * makes it much less likely that different wined3d instances will set
1984 * conflicting pixel formats. */
1985 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
1986 ds_format
= wined3d_get_format(adapter
, WINED3DFMT_UNKNOWN
, WINED3D_BIND_DEPTH_STENCIL
);
1987 context_gl
->pixel_format
= context_choose_pixel_format(device
,
1988 context_gl
->dc
, colour_format
, ds_format
, false, swap_effect_copy
);
1991 if (!context_gl
->pixel_format
)
1993 ERR("Failed to choose pixel format.\n");
1997 wined3d_context_gl_enter(context_gl
);
1999 if (!wined3d_context_gl_set_pixel_format(context_gl
))
2001 context_release(context
);
2003 if (context_gl
->dc_is_private
)
2005 ERR("Failed to set pixel format %d on device context %p.\n", context_gl
->pixel_format
, context_gl
->dc
);
2010 WARN("Failed to set pixel format %d on device context %p, trying backup DC.\n",
2011 context_gl
->pixel_format
, context_gl
->dc
);
2013 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
2014 if (!(context_gl
->dc
= wined3d_swapchain_gl_get_backup_dc(swapchain_gl
)))
2016 ERR("Failed to retrieve the backup device context.\n");
2019 context_gl
->dc_is_private
= TRUE
;
2021 return wined3d_context_gl_create_wgl_ctx(context_gl
, swapchain_gl
);
2024 share_ctx
= device
->context_count
? wined3d_context_gl(device
->contexts
[0])->gl_ctx
: NULL
;
2025 if (gl_info
->p_wglCreateContextAttribsARB
)
2027 if (!(ctx
= context_create_wgl_attribs(gl_info
, context_gl
->dc
, share_ctx
)))
2029 ERR("Failed to create a WGL context.\n");
2030 context_release(context
);
2036 if (!(ctx
= wglCreateContext(context_gl
->dc
)))
2038 ERR("Failed to create a WGL context.\n");
2039 context_release(context
);
2043 if (share_ctx
&& !wglShareLists(share_ctx
, ctx
))
2045 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx
, ctx
, GetLastError());
2046 context_release(context
);
2047 if (!wglDeleteContext(ctx
))
2048 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
2053 context_gl
->dc_has_format
= TRUE
;
2054 context_gl
->needs_set
= 1;
2055 context_gl
->valid
= 1;
2056 context_gl
->gl_ctx
= ctx
;
2061 HRESULT
wined3d_context_gl_init(struct wined3d_context_gl
*context_gl
, struct wined3d_swapchain_gl
*swapchain_gl
)
2063 struct wined3d_context
*context
= &context_gl
->c
;
2064 const struct wined3d_d3d_info
*d3d_info
;
2065 const struct wined3d_gl_info
*gl_info
;
2066 struct wined3d_device
*device
;
2069 TRACE("context_gl %p, swapchain %p.\n", context_gl
, swapchain_gl
);
2071 wined3d_context_init(&context_gl
->c
, &swapchain_gl
->s
);
2073 device
= context
->device
;
2074 gl_info
= &device
->adapter
->gl_info
;
2075 context_gl
->gl_info
= gl_info
;
2076 d3d_info
= context
->d3d_info
;
2078 context_gl
->tid
= GetCurrentThreadId();
2079 context_gl
->window
= context
->swapchain
->win_handle
;
2080 if (context_gl
->window
== GetDesktopWindow())
2082 TRACE("Swapchain is created on the desktop window, trying backup device context.\n");
2083 context_gl
->dc
= NULL
;
2085 else if (!(context_gl
->dc
= GetDCEx(context_gl
->window
, 0, DCX_USESTYLE
| DCX_CACHE
)))
2086 WARN("Failed to retrieve device context, trying swapchain backup.\n");
2088 if (!context_gl
->dc
)
2090 if (!(context_gl
->dc
= wined3d_swapchain_gl_get_backup_dc(swapchain_gl
)))
2092 ERR("Failed to retrieve a device context.\n");
2095 context_gl
->dc_is_private
= TRUE
;
2098 list_init(&context_gl
->fbo_list
);
2099 list_init(&context_gl
->fbo_destroy_list
);
2101 list_init(&context_gl
->occlusion_queries
);
2102 list_init(&context_gl
->fences
);
2103 list_init(&context_gl
->timestamp_queries
);
2104 list_init(&context_gl
->so_statistics_queries
);
2105 list_init(&context_gl
->pipeline_statistics_queries
);
2107 for (i
= 0; i
< ARRAY_SIZE(context_gl
->tex_unit_map
); ++i
)
2108 context_gl
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2109 for (i
= 0; i
< ARRAY_SIZE(context_gl
->rev_tex_unit_map
); ++i
)
2110 context_gl
->rev_tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2111 if (gl_info
->limits
.graphics_samplers
>= WINED3D_MAX_COMBINED_SAMPLERS
)
2113 /* Initialize the texture unit mapping to a 1:1 mapping. */
2114 unsigned int base
, count
;
2116 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_PIXEL
, &base
, &count
);
2117 if (base
+ WINED3D_MAX_FRAGMENT_SAMPLERS
> ARRAY_SIZE(context_gl
->rev_tex_unit_map
))
2119 ERR("Unexpected texture unit base index %u.\n", base
);
2122 for (i
= 0; i
< min(count
, WINED3D_MAX_FRAGMENT_SAMPLERS
); ++i
)
2124 context_gl
->tex_unit_map
[i
] = base
+ i
;
2125 context_gl
->rev_tex_unit_map
[base
+ i
] = i
;
2128 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_VERTEX
, &base
, &count
);
2129 if (base
+ WINED3D_MAX_VERTEX_SAMPLERS
> ARRAY_SIZE(context_gl
->rev_tex_unit_map
))
2131 ERR("Unexpected texture unit base index %u.\n", base
);
2134 for (i
= 0; i
< min(count
, WINED3D_MAX_VERTEX_SAMPLERS
); ++i
)
2136 context_gl
->tex_unit_map
[WINED3D_MAX_FRAGMENT_SAMPLERS
+ i
] = base
+ i
;
2137 context_gl
->rev_tex_unit_map
[base
+ i
] = WINED3D_MAX_FRAGMENT_SAMPLERS
+ i
;
2141 if (!(context_gl
->texture_type
= heap_calloc(gl_info
->limits
.combined_samplers
,
2142 sizeof(*context_gl
->texture_type
))))
2145 if (!wined3d_context_gl_create_wgl_ctx(context_gl
, swapchain_gl
))
2148 /* Set up the context defaults. */
2150 context
->render_offscreen
= wined3d_resource_is_offscreen(&context
->current_rt
.texture
->resource
);
2151 context_gl
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
2153 if (!wined3d_context_gl_set_current(context_gl
))
2155 ERR("Cannot activate context to set up defaults.\n");
2156 context_release(context
);
2157 if (!wglDeleteContext(context_gl
->gl_ctx
))
2158 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context_gl
->gl_ctx
, GetLastError());
2162 if (context_debug_output_enabled(gl_info
))
2164 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback
, context
));
2165 if (TRACE_ON(d3d_sync
))
2166 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS
);
2167 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DONT_CARE
, GL_DONT_CARE
, 0, NULL
, GL_FALSE
));
2170 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_ERROR
,
2171 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2175 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
,
2176 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2177 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
,
2178 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2179 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PORTABILITY
,
2180 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2182 if (WARN_ON(d3d_perf
))
2184 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PERFORMANCE
,
2185 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2189 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2190 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_AUX_BUFFERS
, &context_gl
->aux_buffers
);
2192 TRACE("Setting up the screen\n");
2194 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2196 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
2197 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2199 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
2200 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2202 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
2203 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2209 GL_EXTCALL(glGenVertexArrays(1, &vao
));
2210 GL_EXTCALL(glBindVertexArray(vao
));
2211 checkGLcall("creating VAO");
2214 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
2215 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2216 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ALIGNMENT
, 1);
2217 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2219 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
2221 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2222 * the previous texture where to source the offset from is always unit - 1.
2224 for (i
= 1; i
< gl_info
->limits
.textures
; ++i
)
2226 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
2227 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
,
2228 GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ i
- 1);
2229 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2232 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
2234 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2235 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2236 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2237 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2240 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2241 * program and the dummy program is destroyed when the context is destroyed.
2243 static const char dummy_program
[] =
2245 "MOV result.color, fragment.color.primary;\n"
2247 GL_EXTCALL(glGenProgramsARB(1, &context_gl
->dummy_arbfp_prog
));
2248 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, context_gl
->dummy_arbfp_prog
));
2249 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
,
2250 GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
2253 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2255 for (i
= 0; i
< gl_info
->limits
.textures
; ++i
)
2257 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
2258 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
2259 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2263 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
2265 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
2267 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
2269 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
2271 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_NO_PRIMITIVE_RESTART
))
2273 if (gl_info
->supported
[ARB_ES3_COMPATIBILITY
])
2275 gl_info
->gl_ops
.gl
.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX
);
2276 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2280 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2283 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_CUBEMAP_FILTERING
)
2284 && gl_info
->supported
[ARB_SEAMLESS_CUBE_MAP
])
2286 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS
);
2287 checkGLcall("enable seamless cube map filtering");
2289 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
2290 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, GL_LOWER_LEFT
));
2292 /* If this happens to be the first context for the device, dummy textures
2293 * are not created yet. In that case, they will be created (and bound) by
2294 * create_dummy_textures right after this context is initialized. */
2295 if (wined3d_device_gl(device
)->dummy_textures
.tex_2d
)
2296 wined3d_context_gl_bind_dummy_textures(context_gl
);
2298 /* Initialise all rectangles to avoid resetting unused ones later. */
2299 gl_info
->gl_ops
.gl
.p_glScissor(0, 0, 0, 0);
2300 checkGLcall("glScissor");
2305 heap_free(context_gl
->texture_type
);
2306 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
2310 void wined3d_context_gl_destroy(struct wined3d_context_gl
*context_gl
)
2312 struct wined3d_device
*device
= context_gl
->c
.device
;
2314 TRACE("Destroying context %p.\n", context_gl
);
2316 wined3d_from_cs(device
->cs
);
2318 /* We delay destroying a context when it is active. The context_release()
2319 * function invokes wined3d_context_gl_destroy() again while leaving the
2321 if (context_gl
->level
)
2323 TRACE("Delaying destruction of context %p.\n", context_gl
);
2324 context_gl
->c
.destroy_delayed
= 1;
2325 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2326 context_gl
->c
.swapchain
= NULL
;
2330 device_context_remove(device
, &context_gl
->c
);
2332 if (context_gl
->c
.current
&& context_gl
->tid
!= GetCurrentThreadId())
2334 struct wined3d_gl_info
*gl_info
;
2336 /* Make a copy of gl_info for wined3d_context_gl_cleanup() use, the
2337 * one in wined3d_adapter may go away in the meantime. */
2338 gl_info
= heap_alloc(sizeof(*gl_info
));
2339 *gl_info
= *context_gl
->gl_info
;
2340 context_gl
->gl_info
= gl_info
;
2341 context_gl
->c
.destroyed
= 1;
2346 wined3d_context_gl_cleanup(context_gl
);
2347 TlsSetValue(context_get_tls_idx(), NULL
);
2348 heap_free(context_gl
);
2351 const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d_context_gl
*context_gl
,
2352 const struct wined3d_shader_version
*shader_version
, unsigned int *base
, unsigned int *count
)
2354 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2356 if (!shader_version
)
2359 *count
= WINED3D_MAX_TEXTURES
;
2360 return context_gl
->tex_unit_map
;
2363 if (shader_version
->major
>= 4)
2365 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, shader_version
->type
, base
, count
);
2369 switch (shader_version
->type
)
2371 case WINED3D_SHADER_TYPE_PIXEL
:
2373 *count
= WINED3D_MAX_FRAGMENT_SAMPLERS
;
2375 case WINED3D_SHADER_TYPE_VERTEX
:
2376 *base
= WINED3D_MAX_FRAGMENT_SAMPLERS
;
2377 *count
= WINED3D_MAX_VERTEX_SAMPLERS
;
2380 ERR("Unhandled shader type %#x.\n", shader_version
->type
);
2385 return context_gl
->tex_unit_map
;
2388 static void wined3d_context_gl_get_rt_size(const struct wined3d_context_gl
*context_gl
, SIZE
*size
)
2390 const struct wined3d_texture
*rt
= context_gl
->c
.current_rt
.texture
;
2397 GetClientRect(context_gl
->window
, &window_size
);
2398 size
->cx
= window_size
.right
- window_size
.left
;
2399 size
->cy
= window_size
.bottom
- window_size
.top
;
2404 level
= context_gl
->c
.current_rt
.sub_resource_idx
% rt
->level_count
;
2405 size
->cx
= wined3d_texture_get_level_width(rt
, level
);
2406 size
->cy
= wined3d_texture_get_level_height(rt
, level
);
2409 void wined3d_context_gl_enable_clip_distances(struct wined3d_context_gl
*context_gl
, uint32_t enable_mask
)
2411 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2412 unsigned int clip_distance_count
, i
;
2413 uint32_t disable_mask
, current_mask
;
2415 clip_distance_count
= gl_info
->limits
.user_clip_distances
;
2416 disable_mask
= ~enable_mask
;
2417 enable_mask
&= wined3d_mask_from_size(clip_distance_count
);
2418 disable_mask
&= wined3d_mask_from_size(clip_distance_count
);
2419 current_mask
= context_gl
->c
.clip_distance_mask
;
2420 context_gl
->c
.clip_distance_mask
= enable_mask
;
2422 enable_mask
&= ~current_mask
;
2425 i
= wined3d_bit_scan(&enable_mask
);
2426 gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_DISTANCE0
+ i
);
2428 disable_mask
&= current_mask
;
2429 while (disable_mask
)
2431 i
= wined3d_bit_scan(&disable_mask
);
2432 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_DISTANCE0
+ i
);
2434 checkGLcall("toggle clip distances");
2437 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
2439 return rt_mask
& (1u << 31);
2442 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
2444 return rt_mask
& ~(1u << 31);
2447 /* Context activation is done by the caller. */
2448 static void wined3d_context_gl_apply_draw_buffers(struct wined3d_context_gl
*context_gl
, uint32_t rt_mask
)
2450 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2451 GLenum draw_buffers
[WINED3D_MAX_RENDER_TARGETS
];
2455 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_NONE
);
2457 else if (is_rt_mask_onscreen(rt_mask
))
2459 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
2463 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2470 draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
2472 draw_buffers
[i
] = GL_NONE
;
2478 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
2480 GL_EXTCALL(glDrawBuffers(i
, draw_buffers
));
2484 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffers
[0]);
2489 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2493 checkGLcall("apply draw buffers");
2496 /* Context activation is done by the caller. */
2497 void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl
*context_gl
, GLenum buffer
)
2499 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2500 struct fbo_entry
*current_fbo
= context_gl
->current_fbo
;
2501 uint32_t new_mask
= context_generate_rt_mask(buffer
);
2502 uint32_t *current_mask
;
2504 current_mask
= current_fbo
? ¤t_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
2505 if (new_mask
== *current_mask
)
2508 gl_info
->gl_ops
.gl
.p_glDrawBuffer(buffer
);
2509 checkGLcall("glDrawBuffer()");
2511 *current_mask
= new_mask
;
2514 /* Context activation is done by the caller. */
2515 void wined3d_context_gl_active_texture(struct wined3d_context_gl
*context_gl
,
2516 const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
2518 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ unit
));
2519 checkGLcall("glActiveTexture");
2520 context_gl
->active_texture
= unit
;
2523 void wined3d_context_gl_bind_bo(struct wined3d_context_gl
*context_gl
, GLenum binding
, GLuint name
)
2525 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2527 if (binding
== GL_ELEMENT_ARRAY_BUFFER
)
2528 context_invalidate_state(&context_gl
->c
, STATE_INDEXBUFFER
);
2530 GL_EXTCALL(glBindBuffer(binding
, name
));
2533 void wined3d_context_gl_bind_texture(struct wined3d_context_gl
*context_gl
, GLenum target
, GLuint name
)
2535 const struct wined3d_dummy_textures
*textures
= &wined3d_device_gl(context_gl
->c
.device
)->dummy_textures
;
2536 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2537 GLenum old_texture_type
;
2541 gl_info
->gl_ops
.gl
.p_glBindTexture(target
, name
);
2545 unit
= context_gl
->active_texture
;
2546 old_texture_type
= context_gl
->texture_type
[unit
];
2547 if (old_texture_type
!= target
)
2549 switch (old_texture_type
)
2555 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, textures
->tex_1d
);
2557 case GL_TEXTURE_1D_ARRAY
:
2558 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D_ARRAY
, textures
->tex_1d_array
);
2561 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
2563 case GL_TEXTURE_2D_ARRAY
:
2564 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
2566 case GL_TEXTURE_RECTANGLE_ARB
:
2567 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
2569 case GL_TEXTURE_CUBE_MAP
:
2570 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
2572 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2573 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
2576 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
2578 case GL_TEXTURE_BUFFER
:
2579 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
2581 case GL_TEXTURE_2D_MULTISAMPLE
:
2582 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
2584 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
2585 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
2588 ERR("Unexpected texture target %#x.\n", old_texture_type
);
2591 context_gl
->texture_type
[unit
] = target
;
2594 checkGLcall("bind texture");
2597 static void wined3d_context_gl_poll_fences(struct wined3d_context_gl
*context_gl
)
2599 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2600 struct wined3d_command_fence_gl
*f
;
2603 for (i
= 0; i
< context_gl
->submitted
.fence_count
; ++i
)
2605 f
= &context_gl
->submitted
.fences
[i
];
2607 if (f
->id
> device_gl
->completed_fence_id
)
2609 if (wined3d_fence_test(f
->fence
, &device_gl
->d
, 0) != WINED3D_FENCE_OK
)
2611 device_gl
->completed_fence_id
= f
->id
;
2614 wined3d_fence_destroy(f
->fence
);
2615 if (i
!= context_gl
->submitted
.fence_count
- 1)
2616 *f
= context_gl
->submitted
.fences
[context_gl
->submitted
.fence_count
- 1];
2617 --context_gl
->submitted
.fence_count
;
2621 void wined3d_context_gl_wait_command_fence(struct wined3d_context_gl
*context_gl
, uint64_t id
)
2623 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2624 enum wined3d_fence_result ret
;
2627 if (id
<= device_gl
->completed_fence_id
2628 || id
> device_gl
->current_fence_id
) /* In case the fence ID wrapped. */
2631 for (i
= 0; i
< context_gl
->submitted
.fence_count
; ++i
)
2633 if (context_gl
->submitted
.fences
[i
].id
!= id
)
2636 if ((ret
= wined3d_fence_wait(context_gl
->submitted
.fences
[i
].fence
, &device_gl
->d
)) != WINED3D_FENCE_OK
)
2637 ERR("Failed to wait for command fence with id 0x%s, ret %#x.\n", wine_dbgstr_longlong(id
), ret
);
2638 wined3d_context_gl_poll_fences(context_gl
);
2642 ERR("Failed to find fence for command fence with id 0x%s.\n", wine_dbgstr_longlong(id
));
2645 void wined3d_context_gl_submit_command_fence(struct wined3d_context_gl
*context_gl
)
2647 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2648 struct wined3d_command_fence_gl
*f
;
2651 if (!wined3d_array_reserve((void **)&context_gl
->submitted
.fences
, &context_gl
->submitted
.fences_size
,
2652 context_gl
->submitted
.fence_count
+ 1, sizeof(*context_gl
->submitted
.fences
)))
2653 ERR("Failed to grow submitted command buffer array.\n");
2655 f
= &context_gl
->submitted
.fences
[context_gl
->submitted
.fence_count
++];
2656 f
->id
= device_gl
->current_fence_id
;
2657 if (FAILED(hr
= wined3d_fence_create(&device_gl
->d
, &f
->fence
)))
2658 ERR("Failed to create fence, hr %#x.\n", hr
);
2659 wined3d_fence_issue(f
->fence
, &device_gl
->d
);
2661 /* We don't expect this to ever happen, but handle it anyway. */
2662 if (!++device_gl
->current_fence_id
)
2664 wined3d_context_gl_wait_command_fence(context_gl
, device_gl
->current_fence_id
- 1);
2665 device_gl
->completed_fence_id
= 0;
2666 device_gl
->current_fence_id
= 1;
2668 wined3d_context_gl_poll_fences(context_gl
);
2671 static void *wined3d_bo_gl_map(struct wined3d_bo_gl
*bo
, struct wined3d_context_gl
*context_gl
, uint32_t flags
)
2673 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2674 const struct wined3d_gl_info
*gl_info
;
2675 struct wined3d_bo_user
*bo_user
;
2676 struct wined3d_bo_gl tmp
;
2679 if (flags
& WINED3D_MAP_NOOVERWRITE
)
2682 if ((flags
& WINED3D_MAP_DISCARD
) && bo
->command_fence_id
> device_gl
->completed_fence_id
)
2684 if (wined3d_context_gl_create_bo(context_gl
, bo
->size
,
2685 bo
->binding
, bo
->usage
, bo
->b
.coherent
, bo
->flags
, &tmp
))
2687 list_move_head(&tmp
.b
.users
, &bo
->b
.users
);
2688 wined3d_context_gl_destroy_bo(context_gl
, bo
);
2690 list_init(&bo
->b
.users
);
2691 list_move_head(&bo
->b
.users
, &tmp
.b
.users
);
2692 LIST_FOR_EACH_ENTRY(bo_user
, &bo
->b
.users
, struct wined3d_bo_user
, entry
)
2694 bo_user
->valid
= false;
2700 ERR("Failed to create new buffer object.\n");
2703 if (bo
->command_fence_id
== device_gl
->current_fence_id
)
2704 wined3d_context_gl_submit_command_fence(context_gl
);
2705 wined3d_context_gl_wait_command_fence(context_gl
, bo
->command_fence_id
);
2709 return (uint8_t *)bo
->b
.map_ptr
;
2711 gl_info
= context_gl
->gl_info
;
2712 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, bo
->id
);
2714 if (gl_info
->supported
[ARB_BUFFER_STORAGE
])
2716 GLbitfield gl_flags
;
2718 /* When mapping the bo persistently, we need to use the access flags
2719 * used to create the bo, instead of the access flags passed to the
2720 * map call. Otherwise, if for example the initial map call that
2721 * caused the bo to be persistently mapped was a read-only map,
2722 * subsequent write access to the bo would be undefined.
2724 * Note that we use GL_MAP_PERSISTENT_BIT for non-persistent maps here
2725 * as well, in order to allow draws to succeed while referenced buffer
2726 * resources are mapped. On the other hand, we don't want to use the
2727 * access flags used to create the bo for non-persistent maps, because
2728 * that may imply dropping GL_MAP_UNSYNCHRONIZED_BIT. */
2729 if (wined3d_map_persistent())
2731 gl_flags
= bo
->flags
& ~GL_CLIENT_STORAGE_BIT
;
2732 if (!(gl_flags
& GL_MAP_READ_BIT
))
2733 gl_flags
|= GL_MAP_UNSYNCHRONIZED_BIT
;
2734 if (gl_flags
& GL_MAP_WRITE_BIT
)
2735 gl_flags
|= GL_MAP_FLUSH_EXPLICIT_BIT
;
2739 gl_flags
= wined3d_resource_gl_map_flags(bo
, flags
);
2741 gl_flags
|= GL_MAP_PERSISTENT_BIT
| GL_MAP_COHERENT_BIT
;
2743 if ((map_ptr
= GL_EXTCALL(glMapBufferRange(bo
->binding
, 0, bo
->size
, gl_flags
))) && wined3d_map_persistent())
2744 bo
->b
.map_ptr
= map_ptr
;
2746 else if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
2748 map_ptr
= GL_EXTCALL(glMapBufferRange(bo
->binding
, 0, bo
->size
, wined3d_resource_gl_map_flags(bo
, flags
)));
2752 map_ptr
= GL_EXTCALL(glMapBuffer(bo
->binding
, wined3d_resource_gl_legacy_map_flags(flags
)));
2755 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, 0);
2756 checkGLcall("Map buffer object");
2761 void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl
*context_gl
,
2762 const struct wined3d_bo_address
*data
, size_t size
, uint32_t flags
)
2764 struct wined3d_bo
*bo
;
2767 if (!(bo
= data
->buffer_object
))
2770 if (!(map_ptr
= wined3d_bo_gl_map(wined3d_bo_gl(bo
), context_gl
, flags
)))
2772 ERR("Failed to map bo.\n");
2776 return (uint8_t *)map_ptr
+ bo
->buffer_offset
+ (uintptr_t)data
->addr
;
2779 static void flush_bo_ranges(struct wined3d_context_gl
*context_gl
, const struct wined3d_const_bo_address
*data
,
2780 unsigned int range_count
, const struct wined3d_range
*ranges
)
2782 const struct wined3d_gl_info
*gl_info
;
2783 struct wined3d_bo_gl
*bo
;
2786 if (!data
->buffer_object
|| data
->buffer_object
->coherent
)
2788 bo
= wined3d_bo_gl(data
->buffer_object
);
2790 gl_info
= context_gl
->gl_info
;
2791 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, bo
->id
);
2793 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
2795 /* The offset passed to glFlushMappedBufferRange() is relative to the
2796 * mapped range, but we map the whole buffer anyway. */
2797 for (i
= 0; i
< range_count
; ++i
)
2799 GL_EXTCALL(glFlushMappedBufferRange(bo
->binding
,
2800 bo
->b
.buffer_offset
+ (uintptr_t)data
->addr
+ ranges
[i
].offset
, ranges
[i
].size
));
2803 else if (gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
2805 for (i
= 0; i
< range_count
; ++i
)
2807 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(bo
->binding
,
2808 bo
->b
.buffer_offset
+ (uintptr_t)data
->addr
+ ranges
[i
].offset
, ranges
[i
].size
));
2809 checkGLcall("glFlushMappedBufferRangeAPPLE");
2813 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, 0);
2814 checkGLcall("Flush buffer object");
2817 void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl
*context_gl
,
2818 const struct wined3d_bo_address
*data
, unsigned int range_count
, const struct wined3d_range
*ranges
)
2820 const struct wined3d_gl_info
*gl_info
;
2821 struct wined3d_bo_gl
*bo
;
2823 if (!data
->buffer_object
)
2825 bo
= wined3d_bo_gl(data
->buffer_object
);
2827 flush_bo_ranges(context_gl
, wined3d_const_bo_address(data
), range_count
, ranges
);
2832 gl_info
= context_gl
->gl_info
;
2833 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, bo
->id
);
2834 GL_EXTCALL(glUnmapBuffer(bo
->binding
));
2835 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, 0);
2836 checkGLcall("Unmap buffer object");
2839 void wined3d_context_gl_flush_bo_address(struct wined3d_context_gl
*context_gl
,
2840 const struct wined3d_const_bo_address
*data
, size_t size
)
2842 struct wined3d_range range
;
2844 TRACE("context_gl %p, data %s, size %zu.\n", context_gl
, debug_const_bo_address(data
), size
);
2846 range
.offset
= (uintptr_t)data
->addr
;
2849 flush_bo_ranges(context_gl
, data
, 1, &range
);
2852 void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl
*context_gl
,
2853 const struct wined3d_bo_address
*dst
, const struct wined3d_bo_address
*src
, size_t size
)
2855 const struct wined3d_gl_info
*gl_info
;
2856 struct wined3d_bo_gl
*src_bo
, *dst_bo
;
2857 struct wined3d_range range
;
2858 BYTE
*dst_ptr
, *src_ptr
;
2860 gl_info
= context_gl
->gl_info
;
2861 src_bo
= src
->buffer_object
? wined3d_bo_gl(src
->buffer_object
) : NULL
;
2862 dst_bo
= dst
->buffer_object
? wined3d_bo_gl(dst
->buffer_object
) : NULL
;
2864 if (dst_bo
&& src_bo
)
2866 if (gl_info
->supported
[ARB_COPY_BUFFER
])
2868 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER
, src_bo
->id
));
2869 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER
, dst_bo
->id
));
2870 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER
, GL_COPY_WRITE_BUFFER
,
2871 src_bo
->b
.buffer_offset
+ (GLintptr
)src
->addr
,
2872 dst_bo
->b
.buffer_offset
+ (GLintptr
)dst
->addr
, size
));
2873 checkGLcall("direct buffer copy");
2875 wined3d_context_gl_reference_bo(context_gl
, src_bo
);
2876 wined3d_context_gl_reference_bo(context_gl
, dst_bo
);
2880 src_ptr
= wined3d_context_gl_map_bo_address(context_gl
, src
, size
, WINED3D_MAP_READ
);
2881 dst_ptr
= wined3d_context_gl_map_bo_address(context_gl
, dst
, size
, WINED3D_MAP_WRITE
);
2883 memcpy(dst_ptr
, src_ptr
, size
);
2887 wined3d_context_gl_unmap_bo_address(context_gl
, dst
, 1, &range
);
2888 wined3d_context_gl_unmap_bo_address(context_gl
, src
, 0, NULL
);
2891 else if (!dst_bo
&& src_bo
)
2893 wined3d_context_gl_bind_bo(context_gl
, src_bo
->binding
, src_bo
->id
);
2894 GL_EXTCALL(glGetBufferSubData(src_bo
->binding
, src_bo
->b
.buffer_offset
+ (GLintptr
)src
->addr
, size
, dst
->addr
));
2895 checkGLcall("buffer download");
2897 wined3d_context_gl_reference_bo(context_gl
, src_bo
);
2899 else if (dst_bo
&& !src_bo
)
2901 wined3d_context_gl_bind_bo(context_gl
, dst_bo
->binding
, dst_bo
->id
);
2902 GL_EXTCALL(glBufferSubData(dst_bo
->binding
, dst_bo
->b
.buffer_offset
+ (GLintptr
)dst
->addr
, size
, src
->addr
));
2903 checkGLcall("buffer upload");
2905 wined3d_context_gl_reference_bo(context_gl
, dst_bo
);
2909 memcpy(dst
->addr
, src
->addr
, size
);
2913 void wined3d_context_gl_destroy_bo(struct wined3d_context_gl
*context_gl
, struct wined3d_bo_gl
*bo
)
2915 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2917 TRACE("context_gl %p, bo %p.\n", context_gl
, bo
);
2919 TRACE("Destroying GL buffer %u.\n", bo
->id
);
2920 GL_EXTCALL(glDeleteBuffers(1, &bo
->id
));
2921 checkGLcall("buffer object destruction");
2925 bool wined3d_context_gl_create_bo(struct wined3d_context_gl
*context_gl
, GLsizeiptr size
,
2926 GLenum binding
, GLenum usage
, bool coherent
, GLbitfield flags
, struct wined3d_bo_gl
*bo
)
2928 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2931 TRACE("context_gl %p, size %lu, binding %#x, usage %#x, coherent %#x, flags %#x, bo %p.\n",
2932 context_gl
, size
, binding
, usage
, coherent
, flags
, bo
);
2934 GL_EXTCALL(glGenBuffers(1, &id
));
2937 checkGLcall("buffer object creation");
2940 wined3d_context_gl_bind_bo(context_gl
, binding
, id
);
2942 if (!coherent
&& gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
2944 GL_EXTCALL(glBufferParameteriAPPLE(binding
, GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
2945 GL_EXTCALL(glBufferParameteriAPPLE(binding
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_FALSE
));
2948 if (gl_info
->supported
[ARB_BUFFER_STORAGE
])
2950 if (flags
& (GL_MAP_READ_BIT
| GL_MAP_WRITE_BIT
))
2951 flags
|= GL_MAP_PERSISTENT_BIT
| GL_MAP_COHERENT_BIT
;
2952 GL_EXTCALL(glBufferStorage(binding
, size
, NULL
, flags
| GL_DYNAMIC_STORAGE_BIT
));
2956 GL_EXTCALL(glBufferData(binding
, size
, NULL
, usage
));
2959 wined3d_context_gl_bind_bo(context_gl
, binding
, 0);
2960 checkGLcall("buffer object creation");
2962 TRACE("Created buffer object %u.\n", id
);
2965 bo
->binding
= binding
;
2968 bo
->b
.coherent
= coherent
;
2969 list_init(&bo
->b
.users
);
2970 bo
->command_fence_id
= 0;
2971 bo
->b
.memory_offset
= 0;
2972 bo
->b
.buffer_offset
= 0;
2973 bo
->b
.map_ptr
= NULL
;
2978 static void wined3d_context_gl_set_render_offscreen(struct wined3d_context_gl
*context_gl
, BOOL offscreen
)
2980 if (context_gl
->c
.render_offscreen
== offscreen
)
2983 context_invalidate_state(&context_gl
->c
, STATE_VIEWPORT
);
2984 context_invalidate_state(&context_gl
->c
, STATE_SCISSORRECT
);
2985 if (!context_gl
->gl_info
->supported
[ARB_CLIP_CONTROL
])
2987 context_invalidate_state(&context_gl
->c
, STATE_RASTERIZER
);
2988 context_invalidate_state(&context_gl
->c
, STATE_POINTSPRITECOORDORIGIN
);
2989 context_invalidate_state(&context_gl
->c
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2991 context_invalidate_state(&context_gl
->c
, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
));
2992 if (context_gl
->gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2993 context_invalidate_state(&context_gl
->c
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
2994 context_gl
->c
.render_offscreen
= offscreen
;
2997 GLenum
wined3d_context_gl_get_offscreen_gl_buffer(const struct wined3d_context_gl
*context_gl
)
2999 switch (wined3d_settings
.offscreen_rendering_mode
)
3002 return GL_COLOR_ATTACHMENT0
;
3004 case ORM_BACKBUFFER
:
3005 return context_gl
->aux_buffers
> 0 ? GL_AUX0
: GL_BACK
;
3008 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
3013 static uint32_t wined3d_context_gl_generate_rt_mask_no_fbo(const struct wined3d_context_gl
*context_gl
,
3014 struct wined3d_resource
*rt
)
3016 if (!rt
|| rt
->format
->id
== WINED3DFMT_NULL
)
3018 else if (rt
->type
!= WINED3D_RTYPE_BUFFER
&& texture_from_resource(rt
)->swapchain
)
3019 return context_generate_rt_mask_from_resource(rt
);
3021 return context_generate_rt_mask(wined3d_context_gl_get_offscreen_gl_buffer(context_gl
));
3024 /* Context activation is done by the caller. */
3025 void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl
*context_gl
, const struct wined3d_device
*device
)
3027 struct wined3d_context
*context
= &context_gl
->c
;
3028 const struct wined3d_gl_info
*gl_info
;
3029 uint32_t rt_mask
, *cur_mask
;
3030 struct wined3d_texture
*rt
;
3031 unsigned int sampler
;
3034 TRACE("Setting up context %p for blitting.\n", context
);
3036 gl_info
= context_gl
->gl_info
;
3037 rt
= context
->current_rt
.texture
;
3039 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3041 if (context
->render_offscreen
)
3043 wined3d_texture_load(rt
, context
, FALSE
);
3045 wined3d_context_gl_apply_fbo_state_blit(context_gl
, GL_FRAMEBUFFER
, &rt
->resource
,
3046 context
->current_rt
.sub_resource_idx
, NULL
, 0, rt
->resource
.draw_binding
);
3047 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
3054 context_gl
->current_fbo
= NULL
;
3055 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
3056 rt_mask
= context_generate_rt_mask_from_resource(&rt
->resource
);
3061 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, &rt
->resource
);
3064 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3066 if (rt_mask
!= *cur_mask
)
3068 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3069 *cur_mask
= rt_mask
;
3072 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3073 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
3074 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
3076 wined3d_context_gl_get_rt_size(context_gl
, &rt_size
);
3078 if (context
->last_was_blit
)
3080 if (context_gl
->blit_size
.cx
!= rt_size
.cx
|| context_gl
->blit_size
.cy
!= rt_size
.cy
)
3082 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, rt_size
.cx
, rt_size
.cy
);
3083 context
->viewport_count
= WINED3D_MAX_VIEWPORTS
;
3084 context_gl
->blit_size
= rt_size
;
3085 /* No need to dirtify here, the states are still dirtified because
3086 * they weren't applied since the last context_apply_blit_state()
3089 checkGLcall("blit state application");
3090 TRACE("Context is already set up for blitting, nothing to do.\n");
3093 context
->last_was_blit
= TRUE
;
3095 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
3096 GL_EXTCALL(glBindSampler(0, 0));
3097 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
3099 sampler
= context_gl
->rev_tex_unit_map
[0];
3100 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
3102 if (sampler
< WINED3D_MAX_TEXTURES
)
3104 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
3105 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
3107 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
3109 context_invalidate_compute_state(context
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
3110 context_invalidate_state(context
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
3112 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3114 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
3115 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
3117 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
3118 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3119 context_invalidate_state(context
, STATE_BLEND
);
3120 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
3121 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
3122 context_invalidate_state(context
, STATE_RASTERIZER
);
3123 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
3124 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
3125 context_invalidate_state(context
, STATE_DEPTH_STENCIL
);
3126 if (gl_info
->supported
[ARB_POINT_SPRITE
])
3128 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
3129 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
3131 if (gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
3133 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
3134 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3137 context
->last_was_rhw
= TRUE
;
3138 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
3140 wined3d_context_gl_enable_clip_distances(context_gl
, 0);
3141 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
3143 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
3144 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
3145 GL_EXTCALL(glClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
));
3146 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, rt_size
.cx
, rt_size
.cy
);
3147 context
->viewport_count
= WINED3D_MAX_VIEWPORTS
;
3148 context_invalidate_state(context
, STATE_VIEWPORT
);
3150 device
->shader_backend
->shader_disable(device
->shader_priv
, context
);
3152 context_gl
->blit_size
= rt_size
;
3154 checkGLcall("blit state application");
3157 static void wined3d_context_gl_apply_blit_projection(const struct wined3d_context_gl
*context_gl
,
3158 unsigned int w
, unsigned int h
)
3160 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3161 const GLdouble projection
[] =
3163 2.0 / w
, 0.0, 0.0, 0.0,
3164 0.0, 2.0 / h
, 0.0, 0.0,
3166 -1.0, -1.0, -1.0, 1.0,
3169 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3170 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
3173 /* Setup OpenGL states for fixed-function blitting. */
3174 /* Context activation is done by the caller. */
3175 void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl
*context_gl
,
3176 const struct wined3d_device
*device
)
3178 struct wined3d_context
*context
= &context_gl
->c
;
3179 const struct wined3d_gl_info
*gl_info
;
3180 unsigned int i
, sampler
;
3182 gl_info
= context_gl
->gl_info
;
3183 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3184 ERR("Applying fixed-function state without legacy context support.\n");
3186 if (context
->last_was_ffp_blit
)
3190 wined3d_context_gl_get_rt_size(context_gl
, &rt_size
);
3191 if (context_gl
->blit_size
.cx
!= rt_size
.cx
|| context_gl
->blit_size
.cy
!= rt_size
.cy
)
3192 wined3d_context_gl_apply_blit_projection(context_gl
, rt_size
.cx
, rt_size
.cy
);
3193 wined3d_context_gl_apply_blit_state(context_gl
, device
);
3195 checkGLcall("ffp blit state application");
3198 context
->last_was_ffp_blit
= TRUE
;
3200 wined3d_context_gl_apply_blit_state(context_gl
, device
);
3202 /* Disable all textures. The caller can then bind a texture it wants to blit
3204 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
3206 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
3208 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3209 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3210 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3211 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3212 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3213 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3215 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
3217 sampler
= context_gl
->rev_tex_unit_map
[i
];
3218 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
3220 if (sampler
< WINED3D_MAX_TEXTURES
)
3221 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
3222 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
3226 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
3228 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3229 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3230 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3231 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3232 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3233 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3235 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
3236 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
3237 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
, GL_TEXTURE_LOD_BIAS_EXT
, 0.0f
);
3239 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3240 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3242 /* Setup transforms. */
3243 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3244 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3245 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3246 wined3d_context_gl_apply_blit_projection(context_gl
, context_gl
->blit_size
.cx
, context_gl
->blit_size
.cy
);
3247 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
3249 /* Other misc states. */
3250 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
3251 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
3252 gl_info
->p_glDisableWINE(GL_FOG
);
3253 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
3255 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
3257 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
3258 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
3260 checkGLcall("ffp blit state application");
3263 static BOOL
have_framebuffer_attachment(unsigned int rt_count
, struct wined3d_rendertarget_view
* const *rts
,
3264 const struct wined3d_rendertarget_view
*ds
)
3271 for (i
= 0; i
< rt_count
; ++i
)
3273 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3280 /* Context activation is done by the caller. */
3281 BOOL
wined3d_context_gl_apply_clear_state(struct wined3d_context_gl
*context_gl
,
3282 const struct wined3d_state
*state
, unsigned int rt_count
, const struct wined3d_fb_state
*fb
)
3284 struct wined3d_rendertarget_view
* const *rts
= fb
->render_targets
;
3285 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3286 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
3287 uint32_t rt_mask
= 0, *cur_mask
;
3290 if (isStateDirty(&context_gl
->c
, STATE_FRAMEBUFFER
) || fb
!= &state
->fb
3291 || rt_count
!= gl_info
->limits
.buffers
)
3293 if (!have_framebuffer_attachment(rt_count
, rts
, dsv
))
3295 WARN("Invalid render target config, need at least one attachment.\n");
3299 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3301 struct wined3d_rendertarget_info ds_info
= {{0}};
3303 if (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
))
3305 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
3306 for (i
= 0; i
< rt_count
; ++i
)
3310 struct wined3d_rendertarget_view_gl
*rtv_gl
= wined3d_rendertarget_view_gl(rts
[i
]);
3311 context_gl
->blit_targets
[i
].gl_view
= rtv_gl
->gl_view
;
3312 context_gl
->blit_targets
[i
].resource
= rtv_gl
->v
.resource
;
3313 context_gl
->blit_targets
[i
].sub_resource_idx
= rtv_gl
->v
.sub_resource_idx
;
3314 context_gl
->blit_targets
[i
].layer_count
= rtv_gl
->v
.layer_count
;
3316 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3317 rt_mask
|= (1u << i
);
3322 struct wined3d_rendertarget_view_gl
*dsv_gl
= wined3d_rendertarget_view_gl(dsv
);
3323 ds_info
.gl_view
= dsv_gl
->gl_view
;
3324 ds_info
.resource
= dsv_gl
->v
.resource
;
3325 ds_info
.sub_resource_idx
= dsv_gl
->v
.sub_resource_idx
;
3326 ds_info
.layer_count
= dsv_gl
->v
.layer_count
;
3329 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, context_gl
->blit_targets
, &ds_info
,
3330 rt_count
? rts
[0]->resource
->draw_binding
: 0, dsv
? dsv
->resource
->draw_binding
: 0);
3334 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, NULL
, &ds_info
,
3335 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3336 rt_mask
= context_generate_rt_mask_from_resource(rts
[0]->resource
);
3339 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3340 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3341 * state management allows this */
3342 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
3346 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rt_count
? rts
[0]->resource
: NULL
);
3349 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
3350 && (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
)))
3352 for (i
= 0; i
< rt_count
; ++i
)
3354 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3355 rt_mask
|= (1u << i
);
3360 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rt_count
? rts
[0]->resource
: NULL
);
3363 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3365 if (rt_mask
!= *cur_mask
)
3367 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3368 *cur_mask
= rt_mask
;
3369 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
3372 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3373 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
3375 context_gl
->c
.last_was_blit
= FALSE
;
3376 context_gl
->c
.last_was_ffp_blit
= FALSE
;
3378 /* Blending and clearing should be orthogonal, but tests on the nvidia
3379 * driver show that disabling blending when clearing improves the clearing
3380 * performance incredibly. */
3381 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
3382 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
3383 if (rt_count
&& gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
3385 if (needs_srgb_write(context_gl
->c
.d3d_info
, state
, fb
))
3386 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
3388 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
3389 context_invalidate_state(&context_gl
->c
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3391 checkGLcall("setting up state for clear");
3393 context_invalidate_state(&context_gl
->c
, STATE_BLEND
);
3394 context_invalidate_state(&context_gl
->c
, STATE_RASTERIZER
);
3395 context_invalidate_state(&context_gl
->c
, STATE_SCISSORRECT
);
3400 static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
)
3402 struct wined3d_rendertarget_view
* const *rts
= state
->fb
.render_targets
;
3403 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3404 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3405 unsigned int rt_mask
, mask
;
3408 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
3409 return wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rts
[0]->resource
);
3410 else if (!context_gl
->c
.render_offscreen
)
3411 return context_generate_rt_mask_from_resource(rts
[0]->resource
);
3413 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
3414 rt_mask
&= wined3d_mask_from_size(gl_info
->limits
.buffers
);
3415 if (state
->blend_state
&& state
->blend_state
->dual_source
)
3421 i
= wined3d_bit_scan(&mask
);
3422 if (!rts
[i
] || rts
[i
]->format
->id
== WINED3DFMT_NULL
)
3423 rt_mask
&= ~(1u << i
);
3429 /* Context activation is done by the caller. */
3430 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3432 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3433 uint32_t rt_mask
= find_draw_buffers_mask(context_gl
, state
);
3434 const struct wined3d_fb_state
*fb
= &state
->fb
;
3435 DWORD color_location
= 0;
3438 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3440 struct wined3d_rendertarget_info ds_info
= {{0}};
3442 if (!context
->render_offscreen
)
3444 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, NULL
, &ds_info
,
3445 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3449 const struct wined3d_rendertarget_view_gl
*view_gl
;
3452 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
3453 for (i
= 0; i
< context_gl
->gl_info
->limits
.buffers
; ++i
)
3455 if (!fb
->render_targets
[i
])
3458 view_gl
= wined3d_rendertarget_view_gl(fb
->render_targets
[i
]);
3459 context_gl
->blit_targets
[i
].gl_view
= view_gl
->gl_view
;
3460 context_gl
->blit_targets
[i
].resource
= view_gl
->v
.resource
;
3461 context_gl
->blit_targets
[i
].sub_resource_idx
= view_gl
->v
.sub_resource_idx
;
3462 context_gl
->blit_targets
[i
].layer_count
= view_gl
->v
.layer_count
;
3464 if (!color_location
)
3465 color_location
= view_gl
->v
.resource
->draw_binding
;
3468 if (fb
->depth_stencil
)
3470 view_gl
= wined3d_rendertarget_view_gl(fb
->depth_stencil
);
3471 ds_info
.gl_view
= view_gl
->gl_view
;
3472 ds_info
.resource
= view_gl
->v
.resource
;
3473 ds_info
.sub_resource_idx
= view_gl
->v
.sub_resource_idx
;
3474 ds_info
.layer_count
= view_gl
->v
.layer_count
;
3477 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, context_gl
->blit_targets
, &ds_info
,
3478 color_location
, fb
->depth_stencil
? fb
->depth_stencil
->resource
->draw_binding
: 0);
3482 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3483 if (rt_mask
!= *cur_mask
)
3485 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3486 *cur_mask
= rt_mask
;
3488 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
3491 static void wined3d_context_gl_map_stage(struct wined3d_context_gl
*context_gl
, unsigned int stage
, unsigned int unit
)
3493 unsigned int i
= context_gl
->rev_tex_unit_map
[unit
];
3494 unsigned int j
= context_gl
->tex_unit_map
[stage
];
3496 TRACE("Mapping stage %u to unit %u.\n", stage
, unit
);
3497 context_gl
->tex_unit_map
[stage
] = unit
;
3498 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
3499 context_gl
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
3501 context_gl
->rev_tex_unit_map
[unit
] = stage
;
3502 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
3503 context_gl
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
3506 static void context_invalidate_texture_stage(struct wined3d_context
*context
, DWORD stage
)
3510 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
3511 context_invalidate_state(context
, STATE_TEXTURESTAGE(stage
, i
));
3514 static void context_update_fixed_function_usage_map(struct wined3d_context
*context
,
3515 const struct wined3d_state
*state
)
3519 context
->fixed_function_usage_map
= 0;
3520 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
3522 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
3523 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
3524 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
3525 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
3526 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
3527 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
3528 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
3529 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
3531 /* Not used, and disable higher stages. */
3532 if (color_op
== WINED3D_TOP_DISABLE
)
3535 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
3536 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
3537 || ((color_arg3
== WINED3DTA_TEXTURE
)
3538 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
3539 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
3540 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
3541 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
3542 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
3543 context
->fixed_function_usage_map
|= (1u << i
);
3545 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
3546 && i
< WINED3D_MAX_TEXTURES
- 1)
3547 context
->fixed_function_usage_map
|= (1u << (i
+ 1));
3550 if (i
< context
->lowest_disabled_stage
)
3553 end
= context
->lowest_disabled_stage
;
3557 start
= context
->lowest_disabled_stage
;
3561 context
->lowest_disabled_stage
= i
;
3562 for (i
= start
+ 1; i
< end
; ++i
)
3564 context_invalidate_state(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3568 static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_context_gl
*context_gl
,
3569 const struct wined3d_state
*state
)
3571 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
3572 unsigned int i
, tex
;
3575 ffu_map
= context_gl
->c
.fixed_function_usage_map
;
3577 if (d3d_info
->limits
.ffp_textures
== d3d_info
->limits
.ffp_blend_stages
3578 || context_gl
->c
.lowest_disabled_stage
<= d3d_info
->limits
.ffp_textures
)
3580 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3585 if (context_gl
->tex_unit_map
[i
] != i
)
3587 wined3d_context_gl_map_stage(context_gl
, i
, i
);
3588 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3589 context_invalidate_texture_stage(&context_gl
->c
, i
);
3595 /* Now work out the mapping */
3597 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3602 if (context_gl
->tex_unit_map
[i
] != tex
)
3604 wined3d_context_gl_map_stage(context_gl
, i
, tex
);
3605 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3606 context_invalidate_texture_stage(&context_gl
->c
, i
);
3613 static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
)
3615 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
3616 const struct wined3d_shader_resource_info
*resource_info
=
3617 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3620 for (i
= 0; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
3622 if (resource_info
[i
].type
&& context_gl
->tex_unit_map
[i
] != i
)
3624 wined3d_context_gl_map_stage(context_gl
, i
, i
);
3625 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3626 if (i
< d3d_info
->limits
.ffp_blend_stages
)
3627 context_invalidate_texture_stage(&context_gl
->c
, i
);
3632 static BOOL
wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl
*context_gl
,
3633 const struct wined3d_shader_resource_info
*ps_resource_info
, unsigned int unit
)
3635 unsigned int current_mapping
= context_gl
->rev_tex_unit_map
[unit
];
3637 /* Not currently used */
3638 if (current_mapping
== WINED3D_UNMAPPED_STAGE
)
3641 if (current_mapping
< WINED3D_MAX_FRAGMENT_SAMPLERS
)
3643 /* Used by a fragment sampler */
3645 if (!ps_resource_info
)
3647 /* No pixel shader, check fixed function */
3648 return current_mapping
>= WINED3D_MAX_TEXTURES
3649 || !(context_gl
->c
.fixed_function_usage_map
& (1u << current_mapping
));
3652 /* Pixel shader, check the shader's sampler map */
3653 return !ps_resource_info
[current_mapping
].type
;
3659 static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl
*context_gl
,
3660 BOOL ps
, const struct wined3d_state
*state
)
3662 const struct wined3d_shader_resource_info
*vs_resource_info
=
3663 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
;
3664 const struct wined3d_shader_resource_info
*ps_resource_info
= NULL
;
3665 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3666 int start
= min(WINED3D_MAX_COMBINED_SAMPLERS
, gl_info
->limits
.graphics_samplers
) - 1;
3669 /* Note that we only care if a resource is used or not, not the
3670 * resource's specific type. Otherwise we'd need to call
3671 * shader_update_samplers() here for 1.x pixelshaders. */
3673 ps_resource_info
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3675 for (i
= 0; i
< WINED3D_MAX_VERTEX_SAMPLERS
; ++i
)
3677 DWORD vsampler_idx
= i
+ WINED3D_MAX_FRAGMENT_SAMPLERS
;
3678 if (vs_resource_info
[i
].type
)
3682 if (wined3d_context_gl_unit_free_for_vs(context_gl
, ps_resource_info
, start
))
3684 if (context_gl
->tex_unit_map
[vsampler_idx
] != start
)
3686 wined3d_context_gl_map_stage(context_gl
, vsampler_idx
, start
);
3687 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(vsampler_idx
));
3696 if (context_gl
->tex_unit_map
[vsampler_idx
] == WINED3D_UNMAPPED_STAGE
)
3697 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i
);
3702 static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl
*context_gl
,
3703 const struct wined3d_state
*state
)
3705 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3706 BOOL vs
= use_vs(state
);
3707 BOOL ps
= use_ps(state
);
3710 context_update_fixed_function_usage_map(&context_gl
->c
, state
);
3712 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3713 * need a 1:1 map at the moment.
3714 * When the mapping of a stage is changed, sampler and ALL texture stage
3715 * states have to be reset. */
3717 if (gl_info
->limits
.graphics_samplers
>= WINED3D_MAX_COMBINED_SAMPLERS
)
3721 wined3d_context_gl_map_psamplers(context_gl
, state
);
3723 wined3d_context_gl_map_fixed_function_samplers(context_gl
, state
);
3726 wined3d_context_gl_map_vsamplers(context_gl
, ps
, state
);
3729 /* Context activation is done by the caller. */
3730 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3732 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3733 uint32_t rt_mask
, *cur_mask
;
3735 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
3737 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3738 rt_mask
= find_draw_buffers_mask(context_gl
, state
);
3739 if (rt_mask
!= *cur_mask
)
3741 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3742 *cur_mask
= rt_mask
;
3746 static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl
*context_gl
,
3747 const struct wined3d_state
*state
, enum wined3d_shader_type shader_type
)
3749 unsigned int bind_idx
, shader_sampler_count
, base
, count
, i
;
3750 const struct wined3d_device
*device
= context_gl
->c
.device
;
3751 struct wined3d_shader_sampler_map_entry
*entry
;
3752 struct wined3d_shader_resource_view
*view
;
3753 const struct wined3d_shader
*shader
;
3754 const unsigned int *tex_unit_map
;
3755 struct wined3d_sampler
*sampler
;
3757 if (!(shader
= state
->shader
[shader_type
]))
3760 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
,
3761 &shader
->reg_maps
.shader_version
, &base
, &count
);
3763 shader_sampler_count
= shader
->reg_maps
.sampler_map
.count
;
3764 if (shader_sampler_count
> count
)
3765 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3766 shader
, shader_sampler_count
, count
);
3767 count
= min(shader_sampler_count
, count
);
3769 for (i
= 0; i
< count
; ++i
)
3771 entry
= &shader
->reg_maps
.sampler_map
.entries
[i
];
3772 bind_idx
= base
+ entry
->bind_idx
;
3774 bind_idx
= tex_unit_map
[bind_idx
];
3776 if (!(view
= state
->shader_resource_view
[shader_type
][entry
->resource_idx
]))
3778 WARN("No resource view bound at index %u, %u.\n", shader_type
, entry
->resource_idx
);
3782 if (entry
->sampler_idx
== WINED3D_SAMPLER_DEFAULT
)
3783 sampler
= device
->default_sampler
;
3784 else if (!(sampler
= state
->sampler
[shader_type
][entry
->sampler_idx
]))
3785 sampler
= device
->null_sampler
;
3786 wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view
),
3787 bind_idx
, wined3d_sampler_gl(sampler
), context_gl
);
3791 static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl
*context_gl
,
3792 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
3794 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3795 struct wined3d_unordered_access_view_gl
*view_gl
;
3796 const struct wined3d_format_gl
*format_gl
;
3797 GLuint texture_name
;
3804 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
3808 if (shader
->reg_maps
.uav_resource_info
[i
].type
)
3809 WARN("No unordered access view bound at index %u.\n", i
);
3810 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
3814 view_gl
= wined3d_unordered_access_view_gl(views
[i
]);
3815 if (view_gl
->gl_view
.name
)
3817 texture_name
= view_gl
->gl_view
.name
;
3820 else if (view_gl
->v
.resource
->type
!= WINED3D_RTYPE_BUFFER
)
3822 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(texture_from_resource(view_gl
->v
.resource
));
3823 texture_name
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, FALSE
);
3824 level
= view_gl
->v
.desc
.u
.texture
.level_idx
;
3828 FIXME("Unsupported buffer unordered access view.\n");
3829 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
3833 format_gl
= wined3d_format_gl(view_gl
->v
.format
);
3834 GL_EXTCALL(glBindImageTexture(i
, texture_name
, level
, GL_TRUE
, 0, GL_READ_WRITE
,
3835 format_gl
->internal
));
3837 if (view_gl
->counter_bo
.id
)
3838 GL_EXTCALL(glBindBufferRange(GL_ATOMIC_COUNTER_BUFFER
, i
, view_gl
->counter_bo
.id
,
3839 view_gl
->counter_bo
.b
.buffer_offset
, view_gl
->counter_bo
.size
));
3841 checkGLcall("Bind unordered access views");
3844 static void context_gl_load_shader_resources(struct wined3d_context_gl
*context_gl
,
3845 const struct wined3d_state
*state
, unsigned int shader_mask
)
3847 struct wined3d_shader_sampler_map_entry
*entry
;
3848 struct wined3d_shader_resource_view_gl
*srv_gl
;
3849 struct wined3d_shader_resource_view
*view
;
3850 struct wined3d_shader
*shader
;
3851 struct wined3d_buffer
*buffer
;
3854 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
3856 if (!(shader_mask
& (1u << i
)))
3859 if (!(shader
= state
->shader
[i
]))
3862 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
3864 if (!state
->cb
[i
][j
].buffer
)
3867 buffer
= state
->cb
[i
][j
].buffer
;
3868 wined3d_buffer_load(buffer
, &context_gl
->c
, state
);
3869 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
3870 if (!buffer
->bo_user
.valid
)
3871 device_invalidate_state(context_gl
->c
.device
, STATE_CONSTANT_BUFFER(i
));
3874 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
3876 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
3878 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
3881 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3883 buffer
= buffer_from_resource(view
->resource
);
3884 wined3d_buffer_load(buffer
, &context_gl
->c
, state
);
3885 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
3887 srv_gl
= wined3d_shader_resource_view_gl(view
);
3888 if (!srv_gl
->bo_user
.valid
)
3889 wined3d_shader_resource_view_gl_update(srv_gl
, context_gl
);
3893 wined3d_texture_load(texture_from_resource(view
->resource
), &context_gl
->c
, FALSE
);
3899 static void context_gl_load_unordered_access_resources(struct wined3d_context_gl
*context_gl
,
3900 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
3902 struct wined3d_unordered_access_view_gl
*uav_gl
;
3903 struct wined3d_unordered_access_view
*view
;
3904 struct wined3d_texture
*texture
;
3905 struct wined3d_buffer
*buffer
;
3908 context_gl
->c
.uses_uavs
= 0;
3913 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
3915 if (!(view
= views
[i
]))
3918 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3920 buffer
= buffer_from_resource(view
->resource
);
3921 wined3d_buffer_load_location(buffer
, &context_gl
->c
, WINED3D_LOCATION_BUFFER
);
3922 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_BUFFER
);
3923 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
3925 uav_gl
= wined3d_unordered_access_view_gl(view
);
3926 if (!uav_gl
->bo_user
.valid
)
3927 wined3d_unordered_access_view_gl_update(uav_gl
, context_gl
);
3931 texture
= texture_from_resource(view
->resource
);
3932 wined3d_texture_load(texture
, &context_gl
->c
, FALSE
);
3933 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3936 context_gl
->c
.uses_uavs
= 1;
3940 static void context_gl_load_stream_output_buffers(struct wined3d_context_gl
*context_gl
,
3941 const struct wined3d_state
*state
)
3943 struct wined3d_buffer
*buffer
;
3946 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
3948 if (!(buffer
= state
->stream_output
[i
].buffer
))
3951 wined3d_buffer_load(buffer
, &context_gl
->c
, state
);
3952 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
3953 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
3954 if (!buffer
->bo_user
.valid
)
3955 device_invalidate_state(context_gl
->c
.device
, STATE_STREAM_OUTPUT
);
3959 /* Context activation is done by the caller. */
3960 static BOOL
context_apply_draw_state(struct wined3d_context
*context
,
3961 const struct wined3d_device
*device
, const struct wined3d_state
*state
, BOOL indexed
)
3963 const struct wined3d_state_entry
*state_table
= context
->state_table
;
3964 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3965 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3966 const struct wined3d_fb_state
*fb
= &state
->fb
;
3967 unsigned int i
, base
;
3970 context
->uses_fbo_attached_resources
= 0;
3972 if (!have_framebuffer_attachment(gl_info
->limits
.buffers
, fb
->render_targets
, fb
->depth_stencil
))
3974 if (!gl_info
->supported
[ARB_FRAMEBUFFER_NO_ATTACHMENTS
])
3976 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
3980 wined3d_context_gl_set_render_offscreen(context_gl
, TRUE
);
3983 /* Preload resources before FBO setup. Texture preload in particular may
3984 * result in changes to the current FBO, due to using e.g. FBO blits for
3985 * updating a resource location. */
3986 wined3d_context_gl_update_tex_unit_map(context_gl
, state
);
3987 context_preload_textures(context
, state
);
3988 context_gl_load_shader_resources(context_gl
, state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
3989 context_gl_load_unordered_access_resources(context_gl
, state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
3990 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
3991 context_gl_load_stream_output_buffers(context_gl
, state
);
3992 /* TODO: Right now the dependency on the vertex shader is necessary
3993 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
3994 * the current VS but maybe it's possible to relax the coupling in some
3995 * situations at least. */
3996 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
)
3997 || isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
)))
3999 context_update_stream_info(context
, state
);
4002 map
= context
->stream_info
.use_map
;
4005 const struct wined3d_stream_info_element
*e
;
4006 struct wined3d_buffer
*buffer
;
4008 e
= &context
->stream_info
.elements
[wined3d_bit_scan(&map
)];
4009 buffer
= state
->streams
[e
->stream_idx
].buffer
;
4011 if (!buffer
->bo_user
.valid
)
4012 device_invalidate_state(device
, STATE_STREAMSRC
);
4014 wined3d_buffer_load(buffer
, context
, state
);
4016 /* Loading the buffers above may have invalidated the stream info. */
4017 if (wined3d_context_is_graphics_state_dirty(context
, STATE_STREAMSRC
))
4018 context_update_stream_info(context
, state
);
4020 map
= context
->stream_info
.use_map
;
4023 const struct wined3d_stream_info_element
*e
;
4024 struct wined3d_buffer
*buffer
;
4026 e
= &context
->stream_info
.elements
[wined3d_bit_scan(&map
)];
4027 buffer
= state
->streams
[e
->stream_idx
].buffer
;
4029 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
4032 if (indexed
&& state
->index_buffer
)
4034 struct wined3d_buffer
*buffer
= state
->index_buffer
;
4036 if (context
->stream_info
.all_vbo
)
4038 wined3d_buffer_load(buffer
, context
, state
);
4039 if (!buffer
->bo_user
.valid
)
4040 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4041 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
4045 wined3d_buffer_load_sysmem(buffer
, context
);
4049 for (i
= 0, base
= 0; i
< ARRAY_SIZE(context
->dirty_graphics_states
); ++i
)
4051 uint32_t dirty_mask
= context
->dirty_graphics_states
[i
];
4055 unsigned int state_id
= base
+ wined3d_bit_scan(&dirty_mask
);
4057 state_table
[state_id
].apply(context
, state
, state_id
);
4059 base
+= sizeof(dirty_mask
) * CHAR_BIT
;
4062 memset(context
->dirty_graphics_states
, 0, sizeof(context
->dirty_graphics_states
));
4064 if (context
->shader_update_mask
& ~(1u << WINED3D_SHADER_TYPE_COMPUTE
))
4066 device
->shader_backend
->shader_select(device
->shader_priv
, context
, state
);
4067 context
->shader_update_mask
&= 1u << WINED3D_SHADER_TYPE_COMPUTE
;
4070 if (context
->constant_update_mask
)
4072 device
->shader_backend
->shader_load_constants(device
->shader_priv
, context
, state
);
4073 context
->constant_update_mask
= 0;
4076 if (context
->update_shader_resource_bindings
)
4078 for (i
= 0; i
< WINED3D_SHADER_TYPE_GRAPHICS_COUNT
; ++i
)
4079 wined3d_context_gl_bind_shader_resources(context_gl
, state
, i
);
4080 context
->update_shader_resource_bindings
= 0;
4081 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
4082 context
->update_compute_shader_resource_bindings
= 1;
4085 if (context
->update_unordered_access_view_bindings
)
4087 wined3d_context_gl_bind_unordered_access_views(context_gl
,
4088 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
4089 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
4090 context
->update_unordered_access_view_bindings
= 0;
4091 context
->update_compute_unordered_access_view_bindings
= 1;
4094 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4095 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
4097 context
->last_was_blit
= FALSE
;
4098 context
->last_was_ffp_blit
= FALSE
;
4103 static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl
*context_gl
,
4104 const struct wined3d_device
*device
, const struct wined3d_state
*state
)
4106 const struct wined3d_state_entry
*state_table
= context_gl
->c
.state_table
;
4107 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4108 unsigned int state_id
, i
;
4110 context_gl_load_shader_resources(context_gl
, state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
4111 context_gl_load_unordered_access_resources(context_gl
, state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
4112 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
4114 for (i
= 0, state_id
= STATE_COMPUTE_OFFSET
; i
< ARRAY_SIZE(context_gl
->c
.dirty_compute_states
); ++i
)
4116 unsigned int dirty_mask
= context_gl
->c
.dirty_compute_states
[i
];
4120 unsigned int current_state_id
= state_id
+ wined3d_bit_scan(&dirty_mask
);
4121 state_table
[current_state_id
].apply(&context_gl
->c
, state
, current_state_id
);
4123 state_id
+= sizeof(*context_gl
->c
.dirty_compute_states
) * CHAR_BIT
;
4125 memset(context_gl
->c
.dirty_compute_states
, 0, sizeof(*context_gl
->c
.dirty_compute_states
));
4127 if (context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
))
4129 device
->shader_backend
->shader_select_compute(device
->shader_priv
, &context_gl
->c
, state
);
4130 context_gl
->c
.shader_update_mask
&= ~(1u << WINED3D_SHADER_TYPE_COMPUTE
);
4133 if (context_gl
->c
.update_compute_shader_resource_bindings
)
4135 wined3d_context_gl_bind_shader_resources(context_gl
, state
, WINED3D_SHADER_TYPE_COMPUTE
);
4136 context_gl
->c
.update_compute_shader_resource_bindings
= 0;
4137 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
4138 context_gl
->c
.update_shader_resource_bindings
= 1;
4141 if (context_gl
->c
.update_compute_unordered_access_view_bindings
)
4143 wined3d_context_gl_bind_unordered_access_views(context_gl
,
4144 state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
4145 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
4146 context_gl
->c
.update_compute_unordered_access_view_bindings
= 0;
4147 context_gl
->c
.update_unordered_access_view_bindings
= 1;
4150 /* Updates to currently bound render targets aren't necessarily coherent
4151 * between the graphics and compute pipelines. Unbind any currently bound
4152 * FBO here to ensure preceding updates to its attachments by the graphics
4153 * pipeline are visible to the compute pipeline.
4155 * Without this, the bloom effect in Nier:Automata is too bright on the
4156 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
4157 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
4158 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
4160 context_gl
->c
.last_was_blit
= FALSE
;
4161 context_gl
->c
.last_was_ffp_blit
= FALSE
;
4164 void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl
*context_gl
)
4166 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4168 if (context_gl
->c
.transform_feedback_active
)
4170 GL_EXTCALL(glEndTransformFeedback());
4171 checkGLcall("glEndTransformFeedback");
4172 context_gl
->c
.transform_feedback_active
= 0;
4173 context_gl
->c
.transform_feedback_paused
= 0;
4177 static void wined3d_context_gl_pause_transform_feedback(struct wined3d_context_gl
*context_gl
, BOOL force
)
4179 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4181 if (!context_gl
->c
.transform_feedback_active
|| context_gl
->c
.transform_feedback_paused
)
4184 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK2
])
4186 GL_EXTCALL(glPauseTransformFeedback());
4187 checkGLcall("glPauseTransformFeedback");
4188 context_gl
->c
.transform_feedback_paused
= 1;
4192 WARN("Cannot pause transform feedback operations.\n");
4195 wined3d_context_gl_end_transform_feedback(context_gl
);
4198 static void wined3d_context_gl_setup_target(struct wined3d_context_gl
*context_gl
,
4199 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4201 BOOL old_render_offscreen
= context_gl
->c
.render_offscreen
, render_offscreen
;
4203 render_offscreen
= wined3d_resource_is_offscreen(&texture
->resource
);
4204 if (context_gl
->c
.current_rt
.texture
== texture
4205 && context_gl
->c
.current_rt
.sub_resource_idx
== sub_resource_idx
4206 && render_offscreen
== old_render_offscreen
)
4209 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4210 * the alpha blend state changes with different render target formats. */
4211 if (!context_gl
->c
.current_rt
.texture
)
4213 context_invalidate_state(&context_gl
->c
, STATE_BLEND
);
4217 const struct wined3d_format
*old
= context_gl
->c
.current_rt
.texture
->resource
.format
;
4218 const struct wined3d_format
*new = texture
->resource
.format
;
4220 if (old
->id
!= new->id
)
4222 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4223 if ((old
->alpha_size
&& !new->alpha_size
) || (!old
->alpha_size
&& new->alpha_size
)
4224 || !(texture
->resource
.format_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
4225 context_invalidate_state(&context_gl
->c
, STATE_BLEND
);
4228 /* When switching away from an offscreen render target, and we're not
4229 * using FBOs, we have to read the drawable into the texture. This is
4230 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
4231 * There are some things that need care though. PreLoad needs a GL context,
4232 * and FindContext is called before the context is activated. It also
4233 * has to be called with the old rendertarget active, otherwise a
4234 * wrong drawable is read. */
4235 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
4236 && old_render_offscreen
&& (context_gl
->c
.current_rt
.texture
!= texture
4237 || context_gl
->c
.current_rt
.sub_resource_idx
!= sub_resource_idx
))
4239 struct wined3d_texture_gl
*prev_texture
= wined3d_texture_gl(context_gl
->c
.current_rt
.texture
);
4240 unsigned int prev_sub_resource_idx
= context_gl
->c
.current_rt
.sub_resource_idx
;
4242 /* Read the back buffer of the old drawable into the destination texture. */
4243 if (prev_texture
->texture_srgb
.name
)
4244 wined3d_texture_load(&prev_texture
->t
, &context_gl
->c
, TRUE
);
4245 wined3d_texture_load(&prev_texture
->t
, &context_gl
->c
, FALSE
);
4246 wined3d_texture_invalidate_location(&prev_texture
->t
, prev_sub_resource_idx
, WINED3D_LOCATION_DRAWABLE
);
4250 context_gl
->c
.current_rt
.texture
= texture
;
4251 context_gl
->c
.current_rt
.sub_resource_idx
= sub_resource_idx
;
4252 wined3d_context_gl_set_render_offscreen(context_gl
, render_offscreen
);
4255 static void wined3d_context_gl_activate(struct wined3d_context_gl
*context_gl
,
4256 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4258 wined3d_context_gl_enter(context_gl
);
4259 wined3d_context_gl_update_window(context_gl
);
4260 wined3d_context_gl_setup_target(context_gl
, texture
, sub_resource_idx
);
4261 if (!context_gl
->valid
)
4264 if (context_gl
!= wined3d_context_gl_get_current())
4266 if (!wined3d_context_gl_set_current(context_gl
))
4267 ERR("Failed to activate the new context.\n");
4269 else if (context_gl
->needs_set
)
4271 wined3d_context_gl_set_gl_context(context_gl
);
4275 struct wined3d_context
*wined3d_context_gl_acquire(const struct wined3d_device
*device
,
4276 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4278 struct wined3d_context_gl
*current_context
= wined3d_context_gl_get_current();
4279 struct wined3d_context_gl
*context_gl
;
4281 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device
, texture
, sub_resource_idx
);
4283 if (current_context
&& current_context
->c
.destroyed
)
4284 current_context
= NULL
;
4289 && current_context
->c
.current_rt
.texture
4290 && current_context
->c
.device
== device
)
4292 texture
= current_context
->c
.current_rt
.texture
;
4293 sub_resource_idx
= current_context
->c
.current_rt
.sub_resource_idx
;
4297 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
4299 if (swapchain
->back_buffers
)
4300 texture
= swapchain
->back_buffers
[0];
4302 texture
= swapchain
->front_buffer
;
4303 sub_resource_idx
= 0;
4307 if (current_context
&& current_context
->c
.current_rt
.texture
== texture
)
4309 context_gl
= current_context
;
4311 else if (!wined3d_resource_is_offscreen(&texture
->resource
))
4313 TRACE("Rendering onscreen.\n");
4315 if (!(context_gl
= wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(texture
->swapchain
))))
4320 TRACE("Rendering offscreen.\n");
4322 /* Stay with the current context if possible. Otherwise use the
4323 * context for the primary swapchain. */
4324 if (current_context
&& current_context
->c
.device
== device
)
4325 context_gl
= current_context
;
4326 else if (!(context_gl
= wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(device
->swapchains
[0]))))
4330 wined3d_context_gl_activate(context_gl
, texture
, sub_resource_idx
);
4332 return &context_gl
->c
;
4335 struct wined3d_context_gl
*wined3d_context_gl_reacquire(struct wined3d_context_gl
*context_gl
)
4337 struct wined3d_context
*acquired_context
;
4338 struct wined3d_device
*device
;
4340 if (!context_gl
|| context_gl
->tid
!= GetCurrentThreadId())
4343 device
= context_gl
->c
.device
;
4344 wined3d_from_cs(device
->cs
);
4346 if (context_gl
->c
.current_rt
.texture
)
4348 wined3d_context_gl_activate(context_gl
, context_gl
->c
.current_rt
.texture
,
4349 context_gl
->c
.current_rt
.sub_resource_idx
);
4353 acquired_context
= context_acquire(device
, NULL
, 0);
4354 if (acquired_context
!= &context_gl
->c
)
4355 ERR("Acquired context %p instead of %p.\n", acquired_context
, &context_gl
->c
);
4356 return wined3d_context_gl(acquired_context
);
4359 void dispatch_compute(struct wined3d_device
*device
, const struct wined3d_state
*state
,
4360 const struct wined3d_dispatch_parameters
*parameters
)
4362 const struct wined3d_gl_info
*gl_info
;
4363 struct wined3d_context_gl
*context_gl
;
4365 context_gl
= wined3d_context_gl(context_acquire(device
, NULL
, 0));
4366 if (!context_gl
->valid
)
4368 context_release(&context_gl
->c
);
4369 WARN("Invalid context, skipping dispatch.\n");
4372 gl_info
= context_gl
->gl_info
;
4374 if (!gl_info
->supported
[ARB_COMPUTE_SHADER
])
4376 context_release(&context_gl
->c
);
4377 FIXME("OpenGL implementation does not support compute shaders.\n");
4381 if (parameters
->indirect
)
4382 wined3d_buffer_load(parameters
->u
.indirect
.buffer
, &context_gl
->c
, state
);
4384 wined3d_context_gl_apply_compute_state(context_gl
, device
, state
);
4386 if (parameters
->indirect
)
4388 const struct wined3d_indirect_dispatch_parameters
*indirect
= ¶meters
->u
.indirect
;
4389 struct wined3d_bo_gl
*bo_gl
= wined3d_bo_gl(indirect
->buffer
->buffer_object
);
4391 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER
, bo_gl
->id
));
4392 GL_EXTCALL(glDispatchComputeIndirect(bo_gl
->b
.buffer_offset
+ (GLintptr
)indirect
->offset
));
4393 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER
, 0));
4394 wined3d_context_gl_reference_bo(context_gl
, bo_gl
);
4398 const struct wined3d_direct_dispatch_parameters
*direct
= ¶meters
->u
.direct
;
4399 GL_EXTCALL(glDispatchCompute(direct
->group_count_x
, direct
->group_count_y
, direct
->group_count_z
));
4401 checkGLcall("dispatch compute");
4403 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS
));
4404 checkGLcall("glMemoryBarrier");
4406 context_release(&context_gl
->c
);
4409 /* Context activation is done by the caller. */
4410 static void wined3d_context_gl_draw_primitive_arrays(struct wined3d_context_gl
*context_gl
,
4411 const struct wined3d_state
*state
, const void *idx_data
, unsigned int idx_size
, int base_vertex_idx
,
4412 unsigned int start_idx
, unsigned int count
, unsigned int start_instance
, unsigned int instance_count
)
4414 const struct wined3d_ffp_attrib_ops
*ops
= &context_gl
->c
.d3d_info
->ffp_attrib_ops
;
4415 GLenum idx_type
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
4416 const struct wined3d_stream_info
*si
= &context_gl
->c
.stream_info
;
4417 GLenum mode
= gl_primitive_type_from_d3d(state
->primitive_type
);
4418 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4419 unsigned int instanced_elements
[ARRAY_SIZE(si
->elements
)];
4420 unsigned int instanced_element_count
= 0;
4421 const void *indices
;
4424 indices
= (const char *)idx_data
+ idx_size
* start_idx
;
4426 if (!instance_count
)
4430 gl_info
->gl_ops
.gl
.p_glDrawArrays(mode
, start_idx
, count
);
4431 checkGLcall("glDrawArrays");
4435 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4437 GL_EXTCALL(glDrawElementsBaseVertex(mode
, count
, idx_type
, indices
, base_vertex_idx
));
4438 checkGLcall("glDrawElementsBaseVertex");
4442 gl_info
->gl_ops
.gl
.p_glDrawElements(mode
, count
, idx_type
, indices
);
4443 checkGLcall("glDrawElements");
4447 if (start_instance
&& !(gl_info
->supported
[ARB_BASE_INSTANCE
] && gl_info
->supported
[ARB_INSTANCED_ARRAYS
]))
4448 FIXME("Start instance (%u) not supported.\n", start_instance
);
4450 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4454 if (gl_info
->supported
[ARB_BASE_INSTANCE
])
4456 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode
, start_idx
, count
, instance_count
, start_instance
));
4457 checkGLcall("glDrawArraysInstancedBaseInstance");
4461 GL_EXTCALL(glDrawArraysInstanced(mode
, start_idx
, count
, instance_count
));
4462 checkGLcall("glDrawArraysInstanced");
4466 if (gl_info
->supported
[ARB_BASE_INSTANCE
])
4468 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode
, count
, idx_type
,
4469 indices
, instance_count
, base_vertex_idx
, start_instance
));
4470 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
4473 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4475 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode
, count
, idx_type
,
4476 indices
, instance_count
, base_vertex_idx
));
4477 checkGLcall("glDrawElementsInstancedBaseVertex");
4481 GL_EXTCALL(glDrawElementsInstanced(mode
, count
, idx_type
, indices
, instance_count
));
4482 checkGLcall("glDrawElementsInstanced");
4486 /* Instancing emulation by mixing immediate mode and arrays. */
4488 /* This is a nasty thing. MSDN says no hardware supports this and
4489 * applications have to use software vertex processing. We don't support
4492 * Shouldn't be too hard to support with OpenGL, in theory just call
4493 * glDrawArrays() instead of drawElements(). But the stream frequency value
4494 * has a different meaning in that situation. */
4497 FIXME("Non-indexed instanced drawing is not supported.\n");
4501 for (i
= 0; i
< ARRAY_SIZE(si
->elements
); ++i
)
4503 if (!(si
->use_map
& (1u << i
)))
4506 if (state
->streams
[si
->elements
[i
].stream_idx
].flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
4507 instanced_elements
[instanced_element_count
++] = i
;
4510 for (i
= 0; i
< instance_count
; ++i
)
4512 /* Specify the instanced attributes using immediate mode calls. */
4513 for (j
= 0; j
< instanced_element_count
; ++j
)
4515 const struct wined3d_stream_info_element
*element
;
4516 unsigned int element_idx
;
4519 element_idx
= instanced_elements
[j
];
4520 element
= &si
->elements
[element_idx
];
4521 ptr
= element
->data
.addr
+ element
->stride
* i
;
4522 if (element
->data
.buffer_object
)
4523 ptr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(state
->streams
[element
->stream_idx
].buffer
,
4525 ops
->generic
[element
->format
->emit_idx
](element_idx
, ptr
);
4528 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4530 GL_EXTCALL(glDrawElementsBaseVertex(mode
, count
, idx_type
, indices
, base_vertex_idx
));
4531 checkGLcall("glDrawElementsBaseVertex");
4535 gl_info
->gl_ops
.gl
.p_glDrawElements(mode
, count
, idx_type
, indices
);
4536 checkGLcall("glDrawElements");
4541 static unsigned int get_stride_idx(const void *idx_data
, unsigned int idx_size
,
4542 unsigned int base_vertex_idx
, unsigned int start_idx
, unsigned int vertex_idx
)
4545 return start_idx
+ vertex_idx
;
4547 return ((const WORD
*)idx_data
)[start_idx
+ vertex_idx
] + base_vertex_idx
;
4548 return ((const DWORD
*)idx_data
)[start_idx
+ vertex_idx
] + base_vertex_idx
;
4551 /* Context activation is done by the caller. */
4552 static void draw_primitive_immediate_mode(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
4553 const struct wined3d_stream_info
*si
, const void *idx_data
, unsigned int idx_size
,
4554 int base_vertex_idx
, unsigned int start_idx
, unsigned int vertex_count
, unsigned int instance_count
)
4556 const BYTE
*position
= NULL
, *normal
= NULL
, *diffuse
= NULL
, *specular
= NULL
;
4557 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
4558 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4559 unsigned int coord_idx
, stride_idx
, texture_idx
, vertex_idx
;
4560 const struct wined3d_stream_info_element
*element
;
4561 const BYTE
*tex_coords
[WINED3DDP_MAXTEXCOORD
];
4562 unsigned int texture_unit
, texture_stages
;
4563 const struct wined3d_ffp_attrib_ops
*ops
;
4564 unsigned int untracked_material_count
;
4565 unsigned int tex_mask
= 0;
4566 BOOL specular_fog
= FALSE
;
4567 BOOL ps
= use_ps(state
);
4570 static unsigned int once
;
4573 FIXME_(d3d_perf
)("Drawing using immediate mode.\n");
4575 WARN_(d3d_perf
)("Drawing using immediate mode.\n");
4577 if (!idx_size
&& idx_data
)
4578 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
4581 FIXME("Instancing not implemented.\n");
4583 /* Immediate mode drawing can't make use of indices in a VBO - get the
4584 * data from the index buffer. */
4586 idx_data
= wined3d_buffer_load_sysmem(state
->index_buffer
, &context_gl
->c
) + state
->index_offset
;
4588 ops
= &d3d_info
->ffp_attrib_ops
;
4590 gl_info
->gl_ops
.gl
.p_glBegin(gl_primitive_type_from_d3d(state
->primitive_type
));
4592 if (use_vs(state
) || d3d_info
->ffp_generic_attributes
)
4594 for (vertex_idx
= 0; vertex_idx
< vertex_count
; ++vertex_idx
)
4596 unsigned int use_map
= si
->use_map
;
4597 unsigned int element_idx
;
4599 stride_idx
= get_stride_idx(idx_data
, idx_size
, base_vertex_idx
, start_idx
, vertex_idx
);
4600 for (element_idx
= MAX_ATTRIBS
- 1; use_map
; use_map
&= ~(1u << element_idx
), --element_idx
)
4602 if (!(use_map
& 1u << element_idx
))
4605 ptr
= si
->elements
[element_idx
].data
.addr
+ si
->elements
[element_idx
].stride
* stride_idx
;
4606 ops
->generic
[si
->elements
[element_idx
].format
->emit_idx
](element_idx
, ptr
);
4610 gl_info
->gl_ops
.gl
.p_glEnd();
4614 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
4615 position
= si
->elements
[WINED3D_FFP_POSITION
].data
.addr
;
4617 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
4618 normal
= si
->elements
[WINED3D_FFP_NORMAL
].data
.addr
;
4620 gl_info
->gl_ops
.gl
.p_glNormal3f(0.0f
, 0.0f
, 0.0f
);
4622 untracked_material_count
= context_gl
->untracked_material_count
;
4623 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
4625 element
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
4626 diffuse
= element
->data
.addr
;
4628 if (untracked_material_count
&& element
->format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4629 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element
->format
->id
));
4633 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
4636 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
4638 element
= &si
->elements
[WINED3D_FFP_SPECULAR
];
4639 specular
= element
->data
.addr
;
4641 /* Special case where the fog density is stored in the specular alpha channel. */
4642 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
4643 && (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
4644 || si
->elements
[WINED3D_FFP_POSITION
].format
->id
== WINED3DFMT_R32G32B32A32_FLOAT
)
4645 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
4647 if (gl_info
->supported
[EXT_FOG_COORD
])
4649 if (element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
4650 specular_fog
= TRUE
;
4652 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element
->format
->id
));
4656 static unsigned int once
;
4659 FIXME("Implement fog for transformed vertices in software.\n");
4663 else if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4665 GL_EXTCALL(glSecondaryColor3fEXT
)(0.0f
, 0.0f
, 0.0f
);
4668 texture_stages
= d3d_info
->limits
.ffp_blend_stages
;
4669 for (texture_idx
= 0; texture_idx
< texture_stages
; ++texture_idx
)
4671 if (!gl_info
->supported
[ARB_MULTITEXTURE
] && texture_idx
> 0)
4673 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
4677 if (!ps
&& !state
->textures
[texture_idx
])
4680 texture_unit
= context_gl
->tex_unit_map
[texture_idx
];
4681 if (texture_unit
== WINED3D_UNMAPPED_STAGE
)
4684 coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
4687 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx
, texture_idx
);
4691 if (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))
4693 tex_coords
[coord_idx
] = si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].data
.addr
;
4694 tex_mask
|= (1u << texture_idx
);
4698 TRACE("Setting default coordinates for texture %u.\n", texture_idx
);
4699 if (gl_info
->supported
[ARB_MULTITEXTURE
])
4700 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_unit
, 0.0f
, 0.0f
, 0.0f
, 1.0f
));
4702 gl_info
->gl_ops
.gl
.p_glTexCoord4f(0.0f
, 0.0f
, 0.0f
, 1.0f
);
4706 /* Blending data and point sizes are not supported by this function. They
4707 * are not supported by the fixed function pipeline at all. A FIXME for
4708 * them is printed after decoding the vertex declaration. */
4709 for (vertex_idx
= 0; vertex_idx
< vertex_count
; ++vertex_idx
)
4711 unsigned int tmp_tex_mask
;
4713 stride_idx
= get_stride_idx(idx_data
, idx_size
, base_vertex_idx
, start_idx
, vertex_idx
);
4717 ptr
= normal
+ stride_idx
* si
->elements
[WINED3D_FFP_NORMAL
].stride
;
4718 ops
->normal
[si
->elements
[WINED3D_FFP_NORMAL
].format
->emit_idx
](ptr
);
4723 ptr
= diffuse
+ stride_idx
* si
->elements
[WINED3D_FFP_DIFFUSE
].stride
;
4724 ops
->diffuse
[si
->elements
[WINED3D_FFP_DIFFUSE
].format
->emit_idx
](ptr
);
4726 if (untracked_material_count
)
4728 struct wined3d_color color
;
4731 wined3d_color_from_d3dcolor(&color
, *(const DWORD
*)ptr
);
4732 for (i
= 0; i
< untracked_material_count
; ++i
)
4734 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
,
4735 context_gl
->untracked_materials
[i
], &color
.r
);
4742 ptr
= specular
+ stride_idx
* si
->elements
[WINED3D_FFP_SPECULAR
].stride
;
4743 ops
->specular
[si
->elements
[WINED3D_FFP_SPECULAR
].format
->emit_idx
](ptr
);
4746 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD
*)ptr
>> 24)));
4749 tmp_tex_mask
= tex_mask
;
4750 for (texture_idx
= 0; tmp_tex_mask
; tmp_tex_mask
>>= 1, ++texture_idx
)
4752 if (!(tmp_tex_mask
& 1))
4755 coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
4756 ptr
= tex_coords
[coord_idx
] + (stride_idx
* si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].stride
);
4757 ops
->texcoord
[si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format
->emit_idx
](
4758 GL_TEXTURE0_ARB
+ context_gl
->tex_unit_map
[texture_idx
], ptr
);
4763 ptr
= position
+ stride_idx
* si
->elements
[WINED3D_FFP_POSITION
].stride
;
4764 ops
->position
[si
->elements
[WINED3D_FFP_POSITION
].format
->emit_idx
](ptr
);
4768 gl_info
->gl_ops
.gl
.p_glEnd();
4769 checkGLcall("draw immediate mode");
4772 static void wined3d_context_gl_draw_indirect(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
4773 const struct wined3d_indirect_draw_parameters
*parameters
, unsigned int idx_size
)
4775 struct wined3d_bo_gl
*bo_gl
= wined3d_bo_gl(parameters
->buffer
->buffer_object
);
4776 GLenum gl_primitive_type
= gl_primitive_type_from_d3d(state
->primitive_type
);
4777 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4780 if (!gl_info
->supported
[ARB_DRAW_INDIRECT
])
4782 FIXME("OpenGL implementation does not support indirect draws.\n");
4786 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER
, bo_gl
->id
));
4788 offset
= (const uint8_t *)bo_gl
->b
.buffer_offset
+ parameters
->offset
;
4791 GLenum idx_type
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
4792 if (state
->index_offset
)
4793 FIXME("Ignoring index offset %u.\n", state
->index_offset
);
4794 GL_EXTCALL(glDrawElementsIndirect(gl_primitive_type
, idx_type
, offset
));
4798 GL_EXTCALL(glDrawArraysIndirect(gl_primitive_type
, offset
));
4801 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER
, 0));
4802 wined3d_context_gl_reference_bo(context_gl
, bo_gl
);
4804 checkGLcall("draw indirect");
4807 static void remove_vbos(struct wined3d_context
*context
,
4808 const struct wined3d_state
*state
, struct wined3d_stream_info
*s
)
4812 for (i
= 0; i
< ARRAY_SIZE(s
->elements
); ++i
)
4814 struct wined3d_stream_info_element
*e
;
4816 if (!(s
->use_map
& (1u << i
)))
4819 e
= &s
->elements
[i
];
4820 if (e
->data
.buffer_object
)
4822 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
4823 e
->data
.buffer_object
= 0;
4824 e
->data
.addr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(vb
, context
);
4829 static GLenum
gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
4831 GLenum gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
4832 switch (gl_primitive_type
)
4838 case GL_LINE_STRIP_ADJACENCY
:
4839 case GL_LINES_ADJACENCY
:
4843 case GL_TRIANGLE_FAN
:
4844 case GL_TRIANGLE_STRIP
:
4845 case GL_TRIANGLE_STRIP_ADJACENCY
:
4846 case GL_TRIANGLES_ADJACENCY
:
4848 return GL_TRIANGLES
;
4851 return gl_primitive_type
;
4855 /* Routine common to the draw primitive and draw indexed primitive routines */
4856 void draw_primitive(struct wined3d_device
*device
, const struct wined3d_state
*state
,
4857 const struct wined3d_draw_parameters
*parameters
)
4859 BOOL emulation
= FALSE
, rasterizer_discard
= FALSE
;
4860 const struct wined3d_fb_state
*fb
= &state
->fb
;
4861 const struct wined3d_stream_info
*stream_info
;
4862 struct wined3d_rendertarget_view
*dsv
, *rtv
;
4863 struct wined3d_stream_info si_emulated
;
4864 const struct wined3d_gl_info
*gl_info
;
4865 struct wined3d_context_gl
*context_gl
;
4866 struct wined3d_context
*context
;
4867 unsigned int i
, idx_size
= 0;
4868 const void *idx_data
= NULL
;
4870 TRACE("device %p, state %p, parameters %p.\n", device
, state
, parameters
);
4872 if (!parameters
->indirect
&& !parameters
->u
.direct
.index_count
)
4875 if (!parameters
->indirect
)
4876 TRACE("base_vertex_idx %d, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
4877 parameters
->u
.direct
.base_vertex_idx
, parameters
->u
.direct
.start_idx
,
4878 parameters
->u
.direct
.index_count
, parameters
->u
.direct
.start_instance
,
4879 parameters
->u
.direct
.instance_count
);
4881 if (!(rtv
= fb
->render_targets
[0]))
4882 rtv
= fb
->depth_stencil
;
4884 if (rtv
&& rtv
->resource
->type
== WINED3D_RTYPE_BUFFER
)
4886 FIXME("Buffer render targets not implemented.\n");
4891 context
= context_acquire(device
, wined3d_texture_from_resource(rtv
->resource
), rtv
->sub_resource_idx
);
4893 context
= context_acquire(device
, NULL
, 0);
4894 context_gl
= wined3d_context_gl(context
);
4895 if (!context_gl
->valid
)
4897 context_release(context
);
4898 WARN("Invalid context, skipping draw.\n");
4901 gl_info
= context_gl
->gl_info
;
4903 if (!use_transform_feedback(state
))
4904 wined3d_context_gl_pause_transform_feedback(context_gl
, TRUE
);
4906 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
4908 if (!(rtv
= fb
->render_targets
[i
]) || rtv
->format
->id
== WINED3DFMT_NULL
)
4911 if (wined3d_blend_state_get_writemask(state
->blend_state
, i
))
4913 wined3d_rendertarget_view_load_location(rtv
, context
, rtv
->resource
->draw_binding
);
4914 wined3d_rendertarget_view_invalidate_location(rtv
, ~rtv
->resource
->draw_binding
);
4918 wined3d_rendertarget_view_prepare_location(rtv
, context
, rtv
->resource
->draw_binding
);
4922 if ((dsv
= fb
->depth_stencil
))
4924 /* Note that this depends on the context_acquire() call above to set
4925 * context->render_offscreen properly. We don't currently take the
4926 * Z-compare function into account, but we could skip loading the
4927 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
4928 * that we never copy the stencil data.*/
4929 DWORD location
= context
->render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
4931 if (wined3d_state_uses_depth_buffer(state
))
4932 wined3d_rendertarget_view_load_location(dsv
, context
, location
);
4934 wined3d_rendertarget_view_prepare_location(dsv
, context
, location
);
4937 if (parameters
->indirect
)
4938 wined3d_buffer_load(parameters
->u
.indirect
.buffer
, context
, state
);
4940 if (!context_apply_draw_state(context
, device
, state
, parameters
->indexed
))
4942 context_release(context
);
4943 WARN("Unable to apply draw state, skipping draw.\n");
4947 if (dsv
&& (!state
->depth_stencil_state
|| state
->depth_stencil_state
->desc
.depth_write
))
4949 DWORD location
= context
->render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
4951 wined3d_rendertarget_view_validate_location(dsv
, location
);
4952 wined3d_rendertarget_view_invalidate_location(dsv
, ~location
);
4955 stream_info
= &context
->stream_info
;
4957 if (parameters
->indexed
)
4959 struct wined3d_buffer
*index_buffer
= state
->index_buffer
;
4960 struct wined3d_bo
*bo
= index_buffer
->buffer_object
;
4962 if (!bo
|| !stream_info
->all_vbo
)
4963 idx_data
= index_buffer
->resource
.heap_memory
;
4965 idx_data
= (void *)bo
->buffer_offset
;
4966 idx_data
= (const BYTE
*)idx_data
+ state
->index_offset
;
4968 if (state
->index_format
== WINED3DFMT_R16_UINT
)
4976 if (!stream_info
->position_transformed
&& context_gl
->untracked_material_count
4977 && state
->render_states
[WINED3D_RS_LIGHTING
])
4982 FIXME("Using software emulation because not all material properties could be tracked.\n");
4984 WARN_(d3d_perf
)("Using software emulation because not all material properties could be tracked.\n");
4987 else if (context
->fog_coord
&& state
->render_states
[WINED3D_RS_FOGENABLE
])
4991 /* Either write a pipeline replacement shader or convert the
4992 * specular alpha from unsigned byte to a float in the vertex
4995 FIXME("Using software emulation because manual fog coordinates are provided.\n");
4997 WARN_(d3d_perf
)("Using software emulation because manual fog coordinates are provided.\n");
5003 si_emulated
= context
->stream_info
;
5004 remove_vbos(context
, state
, &si_emulated
);
5005 stream_info
= &si_emulated
;
5009 if (use_transform_feedback(state
))
5011 const struct wined3d_shader
*shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
5013 if (is_rasterization_disabled(shader
))
5015 glEnable(GL_RASTERIZER_DISCARD
);
5016 checkGLcall("enable rasterizer discard");
5017 rasterizer_discard
= TRUE
;
5020 if (context
->transform_feedback_paused
)
5022 GL_EXTCALL(glResumeTransformFeedback());
5023 checkGLcall("glResumeTransformFeedback");
5024 context
->transform_feedback_paused
= 0;
5026 else if (!context
->transform_feedback_active
)
5028 enum wined3d_primitive_type primitive_type
= shader
->u
.gs
.output_type
5029 ? shader
->u
.gs
.output_type
: state
->primitive_type
;
5030 GLenum mode
= gl_tfb_primitive_type_from_d3d(primitive_type
);
5031 GL_EXTCALL(glBeginTransformFeedback(mode
));
5032 checkGLcall("glBeginTransformFeedback");
5033 context
->transform_feedback_active
= 1;
5037 if (state
->primitive_type
== WINED3D_PT_PATCH
)
5039 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES
, state
->patch_vertex_count
));
5040 checkGLcall("glPatchParameteri");
5043 if (context
->uses_fbo_attached_resources
)
5045 static unsigned int fixme_once
;
5047 if (gl_info
->supported
[ARB_TEXTURE_BARRIER
])
5049 GL_EXTCALL(glTextureBarrier());
5051 else if (gl_info
->supported
[NV_TEXTURE_BARRIER
])
5053 GL_EXTCALL(glTextureBarrierNV());
5058 FIXME("Sampling attached render targets is not supported.\n");
5060 WARN("Sampling attached render targets is not supported, skipping draw.\n");
5061 context_release(context
);
5064 checkGLcall("glTextureBarrier");
5067 if (parameters
->indirect
)
5069 if (!context
->use_immediate_mode_draw
&& !emulation
)
5070 wined3d_context_gl_draw_indirect(context_gl
, state
, ¶meters
->u
.indirect
, idx_size
);
5072 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
5076 unsigned int instance_count
= parameters
->u
.direct
.instance_count
;
5077 if (context
->instance_count
)
5078 instance_count
= context
->instance_count
;
5080 if (context
->use_immediate_mode_draw
|| emulation
)
5081 draw_primitive_immediate_mode(wined3d_context_gl(context
), state
, stream_info
, idx_data
,
5082 idx_size
, parameters
->u
.direct
.base_vertex_idx
,
5083 parameters
->u
.direct
.start_idx
, parameters
->u
.direct
.index_count
, instance_count
);
5085 wined3d_context_gl_draw_primitive_arrays(context_gl
, state
, idx_data
, idx_size
,
5086 parameters
->u
.direct
.base_vertex_idx
, parameters
->u
.direct
.start_idx
,
5087 parameters
->u
.direct
.index_count
, parameters
->u
.direct
.start_instance
, instance_count
);
5090 if (context
->uses_uavs
)
5092 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS
));
5093 checkGLcall("glMemoryBarrier");
5096 wined3d_context_gl_pause_transform_feedback(context_gl
, FALSE
);
5098 if (rasterizer_discard
)
5100 glDisable(GL_RASTERIZER_DISCARD
);
5101 checkGLcall("disable rasterizer discard");
5104 context_release(context
);
5106 TRACE("Draw completed.\n");
5109 void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl
*context_gl
)
5111 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5112 unsigned int texture_idx
;
5114 for (texture_idx
= 0; texture_idx
< gl_info
->limits
.texture_coords
; ++texture_idx
)
5116 gl_info
->gl_ops
.ext
.p_glClientActiveTextureARB(GL_TEXTURE0_ARB
+ texture_idx
);
5117 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY
);
5121 static const void *get_vertex_attrib_pointer(const struct wined3d_stream_info_element
*element
,
5122 const struct wined3d_state
*state
)
5124 const uint8_t *offset
= element
->data
.addr
+ state
->load_base_vertex_index
* element
->stride
;
5126 if (element
->data
.buffer_object
)
5127 offset
+= element
->data
.buffer_object
->buffer_offset
;
5131 void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl
*context_gl
,
5132 const struct wined3d_stream_info
*si
, GLuint
*current_bo
, const struct wined3d_state
*state
)
5134 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5135 const struct wined3d_format_gl
*format_gl
;
5136 unsigned int mapped_stage
= 0;
5137 unsigned int texture_idx
;
5140 for (texture_idx
= 0; texture_idx
< context_gl
->c
.d3d_info
->limits
.ffp_blend_stages
; ++texture_idx
)
5142 unsigned int coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
5144 if ((mapped_stage
= context_gl
->tex_unit_map
[texture_idx
]) == WINED3D_UNMAPPED_STAGE
)
5147 if (mapped_stage
>= gl_info
->limits
.texture_coords
)
5149 FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage
);
5153 if (coord_idx
< WINED3D_MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
5155 const struct wined3d_stream_info_element
*e
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
];
5157 TRACE("Setting up texture %u, idx %u, coord_idx %u, data %s.\n",
5158 texture_idx
, mapped_stage
, coord_idx
, debug_bo_address(&e
->data
));
5160 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5161 if (*current_bo
!= bo
)
5163 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5164 checkGLcall("glBindBuffer");
5168 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
5169 checkGLcall("glClientActiveTextureARB");
5171 /* The coords to supply depend completely on the fvf/vertex shader. */
5172 format_gl
= wined3d_format_gl(e
->format
);
5173 gl_info
->gl_ops
.gl
.p_glTexCoordPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
5174 get_vertex_attrib_pointer(e
, state
));
5175 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY
);
5176 state
->streams
[e
->stream_idx
].buffer
->bo_user
.valid
= true;
5180 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ mapped_stage
, 0, 0, 0, 1));
5183 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
5185 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
5186 for (texture_idx
= mapped_stage
+ 1; texture_idx
< gl_info
->limits
.textures
; ++texture_idx
)
5188 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
5192 checkGLcall("loadTexCoords");
5195 /* This should match any arrays loaded in wined3d_context_gl_load_vertex_data(). */
5196 static void wined3d_context_gl_unload_vertex_data(struct wined3d_context_gl
*context_gl
)
5198 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5200 if (!context_gl
->c
.namedArraysLoaded
)
5202 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_VERTEX_ARRAY
);
5203 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_NORMAL_ARRAY
);
5204 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_COLOR_ARRAY
);
5205 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5206 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
5207 wined3d_context_gl_unload_tex_coords(context_gl
);
5208 context_gl
->c
.namedArraysLoaded
= FALSE
;
5211 static void wined3d_context_gl_load_vertex_data(struct wined3d_context_gl
*context_gl
,
5212 const struct wined3d_stream_info
*si
, const struct wined3d_state
*state
)
5214 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5215 const struct wined3d_stream_info_element
*e
;
5216 const struct wined3d_format_gl
*format_gl
;
5217 GLuint current_bo
, bo
;
5220 TRACE("context_gl %p, si %p, state %p.\n", context_gl
, si
, state
);
5222 /* This is used for the fixed-function pipeline only, and the
5223 * fixed-function pipeline doesn't do instancing. */
5224 context_gl
->c
.instance_count
= 0;
5225 current_bo
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0u : 0;
5228 if ((si
->use_map
& (1u << WINED3D_FFP_BLENDWEIGHT
))
5229 || si
->use_map
& (1u << WINED3D_FFP_BLENDINDICES
))
5231 /* TODO: Support vertex blending in immediate mode draws. No need to
5232 * write a FIXME here, this is done after the general vertex
5233 * declaration decoding. */
5234 WARN("Vertex blending not supported.\n");
5238 if (si
->use_map
& (1u << WINED3D_FFP_PSIZE
))
5240 /* No such functionality in the fixed-function GL pipeline. */
5241 WARN("Per-vertex point size not supported.\n");
5245 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
5247 e
= &si
->elements
[WINED3D_FFP_POSITION
];
5248 format_gl
= wined3d_format_gl(e
->format
);
5249 offset
= get_vertex_attrib_pointer(e
, state
);
5251 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5252 if (current_bo
!= bo
)
5254 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5255 checkGLcall("glBindBuffer");
5259 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n", format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
, offset
);
5260 gl_info
->gl_ops
.gl
.p_glVertexPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
, offset
);
5261 checkGLcall("glVertexPointer(...)");
5262 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_VERTEX_ARRAY
);
5263 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
5264 state
->streams
[e
->stream_idx
].buffer
->bo_user
.valid
= true;
5268 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
5270 e
= &si
->elements
[WINED3D_FFP_NORMAL
];
5271 format_gl
= wined3d_format_gl(e
->format
);
5272 offset
= get_vertex_attrib_pointer(e
, state
);
5274 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5275 if (current_bo
!= bo
)
5277 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5278 checkGLcall("glBindBuffer");
5282 TRACE("glNormalPointer(%#x, %#x, %p);\n", format_gl
->vtx_type
, e
->stride
, offset
);
5283 gl_info
->gl_ops
.gl
.p_glNormalPointer(format_gl
->vtx_type
, e
->stride
, offset
);
5284 checkGLcall("glNormalPointer(...)");
5285 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_NORMAL_ARRAY
);
5286 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
5287 state
->streams
[e
->stream_idx
].buffer
->bo_user
.valid
= true;
5291 gl_info
->gl_ops
.gl
.p_glNormal3f(0, 0, 0);
5292 checkGLcall("glNormal3f(0, 0, 0)");
5295 /* Diffuse colour */
5296 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
5298 e
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
5299 format_gl
= wined3d_format_gl(e
->format
);
5300 offset
= get_vertex_attrib_pointer(e
, state
);
5302 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5303 if (current_bo
!= bo
)
5305 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5306 checkGLcall("glBindBuffer");
5310 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
5311 format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
, offset
);
5312 gl_info
->gl_ops
.gl
.p_glColorPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
, offset
);
5313 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
5314 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_COLOR_ARRAY
);
5315 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
5316 state
->streams
[e
->stream_idx
].buffer
->bo_user
.valid
= true;
5320 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
5321 checkGLcall("glColor4f(1, 1, 1, 1)");
5324 /* Specular colour */
5325 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
5327 TRACE("Setting specular colour.\n");
5329 e
= &si
->elements
[WINED3D_FFP_SPECULAR
];
5330 offset
= get_vertex_attrib_pointer(e
, state
);
5332 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5337 format_gl
= wined3d_format_gl(e
->format
);
5338 type
= format_gl
->vtx_type
;
5339 format
= format_gl
->vtx_format
;
5341 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5342 if (current_bo
!= bo
)
5344 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5345 checkGLcall("glBindBuffer");
5349 if (format
!= 4 || (gl_info
->quirks
& WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA
))
5351 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
5352 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
5353 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
5354 * 4 component secondary colors use it
5356 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format
, type
, e
->stride
, offset
);
5357 GL_EXTCALL(glSecondaryColorPointerEXT(format
, type
, e
->stride
, offset
));
5358 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
5364 case GL_UNSIGNED_BYTE
:
5365 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e
->stride
, offset
);
5366 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE
, e
->stride
, offset
));
5367 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
5371 FIXME("Add 4 component specular colour pointers for type %#x.\n", type
);
5372 /* Make sure that the right colour component is dropped. */
5373 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type
, e
->stride
, offset
);
5374 GL_EXTCALL(glSecondaryColorPointerEXT(3, type
, e
->stride
, offset
));
5375 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
5378 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
5379 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
5380 state
->streams
[e
->stream_idx
].buffer
->bo_user
.valid
= true;
5384 WARN("Specular colour is not supported in this GL implementation.\n");
5389 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5391 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
5392 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
5396 WARN("Specular colour is not supported in this GL implementation.\n");
5400 /* Texture coordinates */
5401 wined3d_context_gl_load_tex_coords(context_gl
, si
, ¤t_bo
, state
);
5404 static void wined3d_context_gl_unload_numbered_array(struct wined3d_context_gl
*context_gl
, unsigned int i
)
5406 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5408 GL_EXTCALL(glDisableVertexAttribArray(i
));
5409 checkGLcall("glDisableVertexAttribArray");
5410 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
5411 GL_EXTCALL(glVertexAttribDivisor(i
, 0));
5413 context_gl
->c
.numbered_array_mask
&= ~(1u << i
);
5416 static void wined3d_context_gl_unload_numbered_arrays(struct wined3d_context_gl
*context_gl
)
5418 uint32_t mask
= context_gl
->c
.numbered_array_mask
;
5423 i
= wined3d_bit_scan(&mask
);
5424 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5428 static void wined3d_context_gl_load_numbered_arrays(struct wined3d_context_gl
*context_gl
,
5429 const struct wined3d_stream_info
*stream_info
, const struct wined3d_state
*state
)
5431 struct wined3d_context
*context
= &context_gl
->c
;
5432 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5433 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5434 GLuint current_bo
, bo
;
5437 /* Default to no instancing. */
5438 context
->instance_count
= 0;
5439 current_bo
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0u : 0;
5441 for (i
= 0; i
< MAX_ATTRIBS
; ++i
)
5443 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[i
];
5444 const void *offset
= get_vertex_attrib_pointer(element
, state
);
5445 const struct wined3d_stream_state
*stream
;
5446 const struct wined3d_format_gl
*format_gl
;
5448 if (!(stream_info
->use_map
& (1u << i
)))
5450 if (context
->numbered_array_mask
& (1u << i
))
5451 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5452 if (!use_vs(state
) && i
== WINED3D_FFP_DIFFUSE
)
5454 if (!(context_gl
->default_attrib_value_set
& (1u << i
)) || !context_gl
->diffuse_attrib_to_1
)
5456 GL_EXTCALL(glVertexAttrib4f(i
, 1.0f
, 1.0f
, 1.0f
, 1.0f
));
5457 context_gl
->diffuse_attrib_to_1
= 1;
5462 if (!(context_gl
->default_attrib_value_set
& (1u << i
)))
5464 GL_EXTCALL(glVertexAttrib4f(i
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
5465 if (i
== WINED3D_FFP_DIFFUSE
)
5466 context_gl
->diffuse_attrib_to_1
= 0;
5469 context_gl
->default_attrib_value_set
|= 1u << i
;
5473 format_gl
= wined3d_format_gl(element
->format
);
5474 stream
= &state
->streams
[element
->stream_idx
];
5475 stream
->buffer
->bo_user
.valid
= true;
5477 if ((stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !context
->instance_count
)
5478 context
->instance_count
= state
->streams
[0].frequency
;
5480 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
5482 unsigned int divisor
= 0;
5484 if (element
->instanced
)
5485 divisor
= element
->divisor
? element
->divisor
: UINT_MAX
;
5486 GL_EXTCALL(glVertexAttribDivisor(i
, divisor
));
5488 else if (element
->divisor
)
5490 /* Unload instanced arrays, they will be loaded using immediate
5492 if (context
->numbered_array_mask
& (1u << i
))
5493 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5494 context_gl
->default_attrib_value_set
&= ~(1u << i
);
5498 TRACE("Loading array %u %s.\n", i
, debug_bo_address(&element
->data
));
5500 if (element
->stride
)
5502 DWORD format_flags
= format_gl
->f
.flags
[WINED3D_GL_RES_TYPE_BUFFER
];
5504 bo
= wined3d_bo_gl_id(element
->data
.buffer_object
);
5505 if (current_bo
!= bo
)
5507 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5508 checkGLcall("glBindBuffer");
5511 /* Use the VBO to find out if a vertex buffer exists, not the vb
5512 * pointer. vb can point to a user pointer data blob. In that case
5513 * current_bo will be 0. If there is a vertex buffer but no vbo we
5514 * won't be load converted attributes anyway. */
5515 if (vs
&& vs
->reg_maps
.shader_version
.major
>= 4 && (format_flags
& WINED3DFMT_FLAG_INTEGER
))
5517 GL_EXTCALL(glVertexAttribIPointer(i
, format_gl
->vtx_format
,
5518 format_gl
->vtx_type
, element
->stride
, offset
));
5522 GL_EXTCALL(glVertexAttribPointer(i
, format_gl
->vtx_format
, format_gl
->vtx_type
,
5523 !!(format_flags
& WINED3DFMT_FLAG_NORMALISED
), element
->stride
, offset
));
5526 if (!(context
->numbered_array_mask
& (1u << i
)))
5528 GL_EXTCALL(glEnableVertexAttribArray(i
));
5529 context
->numbered_array_mask
|= (1u << i
);
5534 /* Stride = 0 means always the same values.
5535 * glVertexAttribPointer() doesn't do that. Instead disable the
5536 * pointer and set up the attribute statically. But we have to
5537 * figure out the system memory address. */
5538 const BYTE
*ptr
= element
->data
.addr
;
5539 if (element
->data
.buffer_object
)
5540 ptr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(stream
->buffer
, context
);
5542 if (context
->numbered_array_mask
& (1u << i
))
5543 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5545 switch (format_gl
->f
.id
)
5547 case WINED3DFMT_R32_FLOAT
:
5548 GL_EXTCALL(glVertexAttrib1fv(i
, (const GLfloat
*)ptr
));
5550 case WINED3DFMT_R32G32_FLOAT
:
5551 GL_EXTCALL(glVertexAttrib2fv(i
, (const GLfloat
*)ptr
));
5553 case WINED3DFMT_R32G32B32_FLOAT
:
5554 GL_EXTCALL(glVertexAttrib3fv(i
, (const GLfloat
*)ptr
));
5556 case WINED3DFMT_R32G32B32A32_FLOAT
:
5557 GL_EXTCALL(glVertexAttrib4fv(i
, (const GLfloat
*)ptr
));
5559 case WINED3DFMT_R8G8B8A8_UINT
:
5560 GL_EXTCALL(glVertexAttrib4ubv(i
, ptr
));
5562 case WINED3DFMT_B8G8R8A8_UNORM
:
5563 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
5565 const DWORD
*src
= (const DWORD
*)ptr
;
5566 DWORD c
= *src
& 0xff00ff00u
;
5567 c
|= (*src
& 0xff0000u
) >> 16;
5568 c
|= (*src
& 0xffu
) << 16;
5569 GL_EXTCALL(glVertexAttrib4Nubv(i
, (GLubyte
*)&c
));
5572 /* else fallthrough */
5573 case WINED3DFMT_R8G8B8A8_UNORM
:
5574 GL_EXTCALL(glVertexAttrib4Nubv(i
, ptr
));
5576 case WINED3DFMT_R16G16_SINT
:
5577 GL_EXTCALL(glVertexAttrib2sv(i
, (const GLshort
*)ptr
));
5579 case WINED3DFMT_R16G16B16A16_SINT
:
5580 GL_EXTCALL(glVertexAttrib4sv(i
, (const GLshort
*)ptr
));
5582 case WINED3DFMT_R16G16_SNORM
:
5584 const GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
5585 GL_EXTCALL(glVertexAttrib4Nsv(i
, s
));
5588 case WINED3DFMT_R16G16_UNORM
:
5590 const GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
5591 GL_EXTCALL(glVertexAttrib4Nusv(i
, s
));
5594 case WINED3DFMT_R16G16B16A16_SNORM
:
5595 GL_EXTCALL(glVertexAttrib4Nsv(i
, (const GLshort
*)ptr
));
5597 case WINED3DFMT_R16G16B16A16_UNORM
:
5598 GL_EXTCALL(glVertexAttrib4Nusv(i
, (const GLushort
*)ptr
));
5600 case WINED3DFMT_R10G10B10X2_UINT
:
5601 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
5602 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
5604 case WINED3DFMT_R10G10B10X2_SNORM
:
5605 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
5606 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
5608 case WINED3DFMT_R16G16_FLOAT
:
5609 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
5611 /* Not supported by GL_ARB_half_float_vertex. */
5612 GL_EXTCALL(glVertexAttrib2hvNV(i
, (const GLhalfNV
*)ptr
));
5616 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
5617 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
5618 GL_EXTCALL(glVertexAttrib2f(i
, x
, y
));
5621 case WINED3DFMT_R16G16B16A16_FLOAT
:
5622 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
5624 /* Not supported by GL_ARB_half_float_vertex. */
5625 GL_EXTCALL(glVertexAttrib4hvNV(i
, (const GLhalfNV
*)ptr
));
5629 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
5630 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
5631 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
5632 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
5633 GL_EXTCALL(glVertexAttrib4f(i
, x
, y
, z
, w
));
5637 ERR("Unexpected declaration in stride 0 attributes.\n");
5641 context_gl
->default_attrib_value_set
&= ~(1u << i
);
5644 checkGLcall("Loading numbered arrays");
5647 void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl
*context_gl
,
5648 const struct wined3d_state
*state
)
5650 if (context_gl
->c
.use_immediate_mode_draw
)
5653 wined3d_context_gl_unload_vertex_data(context_gl
);
5654 if (context_gl
->c
.d3d_info
->ffp_generic_attributes
|| use_vs(state
))
5656 TRACE("Loading numbered arrays.\n");
5657 wined3d_context_gl_load_numbered_arrays(context_gl
, &context_gl
->c
.stream_info
, state
);
5661 TRACE("Loading named arrays.\n");
5662 wined3d_context_gl_unload_numbered_arrays(context_gl
);
5663 wined3d_context_gl_load_vertex_data(context_gl
, &context_gl
->c
.stream_info
, state
);
5664 context_gl
->c
.namedArraysLoaded
= TRUE
;
5667 static void apply_texture_blit_state(const struct wined3d_gl_info
*gl_info
, struct gl_texture
*texture
,
5668 GLenum target
, unsigned int level
, enum wined3d_texture_filter_type filter
)
5670 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MAG_FILTER
, wined3d_gl_mag_filter(filter
));
5671 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MIN_FILTER
,
5672 wined3d_gl_min_mip_filter(filter
, WINED3D_TEXF_NONE
));
5673 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
5674 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
5675 if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
5676 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
, GL_SKIP_DECODE_EXT
);
5677 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, level
);
5679 /* We changed the filtering settings on the texture. Make sure they get
5680 * reset on subsequent draws. */
5681 texture
->sampler_desc
.mag_filter
= WINED3D_TEXF_POINT
;
5682 texture
->sampler_desc
.min_filter
= WINED3D_TEXF_POINT
;
5683 texture
->sampler_desc
.mip_filter
= WINED3D_TEXF_NONE
;
5684 texture
->sampler_desc
.address_u
= WINED3D_TADDRESS_CLAMP
;
5685 texture
->sampler_desc
.address_v
= WINED3D_TADDRESS_CLAMP
;
5686 texture
->sampler_desc
.srgb_decode
= FALSE
;
5687 texture
->base_level
= level
;
5690 /* Context activation is done by the caller. */
5691 void wined3d_context_gl_draw_shaded_quad(struct wined3d_context_gl
*context_gl
, struct wined3d_texture_gl
*texture_gl
,
5692 unsigned int sub_resource_idx
, const RECT
*src_rect
, const RECT
*dst_rect
,
5693 enum wined3d_texture_filter_type filter
)
5695 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5696 struct wined3d_blt_info info
;
5697 unsigned int level
, w
, h
, i
;
5702 struct wined3d_vec3 texcoord
;
5706 texture2d_get_blt_info(texture_gl
, sub_resource_idx
, src_rect
, &info
);
5708 level
= sub_resource_idx
% texture_gl
->t
.level_count
;
5709 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, texture_gl
->texture_rgb
.name
);
5710 apply_texture_blit_state(gl_info
, &texture_gl
->texture_rgb
, info
.bind_target
, level
, filter
);
5711 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, level
);
5713 wined3d_context_gl_get_rt_size(context_gl
, &dst_size
);
5717 quad
[0].x
= dst_rect
->left
* 2.0f
/ w
- 1.0f
;
5718 quad
[0].y
= dst_rect
->top
* 2.0f
/ h
- 1.0f
;
5719 quad
[0].texcoord
= info
.texcoords
[0];
5721 quad
[1].x
= dst_rect
->right
* 2.0f
/ w
- 1.0f
;
5722 quad
[1].y
= dst_rect
->top
* 2.0f
/ h
- 1.0f
;
5723 quad
[1].texcoord
= info
.texcoords
[1];
5725 quad
[2].x
= dst_rect
->left
* 2.0f
/ w
- 1.0f
;
5726 quad
[2].y
= dst_rect
->bottom
* 2.0f
/ h
- 1.0f
;
5727 quad
[2].texcoord
= info
.texcoords
[2];
5729 quad
[3].x
= dst_rect
->right
* 2.0f
/ w
- 1.0f
;
5730 quad
[3].y
= dst_rect
->bottom
* 2.0f
/ h
- 1.0f
;
5731 quad
[3].texcoord
= info
.texcoords
[3];
5734 if (gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
5736 if (!context_gl
->blit_vbo
)
5737 GL_EXTCALL(glGenBuffers(1, &context_gl
->blit_vbo
));
5738 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, context_gl
->blit_vbo
));
5740 wined3d_context_gl_unload_vertex_data(context_gl
);
5741 wined3d_context_gl_unload_numbered_arrays(context_gl
);
5743 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER
, sizeof(quad
), quad
, GL_STREAM_DRAW
));
5744 GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT
, FALSE
, sizeof(*quad
), NULL
));
5745 GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT
, FALSE
, sizeof(*quad
),
5746 (void *)FIELD_OFFSET(struct blit_vertex
, texcoord
)));
5748 GL_EXTCALL(glEnableVertexAttribArray(0));
5749 GL_EXTCALL(glEnableVertexAttribArray(1));
5751 gl_info
->gl_ops
.gl
.p_glDrawArrays(GL_TRIANGLE_STRIP
, 0, 4);
5753 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, 0));
5754 GL_EXTCALL(glDisableVertexAttribArray(1));
5755 GL_EXTCALL(glDisableVertexAttribArray(0));
5759 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
5761 for (i
= 0; i
< ARRAY_SIZE(quad
); ++i
)
5763 GL_EXTCALL(glVertexAttrib3fv(1, &quad
[i
].texcoord
.x
));
5764 GL_EXTCALL(glVertexAttrib2fv(0, &quad
[i
].x
));
5767 gl_info
->gl_ops
.gl
.p_glEnd();
5769 checkGLcall("draw");
5771 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, texture_gl
->t
.level_count
- 1);
5772 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, 0);
5775 /* Context activation is done by the caller. */
5776 void wined3d_context_gl_draw_textured_quad(struct wined3d_context_gl
*context_gl
,
5777 struct wined3d_texture_gl
*texture_gl
, unsigned int sub_resource_idx
,
5778 const RECT
*src_rect
, const RECT
*dst_rect
, enum wined3d_texture_filter_type filter
)
5780 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5781 struct wined3d_blt_info info
;
5784 texture2d_get_blt_info(texture_gl
, sub_resource_idx
, src_rect
, &info
);
5786 gl_info
->gl_ops
.gl
.p_glEnable(info
.bind_target
);
5787 checkGLcall("glEnable(bind_target)");
5789 level
= sub_resource_idx
% texture_gl
->t
.level_count
;
5790 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, texture_gl
->texture_rgb
.name
);
5791 apply_texture_blit_state(gl_info
, &texture_gl
->texture_rgb
, info
.bind_target
, level
, filter
);
5792 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, level
);
5793 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
5794 checkGLcall("glTexEnvi");
5797 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
5798 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[0].x
);
5799 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->left
, dst_rect
->top
);
5801 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[1].x
);
5802 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->right
, dst_rect
->top
);
5804 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[2].x
);
5805 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->left
, dst_rect
->bottom
);
5807 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[3].x
);
5808 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->right
, dst_rect
->bottom
);
5809 gl_info
->gl_ops
.gl
.p_glEnd();
5811 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, texture_gl
->t
.level_count
- 1);
5812 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, 0);