2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 static DWORD wined3d_context_tls_idx
;
33 /* FBO helper functions */
35 /* GL locking is done by the caller */
36 void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint
*fbo
)
38 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
49 gl_info
->fbo_ops
.glGenFramebuffers(1, fbo
);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo
);
58 case GL_READ_FRAMEBUFFER
:
59 if (context
->fbo_read_binding
== f
) return;
60 context
->fbo_read_binding
= f
;
63 case GL_DRAW_FRAMEBUFFER
:
64 if (context
->fbo_draw_binding
== f
) return;
65 context
->fbo_draw_binding
= f
;
69 if (context
->fbo_read_binding
== f
70 && context
->fbo_draw_binding
== f
) return;
71 context
->fbo_read_binding
= f
;
72 context
->fbo_draw_binding
= f
;
76 FIXME("Unhandled target %#x.\n", target
);
80 gl_info
->fbo_ops
.glBindFramebuffer(target
, f
);
81 checkGLcall("glBindFramebuffer()");
84 /* GL locking is done by the caller */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
89 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
91 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
97 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
98 checkGLcall("glFramebufferTexture2D()");
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint
*fbo
)
104 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
106 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
107 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
108 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
110 gl_info
->fbo_ops
.glDeleteFramebuffers(1, fbo
);
111 checkGLcall("glDeleteFramebuffers()");
114 /* GL locking is done by the caller */
115 static void context_apply_attachment_filter_states(const struct wined3d_context
*context
,
116 IWineD3DSurfaceImpl
*surface
, DWORD location
)
118 /* Update base texture states array */
119 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
121 struct wined3d_texture
*texture
= surface
->container
.u
.texture
;
122 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
123 BOOL update_minfilter
= FALSE
;
124 BOOL update_magfilter
= FALSE
;
125 struct gl_texture
*gl_tex
;
129 case SFLAG_INTEXTURE
:
130 case SFLAG_INSRGBTEX
:
131 gl_tex
= wined3d_texture_get_gl_texture(texture
,
132 context
->gl_info
, location
== SFLAG_INSRGBTEX
);
136 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
140 if (gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_POINT
141 || gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_NONE
)
143 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
144 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
145 update_minfilter
= TRUE
;
148 if (gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_POINT
)
150 gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
151 update_magfilter
= TRUE
;
154 if (texture
->bind_count
)
156 WARN("Render targets should not be bound to a sampler\n");
157 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_SAMPLER(texture
->sampler
));
160 if (update_minfilter
|| update_magfilter
)
162 GLenum target
, bind_target
;
165 target
= surface
->texture_target
;
166 if (target
== GL_TEXTURE_2D
)
168 bind_target
= GL_TEXTURE_2D
;
169 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
171 else if (target
== GL_TEXTURE_RECTANGLE_ARB
)
173 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
174 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
178 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
179 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB
, &old_binding
);
182 glBindTexture(bind_target
, gl_tex
->name
);
183 if (update_minfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
184 if (update_magfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
185 glBindTexture(bind_target
, old_binding
);
188 checkGLcall("apply_attachment_filter_states()");
192 /* GL locking is done by the caller */
193 void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
194 GLenum fbo_target
, IWineD3DSurfaceImpl
*depth_stencil
, BOOL use_render_buffer
)
196 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
198 TRACE("Attach depth stencil %p\n", depth_stencil
);
202 DWORD format_flags
= depth_stencil
->resource
.format
->flags
;
204 if (use_render_buffer
&& depth_stencil
->current_renderbuffer
)
206 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
208 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
,
209 GL_RENDERBUFFER
, depth_stencil
->current_renderbuffer
->id
);
210 checkGLcall("glFramebufferRenderbuffer()");
213 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
215 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
,
216 GL_RENDERBUFFER
, depth_stencil
->current_renderbuffer
->id
);
217 checkGLcall("glFramebufferRenderbuffer()");
222 surface_prepare_texture(depth_stencil
, gl_info
, FALSE
);
223 context_apply_attachment_filter_states(context
, depth_stencil
, SFLAG_INTEXTURE
);
225 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
227 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
,
228 depth_stencil
->texture_target
, depth_stencil
->texture_name
,
229 depth_stencil
->texture_level
);
230 checkGLcall("glFramebufferTexture2D()");
233 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
235 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
,
236 depth_stencil
->texture_target
, depth_stencil
->texture_name
,
237 depth_stencil
->texture_level
);
238 checkGLcall("glFramebufferTexture2D()");
242 if (!(format_flags
& WINED3DFMT_FLAG_DEPTH
))
244 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
245 checkGLcall("glFramebufferTexture2D()");
248 if (!(format_flags
& WINED3DFMT_FLAG_STENCIL
))
250 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
251 checkGLcall("glFramebufferTexture2D()");
256 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
257 checkGLcall("glFramebufferTexture2D()");
259 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
260 checkGLcall("glFramebufferTexture2D()");
264 /* GL locking is done by the caller */
265 static void context_attach_surface_fbo(const struct wined3d_context
*context
,
266 GLenum fbo_target
, DWORD idx
, IWineD3DSurfaceImpl
*surface
, DWORD location
)
268 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
270 TRACE("Attach surface %p to %u\n", surface
, idx
);
272 if (surface
&& surface
->resource
.format
->id
!= WINED3DFMT_NULL
)
278 case SFLAG_INTEXTURE
:
279 case SFLAG_INSRGBTEX
:
280 srgb
= location
== SFLAG_INSRGBTEX
;
281 surface_prepare_texture(surface
, gl_info
, srgb
);
282 context_apply_attachment_filter_states(context
, surface
, location
);
283 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
284 surface
->texture_target
, surface_get_texture_name(surface
, gl_info
, srgb
),
285 surface
->texture_level
);
289 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
292 checkGLcall("glFramebufferTexture2D()");
296 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, GL_TEXTURE_2D
, 0, 0);
297 checkGLcall("glFramebufferTexture2D()");
301 /* GL locking is done by the caller */
302 static void context_check_fbo_status(struct wined3d_context
*context
, GLenum target
)
304 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
307 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
308 if (status
== GL_FRAMEBUFFER_COMPLETE
)
310 TRACE("FBO complete\n");
312 IWineD3DSurfaceImpl
*attachment
;
314 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
316 if (!context
->current_fbo
)
318 ERR("FBO 0 is incomplete, driver bug?\n");
322 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context
->current_fbo
->location
),
323 context
->current_fbo
->location
);
325 /* Dump the FBO attachments */
326 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
328 attachment
= context
->current_fbo
->render_targets
[i
];
331 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
332 i
, attachment
, debug_d3dformat(attachment
->resource
.format
->id
),
333 attachment
->pow2Width
, attachment
->pow2Height
);
336 attachment
= context
->current_fbo
->depth_stencil
;
339 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
340 attachment
, debug_d3dformat(attachment
->resource
.format
->id
),
341 attachment
->pow2Width
, attachment
->pow2Height
);
346 static struct fbo_entry
*context_create_fbo_entry(struct wined3d_context
*context
,
347 IWineD3DSurfaceImpl
**render_targets
, IWineD3DSurfaceImpl
*depth_stencil
, DWORD location
)
349 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
350 struct fbo_entry
*entry
;
352 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
353 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
354 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
355 entry
->depth_stencil
= depth_stencil
;
356 entry
->location
= location
;
357 entry
->attached
= FALSE
;
363 /* GL locking is done by the caller */
364 static void context_reuse_fbo_entry(struct wined3d_context
*context
, GLenum target
,
365 IWineD3DSurfaceImpl
**render_targets
, IWineD3DSurfaceImpl
*depth_stencil
,
366 DWORD location
, struct fbo_entry
*entry
)
368 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
370 context_bind_fbo(context
, target
, &entry
->id
);
371 context_clean_fbo_attachments(gl_info
, target
);
373 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
374 entry
->depth_stencil
= depth_stencil
;
375 entry
->location
= location
;
376 entry
->attached
= FALSE
;
379 /* GL locking is done by the caller */
380 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
384 TRACE("Destroy FBO %d\n", entry
->id
);
385 context_destroy_fbo(context
, &entry
->id
);
387 --context
->fbo_entry_count
;
388 list_remove(&entry
->entry
);
389 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
390 HeapFree(GetProcessHeap(), 0, entry
);
394 /* GL locking is done by the caller */
395 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
, GLenum target
,
396 IWineD3DSurfaceImpl
**render_targets
, IWineD3DSurfaceImpl
*depth_stencil
, DWORD location
)
398 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
399 struct fbo_entry
*entry
;
401 if (depth_stencil
&& render_targets
&& render_targets
[0])
403 if (depth_stencil
->resource
.width
< render_targets
[0]->resource
.width
||
404 depth_stencil
->resource
.height
< render_targets
[0]->resource
.height
)
406 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
407 depth_stencil
= NULL
;
411 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
413 if (!memcmp(entry
->render_targets
,
414 render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
))
415 && entry
->depth_stencil
== depth_stencil
&& entry
->location
== location
)
417 list_remove(&entry
->entry
);
418 list_add_head(&context
->fbo_list
, &entry
->entry
);
423 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
425 entry
= context_create_fbo_entry(context
, render_targets
, depth_stencil
, location
);
426 list_add_head(&context
->fbo_list
, &entry
->entry
);
427 ++context
->fbo_entry_count
;
431 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
432 context_reuse_fbo_entry(context
, target
, render_targets
, depth_stencil
, location
, entry
);
433 list_remove(&entry
->entry
);
434 list_add_head(&context
->fbo_list
, &entry
->entry
);
440 /* GL locking is done by the caller */
441 static void context_apply_fbo_entry(struct wined3d_context
*context
, GLenum target
, struct fbo_entry
*entry
)
443 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
446 context_bind_fbo(context
, target
, &entry
->id
);
448 if (!entry
->attached
)
450 /* Apply render targets */
451 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
453 context_attach_surface_fbo(context
, target
, i
, entry
->render_targets
[i
], entry
->location
);
456 /* Apply depth targets */
457 if (entry
->depth_stencil
)
459 surface_set_compatible_renderbuffer(entry
->depth_stencil
,
460 entry
->render_targets
[0]->pow2Width
, entry
->render_targets
[0]->pow2Height
);
462 context_attach_depth_stencil_fbo(context
, target
, entry
->depth_stencil
, TRUE
);
464 entry
->attached
= TRUE
;
468 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
470 if (entry
->render_targets
[i
])
471 context_apply_attachment_filter_states(context
, entry
->render_targets
[i
], entry
->location
);
473 if (entry
->depth_stencil
)
474 context_apply_attachment_filter_states(context
, entry
->depth_stencil
, SFLAG_INTEXTURE
);
478 /* GL locking is done by the caller */
479 static void context_apply_fbo_state(struct wined3d_context
*context
, GLenum target
,
480 IWineD3DSurfaceImpl
**render_targets
, IWineD3DSurfaceImpl
*depth_stencil
, DWORD location
)
482 struct fbo_entry
*entry
, *entry2
;
484 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
486 context_destroy_fbo_entry(context
, entry
);
489 if (context
->rebind_fbo
)
491 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
492 context
->rebind_fbo
= FALSE
;
497 context
->current_fbo
= context_find_fbo_entry(context
, target
, render_targets
, depth_stencil
, location
);
498 context_apply_fbo_entry(context
, target
, context
->current_fbo
);
502 context
->current_fbo
= NULL
;
503 context_bind_fbo(context
, target
, NULL
);
506 context_check_fbo_status(context
, target
);
509 /* GL locking is done by the caller */
510 void context_apply_fbo_state_blit(struct wined3d_context
*context
, GLenum target
,
511 IWineD3DSurfaceImpl
*render_target
, IWineD3DSurfaceImpl
*depth_stencil
, DWORD location
)
513 if (location
!= SFLAG_INDRAWABLE
|| surface_is_offscreen(render_target
))
515 UINT clear_size
= (context
->gl_info
->limits
.buffers
- 1) * sizeof(*context
->blit_targets
);
516 context
->blit_targets
[0] = render_target
;
517 if (clear_size
) memset(&context
->blit_targets
[1], 0, clear_size
);
518 context_apply_fbo_state(context
, target
, context
->blit_targets
, depth_stencil
, location
);
522 context_apply_fbo_state(context
, target
, NULL
, NULL
, location
);
526 /* Context activation is done by the caller. */
527 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
529 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
531 if (context
->free_occlusion_query_count
)
533 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
537 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
540 GL_EXTCALL(glGenQueriesARB(1, &query
->id
));
541 checkGLcall("glGenQueriesARB");
544 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
548 WARN("Occlusion queries not supported, not allocating query id.\n");
553 query
->context
= context
;
554 list_add_head(&context
->occlusion_queries
, &query
->entry
);
557 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
559 struct wined3d_context
*context
= query
->context
;
561 list_remove(&query
->entry
);
562 query
->context
= NULL
;
564 if (context
->free_occlusion_query_count
>= context
->free_occlusion_query_size
- 1)
566 UINT new_size
= context
->free_occlusion_query_size
<< 1;
567 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_occlusion_queries
,
568 new_size
* sizeof(*context
->free_occlusion_queries
));
572 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
576 context
->free_occlusion_query_size
= new_size
;
577 context
->free_occlusion_queries
= new_data
;
580 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
583 /* Context activation is done by the caller. */
584 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
586 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
588 if (context
->free_event_query_count
)
590 query
->object
= context
->free_event_queries
[--context
->free_event_query_count
];
594 if (gl_info
->supported
[ARB_SYNC
])
596 /* Using ARB_sync, not much to do here. */
597 query
->object
.sync
= NULL
;
598 TRACE("Allocated event query %p in context %p.\n", query
->object
.sync
, context
);
600 else if (gl_info
->supported
[APPLE_FENCE
])
603 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
604 checkGLcall("glGenFencesAPPLE");
607 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
609 else if(gl_info
->supported
[NV_FENCE
])
612 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
613 checkGLcall("glGenFencesNV");
616 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
620 WARN("Event queries not supported, not allocating query id.\n");
621 query
->object
.id
= 0;
625 query
->context
= context
;
626 list_add_head(&context
->event_queries
, &query
->entry
);
629 void context_free_event_query(struct wined3d_event_query
*query
)
631 struct wined3d_context
*context
= query
->context
;
633 list_remove(&query
->entry
);
634 query
->context
= NULL
;
636 if (context
->free_event_query_count
>= context
->free_event_query_size
- 1)
638 UINT new_size
= context
->free_event_query_size
<< 1;
639 union wined3d_gl_query_object
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_event_queries
,
640 new_size
* sizeof(*context
->free_event_queries
));
644 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
648 context
->free_event_query_size
= new_size
;
649 context
->free_event_queries
= new_data
;
652 context
->free_event_queries
[context
->free_event_query_count
++] = query
->object
;
655 typedef void (context_fbo_entry_func_t
)(struct wined3d_context
*context
, struct fbo_entry
*entry
);
657 static void context_enum_surface_fbo_entries(IWineD3DDeviceImpl
*device
,
658 IWineD3DSurfaceImpl
*surface
, context_fbo_entry_func_t
*callback
)
662 for (i
= 0; i
< device
->context_count
; ++i
)
664 struct wined3d_context
*context
= device
->contexts
[i
];
665 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
666 struct fbo_entry
*entry
, *entry2
;
668 if (context
->current_rt
== surface
) context
->current_rt
= NULL
;
670 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
674 if (entry
->depth_stencil
== surface
)
676 callback(context
, entry
);
680 for (j
= 0; j
< gl_info
->limits
.buffers
; ++j
)
682 if (entry
->render_targets
[j
] == surface
)
684 callback(context
, entry
);
692 static void context_queue_fbo_entry_destruction(struct wined3d_context
*context
, struct fbo_entry
*entry
)
694 list_remove(&entry
->entry
);
695 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
698 void context_resource_released(struct IWineD3DDeviceImpl
*device
,
699 struct wined3d_resource
*resource
, WINED3DRESOURCETYPE type
)
701 if (!device
->d3d_initialized
) return;
705 case WINED3DRTYPE_SURFACE
:
706 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
707 context_queue_fbo_entry_destruction
);
715 static void context_detach_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
717 entry
->attached
= FALSE
;
720 void context_resource_unloaded(struct IWineD3DDeviceImpl
*device
,
721 struct wined3d_resource
*resource
, WINED3DRESOURCETYPE type
)
725 case WINED3DRTYPE_SURFACE
:
726 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
727 context_detach_fbo_entry
);
735 void context_surface_update(struct wined3d_context
*context
, IWineD3DSurfaceImpl
*surface
)
737 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
738 struct fbo_entry
*entry
= context
->current_fbo
;
741 if (!entry
|| context
->rebind_fbo
) return;
743 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
745 if (surface
== entry
->render_targets
[i
])
747 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface
, i
);
748 context
->rebind_fbo
= TRUE
;
753 if (surface
== entry
->depth_stencil
)
755 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface
);
756 context
->rebind_fbo
= TRUE
;
760 static BOOL
context_set_pixel_format(const struct wined3d_gl_info
*gl_info
, HDC dc
, int format
)
762 int current
= GetPixelFormat(dc
);
764 if (current
== format
) return TRUE
;
768 if (!SetPixelFormat(dc
, format
, NULL
))
770 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
771 format
, dc
, GetLastError());
777 /* By default WGL doesn't allow pixel format adjustments but we need it
778 * here. For this reason there's a Wine specific wglSetPixelFormat()
779 * which allows us to set the pixel format multiple times. Only use it
780 * when really needed. */
781 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
783 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
, NULL
)))
785 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
792 /* OpenGL doesn't allow pixel format adjustments. Print an error and
793 * continue using the old format. There's a big chance that the old
794 * format works although with a performance hit and perhaps rendering
796 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
797 format
, dc
, current
);
801 static void context_update_window(struct wined3d_context
*context
)
803 TRACE("Updating context %p window from %p to %p.\n",
804 context
, context
->win_handle
, context
->swapchain
->win_handle
);
808 if (!ReleaseDC(context
->win_handle
, context
->hdc
))
810 ERR("Failed to release device context %p, last error %#x.\n",
811 context
->hdc
, GetLastError());
814 else context
->valid
= 1;
816 context
->win_handle
= context
->swapchain
->win_handle
;
818 if (!(context
->hdc
= GetDC(context
->win_handle
)))
820 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
824 if (!context_set_pixel_format(context
->gl_info
, context
->hdc
, context
->pixel_format
))
826 ERR("Failed to set pixel format %d on device context %p.\n",
827 context
->pixel_format
, context
->hdc
);
831 if (!pwglMakeCurrent(context
->hdc
, context
->glCtx
))
833 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
834 context
->glCtx
, context
->hdc
, GetLastError());
844 /* Do not call while under the GL lock. */
845 static void context_validate(struct wined3d_context
*context
)
847 HWND wnd
= WindowFromDC(context
->hdc
);
849 if (wnd
!= context
->win_handle
)
851 WARN("DC %p belongs to window %p instead of %p.\n",
852 context
->hdc
, wnd
, context
->win_handle
);
856 if (context
->win_handle
!= context
->swapchain
->win_handle
)
857 context_update_window(context
);
860 /* Do not call while under the GL lock. */
861 static void context_destroy_gl_resources(struct wined3d_context
*context
)
863 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
864 struct wined3d_occlusion_query
*occlusion_query
;
865 struct wined3d_event_query
*event_query
;
866 struct fbo_entry
*entry
, *entry2
;
871 restore_ctx
= pwglGetCurrentContext();
872 restore_dc
= pwglGetCurrentDC();
874 context_validate(context
);
875 if (context
->valid
&& restore_ctx
!= context
->glCtx
) pwglMakeCurrent(context
->hdc
, context
->glCtx
);
876 else restore_ctx
= NULL
;
880 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
882 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
883 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query
->id
));
884 occlusion_query
->context
= NULL
;
887 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
891 if (gl_info
->supported
[ARB_SYNC
])
893 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
895 else if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->object
.id
));
896 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->object
.id
));
898 event_query
->context
= NULL
;
901 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
903 if (!context
->valid
) entry
->id
= 0;
904 context_destroy_fbo_entry(context
, entry
);
907 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
909 if (!context
->valid
) entry
->id
= 0;
910 context_destroy_fbo_entry(context
, entry
);
915 if (context
->dst_fbo
)
917 TRACE("Destroy dst FBO %d\n", context
->dst_fbo
);
918 context_destroy_fbo(context
, &context
->dst_fbo
);
920 if (context
->dummy_arbfp_prog
)
922 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
925 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
926 GL_EXTCALL(glDeleteQueriesARB(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
928 if (gl_info
->supported
[ARB_SYNC
])
930 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
932 else if (gl_info
->supported
[APPLE_FENCE
])
934 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
936 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_event_queries
[i
].id
));
939 else if (gl_info
->supported
[NV_FENCE
])
941 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
943 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_event_queries
[i
].id
));
947 checkGLcall("context cleanup");
952 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
953 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
957 if (!pwglMakeCurrent(restore_dc
, restore_ctx
))
959 DWORD err
= GetLastError();
960 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
961 restore_ctx
, restore_dc
, err
);
964 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL
, NULL
))
966 ERR("Failed to disable GL context.\n");
969 ReleaseDC(context
->win_handle
, context
->hdc
);
971 if (!pwglDeleteContext(context
->glCtx
))
973 DWORD err
= GetLastError();
974 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
978 DWORD
context_get_tls_idx(void)
980 return wined3d_context_tls_idx
;
983 void context_set_tls_idx(DWORD idx
)
985 wined3d_context_tls_idx
= idx
;
988 struct wined3d_context
*context_get_current(void)
990 return TlsGetValue(wined3d_context_tls_idx
);
993 /* Do not call while under the GL lock. */
994 BOOL
context_set_current(struct wined3d_context
*ctx
)
996 struct wined3d_context
*old
= context_get_current();
1000 TRACE("Already using D3D context %p.\n", ctx
);
1008 TRACE("Switching away from destroyed context %p.\n", old
);
1009 context_destroy_gl_resources(old
);
1010 HeapFree(GetProcessHeap(), 0, old
);
1020 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
1021 if (!pwglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
1023 DWORD err
= GetLastError();
1024 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
1025 ctx
->glCtx
, ctx
->hdc
, err
);
1026 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1031 else if(pwglGetCurrentContext())
1033 TRACE("Clearing current D3D context.\n");
1034 if (!pwglMakeCurrent(NULL
, NULL
))
1036 DWORD err
= GetLastError();
1037 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1038 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1043 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
1046 void context_release(struct wined3d_context
*context
)
1048 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
1052 if (!context
->level
)
1053 WARN("Context %p is not active.\n", context
);
1054 else if (context
!= context_get_current())
1055 WARN("Context %p is not the current context.\n", context
);
1058 if (!--context
->level
&& context
->restore_ctx
)
1060 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
1061 if (!pwglMakeCurrent(context
->restore_dc
, context
->restore_ctx
))
1063 DWORD err
= GetLastError();
1064 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1065 context
->restore_ctx
, context
->restore_dc
, err
);
1067 context
->restore_ctx
= NULL
;
1068 context
->restore_dc
= NULL
;
1072 static void context_enter(struct wined3d_context
*context
)
1074 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1076 if (!context
->level
++)
1078 const struct wined3d_context
*current_context
= context_get_current();
1079 HGLRC current_gl
= pwglGetCurrentContext();
1081 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1083 TRACE("Another GL context (%p on device context %p) is already current.\n",
1084 current_gl
, pwglGetCurrentDC());
1085 context
->restore_ctx
= current_gl
;
1086 context
->restore_dc
= pwglGetCurrentDC();
1091 /*****************************************************************************
1092 * Context_MarkStateDirty
1094 * Marks a state in a context dirty. Only one context, opposed to
1095 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1099 * context: Context to mark the state dirty in
1100 * state: State to mark dirty
1101 * StateTable: Pointer to the state table in use(for state grouping)
1103 *****************************************************************************/
1104 static void Context_MarkStateDirty(struct wined3d_context
*context
, DWORD state
, const struct StateEntry
*StateTable
)
1106 DWORD rep
= StateTable
[state
].representative
;
1110 if (isStateDirty(context
, rep
)) return;
1112 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1113 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1114 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1115 context
->isStateDirty
[idx
] |= (1 << shift
);
1118 /* This function takes care of WineD3D pixel format selection. */
1119 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
,
1120 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1121 BOOL auxBuffers
, int numSamples
, BOOL findCompatible
)
1124 unsigned int matchtry
;
1125 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
1126 short depthBits
=0, stencilBits
=0;
1136 /* First, try without alpha match buffers. MacOS supports aux buffers only
1137 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1138 * Then try without aux buffers - this is the most common cause for not
1139 * finding a pixel format. Also some drivers(the open source ones)
1140 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1141 * match, then try without an exact alpha and color match.
1143 { TRUE
, TRUE
, TRUE
},
1144 { TRUE
, FALSE
, TRUE
},
1145 { FALSE
, TRUE
, TRUE
},
1146 { FALSE
, FALSE
, TRUE
},
1147 { TRUE
, FALSE
, FALSE
},
1148 { FALSE
, FALSE
, FALSE
},
1152 int nCfgs
= This
->adapter
->nCfgs
;
1154 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1155 debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1156 auxBuffers
, numSamples
, findCompatible
);
1158 if (!getColorBits(color_format
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
1160 ERR("Unable to get color bits for format %s (%#x)!\n",
1161 debug_d3dformat(color_format
->id
), color_format
->id
);
1165 getDepthStencilBits(ds_format
, &depthBits
, &stencilBits
);
1167 for(matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(matches
[0])) && !iPixelFormat
; matchtry
++) {
1168 for(i
=0; i
<nCfgs
; i
++) {
1169 BOOL exactDepthMatch
= TRUE
;
1170 WineD3D_PixelFormat
*cfg
= &This
->adapter
->cfgs
[i
];
1172 /* For now only accept RGBA formats. Perhaps some day we will
1173 * allow floating point formats for pbuffers. */
1174 if(cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1177 /* In window mode we need a window drawable format and double buffering. */
1178 if(!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1181 /* We like to have aux buffers in backbuffer mode */
1182 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
1185 if(matches
[matchtry
].exact_color
) {
1186 if(cfg
->redSize
!= redBits
)
1188 if(cfg
->greenSize
!= greenBits
)
1190 if(cfg
->blueSize
!= blueBits
)
1193 if(cfg
->redSize
< redBits
)
1195 if(cfg
->greenSize
< greenBits
)
1197 if(cfg
->blueSize
< blueBits
)
1200 if(matches
[matchtry
].exact_alpha
) {
1201 if(cfg
->alphaSize
!= alphaBits
)
1204 if(cfg
->alphaSize
< alphaBits
)
1208 /* We try to locate a format which matches our requirements exactly. In case of
1209 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1210 if(cfg
->depthSize
< depthBits
)
1212 else if(cfg
->depthSize
> depthBits
)
1213 exactDepthMatch
= FALSE
;
1215 /* In all cases make sure the number of stencil bits matches our requirements
1216 * even when we don't need stencil because it could affect performance EXCEPT
1217 * on cards which don't offer depth formats without stencil like the i915 drivers
1219 if(stencilBits
!= cfg
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
1222 /* Check multisampling support */
1223 if(cfg
->numSamples
!= numSamples
)
1226 /* When we have passed all the checks then we have found a format which matches our
1227 * requirements. Note that we only check for a limit number of capabilities right now,
1228 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1229 * can still differ in things like multisampling, stereo, SRGB and other flags.
1232 /* Exit the loop as we have found a format :) */
1233 if(exactDepthMatch
) {
1234 iPixelFormat
= cfg
->iPixelFormat
;
1236 } else if(!iPixelFormat
) {
1237 /* In the end we might end up with a format which doesn't exactly match our depth
1238 * requirements. Accept the first format we found because formats with higher iPixelFormat
1239 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1240 iPixelFormat
= cfg
->iPixelFormat
;
1245 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1246 if(!iPixelFormat
&& !findCompatible
) {
1247 ERR("Can't find a suitable iPixelFormat\n");
1249 } else if(!iPixelFormat
) {
1250 PIXELFORMATDESCRIPTOR pfd
;
1252 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1253 /* PixelFormat selection */
1254 ZeroMemory(&pfd
, sizeof(pfd
));
1255 pfd
.nSize
= sizeof(pfd
);
1257 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1258 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1259 pfd
.cAlphaBits
= alphaBits
;
1260 pfd
.cColorBits
= colorBits
;
1261 pfd
.cDepthBits
= depthBits
;
1262 pfd
.cStencilBits
= stencilBits
;
1263 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1265 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1267 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1268 ERR("Can't find a suitable iPixelFormat\n");
1273 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1274 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1275 return iPixelFormat
;
1278 /* Do not call while under the GL lock. */
1279 struct wined3d_context
*context_create(IWineD3DSwapChainImpl
*swapchain
,
1280 IWineD3DSurfaceImpl
*target
, const struct wined3d_format
*ds_format
)
1282 IWineD3DDeviceImpl
*device
= swapchain
->device
;
1283 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1284 const struct wined3d_format
*color_format
;
1285 struct wined3d_context
*ret
;
1286 PIXELFORMATDESCRIPTOR pfd
;
1287 BOOL auxBuffers
= FALSE
;
1296 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1298 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1301 ERR("Failed to allocate context memory.\n");
1305 if (!(hdc
= GetDC(swapchain
->win_handle
)))
1307 ERR("Failed to retrieve a device context.\n");
1311 color_format
= target
->resource
.format
;
1313 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1314 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1315 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1319 if (color_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1320 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B4G4R4A4_UNORM
);
1321 else if (color_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1322 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1325 /* DirectDraw supports 8bit paletted render targets and these are used by
1326 * old games like Starcraft and C&C. Most modern hardware doesn't support
1327 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1328 * conversion (ab)uses the alpha component for storing the palette index.
1329 * For this reason we require a format with 8bit alpha, so request
1331 if (color_format
->id
== WINED3DFMT_P8_UINT
)
1332 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1334 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1335 if (swapchain
->presentParms
.MultiSampleType
&& (swapchain
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_DISCARD
))
1337 if (!gl_info
->supported
[ARB_MULTISAMPLE
])
1338 WARN("The application is requesting multisampling without support.\n");
1341 TRACE("Requesting multisample type %#x.\n", swapchain
->presentParms
.MultiSampleType
);
1342 numSamples
= swapchain
->presentParms
.MultiSampleType
;
1346 /* Try to find a pixel format which matches our requirements. */
1347 pixel_format
= WineD3D_ChoosePixelFormat(device
, hdc
, color_format
, ds_format
,
1348 auxBuffers
, numSamples
, FALSE
/* findCompatible */);
1350 /* Try to locate a compatible format if we weren't able to find anything. */
1353 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1354 pixel_format
= WineD3D_ChoosePixelFormat(device
, hdc
, color_format
, ds_format
,
1355 auxBuffers
, 0 /* numSamples */, TRUE
/* findCompatible */);
1358 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1361 ERR("Can't find a suitable pixel format.\n");
1365 DescribePixelFormat(hdc
, pixel_format
, sizeof(pfd
), &pfd
);
1366 if (!context_set_pixel_format(gl_info
, hdc
, pixel_format
))
1368 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format
, hdc
);
1372 ctx
= pwglCreateContext(hdc
);
1373 if (device
->context_count
)
1375 if (!pwglShareLists(device
->contexts
[0]->glCtx
, ctx
))
1377 DWORD err
= GetLastError();
1378 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1379 device
->contexts
[0]->glCtx
, ctx
, err
);
1384 ERR("Failed to create a WGL context\n");
1388 if (!device_context_add(device
, ret
))
1390 ERR("Failed to add the newly created context to the context list\n");
1391 if (!pwglDeleteContext(ctx
))
1393 DWORD err
= GetLastError();
1394 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, err
);
1399 ret
->gl_info
= gl_info
;
1401 /* Mark all states dirty to force a proper initialization of the states
1402 * on the first use of the context. */
1403 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
1405 if (device
->StateTable
[state
].representative
)
1406 Context_MarkStateDirty(ret
, state
, device
->StateTable
);
1409 ret
->swapchain
= swapchain
;
1410 ret
->current_rt
= target
;
1411 ret
->tid
= GetCurrentThreadId();
1413 ret
->render_offscreen
= surface_is_offscreen(target
);
1414 ret
->draw_buffer_dirty
= TRUE
;
1418 ret
->win_handle
= swapchain
->win_handle
;
1420 ret
->pixel_format
= pixel_format
;
1422 if (device
->shader_backend
->shader_dirtifyable_constants())
1424 /* Create the dirty constants array and initialize them to dirty */
1425 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1426 sizeof(*ret
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
1427 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1428 sizeof(*ret
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
1429 memset(ret
->vshader_const_dirty
, 1,
1430 sizeof(*ret
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
1431 memset(ret
->pshader_const_dirty
, 1,
1432 sizeof(*ret
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
1435 ret
->blit_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1436 gl_info
->limits
.buffers
* sizeof(*ret
->blit_targets
));
1437 if (!ret
->blit_targets
) goto out
;
1439 ret
->draw_buffers
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1440 gl_info
->limits
.buffers
* sizeof(*ret
->draw_buffers
));
1441 if (!ret
->draw_buffers
) goto out
;
1443 ret
->free_occlusion_query_size
= 4;
1444 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1445 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1446 if (!ret
->free_occlusion_queries
) goto out
;
1448 list_init(&ret
->occlusion_queries
);
1450 ret
->free_event_query_size
= 4;
1451 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1452 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1453 if (!ret
->free_event_queries
) goto out
;
1455 list_init(&ret
->event_queries
);
1457 TRACE("Successfully created new context %p\n", ret
);
1459 list_init(&ret
->fbo_list
);
1460 list_init(&ret
->fbo_destroy_list
);
1464 /* Set up the context defaults */
1465 if (!context_set_current(ret
))
1467 ERR("Cannot activate context to set up defaults\n");
1468 context_release(ret
);
1472 switch (swapchain
->presentParms
.PresentationInterval
)
1474 case WINED3DPRESENT_INTERVAL_IMMEDIATE
:
1477 case WINED3DPRESENT_INTERVAL_DEFAULT
:
1478 case WINED3DPRESENT_INTERVAL_ONE
:
1481 case WINED3DPRESENT_INTERVAL_TWO
:
1484 case WINED3DPRESENT_INTERVAL_THREE
:
1487 case WINED3DPRESENT_INTERVAL_FOUR
:
1491 FIXME("Unknown presentation interval %08x\n", swapchain
->presentParms
.PresentationInterval
);
1495 if (gl_info
->supported
[WGL_EXT_SWAP_CONTROL
])
1497 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval
)))
1498 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1499 swap_interval
, ret
, GetLastError());
1504 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1506 TRACE("Setting up the screen\n");
1507 /* Clear the screen */
1508 glClearColor(1.0f
, 0.0f
, 0.0f
, 0.0f
);
1509 checkGLcall("glClearColor");
1512 glClearStencil(0xffff);
1514 checkGLcall("glClear");
1516 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1517 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1519 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1520 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1522 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1523 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1525 glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
1526 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1527 glPixelStorei(GL_UNPACK_ALIGNMENT
, device
->surface_alignment
);
1528 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1530 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1532 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1533 * and textures in DIB sections(due to the memory protection).
1535 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1536 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1538 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1540 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1541 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1542 * GL_VERTEX_BLEND_ARB isn't enabled too
1544 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1545 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1547 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1549 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1550 * the previous texture where to source the offset from is always unit - 1.
1552 for (s
= 1; s
< gl_info
->limits
.textures
; ++s
)
1554 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1555 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1556 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1559 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1561 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1562 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1563 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1564 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1567 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1568 * program and the dummy program is destroyed when the context is destroyed.
1570 const char *dummy_program
=
1572 "MOV result.color, fragment.color.primary;\n"
1574 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1575 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1576 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1579 for (s
= 0; s
< gl_info
->limits
.point_sprite_units
; ++s
)
1581 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1582 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1583 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1586 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1588 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1590 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1592 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1597 device
->frag_pipe
->enable_extension(TRUE
);
1599 TRACE("Created context %p.\n", ret
);
1604 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1605 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1606 HeapFree(GetProcessHeap(), 0, ret
->draw_buffers
);
1607 HeapFree(GetProcessHeap(), 0, ret
->blit_targets
);
1608 HeapFree(GetProcessHeap(), 0, ret
->pshader_const_dirty
);
1609 HeapFree(GetProcessHeap(), 0, ret
->vshader_const_dirty
);
1610 HeapFree(GetProcessHeap(), 0, ret
);
1614 /* Do not call while under the GL lock. */
1615 void context_destroy(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
1619 TRACE("Destroying ctx %p\n", context
);
1621 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1623 context_destroy_gl_resources(context
);
1624 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1629 context
->destroyed
= 1;
1633 HeapFree(GetProcessHeap(), 0, context
->draw_buffers
);
1634 HeapFree(GetProcessHeap(), 0, context
->blit_targets
);
1635 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
1636 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
1637 device_context_remove(This
, context
);
1638 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
1641 /* GL locking is done by the caller */
1642 static inline void set_blit_dimension(UINT width
, UINT height
) {
1643 glMatrixMode(GL_PROJECTION
);
1644 checkGLcall("glMatrixMode(GL_PROJECTION)");
1646 checkGLcall("glLoadIdentity()");
1647 glOrtho(0, width
, 0, height
, 0.0, -1.0);
1648 checkGLcall("glOrtho");
1649 glViewport(0, 0, width
, height
);
1650 checkGLcall("glViewport");
1653 /*****************************************************************************
1656 * Sets up a context for DirectDraw blitting.
1657 * All texture units are disabled, texture unit 0 is set as current unit
1658 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1659 * color writing enabled for all channels
1660 * register combiners disabled, shaders disabled
1661 * world matrix is set to identity, texture matrix 0 too
1662 * projection matrix is setup for drawing screen coordinates
1665 * This: Device to activate the context for
1666 * context: Context to setup
1668 *****************************************************************************/
1669 /* Context activation is done by the caller. */
1670 static void SetupForBlit(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
1673 const struct StateEntry
*StateTable
= This
->StateTable
;
1674 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1675 UINT width
= context
->current_rt
->resource
.width
;
1676 UINT height
= context
->current_rt
->resource
.height
;
1679 TRACE("Setting up context %p for blitting\n", context
);
1680 if(context
->last_was_blit
) {
1681 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
1683 set_blit_dimension(width
, height
);
1685 context
->blit_w
= width
; context
->blit_h
= height
;
1686 /* No need to dirtify here, the states are still dirtified because they weren't
1687 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1691 TRACE("Context is already set up for blitting, nothing to do\n");
1694 context
->last_was_blit
= TRUE
;
1696 /* TODO: Use a display list */
1698 /* Disable shaders */
1700 This
->shader_backend
->shader_select(context
, FALSE
, FALSE
);
1703 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
1704 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
1706 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1707 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1708 * which can safely be called from here, we only lock once instead locking/unlocking
1709 * after each GL call.
1713 /* Disable all textures. The caller can then bind a texture it wants to blit
1716 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1717 * function texture unit. No need to care for higher samplers
1719 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
1721 sampler
= This
->rev_tex_unit_map
[i
];
1722 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1723 checkGLcall("glActiveTextureARB");
1725 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1727 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1728 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1730 glDisable(GL_TEXTURE_3D
);
1731 checkGLcall("glDisable GL_TEXTURE_3D");
1732 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1734 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1735 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1737 glDisable(GL_TEXTURE_2D
);
1738 checkGLcall("glDisable GL_TEXTURE_2D");
1740 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1741 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1743 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1745 if (sampler
< MAX_TEXTURES
) {
1746 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1748 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1751 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
1752 checkGLcall("glActiveTextureARB");
1754 sampler
= This
->rev_tex_unit_map
[0];
1756 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1758 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1759 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1761 glDisable(GL_TEXTURE_3D
);
1762 checkGLcall("glDisable GL_TEXTURE_3D");
1763 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1765 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1766 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1768 glDisable(GL_TEXTURE_2D
);
1769 checkGLcall("glDisable GL_TEXTURE_2D");
1771 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1773 glMatrixMode(GL_TEXTURE
);
1774 checkGLcall("glMatrixMode(GL_TEXTURE)");
1776 checkGLcall("glLoadIdentity()");
1778 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
1780 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1781 GL_TEXTURE_LOD_BIAS_EXT
,
1783 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1786 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1788 if (sampler
< MAX_TEXTURES
) {
1789 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
), StateTable
);
1790 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1792 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1795 /* Other misc states */
1796 glDisable(GL_ALPHA_TEST
);
1797 checkGLcall("glDisable(GL_ALPHA_TEST)");
1798 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
1799 glDisable(GL_LIGHTING
);
1800 checkGLcall("glDisable GL_LIGHTING");
1801 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
1802 glDisable(GL_DEPTH_TEST
);
1803 checkGLcall("glDisable GL_DEPTH_TEST");
1804 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
1805 glDisableWINE(GL_FOG
);
1806 checkGLcall("glDisable GL_FOG");
1807 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
1808 glDisable(GL_BLEND
);
1809 checkGLcall("glDisable GL_BLEND");
1810 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1811 glDisable(GL_CULL_FACE
);
1812 checkGLcall("glDisable GL_CULL_FACE");
1813 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
1814 glDisable(GL_STENCIL_TEST
);
1815 checkGLcall("glDisable GL_STENCIL_TEST");
1816 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
1817 glDisable(GL_SCISSOR_TEST
);
1818 checkGLcall("glDisable GL_SCISSOR_TEST");
1819 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1820 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1822 glDisable(GL_POINT_SPRITE_ARB
);
1823 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1824 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
1826 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1827 checkGLcall("glColorMask");
1828 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
), StateTable
);
1829 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
), StateTable
);
1830 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
), StateTable
);
1831 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
), StateTable
);
1832 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
1834 glDisable(GL_COLOR_SUM_EXT
);
1835 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
1836 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1839 /* Setup transforms */
1840 glMatrixMode(GL_MODELVIEW
);
1841 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1843 checkGLcall("glLoadIdentity()");
1844 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
1846 context
->last_was_rhw
= TRUE
;
1847 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
1849 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1850 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1851 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1852 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1853 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1854 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1855 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1857 set_blit_dimension(width
, height
);
1861 context
->blit_w
= width
; context
->blit_h
= height
;
1862 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1863 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1865 This
->frag_pipe
->enable_extension(FALSE
);
1868 /* Do not call while under the GL lock. */
1869 static struct wined3d_context
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
)
1871 struct wined3d_context
*current_context
= context_get_current();
1872 struct wined3d_context
*context
;
1874 if (current_context
&& current_context
->destroyed
) current_context
= NULL
;
1879 && current_context
->current_rt
1880 && current_context
->swapchain
->device
== This
)
1882 target
= current_context
->current_rt
;
1886 IWineD3DSwapChainImpl
*swapchain
= This
->swapchains
[0];
1887 if (swapchain
->back_buffers
) target
= swapchain
->back_buffers
[0];
1888 else target
= swapchain
->front_buffer
;
1892 if (current_context
&& current_context
->current_rt
== target
)
1894 context_validate(current_context
);
1895 return current_context
;
1898 if (target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
1900 TRACE("Rendering onscreen\n");
1902 context
= swapchain_get_context(target
->container
.u
.swapchain
);
1906 TRACE("Rendering offscreen\n");
1908 /* Stay with the current context if possible. Otherwise use the
1909 * context for the primary swapchain. */
1910 if (current_context
&& current_context
->swapchain
->device
== This
)
1911 context
= current_context
;
1913 context
= swapchain_get_context(This
->swapchains
[0]);
1916 context_validate(context
);
1921 /* Context activation is done by the caller. */
1922 static void context_apply_draw_buffers(struct wined3d_context
*context
, UINT rt_count
, IWineD3DSurfaceImpl
**rts
)
1924 if (!surface_is_offscreen(rts
[0]))
1927 glDrawBuffer(surface_get_gl_buffer(rts
[0]));
1928 checkGLcall("glDrawBuffer()");
1934 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1936 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1939 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1941 if (i
< rt_count
&& rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
1942 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
1944 context
->draw_buffers
[i
] = GL_NONE
;
1947 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
1949 GL_EXTCALL(glDrawBuffersARB(gl_info
->limits
.buffers
, context
->draw_buffers
));
1950 checkGLcall("glDrawBuffers()");
1954 glDrawBuffer(context
->draw_buffers
[0]);
1955 checkGLcall("glDrawBuffer()");
1960 glDrawBuffer(rts
[0]->resource
.device
->offscreenBuffer
);
1961 checkGLcall("glDrawBuffer()");
1967 /* GL locking is done by the caller. */
1968 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
1970 glDrawBuffer(buffer
);
1971 checkGLcall("glDrawBuffer()");
1972 context
->draw_buffer_dirty
= TRUE
;
1975 static inline void context_set_render_offscreen(struct wined3d_context
*context
, const struct StateEntry
*StateTable
,
1978 if (context
->render_offscreen
== offscreen
) return;
1980 Context_MarkStateDirty(context
, STATE_POINTSPRITECOORDORIGIN
, StateTable
);
1981 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1982 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1983 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1984 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1985 context
->render_offscreen
= offscreen
;
1988 static BOOL
match_depth_stencil_format(const struct wined3d_format
*existing
,
1989 const struct wined3d_format
*required
)
1991 short existing_depth
, existing_stencil
, required_depth
, required_stencil
;
1993 if (existing
== required
) return TRUE
;
1994 if ((existing
->flags
& WINED3DFMT_FLAG_FLOAT
) != (required
->flags
& WINED3DFMT_FLAG_FLOAT
)) return FALSE
;
1996 getDepthStencilBits(existing
, &existing_depth
, &existing_stencil
);
1997 getDepthStencilBits(required
, &required_depth
, &required_stencil
);
1999 if(existing_depth
< required_depth
) return FALSE
;
2000 /* If stencil bits are used the exact amount is required - otherwise wrapping
2001 * won't work correctly */
2002 if(required_stencil
&& required_stencil
!= existing_stencil
) return FALSE
;
2005 /* The caller provides a context */
2006 static void context_validate_onscreen_formats(IWineD3DDeviceImpl
*device
,
2007 struct wined3d_context
*context
, IWineD3DSurfaceImpl
*depth_stencil
)
2009 /* Onscreen surfaces are always in a swapchain */
2010 IWineD3DSwapChainImpl
*swapchain
= context
->current_rt
->container
.u
.swapchain
;
2012 if (context
->render_offscreen
|| !depth_stencil
) return;
2013 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->resource
.format
)) return;
2015 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2016 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2018 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2020 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2021 surface_load_location(context
->current_rt
, SFLAG_INTEXTURE
, NULL
);
2022 swapchain
->render_to_fbo
= TRUE
;
2023 context_set_render_offscreen(context
, device
->StateTable
, TRUE
);
2026 /* Context activation is done by the caller. */
2027 void context_apply_blit_state(struct wined3d_context
*context
, IWineD3DDeviceImpl
*device
)
2029 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2031 context_validate_onscreen_formats(device
, context
, NULL
);
2033 if (context
->render_offscreen
)
2035 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
2038 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, context
->current_rt
, NULL
, SFLAG_INTEXTURE
);
2044 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
2048 context
->draw_buffer_dirty
= TRUE
;
2051 if (context
->draw_buffer_dirty
)
2053 context_apply_draw_buffers(context
, 1, &context
->current_rt
);
2054 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
2055 context
->draw_buffer_dirty
= FALSE
;
2058 SetupForBlit(device
, context
);
2061 static BOOL
context_validate_rt_config(UINT rt_count
,
2062 IWineD3DSurfaceImpl
**rts
, IWineD3DSurfaceImpl
*ds
)
2066 if (ds
) return TRUE
;
2068 for (i
= 0; i
< rt_count
; ++i
)
2070 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2074 WARN("Invalid render target config, need at least one attachment.\n");
2078 /* Context activation is done by the caller. */
2079 BOOL
context_apply_clear_state(struct wined3d_context
*context
, IWineD3DDeviceImpl
*device
,
2080 UINT rt_count
, IWineD3DSurfaceImpl
**rts
, IWineD3DSurfaceImpl
*depth_stencil
)
2082 const struct StateEntry
*state_table
= device
->StateTable
;
2085 if (!context_validate_rt_config(rt_count
, rts
, depth_stencil
))
2089 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2091 context_validate_onscreen_formats(device
, context
, depth_stencil
);
2095 if (surface_is_offscreen(rts
[0]))
2097 for (i
= 0; i
< rt_count
; ++i
)
2099 context
->blit_targets
[i
] = rts
[i
];
2101 while (i
< context
->gl_info
->limits
.buffers
)
2103 context
->blit_targets
[i
] = NULL
;
2106 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
, depth_stencil
, SFLAG_INTEXTURE
);
2110 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2116 context_apply_draw_buffers(context
, rt_count
, rts
);
2117 context
->draw_buffer_dirty
= TRUE
;
2119 if (context
->last_was_blit
)
2121 device
->frag_pipe
->enable_extension(TRUE
);
2124 /* Blending and clearing should be orthogonal, but tests on the nvidia
2125 * driver show that disabling blending when clearing improves the clearing
2126 * performance incredibly. */
2128 glDisable(GL_BLEND
);
2129 glEnable(GL_SCISSOR_TEST
);
2130 checkGLcall("glEnable GL_SCISSOR_TEST");
2133 context
->last_was_blit
= FALSE
;
2134 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), state_table
);
2135 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), state_table
);
2136 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, state_table
);
2141 /* Context activation is done by the caller. */
2142 BOOL
context_apply_draw_state(struct wined3d_context
*context
, IWineD3DDeviceImpl
*device
)
2144 const struct StateEntry
*state_table
= device
->StateTable
;
2147 if (!context_validate_rt_config(context
->gl_info
->limits
.buffers
,
2148 device
->render_targets
, device
->depth_stencil
))
2151 /* Preload resources before FBO setup. Texture preload in particular may
2152 * result in changes to the current FBO, due to using e.g. FBO blits for
2153 * updating a resource location. */
2154 IWineD3DDeviceImpl_FindTexUnitMap(device
);
2155 device_preload_textures(device
);
2156 if (isStateDirty(context
, STATE_VDECL
))
2157 device_update_stream_info(device
, context
->gl_info
);
2159 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2161 context_validate_onscreen_formats(device
, context
, device
->depth_stencil
);
2163 if (!context
->render_offscreen
)
2166 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2172 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, device
->render_targets
,
2173 device
->depth_stencil
, SFLAG_INTEXTURE
);
2178 if (context
->draw_buffer_dirty
)
2180 context_apply_draw_buffers(context
, context
->gl_info
->limits
.buffers
, device
->render_targets
);
2181 context
->draw_buffer_dirty
= FALSE
;
2184 if (context
->last_was_blit
)
2186 device
->frag_pipe
->enable_extension(TRUE
);
2190 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
2192 DWORD rep
= context
->dirtyArray
[i
];
2193 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
2194 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
2195 context
->isStateDirty
[idx
] &= ~(1 << shift
);
2196 state_table
[rep
].apply(rep
, device
->stateBlock
, context
);
2199 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
2200 context
->last_was_blit
= FALSE
;
2205 static void context_setup_target(IWineD3DDeviceImpl
*device
,
2206 struct wined3d_context
*context
, IWineD3DSurfaceImpl
*target
)
2208 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
2209 const struct StateEntry
*StateTable
= device
->StateTable
;
2211 if (!target
) return;
2212 render_offscreen
= surface_is_offscreen(target
);
2213 if (context
->current_rt
== target
&& render_offscreen
== old_render_offscreen
) return;
2215 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2216 * the alpha blend state changes with different render target formats. */
2217 if (!context
->current_rt
)
2219 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
2223 const struct wined3d_format
*old
= context
->current_rt
->resource
.format
;
2224 const struct wined3d_format
*new = target
->resource
.format
;
2226 if (old
->id
!= new->id
)
2228 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2229 if ((old
->alpha_mask
&& !new->alpha_mask
) || (!old
->alpha_mask
&& new->alpha_mask
)
2230 || !(new->flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
2232 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
2234 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2235 if ((old
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
) != (new->flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
2237 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), StateTable
);
2241 /* When switching away from an offscreen render target, and we're not
2242 * using FBOs, we have to read the drawable into the texture. This is
2243 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2244 * are some things that need care though. PreLoad needs a GL context,
2245 * and FindContext is called before the context is activated. It also
2246 * has to be called with the old rendertarget active, otherwise a
2247 * wrong drawable is read. */
2248 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2249 && old_render_offscreen
&& context
->current_rt
!= target
)
2251 /* Read the back buffer of the old drawable into the destination texture. */
2252 if (context
->current_rt
->texture_name_srgb
)
2254 surface_internal_preload(context
->current_rt
, SRGB_BOTH
);
2258 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
2261 surface_modify_location(context
->current_rt
, SFLAG_INDRAWABLE
, FALSE
);
2265 context
->draw_buffer_dirty
= TRUE
;
2266 context
->current_rt
= target
;
2267 context_set_render_offscreen(context
, StateTable
, render_offscreen
);
2270 /* Do not call while under the GL lock. */
2271 struct wined3d_context
*context_acquire(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*target
)
2273 struct wined3d_context
*current_context
= context_get_current();
2274 struct wined3d_context
*context
;
2276 TRACE("device %p, target %p.\n", device
, target
);
2278 context
= FindContext(device
, target
);
2279 context_setup_target(device
, context
, target
);
2280 context_enter(context
);
2281 if (!context
->valid
) return context
;
2283 if (context
!= current_context
)
2285 if (!context_set_current(context
)) ERR("Failed to activate the new context.\n");
2286 else device
->frag_pipe
->enable_extension(!context
->last_was_blit
);
2288 if (context
->vshader_const_dirty
)
2290 memset(context
->vshader_const_dirty
, 1,
2291 sizeof(*context
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
2292 device
->highest_dirty_vs_const
= device
->d3d_vshader_constantF
;
2294 if (context
->pshader_const_dirty
)
2296 memset(context
->pshader_const_dirty
, 1,
2297 sizeof(*context
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
2298 device
->highest_dirty_ps_const
= device
->d3d_pshader_constantF
;
2301 else if (context
->restore_ctx
)
2303 if (!pwglMakeCurrent(context
->hdc
, context
->glCtx
))
2305 DWORD err
= GetLastError();
2306 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2307 context
->glCtx
, context
->hdc
, err
);