comctl32/tests: Use CRT allocation functions.
[wine.git] / dlls / wined3d / context_gl.c
blobbdea2879a513a24c4db74e2faed04df49098b756
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
28 #include "wined3d_gl.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
32 WINE_DECLARE_DEBUG_CHANNEL(d3d_sync);
34 #define WINED3D_MAX_FBO_ENTRIES 64
35 #define WINED3D_ALL_LAYERS (~0u)
37 static DWORD wined3d_context_tls_idx;
39 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
40 * actually have the same values in GL and D3D. */
41 static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
43 switch (primitive_type)
45 case WINED3D_PT_POINTLIST:
46 return GL_POINTS;
48 case WINED3D_PT_LINELIST:
49 return GL_LINES;
51 case WINED3D_PT_LINESTRIP:
52 return GL_LINE_STRIP;
54 case WINED3D_PT_TRIANGLELIST:
55 return GL_TRIANGLES;
57 case WINED3D_PT_TRIANGLESTRIP:
58 return GL_TRIANGLE_STRIP;
60 case WINED3D_PT_TRIANGLEFAN:
61 return GL_TRIANGLE_FAN;
63 case WINED3D_PT_LINELIST_ADJ:
64 return GL_LINES_ADJACENCY_ARB;
66 case WINED3D_PT_LINESTRIP_ADJ:
67 return GL_LINE_STRIP_ADJACENCY_ARB;
69 case WINED3D_PT_TRIANGLELIST_ADJ:
70 return GL_TRIANGLES_ADJACENCY_ARB;
72 case WINED3D_PT_TRIANGLESTRIP_ADJ:
73 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
75 case WINED3D_PT_PATCH:
76 return GL_PATCHES;
78 default:
79 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
80 case WINED3D_PT_UNDEFINED:
81 return ~0u;
85 /* FBO helper functions */
87 /* Context activation is done by the caller. */
88 static void wined3d_context_gl_bind_fbo(struct wined3d_context_gl *context_gl, GLenum target, GLuint fbo)
90 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
92 TRACE("context_gl %p, target %#x, fbo %u.\n", context_gl, target, fbo);
94 switch (target)
96 case GL_READ_FRAMEBUFFER:
97 if (context_gl->fbo_read_binding == fbo)
98 return;
99 context_gl->fbo_read_binding = fbo;
100 break;
102 case GL_DRAW_FRAMEBUFFER:
103 if (context_gl->fbo_draw_binding == fbo)
104 return;
105 context_gl->fbo_draw_binding = fbo;
106 break;
108 case GL_FRAMEBUFFER:
109 if (context_gl->fbo_read_binding == fbo
110 && context_gl->fbo_draw_binding == fbo)
111 return;
112 context_gl->fbo_read_binding = fbo;
113 context_gl->fbo_draw_binding = fbo;
114 break;
116 default:
117 FIXME("Unhandled target %#x.\n", target);
118 break;
121 gl_info->fbo_ops.glBindFramebuffer(target, fbo);
122 checkGLcall("glBindFramebuffer()");
125 /* Context activation is done by the caller. */
126 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
128 unsigned int i;
130 for (i = 0; i < gl_info->limits.buffers; ++i)
132 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
133 checkGLcall("glFramebufferTexture2D()");
135 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
136 checkGLcall("glFramebufferTexture2D()");
138 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
139 checkGLcall("glFramebufferTexture2D()");
142 /* Context activation is done by the caller. */
143 static void wined3d_context_gl_destroy_fbo(struct wined3d_context_gl *context_gl, GLuint fbo)
145 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
147 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, fbo);
148 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
149 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
151 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
152 checkGLcall("glDeleteFramebuffers()");
155 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
156 GLenum fbo_target, uint32_t flags, GLuint rb)
158 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
160 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
161 checkGLcall("glFramebufferRenderbuffer()");
164 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
166 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
167 checkGLcall("glFramebufferRenderbuffer()");
171 static void wined3d_context_gl_attach_gl_texture_fbo(struct wined3d_context_gl *context_gl,
172 GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource)
174 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
176 if (!resource)
178 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, GL_TEXTURE_2D, 0, 0);
180 else if (resource->layer == WINED3D_ALL_LAYERS)
182 if (!gl_info->fbo_ops.glFramebufferTexture)
184 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
185 return;
188 gl_info->fbo_ops.glFramebufferTexture(fbo_target, attachment,
189 resource->object, resource->level);
191 else if (resource->target == GL_TEXTURE_1D_ARRAY || resource->target == GL_TEXTURE_2D_ARRAY
192 || resource->target == GL_TEXTURE_3D)
194 if (!gl_info->fbo_ops.glFramebufferTextureLayer)
196 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
197 return;
200 gl_info->fbo_ops.glFramebufferTextureLayer(fbo_target, attachment,
201 resource->object, resource->level, resource->layer);
203 else if (resource->target == GL_TEXTURE_1D)
205 gl_info->fbo_ops.glFramebufferTexture1D(fbo_target, attachment,
206 resource->target, resource->object, resource->level);
208 else
210 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment,
211 resource->target, resource->object, resource->level);
213 checkGLcall("attach texture to fbo");
216 /* Context activation is done by the caller. */
217 static void wined3d_context_gl_attach_depth_stencil_fbo(struct wined3d_context_gl *context_gl,
218 GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
219 uint32_t flags)
221 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
223 if (resource->object)
225 TRACE("Attach depth stencil %u.\n", resource->object);
227 if (rb_namespace)
229 context_attach_depth_stencil_rb(gl_info, fbo_target,
230 flags, resource->object);
232 else
234 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
235 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, resource);
237 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
238 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, resource);
241 if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
242 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
244 if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
245 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
247 else
249 TRACE("Attach depth stencil 0.\n");
251 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
252 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
256 /* Context activation is done by the caller. */
257 static void wined3d_context_gl_attach_surface_fbo(struct wined3d_context_gl *context_gl,
258 GLenum fbo_target, unsigned int idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
260 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
262 TRACE("Attach GL object %u to %u.\n", resource->object, idx);
264 if (resource->object)
266 if (rb_namespace)
268 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
269 GL_RENDERBUFFER, resource->object);
270 checkGLcall("glFramebufferRenderbuffer()");
272 else
274 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
277 else
279 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_COLOR_ATTACHMENT0 + idx, NULL);
283 static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, GLenum target,
284 GLenum attachment)
286 static const struct
288 GLenum target;
289 GLenum binding;
290 const char *str;
291 enum wined3d_gl_extension extension;
293 texture_type[] =
295 {GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D, "1d", WINED3D_GL_EXT_NONE},
296 {GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BINDING_1D_ARRAY, "1d-array", EXT_TEXTURE_ARRAY},
297 {GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, "2d", WINED3D_GL_EXT_NONE},
298 {GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BINDING_RECTANGLE_ARB, "rectangle", ARB_TEXTURE_RECTANGLE},
299 {GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, "2d-array" , EXT_TEXTURE_ARRAY},
300 {GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP, "cube", ARB_TEXTURE_CUBE_MAP},
301 {GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BINDING_2D_MULTISAMPLE, "2d-ms", ARB_TEXTURE_MULTISAMPLE},
302 {GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE},
305 GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target;
306 const char *tex_type_str = NULL;
307 unsigned int i;
309 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
310 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
311 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
312 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
314 if (type == GL_RENDERBUFFER)
316 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name);
317 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
318 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
319 if (gl_info->limits.samples > 1)
320 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
321 else
322 samples = 1;
323 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt);
324 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
325 debug_fboattachment(attachment), name, width, height, samples, fmt);
327 else if (type == GL_TEXTURE)
329 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
330 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level);
331 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
332 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face);
334 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
336 GL_EXTCALL(glGetTextureParameteriv(name, GL_TEXTURE_TARGET, &tex_target));
338 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
340 if (texture_type[i].target == tex_target)
342 tex_type_str = texture_type[i].str;
343 break;
346 if (i == ARRAY_SIZE(texture_type))
347 tex_type_str = wine_dbg_sprintf("%#x", tex_target);
349 else if (face)
351 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture);
352 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, name);
354 tex_target = GL_TEXTURE_CUBE_MAP;
355 tex_type_str = "cube";
357 else
359 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
361 if (!gl_info->supported[texture_type[i].extension])
362 continue;
364 gl_info->gl_ops.gl.p_glGetIntegerv(texture_type[i].binding, &old_texture);
365 while (gl_info->gl_ops.gl.p_glGetError());
367 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, name);
368 if (!gl_info->gl_ops.gl.p_glGetError())
370 tex_target = texture_type[i].target;
371 tex_type_str = texture_type[i].str;
372 break;
374 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture);
377 if (!tex_type_str)
379 FIXME("Cannot find type of texture %d.\n", name);
380 return;
384 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
386 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt));
387 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_WIDTH, &width));
388 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_HEIGHT, &height));
389 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_SAMPLES, &samples));
391 else
393 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
394 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width);
395 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height);
396 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
397 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_SAMPLES, &samples);
398 else
399 samples = 1;
401 gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture);
404 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
405 debug_fboattachment(attachment), tex_type_str, name, width, height, samples, fmt);
407 else if (type == GL_NONE)
409 FIXME(" %s: NONE.\n", debug_fboattachment(attachment));
411 else
413 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
416 checkGLcall("dump FBO attachment");
419 /* Context activation is done by the caller. */
420 void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl *context_gl, GLenum target)
422 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
423 GLenum status;
425 if (!FIXME_ON(d3d))
426 return;
428 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
429 if (status == GL_FRAMEBUFFER_COMPLETE)
431 TRACE("FBO complete.\n");
433 else
435 unsigned int i;
437 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status), status);
439 if (!context_gl->current_fbo)
441 ERR("FBO 0 is incomplete, driver bug?\n");
442 return;
445 context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT);
446 context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT);
448 for (i = 0; i < gl_info->limits.buffers; ++i)
449 context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i);
453 static inline DWORD context_generate_rt_mask(GLenum buffer)
455 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
456 return buffer ? (1u << 31) | buffer : 0;
459 static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource)
461 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
463 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
464 return 0;
467 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource));
470 /* Context activation is done by the caller. */
471 static void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl *context_gl, GLenum buffer)
473 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
474 struct fbo_entry *current_fbo = context_gl->current_fbo;
475 uint32_t new_mask = context_generate_rt_mask(buffer);
476 uint32_t *current_mask;
478 current_mask = current_fbo ? &current_fbo->rt_mask : &context_gl->draw_buffers_mask;
479 if (new_mask == *current_mask)
480 return;
482 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
483 checkGLcall("glDrawBuffer()");
485 *current_mask = new_mask;
488 static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct wined3d_context_gl *context_gl,
489 struct wined3d_fbo_entry_key *key, unsigned int idx, const struct wined3d_rendertarget_info *render_target,
490 DWORD location)
492 unsigned int sub_resource_idx = render_target->sub_resource_idx;
493 struct wined3d_resource *resource = render_target->resource;
494 struct wined3d_texture_gl *texture_gl;
496 if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER)
498 if (resource && resource->type == WINED3D_RTYPE_BUFFER)
499 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
500 key->objects[idx].object = 0;
501 key->objects[idx].target = 0;
502 key->objects[idx].level = key->objects[idx].layer = 0;
503 return;
506 if (render_target->gl_view.name)
508 key->objects[idx].object = render_target->gl_view.name;
509 key->objects[idx].target = render_target->gl_view.target;
510 key->objects[idx].level = 0;
511 key->objects[idx].layer = (render_target->layer_count == 1 ? 0 : WINED3D_ALL_LAYERS);
512 return;
515 texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(resource));
516 if (texture_gl->current_renderbuffer)
518 key->objects[idx].object = texture_gl->current_renderbuffer->id;
519 key->objects[idx].target = 0;
520 key->objects[idx].level = key->objects[idx].layer = 0;
521 key->rb_namespace |= 1 << idx;
522 return;
525 key->objects[idx].target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
526 key->objects[idx].level = sub_resource_idx % texture_gl->t.level_count;
527 key->objects[idx].layer = sub_resource_idx / texture_gl->t.level_count;
529 if (render_target->layer_count != 1)
530 key->objects[idx].layer = WINED3D_ALL_LAYERS;
532 switch (location)
534 case WINED3D_LOCATION_TEXTURE_RGB:
535 key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
536 break;
538 case WINED3D_LOCATION_TEXTURE_SRGB:
539 key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, TRUE);
540 break;
542 case WINED3D_LOCATION_RB_MULTISAMPLE:
543 key->objects[idx].object = texture_gl->rb_multisample;
544 key->objects[idx].target = 0;
545 key->objects[idx].level = key->objects[idx].layer = 0;
546 key->rb_namespace |= 1 << idx;
547 break;
549 case WINED3D_LOCATION_RB_RESOLVED:
550 key->objects[idx].object = texture_gl->rb_resolved;
551 key->objects[idx].target = 0;
552 key->objects[idx].level = key->objects[idx].layer = 0;
553 key->rb_namespace |= 1 << idx;
554 break;
558 static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl *context_gl,
559 struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets,
560 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
562 unsigned int buffers = context_gl->gl_info->limits.buffers;
563 unsigned int i;
565 key->rb_namespace = 0;
566 wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, 0, depth_stencil, ds_location);
568 for (i = 0; i < buffers; ++i)
569 wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, i + 1, &render_targets[i], color_location);
571 memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects));
574 static struct fbo_entry *wined3d_context_gl_create_fbo_entry(const struct wined3d_context_gl *context_gl,
575 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
576 DWORD color_location, DWORD ds_location)
578 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
579 struct fbo_entry *entry;
581 entry = heap_alloc(sizeof(*entry));
582 wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
583 render_targets, depth_stencil, color_location, ds_location);
584 entry->flags = 0;
585 if (depth_stencil->resource)
587 if (depth_stencil->resource->format->depth_size)
588 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
589 if (depth_stencil->resource->format->stencil_size)
590 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
592 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
593 gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
594 checkGLcall("glGenFramebuffers()");
595 TRACE("Created FBO %u.\n", entry->id);
597 return entry;
600 /* Context activation is done by the caller. */
601 static void wined3d_context_gl_reuse_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
602 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
603 DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
605 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
607 wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
608 context_clean_fbo_attachments(gl_info, target);
610 wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
611 render_targets, depth_stencil, color_location, ds_location);
612 entry->flags = 0;
613 if (depth_stencil->resource)
615 if (depth_stencil->resource->format->depth_size)
616 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
617 if (depth_stencil->resource->format->stencil_size)
618 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
622 /* Context activation is done by the caller. */
623 static void wined3d_context_gl_destroy_fbo_entry(struct wined3d_context_gl *context_gl, struct fbo_entry *entry)
625 if (entry->id)
627 TRACE("Destroy FBO %u.\n", entry->id);
628 wined3d_context_gl_destroy_fbo(context_gl, entry->id);
630 --context_gl->fbo_entry_count;
631 list_remove(&entry->entry);
632 heap_free(entry);
635 /* Context activation is done by the caller. */
636 static struct fbo_entry *wined3d_context_gl_find_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
637 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
638 DWORD color_location, DWORD ds_location)
640 static const struct wined3d_rendertarget_info ds_null = {{0}};
641 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
642 struct wined3d_texture *rt_texture, *ds_texture;
643 struct wined3d_fbo_entry_key fbo_key;
644 unsigned int i, ds_level, rt_level;
645 struct fbo_entry *entry;
647 if (depth_stencil->resource && depth_stencil->resource->type != WINED3D_RTYPE_BUFFER
648 && render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER
649 && render_targets[0].resource->format->id != WINED3DFMT_NULL)
651 rt_texture = wined3d_texture_from_resource(render_targets[0].resource);
652 rt_level = render_targets[0].sub_resource_idx % rt_texture->level_count;
653 ds_texture = wined3d_texture_from_resource(depth_stencil->resource);
654 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
656 if (wined3d_texture_get_level_width(ds_texture, ds_level)
657 < wined3d_texture_get_level_width(rt_texture, rt_level)
658 || wined3d_texture_get_level_height(ds_texture, ds_level)
659 < wined3d_texture_get_level_height(rt_texture, rt_level))
661 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
662 depth_stencil = &ds_null;
664 else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type
665 || (ds_texture->resource.multisample_type
666 && ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality))
668 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
669 rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality,
670 ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality);
671 depth_stencil = &ds_null;
673 else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D)
675 wined3d_texture_gl_set_compatible_renderbuffer(wined3d_texture_gl(ds_texture),
676 context_gl, ds_level, &render_targets[0]);
680 wined3d_context_gl_generate_fbo_key(context_gl, &fbo_key,
681 render_targets, depth_stencil, color_location, ds_location);
683 if (TRACE_ON(d3d))
685 struct wined3d_resource *resource;
686 unsigned int width, height;
687 const char *resource_type;
689 TRACE("Dumping FBO attachments:\n");
690 for (i = 0; i < gl_info->limits.buffers; ++i)
692 if ((resource = render_targets[i].resource))
694 if (resource->type == WINED3D_RTYPE_BUFFER)
696 width = resource->size;
697 height = 1;
698 resource_type = "buffer";
700 else
702 rt_texture = wined3d_texture_from_resource(resource);
703 rt_level = render_targets[i].sub_resource_idx % rt_texture->level_count;
704 width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level);
705 height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level);
706 resource_type = "texture";
709 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
710 i, resource, render_targets[i].sub_resource_idx, debug_d3dformat(resource->format->id),
711 fbo_key.rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type,
712 fbo_key.objects[i + 1].object, width, height, resource->multisample_type);
715 if ((resource = depth_stencil->resource))
717 if (resource->type == WINED3D_RTYPE_BUFFER)
719 width = resource->size;
720 height = 1;
721 resource_type = "buffer";
723 else
725 ds_texture = wined3d_texture_from_resource(resource);
726 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
727 width = wined3d_texture_get_level_pow2_width(ds_texture, ds_level);
728 height = wined3d_texture_get_level_pow2_height(ds_texture, ds_level);
729 resource_type = "texture";
732 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
733 resource, depth_stencil->sub_resource_idx, debug_d3dformat(resource->format->id),
734 fbo_key.rb_namespace & (1 << 0) ? "renderbuffer" : resource_type,
735 fbo_key.objects[0].object, width, height, resource->multisample_type);
739 LIST_FOR_EACH_ENTRY(entry, &context_gl->fbo_list, struct fbo_entry, entry)
741 if (memcmp(&fbo_key, &entry->key, sizeof(fbo_key)))
742 continue;
744 list_remove(&entry->entry);
745 list_add_head(&context_gl->fbo_list, &entry->entry);
746 return entry;
749 if (context_gl->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
751 entry = wined3d_context_gl_create_fbo_entry(context_gl,
752 render_targets, depth_stencil, color_location, ds_location);
753 list_add_head(&context_gl->fbo_list, &entry->entry);
754 ++context_gl->fbo_entry_count;
756 else
758 entry = LIST_ENTRY(list_tail(&context_gl->fbo_list), struct fbo_entry, entry);
759 wined3d_context_gl_reuse_fbo_entry(context_gl, target, render_targets,
760 depth_stencil, color_location, ds_location, entry);
761 list_remove(&entry->entry);
762 list_add_head(&context_gl->fbo_list, &entry->entry);
765 return entry;
768 /* Context activation is done by the caller. */
769 static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl *context_gl,
770 GLenum target, struct fbo_entry *entry)
772 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
773 GLuint read_binding, draw_binding;
774 unsigned int i;
776 if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
778 wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
779 return;
782 read_binding = context_gl->fbo_read_binding;
783 draw_binding = context_gl->fbo_draw_binding;
784 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, entry->id);
786 if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
788 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
789 GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width));
790 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
791 GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height));
792 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1));
793 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1));
796 /* Apply render targets */
797 for (i = 0; i < gl_info->limits.buffers; ++i)
799 wined3d_context_gl_attach_surface_fbo(context_gl, target, i,
800 &entry->key.objects[i + 1], entry->key.rb_namespace & (1 << (i + 1)));
803 wined3d_context_gl_attach_depth_stencil_fbo(context_gl, target,
804 &entry->key.objects[0], entry->key.rb_namespace & 0x1, entry->flags);
806 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
807 * GL contexts requirements. */
808 gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
809 wined3d_context_gl_set_draw_buffer(context_gl, GL_NONE);
810 if (target != GL_FRAMEBUFFER)
812 if (target == GL_READ_FRAMEBUFFER)
813 wined3d_context_gl_bind_fbo(context_gl, GL_DRAW_FRAMEBUFFER, draw_binding);
814 else
815 wined3d_context_gl_bind_fbo(context_gl, GL_READ_FRAMEBUFFER, read_binding);
818 entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
821 /* Context activation is done by the caller. */
822 static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl *context_gl, GLenum target,
823 const struct wined3d_rendertarget_info *render_targets,
824 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
826 struct fbo_entry *entry, *entry2;
828 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
830 wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
833 if (context_gl->rebind_fbo)
835 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
836 context_gl->rebind_fbo = FALSE;
839 if (color_location == WINED3D_LOCATION_DRAWABLE)
841 context_gl->current_fbo = NULL;
842 wined3d_context_gl_bind_fbo(context_gl, target, 0);
844 else
846 context_gl->current_fbo = wined3d_context_gl_find_fbo_entry(context_gl,
847 target, render_targets, depth_stencil, color_location, ds_location);
848 wined3d_context_gl_apply_fbo_entry(context_gl, target, context_gl->current_fbo);
852 /* Context activation is done by the caller. */
853 void wined3d_context_gl_apply_fbo_state_explicit(struct wined3d_context_gl *context_gl, GLenum target,
854 struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
855 struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, uint32_t location)
857 struct wined3d_rendertarget_info ds_info = {{0}};
859 memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
860 if (rt)
862 context_gl->blit_targets[0].resource = rt;
863 context_gl->blit_targets[0].sub_resource_idx = rt_sub_resource_idx;
864 context_gl->blit_targets[0].layer_count = 1;
867 if (ds)
869 ds_info.resource = ds;
870 ds_info.sub_resource_idx = ds_sub_resource_idx;
871 ds_info.layer_count = 1;
874 wined3d_context_gl_apply_fbo_state(context_gl, target, context_gl->blit_targets, &ds_info, location, location);
877 /* Context activation is done by the caller. */
878 void wined3d_context_gl_alloc_occlusion_query(struct wined3d_context_gl *context_gl,
879 struct wined3d_occlusion_query *query)
881 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
883 if (context_gl->free_occlusion_query_count)
885 query->id = context_gl->free_occlusion_queries[--context_gl->free_occlusion_query_count];
887 else
889 if (gl_info->supported[ARB_OCCLUSION_QUERY])
891 GL_EXTCALL(glGenQueries(1, &query->id));
892 checkGLcall("glGenQueries");
894 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context_gl);
896 else
898 WARN("Occlusion queries not supported, not allocating query id.\n");
899 query->id = 0;
903 query->context_gl = context_gl;
904 list_add_head(&context_gl->occlusion_queries, &query->entry);
907 void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query *query)
909 struct wined3d_context_gl *context_gl = query->context_gl;
911 list_remove(&query->entry);
912 query->context_gl = NULL;
914 if (!wined3d_array_reserve((void **)&context_gl->free_occlusion_queries,
915 &context_gl->free_occlusion_query_size, context_gl->free_occlusion_query_count + 1,
916 sizeof(*context_gl->free_occlusion_queries)))
918 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
919 return;
922 context_gl->free_occlusion_queries[context_gl->free_occlusion_query_count++] = query->id;
925 /* Context activation is done by the caller. */
926 void wined3d_context_gl_alloc_fence(struct wined3d_context_gl *context_gl, struct wined3d_fence *fence)
928 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
930 if (context_gl->free_fence_count)
932 fence->object = context_gl->free_fences[--context_gl->free_fence_count];
934 else
936 if (gl_info->supported[ARB_SYNC])
938 /* Using ARB_sync, not much to do here. */
939 fence->object.sync = NULL;
940 TRACE("Allocated sync object in context %p.\n", context_gl);
942 else if (gl_info->supported[APPLE_FENCE])
944 GL_EXTCALL(glGenFencesAPPLE(1, &fence->object.id));
945 checkGLcall("glGenFencesAPPLE");
947 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
949 else if(gl_info->supported[NV_FENCE])
951 GL_EXTCALL(glGenFencesNV(1, &fence->object.id));
952 checkGLcall("glGenFencesNV");
954 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
956 else
958 WARN("Fences not supported, not allocating fence.\n");
959 fence->object.id = 0;
963 fence->context_gl = context_gl;
964 list_add_head(&context_gl->fences, &fence->entry);
967 void wined3d_context_gl_free_fence(struct wined3d_fence *fence)
969 struct wined3d_context_gl *context_gl = fence->context_gl;
971 list_remove(&fence->entry);
972 fence->context_gl = NULL;
974 if (!wined3d_array_reserve((void **)&context_gl->free_fences,
975 &context_gl->free_fence_size, context_gl->free_fence_count + 1,
976 sizeof(*context_gl->free_fences)))
978 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence->object.id, context_gl);
979 return;
982 context_gl->free_fences[context_gl->free_fence_count++] = fence->object;
985 /* Context activation is done by the caller. */
986 void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl *context_gl,
987 struct wined3d_timestamp_query *query)
989 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
991 if (context_gl->free_timestamp_query_count)
993 query->id = context_gl->free_timestamp_queries[--context_gl->free_timestamp_query_count];
995 else
997 GL_EXTCALL(glGenQueries(1, &query->id));
998 checkGLcall("glGenQueries");
1000 TRACE("Allocated timestamp query %u in context %p.\n", query->id, context_gl);
1003 query->context_gl = context_gl;
1004 list_add_head(&context_gl->timestamp_queries, &query->entry);
1007 void wined3d_context_gl_free_timestamp_query(struct wined3d_timestamp_query *query)
1009 struct wined3d_context_gl *context_gl = query->context_gl;
1011 list_remove(&query->entry);
1012 query->context_gl = NULL;
1014 if (!wined3d_array_reserve((void **)&context_gl->free_timestamp_queries,
1015 &context_gl->free_timestamp_query_size, context_gl->free_timestamp_query_count + 1,
1016 sizeof(*context_gl->free_timestamp_queries)))
1018 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
1019 return;
1022 context_gl->free_timestamp_queries[context_gl->free_timestamp_query_count++] = query->id;
1025 void wined3d_context_gl_alloc_so_statistics_query(struct wined3d_context_gl *context_gl,
1026 struct wined3d_so_statistics_query *query)
1028 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1030 if (context_gl->free_so_statistics_query_count)
1032 query->u = context_gl->free_so_statistics_queries[--context_gl->free_so_statistics_query_count];
1034 else
1036 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
1037 checkGLcall("glGenQueries");
1039 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
1040 query->u.id[0], query->u.id[1], context_gl);
1043 query->context_gl = context_gl;
1044 list_add_head(&context_gl->so_statistics_queries, &query->entry);
1047 void wined3d_context_gl_free_so_statistics_query(struct wined3d_so_statistics_query *query)
1049 struct wined3d_context_gl *context_gl = query->context_gl;
1051 list_remove(&query->entry);
1052 query->context_gl = NULL;
1054 if (!wined3d_array_reserve((void **)&context_gl->free_so_statistics_queries,
1055 &context_gl->free_so_statistics_query_size, context_gl->free_so_statistics_query_count + 1,
1056 sizeof(*context_gl->free_so_statistics_queries)))
1058 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
1059 query->u.id[0], query->u.id[1], context_gl);
1060 return;
1063 context_gl->free_so_statistics_queries[context_gl->free_so_statistics_query_count++] = query->u;
1066 void wined3d_context_gl_alloc_pipeline_statistics_query(struct wined3d_context_gl *context_gl,
1067 struct wined3d_pipeline_statistics_query *query)
1069 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1071 if (context_gl->free_pipeline_statistics_query_count)
1073 query->u = context_gl->free_pipeline_statistics_queries[--context_gl->free_pipeline_statistics_query_count];
1075 else
1077 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
1078 checkGLcall("glGenQueries");
1081 query->context_gl = context_gl;
1082 list_add_head(&context_gl->pipeline_statistics_queries, &query->entry);
1085 void wined3d_context_gl_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query)
1087 struct wined3d_context_gl *context_gl = query->context_gl;
1089 list_remove(&query->entry);
1090 query->context_gl = NULL;
1092 if (!wined3d_array_reserve((void **)&context_gl->free_pipeline_statistics_queries,
1093 &context_gl->free_pipeline_statistics_query_size, context_gl->free_pipeline_statistics_query_count + 1,
1094 sizeof(*context_gl->free_pipeline_statistics_queries)))
1096 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context_gl);
1097 return;
1100 context_gl->free_pipeline_statistics_queries[context_gl->free_pipeline_statistics_query_count++] = query->u;
1103 typedef void (context_fbo_entry_func_t)(struct wined3d_context_gl *context_gl, struct fbo_entry *entry);
1105 static void wined3d_context_gl_enum_fbo_entries(const struct wined3d_device *device,
1106 GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
1108 unsigned int i, j;
1110 for (i = 0; i < device->context_count; ++i)
1112 struct wined3d_context_gl *context_gl = wined3d_context_gl(device->contexts[i]);
1113 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1114 struct fbo_entry *entry, *entry2;
1116 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
1118 for (j = 0; j < gl_info->limits.buffers + 1; ++j)
1120 if (entry->key.objects[j].object == name
1121 && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace)
1123 callback(context_gl, entry);
1124 break;
1131 static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_context_gl *context_gl,
1132 struct fbo_entry *entry)
1134 list_remove(&entry->entry);
1135 list_add_head(&context_gl->fbo_destroy_list, &entry->entry);
1138 void context_gl_resource_released(struct wined3d_device *device, GLuint name, BOOL rb_namespace)
1140 wined3d_context_gl_enum_fbo_entries(device, name, rb_namespace,
1141 wined3d_context_gl_queue_fbo_entry_destruction);
1144 void wined3d_context_gl_texture_update(struct wined3d_context_gl *context_gl,
1145 const struct wined3d_texture_gl *texture_gl)
1147 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1148 struct fbo_entry *entry = context_gl->current_fbo;
1149 unsigned int i;
1151 if (!entry || context_gl->rebind_fbo)
1152 return;
1154 for (i = 0; i < gl_info->limits.buffers + 1; ++i)
1156 if (texture_gl->texture_rgb.name == entry->key.objects[i].object
1157 || texture_gl->texture_srgb.name == entry->key.objects[i].object)
1159 TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl, i);
1160 context_gl->rebind_fbo = TRUE;
1161 return;
1166 static BOOL wined3d_context_gl_restore_pixel_format(struct wined3d_context_gl *context_gl)
1168 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1169 BOOL ret = FALSE;
1171 if (context_gl->restore_pf && IsWindow(context_gl->restore_pf_win))
1173 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1175 HDC dc = GetDCEx(context_gl->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
1176 if (dc)
1178 if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, context_gl->restore_pf))))
1180 ERR("Failed to restore pixel format %d on window %p.\n",
1181 context_gl->restore_pf, context_gl->restore_pf_win);
1183 ReleaseDC(context_gl->restore_pf_win, dc);
1186 else
1188 ERR("Unable to restore pixel format %d on window %p.\n",
1189 context_gl->restore_pf, context_gl->restore_pf_win);
1193 context_gl->restore_pf = 0;
1194 context_gl->restore_pf_win = NULL;
1195 return ret;
1198 static BOOL wined3d_context_gl_set_pixel_format(struct wined3d_context_gl *context_gl)
1200 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1201 BOOL private = context_gl->dc_is_private;
1202 int format = context_gl->pixel_format;
1203 HDC dc = context_gl->dc;
1204 int current;
1205 HWND win;
1207 if (private && context_gl->dc_has_format)
1208 return TRUE;
1210 if (!private && WindowFromDC(dc) != context_gl->window)
1211 return FALSE;
1213 current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc);
1214 if ((current == format) || (!current && context_gl->internal_format_set))
1215 goto success;
1217 /* By default WGL doesn't allow pixel format adjustments but we need it
1218 * here. For this reason there's a Wine specific wglSetPixelFormat()
1219 * which allows us to set the pixel format multiple times. Use it when we
1220 * can, because even though no pixel format may currently be set, the
1221 * application may try to set one later. */
1222 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1224 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
1226 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1227 format, dc);
1228 return FALSE;
1230 context_gl->internal_format_set = 1;
1232 else if (current)
1234 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1235 * continue using the old format. There's a big chance that the old
1236 * format works although with a performance hit and perhaps rendering
1237 * errors. */
1238 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1239 format, dc, current);
1240 return TRUE;
1242 else if (!SetPixelFormat(dc, format, NULL))
1244 /* This may also happen if the dc belongs to a destroyed window. */
1245 WARN("Failed to set pixel format %d on device context %p, last error %#lx.\n",
1246 format, dc, GetLastError());
1247 return FALSE;
1250 win = private ? NULL : WindowFromDC(dc);
1251 if (win != context_gl->restore_pf_win)
1252 wined3d_context_gl_restore_pixel_format(context_gl);
1253 context_gl->restore_pf = private ? 0 : current;
1254 context_gl->restore_pf_win = win;
1256 success:
1257 if (private)
1258 context_gl->dc_has_format = TRUE;
1259 return TRUE;
1262 static BOOL wined3d_context_gl_set_gl_context(struct wined3d_context_gl *context_gl)
1264 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
1265 BOOL backup = FALSE;
1267 TRACE("context_gl %p.\n", context_gl);
1269 if (!wined3d_context_gl_set_pixel_format(context_gl))
1271 WARN("Failed to set pixel format %d on device context %p.\n",
1272 context_gl->pixel_format, context_gl->dc);
1273 backup = TRUE;
1276 if (backup || !wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
1278 WARN("Failed to make GL context %p current on device context %p, last error %#lx.\n",
1279 context_gl->gl_ctx, context_gl->dc, GetLastError());
1280 context_gl->valid = 0;
1281 WARN("Trying fallback to the backup window.\n");
1283 if (context_gl->c.destroyed)
1285 FIXME("Unable to get backup dc for destroyed context %p.\n", context_gl);
1286 wined3d_context_gl_set_current(NULL);
1287 return FALSE;
1290 if (!(context_gl->dc = wined3d_device_gl_get_backup_dc(device_gl)))
1292 wined3d_context_gl_set_current(NULL);
1293 return FALSE;
1296 TRACE("Using backup DC %p.\n", context_gl->dc);
1297 context_gl->dc_is_private = TRUE;
1298 context_gl->dc_has_format = FALSE;
1300 if (!wined3d_context_gl_set_pixel_format(context_gl))
1302 ERR("Failed to set pixel format %d on device context %p.\n",
1303 context_gl->pixel_format, context_gl->dc);
1304 wined3d_context_gl_set_current(NULL);
1305 return FALSE;
1308 if (!wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
1310 ERR("Fallback to backup window (dc %p) failed too, last error %#lx.\n",
1311 context_gl->dc, GetLastError());
1312 wined3d_context_gl_set_current(NULL);
1313 return FALSE;
1316 context_gl->valid = 1;
1318 context_gl->needs_set = 0;
1320 return TRUE;
1323 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
1325 if (!wglMakeCurrent(dc, gl_ctx))
1327 ERR("Failed to restore GL context %p on device context %p, last error %#lx.\n",
1328 gl_ctx, dc, GetLastError());
1329 wined3d_context_gl_set_current(NULL);
1333 static void wined3d_context_gl_update_window(struct wined3d_context_gl *context_gl)
1335 if (!context_gl->c.swapchain)
1336 return;
1338 if (context_gl->window == context_gl->c.swapchain->win_handle)
1339 return;
1341 TRACE("Updating context %p window from %p to %p.\n",
1342 context_gl, context_gl->window, context_gl->c.swapchain->win_handle);
1344 if (context_gl->dc)
1345 wined3d_release_dc(context_gl->window, context_gl->dc);
1347 context_gl->window = context_gl->c.swapchain->win_handle;
1348 context_gl->dc_is_private = FALSE;
1349 context_gl->dc_has_format = FALSE;
1350 context_gl->needs_set = 1;
1351 context_gl->valid = 1;
1352 context_gl->internal_format_set = 0;
1354 if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
1356 ERR("Failed to get a device context for window %p.\n", context_gl->window);
1357 context_gl->valid = 0;
1361 static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
1363 struct wined3d_pipeline_statistics_query *pipeline_statistics_query;
1364 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1365 struct wined3d_so_statistics_query *so_statistics_query;
1366 struct wined3d_timestamp_query *timestamp_query;
1367 struct wined3d_occlusion_query *occlusion_query;
1368 struct wined3d_context_gl *current;
1369 struct fbo_entry *entry, *entry2;
1370 struct wined3d_fence *fence;
1371 HGLRC restore_ctx;
1372 HDC restore_dc;
1373 unsigned int i;
1375 TRACE("context_gl %p.\n", context_gl);
1377 restore_ctx = wglGetCurrentContext();
1378 restore_dc = wglGetCurrentDC();
1380 if (context_gl->valid && context_gl->gl_ctx != restore_ctx)
1382 /* Attempting to restore a GL context corresponding to a wined3d
1383 * context is not particularly useful. Worse, when we're called from
1384 * wined3d_context_gl_destroy(), we subsequently clear the "current
1385 * D3D context" TLS value, which would cause
1386 * wined3d_context_gl_enter() to consider the GL context a non-D3D
1387 * context. */
1388 if ((current = wined3d_context_gl_get_current()) && current->gl_ctx == restore_ctx)
1389 restore_ctx = NULL;
1390 wined3d_context_gl_set_gl_context(context_gl);
1392 else
1394 restore_ctx = NULL;
1397 if (context_gl->valid)
1399 /* If we're here because we're switching away from a previously
1400 * destroyed context, acquiring a context in order to submit a fence
1401 * is problematic. In particular, we'd end up back here again in the
1402 * process of switching to the newly acquired context.
1404 * If fences aren't supported there should be nothing to wait for
1405 * anyway, so just do nothing in that case. */
1406 if (context_gl->c.destroyed)
1408 gl_info->gl_ops.gl.p_glFinish();
1410 else if (context_gl->c.d3d_info->fences)
1412 wined3d_context_gl_submit_command_fence(context_gl);
1413 wined3d_context_gl_wait_command_fence(context_gl,
1414 wined3d_device_gl(context_gl->c.device)->current_fence_id - 1);
1417 if (context_gl->dummy_arbfp_prog)
1418 GL_EXTCALL(glDeleteProgramsARB(1, &context_gl->dummy_arbfp_prog));
1420 if (context_gl->blit_vbo)
1421 GL_EXTCALL(glDeleteBuffers(1, &context_gl->blit_vbo));
1423 for (i = 0; i < context_gl->free_pipeline_statistics_query_count; ++i)
1425 union wined3d_gl_pipeline_statistics_query *q = &context_gl->free_pipeline_statistics_queries[i];
1426 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1429 for (i = 0; i < context_gl->free_so_statistics_query_count; ++i)
1431 union wined3d_gl_so_statistics_query *q = &context_gl->free_so_statistics_queries[i];
1432 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1435 if (context_gl->free_timestamp_query_count)
1436 GL_EXTCALL(glDeleteQueries(context_gl->free_timestamp_query_count, context_gl->free_timestamp_queries));
1438 if (gl_info->supported[ARB_SYNC])
1440 for (i = 0; i < context_gl->free_fence_count; ++i)
1442 GL_EXTCALL(glDeleteSync(context_gl->free_fences[i].sync));
1445 else if (gl_info->supported[APPLE_FENCE])
1447 for (i = 0; i < context_gl->free_fence_count; ++i)
1449 GL_EXTCALL(glDeleteFencesAPPLE(1, &context_gl->free_fences[i].id));
1452 else if (gl_info->supported[NV_FENCE])
1454 for (i = 0; i < context_gl->free_fence_count; ++i)
1456 GL_EXTCALL(glDeleteFencesNV(1, &context_gl->free_fences[i].id));
1460 if (context_gl->free_occlusion_query_count)
1461 GL_EXTCALL(glDeleteQueries(context_gl->free_occlusion_query_count, context_gl->free_occlusion_queries));
1463 checkGLcall("context cleanup");
1465 heap_free(context_gl->submitted.fences);
1466 heap_free(context_gl->free_pipeline_statistics_queries);
1467 heap_free(context_gl->free_so_statistics_queries);
1468 heap_free(context_gl->free_timestamp_queries);
1469 heap_free(context_gl->free_fences);
1470 heap_free(context_gl->free_occlusion_queries);
1472 LIST_FOR_EACH_ENTRY(pipeline_statistics_query, &context_gl->pipeline_statistics_queries,
1473 struct wined3d_pipeline_statistics_query, entry)
1475 if (context_gl->valid)
1476 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query->u.id), pipeline_statistics_query->u.id));
1477 pipeline_statistics_query->context_gl = NULL;
1480 LIST_FOR_EACH_ENTRY(so_statistics_query, &context_gl->so_statistics_queries,
1481 struct wined3d_so_statistics_query, entry)
1483 if (context_gl->valid)
1484 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query->u.id), so_statistics_query->u.id));
1485 so_statistics_query->context_gl = NULL;
1488 LIST_FOR_EACH_ENTRY(timestamp_query, &context_gl->timestamp_queries, struct wined3d_timestamp_query, entry)
1490 if (context_gl->valid)
1491 GL_EXTCALL(glDeleteQueries(1, &timestamp_query->id));
1492 timestamp_query->context_gl = NULL;
1495 LIST_FOR_EACH_ENTRY(fence, &context_gl->fences, struct wined3d_fence, entry)
1497 if (context_gl->valid)
1499 if (gl_info->supported[ARB_SYNC])
1501 if (fence->object.sync)
1502 GL_EXTCALL(glDeleteSync(fence->object.sync));
1504 else if (gl_info->supported[APPLE_FENCE])
1506 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence->object.id));
1508 else if (gl_info->supported[NV_FENCE])
1510 GL_EXTCALL(glDeleteFencesNV(1, &fence->object.id));
1513 fence->context_gl = NULL;
1516 LIST_FOR_EACH_ENTRY(occlusion_query, &context_gl->occlusion_queries, struct wined3d_occlusion_query, entry)
1518 if (context_gl->valid)
1519 GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
1520 occlusion_query->context_gl = NULL;
1523 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
1525 if (!context_gl->valid)
1526 entry->id = 0;
1527 wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
1530 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
1532 if (!context_gl->valid)
1533 entry->id = 0;
1534 wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
1537 heap_free(context_gl->texture_type);
1539 wined3d_context_gl_restore_pixel_format(context_gl);
1540 if (restore_ctx)
1541 context_restore_gl_context(gl_info, restore_dc, restore_ctx);
1542 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
1543 ERR("Failed to disable GL context.\n");
1545 wined3d_release_dc(context_gl->window, context_gl->dc);
1547 if (!wglDeleteContext(context_gl->gl_ctx))
1549 unsigned int err = GetLastError();
1550 ERR("Failed to delete GL context %p, last error %#x.\n", context_gl->gl_ctx, err);
1553 wined3d_context_cleanup(&context_gl->c);
1556 DWORD context_get_tls_idx(void)
1558 return wined3d_context_tls_idx;
1561 void context_set_tls_idx(DWORD idx)
1563 wined3d_context_tls_idx = idx;
1566 struct wined3d_context_gl *wined3d_context_gl_get_current(void)
1568 return TlsGetValue(wined3d_context_tls_idx);
1571 BOOL wined3d_context_gl_set_current(struct wined3d_context_gl *context_gl)
1573 struct wined3d_context_gl *old = wined3d_context_gl_get_current();
1575 if (old == context_gl)
1577 TRACE("Already using D3D context %p.\n", context_gl);
1578 return TRUE;
1581 if (old)
1583 if (old->c.destroyed)
1585 TRACE("Switching away from destroyed context %p.\n", old);
1586 wined3d_context_gl_cleanup(old);
1587 heap_free((void *)old->gl_info);
1588 heap_free(old);
1590 else
1592 if (wglGetCurrentContext())
1594 const struct wined3d_gl_info *gl_info = old->gl_info;
1595 TRACE("Flushing context %p before switching to %p.\n", old, context_gl);
1596 gl_info->gl_ops.gl.p_glFlush();
1598 old->c.current = 0;
1602 if (context_gl)
1604 if (!context_gl->valid)
1606 ERR("Trying to make invalid context %p current.\n", context_gl);
1607 return FALSE;
1610 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n",
1611 context_gl, context_gl->gl_ctx, context_gl->dc);
1612 if (!wined3d_context_gl_set_gl_context(context_gl))
1613 return FALSE;
1614 context_gl->c.current = 1;
1616 else if (wglGetCurrentContext())
1618 TRACE("Clearing current D3D context.\n");
1619 if (!wglMakeCurrent(NULL, NULL))
1621 unsigned int err = GetLastError();
1622 ERR("Failed to clear current GL context, last error %#x.\n", err);
1623 TlsSetValue(wined3d_context_tls_idx, NULL);
1624 return FALSE;
1628 return TlsSetValue(wined3d_context_tls_idx, context_gl);
1631 void wined3d_context_gl_release(struct wined3d_context_gl *context_gl)
1633 TRACE("Releasing context %p, level %u.\n", context_gl, context_gl->level);
1635 if (WARN_ON(d3d))
1637 if (!context_gl->level)
1638 WARN("Context %p is not active.\n", context_gl);
1639 else if (context_gl != wined3d_context_gl_get_current())
1640 WARN("Context %p is not the current context.\n", context_gl);
1643 if (!--context_gl->level)
1645 if (wined3d_context_gl_restore_pixel_format(context_gl))
1646 context_gl->needs_set = 1;
1647 if (context_gl->restore_ctx)
1649 TRACE("Restoring GL context %p on device context %p.\n", context_gl->restore_ctx, context_gl->restore_dc);
1650 context_restore_gl_context(context_gl->gl_info, context_gl->restore_dc, context_gl->restore_ctx);
1651 context_gl->restore_ctx = NULL;
1652 context_gl->restore_dc = NULL;
1655 if (context_gl->c.destroy_delayed)
1657 TRACE("Destroying context %p.\n", context_gl);
1658 wined3d_context_gl_destroy(context_gl);
1663 static void wined3d_context_gl_enter(struct wined3d_context_gl *context_gl)
1665 TRACE("Entering context %p, level %u.\n", context_gl, context_gl->level + 1);
1667 if (!context_gl->level++)
1669 const struct wined3d_context_gl *current_context = wined3d_context_gl_get_current();
1670 HGLRC current_gl = wglGetCurrentContext();
1672 if (current_gl && (!current_context || current_context->gl_ctx != current_gl))
1674 TRACE("Another GL context (%p on device context %p) is already current.\n",
1675 current_gl, wglGetCurrentDC());
1676 context_gl->restore_ctx = current_gl;
1677 context_gl->restore_dc = wglGetCurrentDC();
1678 context_gl->needs_set = 1;
1680 else if (!context_gl->needs_set && !(context_gl->dc_is_private && context_gl->dc_has_format))
1682 int current = context_gl->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context_gl->dc);
1684 if ((current && current != context_gl->pixel_format) || (!current && !context_gl->internal_format_set))
1685 context_gl->needs_set = 1;
1690 /* This function takes care of wined3d pixel format selection. */
1691 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1692 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1693 bool aux_buffers, bool swap_effect_copy)
1695 unsigned int cfg_count = wined3d_adapter_gl(device->adapter)->pixel_format_count;
1696 unsigned int current_value;
1697 PIXELFORMATDESCRIPTOR pfd;
1698 int iPixelFormat = 0;
1699 unsigned int i;
1701 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, swap_effect_copy %#x.\n",
1702 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1703 aux_buffers, swap_effect_copy);
1705 current_value = 0;
1706 for (i = 0; i < cfg_count; ++i)
1708 const struct wined3d_pixel_format *cfg = &wined3d_adapter_gl(device->adapter)->pixel_formats[i];
1709 unsigned int value;
1711 /* For now only accept RGBA formats. Perhaps some day we will
1712 * allow floating point formats for pbuffers. */
1713 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1714 continue;
1715 /* In window mode we need a window drawable format and double buffering. */
1716 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1717 continue;
1718 if (cfg->redSize < color_format->red_size)
1719 continue;
1720 if (cfg->greenSize < color_format->green_size)
1721 continue;
1722 if (cfg->blueSize < color_format->blue_size)
1723 continue;
1724 if (cfg->alphaSize < color_format->alpha_size)
1725 continue;
1726 if (cfg->depthSize < ds_format->depth_size)
1727 continue;
1728 if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
1729 continue;
1730 /* Check multisampling support. */
1731 if (cfg->numSamples)
1732 continue;
1734 value = 1;
1735 if (swap_effect_copy && cfg->swap_method == WGL_SWAP_COPY_ARB)
1736 value += 1;
1737 /* We try to locate a format which matches our requirements exactly. In case of
1738 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1739 if (cfg->depthSize == ds_format->depth_size)
1740 value += 2;
1741 if (cfg->stencilSize == ds_format->stencil_size)
1742 value += 4;
1743 if (cfg->alphaSize == color_format->alpha_size)
1744 value += 8;
1745 /* We like to have aux buffers in backbuffer mode */
1746 if (aux_buffers && cfg->auxBuffers)
1747 value += 16;
1748 if (cfg->redSize == color_format->red_size
1749 && cfg->greenSize == color_format->green_size
1750 && cfg->blueSize == color_format->blue_size)
1751 value += 32;
1753 if (value > current_value)
1755 iPixelFormat = cfg->iPixelFormat;
1756 current_value = value;
1760 if (!iPixelFormat)
1762 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1764 memset(&pfd, 0, sizeof(pfd));
1765 pfd.nSize = sizeof(pfd);
1766 pfd.nVersion = 1;
1767 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1768 pfd.iPixelType = PFD_TYPE_RGBA;
1769 pfd.cAlphaBits = color_format->alpha_size;
1770 pfd.cColorBits = color_format->red_size + color_format->green_size
1771 + color_format->blue_size + color_format->alpha_size;
1772 pfd.cDepthBits = ds_format->depth_size;
1773 pfd.cStencilBits = ds_format->stencil_size;
1774 pfd.iLayerType = PFD_MAIN_PLANE;
1776 if (!(iPixelFormat = ChoosePixelFormat(hdc, &pfd)))
1778 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1779 ERR("Can't find a suitable pixel format.\n");
1780 return 0;
1784 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1785 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1786 return iPixelFormat;
1789 /* Context activation is done by the caller. */
1790 void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl *context_gl)
1792 const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
1793 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1794 unsigned int i;
1796 for (i = 0; i < gl_info->limits.combined_samplers; ++i)
1798 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
1800 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
1801 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
1803 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1804 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
1806 if (gl_info->supported[EXT_TEXTURE3D])
1807 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
1809 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1810 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
1812 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
1813 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
1815 if (gl_info->supported[EXT_TEXTURE_ARRAY])
1817 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
1818 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
1821 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
1822 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
1824 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
1826 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
1827 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
1831 checkGLcall("bind dummy textures");
1834 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1835 const char *file, unsigned int line, const char *name)
1837 GLint err;
1839 if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR)
1841 TRACE("%s call ok %s / %u.\n", name, file, line);
1842 return;
1847 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1848 debug_glerror(err), err, name, file,line);
1849 err = gl_info->gl_ops.gl.p_glGetError();
1850 } while (err != GL_NO_ERROR);
1853 static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
1855 return gl_info->supported[ARB_DEBUG_OUTPUT]
1856 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
1859 static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
1860 GLenum severity, GLsizei length, const char *message, void *ctx)
1862 switch (type)
1864 case GL_DEBUG_TYPE_ERROR_ARB:
1865 ERR("%p: %s.\n", ctx, debugstr_an(message, length));
1866 break;
1868 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
1869 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
1870 case GL_DEBUG_TYPE_PORTABILITY_ARB:
1871 FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
1872 break;
1874 case GL_DEBUG_TYPE_PERFORMANCE_ARB:
1875 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
1876 break;
1878 default:
1879 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
1880 break;
1884 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
1886 HGLRC ctx;
1887 unsigned int ctx_attrib_idx = 0;
1888 GLint ctx_attribs[7], ctx_flags = 0;
1890 if (context_debug_output_enabled(gl_info))
1891 ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB;
1892 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
1893 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16;
1894 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB;
1895 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff;
1896 if (ctx_flags)
1898 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1899 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1901 ctx_attribs[ctx_attrib_idx] = 0;
1903 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1905 if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
1907 if (ctx_flags)
1909 ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1910 ctx_attribs[ctx_attrib_idx - 1] = ctx_flags;
1912 else
1914 ctx_flags = WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1915 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1916 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1917 ctx_attribs[ctx_attrib_idx] = 0;
1919 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1920 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#lx.\n",
1921 GetLastError());
1924 return ctx;
1927 static BOOL wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl *context_gl,
1928 struct wined3d_swapchain_gl *swapchain_gl, BOOL *new_drawable)
1930 enum wined3d_swap_effect swap_effect = swapchain_gl->s.state.desc.swap_effect;
1931 const struct wined3d_format *colour_format, *ds_format;
1932 struct wined3d_context *context = &context_gl->c;
1933 const struct wined3d_gl_info *gl_info;
1934 struct wined3d_resource *target;
1935 struct wined3d_adapter *adapter;
1936 unsigned int target_bind_flags;
1937 struct wined3d_device *device;
1938 bool swap_effect_copy;
1939 HGLRC ctx, share_ctx;
1940 unsigned int i;
1942 device = context->device;
1943 adapter = device->adapter;
1944 gl_info = &wined3d_adapter_gl(adapter)->gl_info;
1946 target = &context->current_rt.texture->resource;
1947 target_bind_flags = target->bind_flags;
1949 swap_effect_copy = swap_effect == WINED3D_SWAP_EFFECT_COPY || swap_effect == WINED3D_SWAP_EFFECT_COPY_VSYNC;
1951 *new_drawable = !GetPixelFormat(context_gl->dc);
1953 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1955 static const enum wined3d_format_id ds_formats[] =
1957 WINED3DFMT_D24_UNORM_S8_UINT,
1958 WINED3DFMT_D32_UNORM,
1959 WINED3DFMT_R24_UNORM_X8_TYPELESS,
1960 WINED3DFMT_D16_UNORM,
1961 WINED3DFMT_S1_UINT_D15_UNORM,
1964 colour_format = target->format;
1966 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1967 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1968 if (colour_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1969 colour_format = wined3d_get_format(adapter, WINED3DFMT_B4G4R4A4_UNORM, target_bind_flags);
1970 else if (colour_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1971 colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
1973 /* DirectDraw supports 8bit paletted render targets and these are used by
1974 * old games like StarCraft and C&C. Most modern hardware doesn't support
1975 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1976 * conversion (ab)uses the alpha component for storing the palette index.
1977 * For this reason we require a format with 8bit alpha, so request
1978 * A8R8G8B8. */
1979 if (colour_format->id == WINED3DFMT_P8_UINT)
1980 colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
1982 /* Try to find a pixel format which matches our requirements. */
1983 if (!swapchain_gl->s.ds_format)
1985 for (i = 0; i < ARRAY_SIZE(ds_formats); ++i)
1987 ds_format = wined3d_get_format(adapter, ds_formats[i], WINED3D_BIND_DEPTH_STENCIL);
1988 if ((context_gl->pixel_format = context_choose_pixel_format(device,
1989 context_gl->dc, colour_format, ds_format, true, swap_effect_copy)))
1991 swapchain_gl->s.ds_format = ds_format;
1992 break;
1995 TRACE("Depth stencil format %s is not supported, trying next format.\n",
1996 debug_d3dformat(ds_format->id));
1999 else
2001 context_gl->pixel_format = context_choose_pixel_format(device,
2002 context_gl->dc, colour_format, swapchain_gl->s.ds_format, true, swap_effect_copy);
2005 else
2007 /* When using FBOs for off-screen rendering, we only use the drawable for
2008 * presentation blits, and don't do any rendering to it. That means we
2009 * don't need depth or stencil buffers, and can mostly ignore the render
2010 * target format. This wouldn't necessarily be quite correct for 10bpc
2011 * display modes, but we don't currently support those.
2012 * Using the same format regardless of the colour/depth/stencil targets
2013 * makes it much less likely that different wined3d instances will set
2014 * conflicting pixel formats. */
2015 colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
2016 ds_format = wined3d_get_format(adapter, WINED3DFMT_UNKNOWN, WINED3D_BIND_DEPTH_STENCIL);
2017 context_gl->pixel_format = context_choose_pixel_format(device,
2018 context_gl->dc, colour_format, ds_format, false, swap_effect_copy);
2021 if (!context_gl->pixel_format)
2023 ERR("Failed to choose pixel format.\n");
2024 return FALSE;
2027 wined3d_context_gl_enter(context_gl);
2029 if (!wined3d_context_gl_set_pixel_format(context_gl))
2031 context_release(context);
2033 if (context_gl->dc_is_private)
2035 ERR("Failed to set pixel format %d on device context %p.\n", context_gl->pixel_format, context_gl->dc);
2037 return FALSE;
2040 WARN("Failed to set pixel format %d on device context %p, trying backup DC.\n",
2041 context_gl->pixel_format, context_gl->dc);
2043 wined3d_release_dc(context_gl->window, context_gl->dc);
2044 if (!(context_gl->dc = wined3d_device_gl_get_backup_dc(wined3d_device_gl(device))))
2046 ERR("Failed to retrieve the backup device context.\n");
2047 return FALSE;
2049 context_gl->dc_is_private = TRUE;
2051 return wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl, new_drawable);
2054 share_ctx = device->context_count ? wined3d_context_gl(device->contexts[0])->gl_ctx : NULL;
2055 if (gl_info->p_wglCreateContextAttribsARB)
2057 if (!(ctx = context_create_wgl_attribs(gl_info, context_gl->dc, share_ctx)))
2059 ERR("Failed to create a WGL context.\n");
2060 context_release(context);
2061 return FALSE;
2064 else
2066 if (!(ctx = wglCreateContext(context_gl->dc)))
2068 ERR("Failed to create a WGL context.\n");
2069 context_release(context);
2070 return FALSE;
2073 if (share_ctx && !wglShareLists(share_ctx, ctx))
2075 ERR("wglShareLists(%p, %p) failed, last error %#lx.\n", share_ctx, ctx, GetLastError());
2076 context_release(context);
2077 if (!wglDeleteContext(ctx))
2078 ERR("wglDeleteContext(%p) failed, last error %#lx.\n", ctx, GetLastError());
2079 return FALSE;
2083 context_gl->dc_has_format = TRUE;
2084 context_gl->needs_set = 1;
2085 context_gl->valid = 1;
2086 context_gl->gl_ctx = ctx;
2088 return TRUE;
2091 HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wined3d_swapchain_gl *swapchain_gl)
2093 struct wined3d_context *context = &context_gl->c;
2094 const struct wined3d_d3d_info *d3d_info;
2095 const struct wined3d_gl_info *gl_info;
2096 struct wined3d_device *device;
2097 BOOL new_drawable;
2098 unsigned int i;
2100 TRACE("context_gl %p, swapchain %p.\n", context_gl, swapchain_gl);
2102 wined3d_context_init(&context_gl->c, &swapchain_gl->s);
2104 device = context->device;
2105 gl_info = &wined3d_adapter_gl(device->adapter)->gl_info;
2106 context_gl->gl_info = gl_info;
2107 d3d_info = context->d3d_info;
2109 context_gl->tid = GetCurrentThreadId();
2110 context_gl->window = context->swapchain->win_handle;
2111 if (context_gl->window == GetDesktopWindow())
2113 TRACE("Swapchain is created on the desktop window, trying backup device context.\n");
2114 context_gl->dc = NULL;
2116 else if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
2117 WARN("Failed to retrieve device context, trying swapchain backup.\n");
2119 if (!context_gl->dc)
2121 if (!(context_gl->dc = wined3d_device_gl_get_backup_dc(wined3d_device_gl(device))))
2123 ERR("Failed to retrieve a device context.\n");
2124 return E_FAIL;
2126 context_gl->dc_is_private = TRUE;
2129 list_init(&context_gl->fbo_list);
2130 list_init(&context_gl->fbo_destroy_list);
2132 list_init(&context_gl->occlusion_queries);
2133 list_init(&context_gl->fences);
2134 list_init(&context_gl->timestamp_queries);
2135 list_init(&context_gl->so_statistics_queries);
2136 list_init(&context_gl->pipeline_statistics_queries);
2138 for (i = 0; i < ARRAY_SIZE(context_gl->tex_unit_map); ++i)
2139 context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
2140 for (i = 0; i < ARRAY_SIZE(context_gl->rev_tex_unit_map); ++i)
2141 context_gl->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
2142 if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
2144 /* Initialize the texture unit mapping to a 1:1 mapping. */
2145 unsigned int base, count;
2147 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
2148 if (base + WINED3D_MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
2150 ERR("Unexpected texture unit base index %u.\n", base);
2151 goto fail;
2153 for (i = 0; i < min(count, WINED3D_MAX_FRAGMENT_SAMPLERS); ++i)
2155 context_gl->tex_unit_map[i] = base + i;
2156 context_gl->rev_tex_unit_map[base + i] = i;
2159 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
2160 if (base + WINED3D_MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
2162 ERR("Unexpected texture unit base index %u.\n", base);
2163 goto fail;
2165 for (i = 0; i < min(count, WINED3D_MAX_VERTEX_SAMPLERS); ++i)
2167 context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + i] = base + i;
2168 context_gl->rev_tex_unit_map[base + i] = WINED3D_MAX_FRAGMENT_SAMPLERS + i;
2172 if (!(context_gl->texture_type = heap_calloc(gl_info->limits.combined_samplers,
2173 sizeof(*context_gl->texture_type))))
2174 goto fail;
2176 if (!wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl, &new_drawable))
2177 goto fail;
2179 /* Set up the context defaults. */
2181 context->render_offscreen = wined3d_resource_is_offscreen(&context->current_rt.texture->resource);
2182 context_gl->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
2184 if (!wined3d_context_gl_set_current(context_gl))
2186 ERR("Cannot activate context to set up defaults.\n");
2187 context_release(context);
2188 if (!wglDeleteContext(context_gl->gl_ctx))
2189 ERR("wglDeleteContext(%p) failed, last error %#lx.\n", context_gl->gl_ctx, GetLastError());
2190 goto fail;
2193 if (context_debug_output_enabled(gl_info))
2195 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, context));
2196 if (TRACE_ON(d3d_sync))
2197 gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
2198 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
2199 if (ERR_ON(d3d))
2201 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
2202 GL_DONT_CARE, 0, NULL, GL_TRUE));
2204 if (FIXME_ON(d3d))
2206 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
2207 GL_DONT_CARE, 0, NULL, GL_TRUE));
2208 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
2209 GL_DONT_CARE, 0, NULL, GL_TRUE));
2210 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY,
2211 GL_DONT_CARE, 0, NULL, GL_TRUE));
2213 if (WARN_ON(d3d_perf))
2215 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE,
2216 GL_DONT_CARE, 0, NULL, GL_TRUE));
2220 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2221 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &context_gl->aux_buffers);
2223 TRACE("Setting up the screen\n");
2225 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2227 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
2228 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2230 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
2231 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2233 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
2234 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2236 else
2238 GLuint vao;
2240 GL_EXTCALL(glGenVertexArrays(1, &vao));
2241 GL_EXTCALL(glBindVertexArray(vao));
2242 checkGLcall("creating VAO");
2245 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
2246 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2247 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2248 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2250 if (gl_info->supported[NV_TEXTURE_SHADER2])
2252 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2253 * the previous texture where to source the offset from is always unit - 1.
2255 for (i = 1; i < gl_info->limits.ffp_textures; ++i)
2257 wined3d_context_gl_active_texture(context_gl, gl_info, i);
2258 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
2259 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + i - 1);
2260 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2263 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2265 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2266 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2267 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2268 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2269 * is ever assigned.
2271 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2272 * program and the dummy program is destroyed when the context is destroyed.
2274 static const char dummy_program[] =
2275 "!!ARBfp1.0\n"
2276 "MOV result.color, fragment.color.primary;\n"
2277 "END\n";
2278 GL_EXTCALL(glGenProgramsARB(1, &context_gl->dummy_arbfp_prog));
2279 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, context_gl->dummy_arbfp_prog));
2280 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB,
2281 GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
2284 if (gl_info->supported[ARB_POINT_SPRITE])
2286 for (i = 0; i < gl_info->limits.ffp_textures; ++i)
2288 wined3d_context_gl_active_texture(context_gl, gl_info, i);
2289 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
2290 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2294 if (gl_info->supported[ARB_PROVOKING_VERTEX])
2296 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
2298 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
2300 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
2302 if (!(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART))
2304 if (gl_info->supported[ARB_ES3_COMPATIBILITY])
2306 gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
2307 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2309 else
2311 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2314 if (!(d3d_info->wined3d_creation_flags & WINED3D_LEGACY_CUBEMAP_FILTERING)
2315 && gl_info->supported[ARB_SEAMLESS_CUBE_MAP])
2317 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
2318 checkGLcall("enable seamless cube map filtering");
2320 if (gl_info->supported[ARB_CLIP_CONTROL])
2321 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT));
2323 /* If this happens to be the first context for the device, dummy textures
2324 * are not created yet. In that case, they will be created (and bound) by
2325 * create_dummy_textures right after this context is initialized. */
2326 if (wined3d_device_gl(device)->dummy_textures.tex_2d)
2327 wined3d_context_gl_bind_dummy_textures(context_gl);
2329 /* Initialise all rectangles to avoid resetting unused ones later. */
2330 gl_info->gl_ops.gl.p_glScissor(0, 0, 0, 0);
2331 checkGLcall("glScissor");
2333 if (new_drawable)
2335 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
2336 gl_info->gl_ops.gl.p_glClearDepth(1.0f);
2337 gl_info->gl_ops.gl.p_glClearStencil(0);
2338 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
2339 checkGLcall("glClear");
2341 return WINED3D_OK;
2343 fail:
2344 heap_free(context_gl->texture_type);
2345 wined3d_release_dc(context_gl->window, context_gl->dc);
2346 return E_FAIL;
2349 void wined3d_context_gl_destroy(struct wined3d_context_gl *context_gl)
2351 struct wined3d_device *device = context_gl->c.device;
2353 TRACE("Destroying context %p.\n", context_gl);
2355 wined3d_from_cs(device->cs);
2357 /* We delay destroying a context when it is active. The context_release()
2358 * function invokes wined3d_context_gl_destroy() again while leaving the
2359 * last level. */
2360 if (context_gl->level)
2362 TRACE("Delaying destruction of context %p.\n", context_gl);
2363 context_gl->c.destroy_delayed = 1;
2364 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2365 context_gl->c.swapchain = NULL;
2366 context_gl->c.device = NULL;
2367 return;
2370 device_context_remove(device, &context_gl->c);
2372 if (context_gl->c.current && context_gl->tid != GetCurrentThreadId())
2374 struct wined3d_gl_info *gl_info;
2376 /* Make a copy of gl_info for wined3d_context_gl_cleanup() use, the
2377 * one in wined3d_adapter may go away in the meantime. */
2378 gl_info = heap_alloc(sizeof(*gl_info));
2379 *gl_info = *context_gl->gl_info;
2380 context_gl->gl_info = gl_info;
2381 context_gl->c.destroyed = 1;
2383 return;
2386 wined3d_context_gl_cleanup(context_gl);
2387 TlsSetValue(context_get_tls_idx(), NULL);
2388 heap_free(context_gl);
2391 const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d_context_gl *context_gl,
2392 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count)
2394 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2396 if (!shader_version)
2398 *base = 0;
2399 *count = WINED3D_MAX_FFP_TEXTURES;
2400 return context_gl->tex_unit_map;
2403 if (shader_version->major >= 4)
2405 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, shader_version->type, base, count);
2406 return NULL;
2409 switch (shader_version->type)
2411 case WINED3D_SHADER_TYPE_PIXEL:
2412 *base = 0;
2413 *count = WINED3D_MAX_FRAGMENT_SAMPLERS;
2414 break;
2415 case WINED3D_SHADER_TYPE_VERTEX:
2416 *base = WINED3D_MAX_FRAGMENT_SAMPLERS;
2417 *count = WINED3D_MAX_VERTEX_SAMPLERS;
2418 break;
2419 default:
2420 ERR("Unhandled shader type %#x.\n", shader_version->type);
2421 *base = 0;
2422 *count = 0;
2425 return context_gl->tex_unit_map;
2428 static void wined3d_context_gl_get_rt_size(const struct wined3d_context_gl *context_gl, SIZE *size)
2430 const struct wined3d_texture *rt = context_gl->c.current_rt.texture;
2431 unsigned int level;
2433 if (rt->swapchain)
2435 RECT window_size;
2437 GetClientRect(context_gl->window, &window_size);
2438 size->cx = window_size.right - window_size.left;
2439 size->cy = window_size.bottom - window_size.top;
2441 return;
2444 level = context_gl->c.current_rt.sub_resource_idx % rt->level_count;
2445 size->cx = wined3d_texture_get_level_width(rt, level);
2446 size->cy = wined3d_texture_get_level_height(rt, level);
2449 void wined3d_context_gl_enable_clip_distances(struct wined3d_context_gl *context_gl, uint32_t enable_mask)
2451 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2452 unsigned int clip_distance_count, i;
2453 uint32_t disable_mask, current_mask;
2455 clip_distance_count = gl_info->limits.user_clip_distances;
2456 disable_mask = ~enable_mask;
2457 enable_mask &= wined3d_mask_from_size(clip_distance_count);
2458 disable_mask &= wined3d_mask_from_size(clip_distance_count);
2459 current_mask = context_gl->c.clip_distance_mask;
2460 context_gl->c.clip_distance_mask = enable_mask;
2462 enable_mask &= ~current_mask;
2463 while (enable_mask)
2465 i = wined3d_bit_scan(&enable_mask);
2466 gl_info->gl_ops.gl.p_glEnable(GL_CLIP_DISTANCE0 + i);
2468 disable_mask &= current_mask;
2469 while (disable_mask)
2471 i = wined3d_bit_scan(&disable_mask);
2472 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_DISTANCE0 + i);
2474 checkGLcall("toggle clip distances");
2477 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
2479 return rt_mask & (1u << 31);
2482 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
2484 return rt_mask & ~(1u << 31);
2487 /* Context activation is done by the caller. */
2488 static void wined3d_context_gl_apply_draw_buffers(struct wined3d_context_gl *context_gl, uint32_t rt_mask)
2490 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2491 GLenum draw_buffers[WINED3D_MAX_RENDER_TARGETS];
2493 if (!rt_mask)
2495 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
2497 else if (is_rt_mask_onscreen(rt_mask))
2499 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
2501 else
2503 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2505 unsigned int i = 0;
2507 while (rt_mask)
2509 if (rt_mask & 1)
2510 draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2511 else
2512 draw_buffers[i] = GL_NONE;
2514 rt_mask >>= 1;
2515 ++i;
2518 if (gl_info->supported[ARB_DRAW_BUFFERS])
2520 GL_EXTCALL(glDrawBuffers(i, draw_buffers));
2522 else
2524 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffers[0]);
2527 else
2529 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2533 checkGLcall("apply draw buffers");
2536 /* Context activation is done by the caller. */
2537 void wined3d_context_gl_active_texture(struct wined3d_context_gl *context_gl,
2538 const struct wined3d_gl_info *gl_info, unsigned int unit)
2540 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
2541 checkGLcall("glActiveTexture");
2542 context_gl->active_texture = unit;
2545 void wined3d_context_gl_bind_bo(struct wined3d_context_gl *context_gl, GLenum binding, GLuint name)
2547 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2549 if (binding == GL_ELEMENT_ARRAY_BUFFER)
2550 context_invalidate_state(&context_gl->c, STATE_INDEXBUFFER);
2552 GL_EXTCALL(glBindBuffer(binding, name));
2555 void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, GLenum target, GLuint name)
2557 const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
2558 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2559 GLenum old_texture_type;
2560 unsigned int unit;
2562 if (name)
2563 gl_info->gl_ops.gl.p_glBindTexture(target, name);
2564 else
2565 target = GL_NONE;
2567 unit = context_gl->active_texture;
2568 old_texture_type = context_gl->texture_type[unit];
2569 if (old_texture_type != target)
2571 switch (old_texture_type)
2573 case GL_NONE:
2574 /* nothing to do */
2575 break;
2576 case GL_TEXTURE_1D:
2577 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
2578 break;
2579 case GL_TEXTURE_1D_ARRAY:
2580 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
2581 break;
2582 case GL_TEXTURE_2D:
2583 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
2584 break;
2585 case GL_TEXTURE_2D_ARRAY:
2586 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
2587 break;
2588 case GL_TEXTURE_RECTANGLE_ARB:
2589 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
2590 break;
2591 case GL_TEXTURE_CUBE_MAP:
2592 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
2593 break;
2594 case GL_TEXTURE_CUBE_MAP_ARRAY:
2595 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
2596 break;
2597 case GL_TEXTURE_3D:
2598 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
2599 break;
2600 case GL_TEXTURE_BUFFER:
2601 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
2602 break;
2603 case GL_TEXTURE_2D_MULTISAMPLE:
2604 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
2605 break;
2606 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
2607 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
2608 break;
2609 default:
2610 ERR("Unexpected texture target %#x.\n", old_texture_type);
2613 context_gl->texture_type[unit] = target;
2616 checkGLcall("bind texture");
2619 static void wined3d_context_gl_poll_fences(struct wined3d_context_gl *context_gl)
2621 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2622 struct wined3d_command_fence_gl *f;
2623 SIZE_T i;
2625 for (i = 0; i < context_gl->submitted.fence_count; ++i)
2627 f = &context_gl->submitted.fences[i];
2629 if (f->id > device_gl->completed_fence_id)
2631 if (wined3d_fence_test(f->fence, &device_gl->d, 0) != WINED3D_FENCE_OK)
2632 continue;
2633 device_gl->completed_fence_id = f->id;
2636 wined3d_fence_destroy(f->fence);
2637 if (i != context_gl->submitted.fence_count - 1)
2638 *f = context_gl->submitted.fences[context_gl->submitted.fence_count - 1];
2639 --context_gl->submitted.fence_count;
2643 static void wined3d_device_gl_free_memory(struct wined3d_device_gl *device_gl, struct wined3d_allocator_block *block)
2645 assert(block->chunk->allocator == &device_gl->allocator);
2646 wined3d_device_gl_allocator_lock(device_gl);
2647 wined3d_allocator_block_free(block);
2648 wined3d_device_gl_allocator_unlock(device_gl);
2651 static void wined3d_context_gl_cleanup_resources(struct wined3d_context_gl *context_gl)
2653 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2654 struct wined3d_retired_block_gl *r, *blocks;
2655 SIZE_T count, i = 0;
2656 uint64_t id;
2658 wined3d_context_gl_poll_fences(context_gl);
2659 id = device_gl->completed_fence_id;
2661 blocks = device_gl->retired_blocks;
2662 count = device_gl->retired_block_count;
2663 while (i < count)
2665 r = &blocks[i];
2667 if (r->fence_id > id)
2669 ++i;
2670 continue;
2673 wined3d_device_gl_free_memory(device_gl, r->block);
2674 if (i != --count)
2675 *r = blocks[count];
2677 device_gl->retired_block_count = count;
2680 void wined3d_context_gl_wait_command_fence(struct wined3d_context_gl *context_gl, uint64_t id)
2682 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2683 enum wined3d_fence_result ret;
2684 SIZE_T i;
2686 if (id <= device_gl->completed_fence_id
2687 || id > device_gl->current_fence_id) /* In case the fence ID wrapped. */
2688 return;
2690 for (i = 0; i < context_gl->submitted.fence_count; ++i)
2692 if (context_gl->submitted.fences[i].id != id)
2693 continue;
2695 if ((ret = wined3d_fence_wait(context_gl->submitted.fences[i].fence, &device_gl->d)) != WINED3D_FENCE_OK)
2696 ERR("Failed to wait for command fence with id 0x%s, ret %#x.\n", wine_dbgstr_longlong(id), ret);
2697 wined3d_context_gl_cleanup_resources(context_gl);
2698 return;
2701 ERR("Failed to find fence for command fence with id 0x%s.\n", wine_dbgstr_longlong(id));
2704 void wined3d_context_gl_submit_command_fence(struct wined3d_context_gl *context_gl)
2706 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2707 struct wined3d_command_fence_gl *f;
2708 HRESULT hr;
2710 if (!wined3d_array_reserve((void **)&context_gl->submitted.fences, &context_gl->submitted.fences_size,
2711 context_gl->submitted.fence_count + 1, sizeof(*context_gl->submitted.fences)))
2712 ERR("Failed to grow submitted command buffer array.\n");
2714 f = &context_gl->submitted.fences[context_gl->submitted.fence_count++];
2715 f->id = device_gl->current_fence_id;
2716 if (FAILED(hr = wined3d_fence_create(&device_gl->d, &f->fence)))
2717 ERR("Failed to create fence, hr %#lx.\n", hr);
2718 wined3d_fence_issue(f->fence, &device_gl->d);
2720 /* We don't expect this to ever happen, but handle it anyway. */
2721 if (!++device_gl->current_fence_id)
2723 wined3d_context_gl_wait_command_fence(context_gl, device_gl->current_fence_id - 1);
2724 device_gl->completed_fence_id = 0;
2725 device_gl->current_fence_id = 1;
2727 device_gl->retired_bo_size = 0;
2728 wined3d_context_gl_cleanup_resources(context_gl);
2731 static void wined3d_context_gl_destroy_allocator_block(struct wined3d_context_gl *context_gl,
2732 struct wined3d_allocator_block *block, uint64_t fence_id)
2734 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2735 struct wined3d_retired_block_gl *r;
2737 if (device_gl->completed_fence_id >= fence_id)
2739 wined3d_device_gl_free_memory(device_gl, block);
2740 TRACE("Freed block %p.\n", block);
2741 return;
2744 if (!wined3d_array_reserve((void **)&device_gl->retired_blocks,
2745 &device_gl->retired_blocks_size, device_gl->retired_block_count + 1,
2746 sizeof(*device_gl->retired_blocks)))
2748 ERR("Leaking block %p.\n", block);
2749 return;
2752 r = &device_gl->retired_blocks[device_gl->retired_block_count++];
2753 r->block = block;
2754 r->fence_id = fence_id;
2757 /* We always have buffer storage here. */
2758 GLuint wined3d_context_gl_allocate_vram_chunk_buffer(struct wined3d_context_gl *context_gl,
2759 unsigned int pool, size_t size)
2761 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2762 GLbitfield flags;
2763 GLuint id = 0;
2765 TRACE("context_gl %p, pool %u, size %Iu.\n", context_gl, pool, size);
2767 GL_EXTCALL(glGenBuffers(1, &id));
2768 if (!id)
2770 checkGLcall("buffer object creation");
2771 return 0;
2773 wined3d_context_gl_bind_bo(context_gl, GL_PIXEL_UNPACK_BUFFER, id);
2775 flags = wined3d_device_gl_get_memory_type_flags(pool) | GL_DYNAMIC_STORAGE_BIT;
2776 if (flags & (GL_MAP_READ_BIT | GL_MAP_WRITE_BIT))
2777 flags |= GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
2778 GL_EXTCALL(glBufferStorage(GL_PIXEL_UNPACK_BUFFER, size, NULL, flags));
2780 checkGLcall("buffer object creation");
2782 TRACE("Created buffer object %u.\n", id);
2784 return id;
2787 static void *wined3d_allocator_chunk_gl_map(struct wined3d_allocator_chunk_gl *chunk_gl,
2788 struct wined3d_context_gl *context_gl)
2790 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2791 void *map_ptr;
2793 TRACE("chunk %p, gl_buffer %u, map_ptr %p.\n", chunk_gl, chunk_gl->gl_buffer, chunk_gl->c.map_ptr);
2795 wined3d_allocator_chunk_gl_lock(chunk_gl);
2797 if (!chunk_gl->c.map_ptr)
2799 unsigned int flags = wined3d_device_gl_get_memory_type_flags(chunk_gl->memory_type) & ~GL_CLIENT_STORAGE_BIT;
2801 flags |= GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
2802 if (!(flags & GL_MAP_READ_BIT))
2803 flags |= GL_MAP_UNSYNCHRONIZED_BIT;
2804 if (flags & GL_MAP_WRITE_BIT)
2805 flags |= GL_MAP_FLUSH_EXPLICIT_BIT;
2806 wined3d_context_gl_bind_bo(context_gl, GL_PIXEL_UNPACK_BUFFER, chunk_gl->gl_buffer);
2807 chunk_gl->c.map_ptr = GL_EXTCALL(glMapBufferRange(GL_PIXEL_UNPACK_BUFFER,
2808 0, WINED3D_ALLOCATOR_CHUNK_SIZE, flags));
2809 if (!chunk_gl->c.map_ptr)
2811 wined3d_allocator_chunk_gl_unlock(chunk_gl);
2812 ERR("Failed to map chunk memory.\n");
2813 return NULL;
2816 adapter_adjust_mapped_memory(context_gl->c.device->adapter, WINED3D_ALLOCATOR_CHUNK_SIZE);
2819 ++chunk_gl->c.map_count;
2820 map_ptr = chunk_gl->c.map_ptr;
2822 wined3d_allocator_chunk_gl_unlock(chunk_gl);
2824 return map_ptr;
2827 static void wined3d_allocator_chunk_gl_unmap(struct wined3d_allocator_chunk_gl *chunk_gl,
2828 struct wined3d_context_gl *context_gl)
2830 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2832 TRACE("chunk_gl %p, context_gl %p.\n", chunk_gl, context_gl);
2834 wined3d_allocator_chunk_gl_lock(chunk_gl);
2836 if (!--chunk_gl->c.map_count)
2838 wined3d_context_gl_bind_bo(context_gl, GL_PIXEL_UNPACK_BUFFER, chunk_gl->gl_buffer);
2839 GL_EXTCALL(glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER));
2840 chunk_gl->c.map_ptr = NULL;
2842 adapter_adjust_mapped_memory(context_gl->c.device->adapter, -WINED3D_ALLOCATOR_CHUNK_SIZE);
2845 wined3d_allocator_chunk_gl_unlock(chunk_gl);
2848 static void *wined3d_bo_gl_map(struct wined3d_bo_gl *bo, struct wined3d_context_gl *context_gl, uint32_t flags)
2850 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2851 const struct wined3d_gl_info *gl_info;
2852 struct wined3d_bo_user *bo_user;
2853 struct wined3d_bo_gl tmp;
2855 if (flags & WINED3D_MAP_NOOVERWRITE)
2856 goto map;
2858 if ((flags & WINED3D_MAP_DISCARD) && bo->command_fence_id > device_gl->completed_fence_id)
2860 if (wined3d_device_gl_create_bo(device_gl, context_gl, bo->size,
2861 bo->binding, bo->usage, bo->b.coherent, bo->flags, &tmp))
2863 LIST_FOR_EACH_ENTRY(bo_user, &bo->b.users, struct wined3d_bo_user, entry)
2864 bo_user->valid = false;
2865 list_init(&bo->b.users);
2867 wined3d_context_gl_destroy_bo(context_gl, bo);
2868 *bo = tmp;
2869 list_init(&bo->b.users);
2871 goto map;
2874 ERR("Failed to create new buffer object.\n");
2877 if (context_gl->c.d3d_info->fences)
2879 if (bo->command_fence_id == device_gl->current_fence_id)
2880 wined3d_context_gl_submit_command_fence(context_gl);
2881 wined3d_context_gl_wait_command_fence(context_gl, bo->command_fence_id);
2884 map:
2885 if (bo->b.map_ptr)
2886 return bo->b.map_ptr;
2888 if (bo->memory)
2890 struct wined3d_allocator_chunk_gl *chunk_gl = wined3d_allocator_chunk_gl(bo->memory->chunk);
2892 if (!(bo->b.map_ptr = wined3d_allocator_chunk_gl_map(chunk_gl, context_gl)))
2893 ERR("Failed to map chunk.\n");
2894 return bo->b.map_ptr;
2897 gl_info = context_gl->gl_info;
2898 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
2900 if (gl_info->supported[ARB_BUFFER_STORAGE])
2902 GLbitfield gl_flags;
2904 /* When mapping the bo persistently, we need to use the access flags
2905 * used to create the bo, instead of the access flags passed to the
2906 * map call. Otherwise, if for example the initial map call that
2907 * caused the bo to be persistently mapped was a read-only map,
2908 * subsequent write access to the bo would be undefined.
2910 * Note that we use GL_MAP_PERSISTENT_BIT for non-persistent maps here
2911 * as well, in order to allow draws to succeed while referenced buffer
2912 * resources are mapped. On the other hand, we don't want to use the
2913 * access flags used to create the bo for non-persistent maps, because
2914 * that may imply dropping GL_MAP_UNSYNCHRONIZED_BIT. */
2915 gl_flags = bo->flags & ~GL_CLIENT_STORAGE_BIT;
2916 if (!(gl_flags & GL_MAP_READ_BIT))
2917 gl_flags |= GL_MAP_UNSYNCHRONIZED_BIT;
2918 if (gl_flags & GL_MAP_WRITE_BIT)
2919 gl_flags |= GL_MAP_FLUSH_EXPLICIT_BIT;
2920 gl_flags |= GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
2922 bo->b.map_ptr = GL_EXTCALL(glMapBufferRange(bo->binding, 0, bo->size, gl_flags));
2924 else if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2926 bo->b.map_ptr = GL_EXTCALL(glMapBufferRange(bo->binding, 0, bo->size, wined3d_resource_gl_map_flags(bo, flags)));
2928 else
2930 bo->b.map_ptr = GL_EXTCALL(glMapBuffer(bo->binding, wined3d_resource_gl_legacy_map_flags(flags)));
2933 if (bo->b.map_ptr)
2934 adapter_adjust_mapped_memory(device_gl->d.adapter, bo->size);
2936 wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
2937 checkGLcall("Map buffer object");
2939 return bo->b.map_ptr;
2942 static void wined3d_bo_gl_unmap(struct wined3d_bo_gl *bo, struct wined3d_context_gl *context_gl)
2944 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2946 if (context_gl->c.d3d_info->persistent_map
2947 && context_gl->c.device->adapter->mapped_size <= MAX_PERSISTENT_MAPPED_BYTES)
2949 TRACE("Not unmapping BO %p.\n", bo);
2950 return;
2953 wined3d_device_bo_map_lock(context_gl->c.device);
2954 /* The mapping is still in use by the client (viz. for an accelerated
2955 * NOOVERWRITE map). The client will trigger another unmap request when the
2956 * d3d application requests to unmap the BO. */
2957 if (bo->b.client_map_count)
2959 wined3d_device_bo_map_unlock(context_gl->c.device);
2960 assert(context_gl->c.d3d_info->persistent_map);
2961 TRACE("BO %p is still in use by a client thread; not unmapping.\n", bo);
2962 return;
2964 bo->b.map_ptr = NULL;
2965 wined3d_device_bo_map_unlock(context_gl->c.device);
2967 if (bo->memory)
2969 struct wined3d_allocator_chunk_gl *chunk_gl = wined3d_allocator_chunk_gl(bo->memory->chunk);
2971 wined3d_allocator_chunk_gl_unmap(chunk_gl, context_gl);
2972 return;
2975 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
2976 GL_EXTCALL(glUnmapBuffer(bo->binding));
2977 wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
2978 checkGLcall("Unmap buffer object");
2980 adapter_adjust_mapped_memory(context_gl->c.device->adapter, -bo->size);
2983 void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl,
2984 const struct wined3d_bo_address *data, size_t size, uint32_t flags)
2986 struct wined3d_bo *bo;
2987 void *map_ptr;
2989 if (!(bo = data->buffer_object))
2990 return data->addr;
2992 if (!(map_ptr = wined3d_bo_gl_map(wined3d_bo_gl(bo), context_gl, flags)))
2994 ERR("Failed to map bo.\n");
2995 return NULL;
2998 return (uint8_t *)map_ptr + bo->buffer_offset + (uintptr_t)data->addr;
3001 static void flush_bo_ranges(struct wined3d_context_gl *context_gl, const struct wined3d_const_bo_address *data,
3002 unsigned int range_count, const struct wined3d_range *ranges)
3004 const struct wined3d_gl_info *gl_info;
3005 struct wined3d_bo_gl *bo;
3006 unsigned int i;
3008 if (!data->buffer_object || data->buffer_object->coherent)
3009 return;
3010 bo = wined3d_bo_gl(data->buffer_object);
3012 gl_info = context_gl->gl_info;
3013 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
3015 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
3017 /* The offset passed to glFlushMappedBufferRange() is relative to the
3018 * mapped range, but we map the whole buffer anyway. */
3019 for (i = 0; i < range_count; ++i)
3021 GL_EXTCALL(glFlushMappedBufferRange(bo->binding,
3022 bo->b.buffer_offset + (uintptr_t)data->addr + ranges[i].offset, ranges[i].size));
3025 else if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
3027 for (i = 0; i < range_count; ++i)
3029 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(bo->binding,
3030 bo->b.buffer_offset + (uintptr_t)data->addr + ranges[i].offset, ranges[i].size));
3031 checkGLcall("glFlushMappedBufferRangeAPPLE");
3035 wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
3036 checkGLcall("Flush buffer object");
3039 void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl *context_gl,
3040 const struct wined3d_bo_address *data, unsigned int range_count, const struct wined3d_range *ranges)
3042 struct wined3d_bo_gl *bo;
3044 if (!data->buffer_object)
3045 return;
3046 bo = wined3d_bo_gl(data->buffer_object);
3048 assert(bo->b.map_ptr);
3050 flush_bo_ranges(context_gl, wined3d_const_bo_address(data), range_count, ranges);
3051 wined3d_bo_gl_unmap(bo, context_gl);
3054 void wined3d_context_gl_flush_bo_address(struct wined3d_context_gl *context_gl,
3055 const struct wined3d_const_bo_address *data, size_t size)
3057 struct wined3d_range range;
3059 TRACE("context_gl %p, data %s, size %Iu.\n", context_gl, debug_const_bo_address(data), size);
3061 range.offset = (uintptr_t)data->addr;
3062 range.size = size;
3064 flush_bo_ranges(context_gl, data, 1, &range);
3067 void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl *context_gl,
3068 const struct wined3d_bo_address *dst, const struct wined3d_bo_address *src,
3069 unsigned int range_count, const struct wined3d_range *ranges, uint32_t map_flags)
3071 const struct wined3d_gl_info *gl_info;
3072 struct wined3d_bo_gl *src_bo, *dst_bo;
3073 BYTE *dst_ptr, *src_ptr;
3074 unsigned int i;
3076 gl_info = context_gl->gl_info;
3077 src_bo = src->buffer_object ? wined3d_bo_gl(src->buffer_object) : NULL;
3078 dst_bo = dst->buffer_object ? wined3d_bo_gl(dst->buffer_object) : NULL;
3080 if (dst_bo && src_bo)
3082 if (gl_info->supported[ARB_COPY_BUFFER])
3084 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src_bo->id));
3085 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst_bo->id));
3087 for (i = 0; i < range_count; ++i)
3088 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
3089 src_bo->b.buffer_offset + (GLintptr)src->addr + ranges[i].offset,
3090 dst_bo->b.buffer_offset + (GLintptr)dst->addr + ranges[i].offset, ranges[i].size));
3091 checkGLcall("direct buffer copy");
3093 wined3d_context_gl_reference_bo(context_gl, src_bo);
3094 wined3d_context_gl_reference_bo(context_gl, dst_bo);
3096 else
3098 src_ptr = wined3d_context_gl_map_bo_address(context_gl, src,
3099 src_bo->size - (uintptr_t)src->addr, WINED3D_MAP_READ);
3100 dst_ptr = wined3d_context_gl_map_bo_address(context_gl, dst,
3101 dst_bo->size - (uintptr_t)dst->addr, map_flags);
3103 for (i = 0; i < range_count; ++i)
3104 memcpy(dst_ptr + ranges[i].offset, src_ptr + ranges[i].offset, ranges[i].size);
3106 wined3d_context_gl_unmap_bo_address(context_gl, dst, range_count, ranges);
3107 wined3d_context_gl_unmap_bo_address(context_gl, src, 0, NULL);
3110 else if (!dst_bo && src_bo)
3112 wined3d_context_gl_bind_bo(context_gl, src_bo->binding, src_bo->id);
3113 for (i = 0; i < range_count; ++i)
3114 GL_EXTCALL(glGetBufferSubData(src_bo->binding,
3115 src_bo->b.buffer_offset + (GLintptr)src->addr + ranges[i].offset,
3116 ranges[i].size, dst->addr + ranges[i].offset));
3117 checkGLcall("buffer download");
3119 wined3d_context_gl_reference_bo(context_gl, src_bo);
3121 else if (dst_bo && !src_bo)
3123 if ((map_flags & WINED3D_MAP_DISCARD) && (dst_bo->flags & GL_MAP_WRITE_BIT))
3125 dst_ptr = wined3d_context_gl_map_bo_address(context_gl, dst, dst_bo->size, map_flags);
3126 memcpy(dst_ptr, src->addr, dst_bo->size);
3127 wined3d_context_gl_unmap_bo_address(context_gl, dst, range_count, ranges);
3129 else
3131 wined3d_context_gl_bind_bo(context_gl, dst_bo->binding, dst_bo->id);
3132 for (i = 0; i < range_count; ++i)
3133 GL_EXTCALL(glBufferSubData(dst_bo->binding,
3134 dst_bo->b.buffer_offset + (GLintptr)dst->addr + ranges[i].offset,
3135 ranges[i].size, src->addr + ranges[i].offset));
3136 checkGLcall("buffer upload");
3138 wined3d_context_gl_reference_bo(context_gl, dst_bo);
3141 else
3143 for (i = 0; i < range_count; ++i)
3144 memcpy(dst->addr + ranges[i].offset, src->addr + ranges[i].offset, ranges[i].size);
3148 void wined3d_context_gl_destroy_bo(struct wined3d_context_gl *context_gl, struct wined3d_bo_gl *bo)
3150 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
3151 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3153 TRACE("context_gl %p, bo %p.\n", context_gl, bo);
3155 assert(list_empty(&bo->b.users));
3157 if (bo->memory)
3159 unsigned int order = bo->memory->order;
3161 if (bo->b.map_ptr)
3162 wined3d_allocator_chunk_gl_unmap(wined3d_allocator_chunk_gl(bo->memory->chunk), context_gl);
3163 wined3d_context_gl_destroy_allocator_block(context_gl, bo->memory, bo->command_fence_id);
3165 if (bo->command_fence_id == device_gl->current_fence_id)
3167 device_gl->retired_bo_size += WINED3D_ALLOCATOR_CHUNK_SIZE >> order;
3168 if (device_gl->retired_bo_size > WINED3D_RETIRED_BO_SIZE_THRESHOLD)
3169 wined3d_context_gl_submit_command_fence(context_gl);
3172 bo->id = 0;
3173 return;
3176 if (bo->b.map_ptr)
3178 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
3179 GL_EXTCALL(glUnmapBuffer(bo->binding));
3180 adapter_adjust_mapped_memory(context_gl->c.device->adapter, -bo->size);
3183 TRACE("Destroying GL buffer %u.\n", bo->id);
3185 GL_EXTCALL(glDeleteBuffers(1, &bo->id));
3186 checkGLcall("buffer object destruction");
3187 bo->id = 0;
3190 static void wined3d_context_gl_set_render_offscreen(struct wined3d_context_gl *context_gl, BOOL offscreen)
3192 if (context_gl->c.render_offscreen == offscreen)
3193 return;
3195 context_invalidate_state(&context_gl->c, STATE_VIEWPORT);
3196 context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
3197 if (!context_gl->gl_info->supported[ARB_CLIP_CONTROL])
3199 context_invalidate_state(&context_gl->c, STATE_RASTERIZER);
3200 context_invalidate_state(&context_gl->c, STATE_POINTSPRITECOORDORIGIN);
3201 context_invalidate_state(&context_gl->c, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3203 context_invalidate_state(&context_gl->c, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN));
3204 if (context_gl->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
3205 context_invalidate_state(&context_gl->c, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
3206 context_gl->c.render_offscreen = offscreen;
3209 GLenum wined3d_context_gl_get_offscreen_gl_buffer(const struct wined3d_context_gl *context_gl)
3211 switch (wined3d_settings.offscreen_rendering_mode)
3213 case ORM_FBO:
3214 return GL_COLOR_ATTACHMENT0;
3216 case ORM_BACKBUFFER:
3217 return context_gl->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
3219 default:
3220 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
3221 return GL_BACK;
3225 static uint32_t wined3d_context_gl_generate_rt_mask_no_fbo(const struct wined3d_context_gl *context_gl,
3226 struct wined3d_resource *rt)
3228 if (!rt || rt->format->id == WINED3DFMT_NULL)
3229 return 0;
3230 else if (rt->type != WINED3D_RTYPE_BUFFER && texture_from_resource(rt)->swapchain)
3231 return context_generate_rt_mask_from_resource(rt);
3232 else
3233 return context_generate_rt_mask(wined3d_context_gl_get_offscreen_gl_buffer(context_gl));
3236 /* Context activation is done by the caller. */
3237 void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, const struct wined3d_device *device)
3239 struct wined3d_context *context = &context_gl->c;
3240 const struct wined3d_gl_info *gl_info;
3241 unsigned int sampler;
3242 SIZE rt_size;
3244 TRACE("Setting up context %p for blitting.\n", context);
3246 gl_info = context_gl->gl_info;
3248 wined3d_context_gl_get_rt_size(context_gl, &rt_size);
3250 if (context->last_was_blit)
3252 if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
3254 gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
3255 context->viewport_count = WINED3D_MAX_VIEWPORTS;
3256 context_gl->blit_size = rt_size;
3257 /* No need to dirtify here, the states are still dirtified because
3258 * they weren't applied since the last context_apply_blit_state()
3259 * call. */
3261 checkGLcall("blit state application");
3262 TRACE("Context is already set up for blitting, nothing to do.\n");
3263 return;
3265 context->last_was_blit = TRUE;
3267 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3268 GL_EXTCALL(glBindSampler(0, 0));
3269 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
3271 sampler = context_gl->rev_tex_unit_map[0];
3272 if (sampler != WINED3D_UNMAPPED_STAGE)
3274 if (sampler < WINED3D_MAX_FFP_TEXTURES)
3276 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
3277 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
3279 context_invalidate_state(context, STATE_SAMPLER(sampler));
3281 context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
3282 context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
3284 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3286 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
3287 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
3289 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
3290 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3291 context_invalidate_state(context, STATE_BLEND);
3292 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
3293 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
3294 context_invalidate_state(context, STATE_RASTERIZER);
3295 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3296 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
3297 context_invalidate_state(context, STATE_DEPTH_STENCIL);
3298 if (gl_info->supported[ARB_POINT_SPRITE])
3300 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
3301 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
3303 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
3305 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
3306 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3309 context->last_was_rhw = TRUE;
3310 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
3312 wined3d_context_gl_enable_clip_distances(context_gl, 0);
3313 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
3315 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
3316 if (gl_info->supported[ARB_CLIP_CONTROL])
3317 GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE));
3318 gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
3319 context->viewport_count = WINED3D_MAX_VIEWPORTS;
3320 context_invalidate_state(context, STATE_VIEWPORT);
3322 device->shader_backend->shader_disable(device->shader_priv, context);
3324 context_gl->blit_size = rt_size;
3326 checkGLcall("blit state application");
3329 static void wined3d_context_gl_apply_blit_projection(const struct wined3d_context_gl *context_gl,
3330 unsigned int w, unsigned int h)
3332 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3333 const GLdouble projection[] =
3335 2.0 / w, 0.0, 0.0, 0.0,
3336 0.0, 2.0 / h, 0.0, 0.0,
3337 0.0, 0.0, 2.0, 0.0,
3338 -1.0, -1.0, -1.0, 1.0,
3341 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3342 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
3345 /* Setup OpenGL states for fixed-function blitting. */
3346 /* Context activation is done by the caller. */
3347 void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_gl,
3348 const struct wined3d_device *device)
3350 struct wined3d_context *context = &context_gl->c;
3351 const struct wined3d_gl_info *gl_info;
3352 unsigned int i, sampler;
3354 gl_info = context_gl->gl_info;
3355 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3356 ERR("Applying fixed-function state without legacy context support.\n");
3358 if (context->last_was_ffp_blit)
3360 SIZE rt_size;
3362 wined3d_context_gl_get_rt_size(context_gl, &rt_size);
3363 if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
3364 wined3d_context_gl_apply_blit_projection(context_gl, rt_size.cx, rt_size.cy);
3365 wined3d_context_gl_apply_blit_state(context_gl, device);
3367 checkGLcall("ffp blit state application");
3368 return;
3370 context->last_was_ffp_blit = TRUE;
3372 wined3d_context_gl_apply_blit_state(context_gl, device);
3374 /* Disable all textures. The caller can then bind a texture it wants to blit
3375 * from. */
3376 for (i = gl_info->limits.ffp_textures - 1; i > 0 ; --i)
3378 wined3d_context_gl_active_texture(context_gl, gl_info, i);
3380 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3381 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3382 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3383 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3384 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3385 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3387 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3389 sampler = context_gl->rev_tex_unit_map[i];
3390 if (sampler != WINED3D_UNMAPPED_STAGE)
3392 if (sampler < WINED3D_MAX_FFP_TEXTURES)
3393 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
3394 context_invalidate_state(context, STATE_SAMPLER(sampler));
3398 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
3400 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3401 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3402 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3403 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3404 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3405 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3407 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3408 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3409 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
3411 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3412 gl_info->gl_ops.gl.p_glLoadIdentity();
3414 /* Setup transforms. */
3415 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3416 gl_info->gl_ops.gl.p_glLoadIdentity();
3417 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3418 wined3d_context_gl_apply_blit_projection(context_gl, context_gl->blit_size.cx, context_gl->blit_size.cy);
3419 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3421 /* Other misc states. */
3422 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
3423 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
3424 gl_info->p_glDisableWINE(GL_FOG);
3425 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
3427 if (gl_info->supported[EXT_SECONDARY_COLOR])
3429 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
3430 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
3432 checkGLcall("ffp blit state application");
3435 static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_rendertarget_view * const *rts,
3436 const struct wined3d_rendertarget_view *ds)
3438 unsigned int i;
3440 if (ds)
3441 return TRUE;
3443 for (i = 0; i < rt_count; ++i)
3445 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3446 return TRUE;
3449 return FALSE;
3452 /* Context activation is done by the caller. */
3453 BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
3454 const struct wined3d_state *state, unsigned int rt_count, const struct wined3d_fb_state *fb)
3456 struct wined3d_rendertarget_view * const *rts = fb->render_targets;
3457 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3458 struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
3459 uint32_t rt_mask = 0, *cur_mask;
3460 unsigned int i;
3462 if (isStateDirty(&context_gl->c, STATE_FRAMEBUFFER) || fb != &state->fb
3463 || rt_count != gl_info->limits.buffers)
3465 if (!have_framebuffer_attachment(rt_count, rts, dsv))
3467 WARN("Invalid render target config, need at least one attachment.\n");
3468 return FALSE;
3471 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3473 struct wined3d_rendertarget_info ds_info = {{0}};
3475 if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
3477 memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
3478 for (i = 0; i < rt_count; ++i)
3480 if (rts[i])
3482 struct wined3d_rendertarget_view_gl *rtv_gl = wined3d_rendertarget_view_gl(rts[i]);
3483 context_gl->blit_targets[i].gl_view = rtv_gl->gl_view;
3484 context_gl->blit_targets[i].resource = rtv_gl->v.resource;
3485 context_gl->blit_targets[i].sub_resource_idx = rtv_gl->v.sub_resource_idx;
3486 context_gl->blit_targets[i].layer_count = rtv_gl->v.layer_count;
3488 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3489 rt_mask |= (1u << i);
3492 if (dsv)
3494 struct wined3d_rendertarget_view_gl *dsv_gl = wined3d_rendertarget_view_gl(dsv);
3495 ds_info.gl_view = dsv_gl->gl_view;
3496 ds_info.resource = dsv_gl->v.resource;
3497 ds_info.sub_resource_idx = dsv_gl->v.sub_resource_idx;
3498 ds_info.layer_count = dsv_gl->v.layer_count;
3501 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->blit_targets, &ds_info,
3502 rt_count ? rts[0]->resource->draw_binding : 0, dsv ? dsv->resource->draw_binding : 0);
3504 else
3506 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
3507 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
3508 rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
3511 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3512 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3513 * state management allows this */
3514 context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
3516 else
3518 rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
3521 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3522 && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)))
3524 for (i = 0; i < rt_count; ++i)
3526 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3527 rt_mask |= (1u << i);
3530 else
3532 rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
3535 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3537 if (rt_mask != *cur_mask)
3539 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3540 *cur_mask = rt_mask;
3541 context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
3544 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3545 wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
3547 context_gl->c.last_was_blit = FALSE;
3548 context_gl->c.last_was_ffp_blit = FALSE;
3550 /* Blending and clearing should be orthogonal, but tests on the nvidia
3551 * driver show that disabling blending when clearing improves the clearing
3552 * performance incredibly. */
3553 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
3554 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
3555 if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
3557 if (needs_srgb_write(context_gl->c.d3d_info, state, fb))
3558 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
3559 else
3560 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
3561 context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3563 checkGLcall("setting up state for clear");
3565 context_invalidate_state(&context_gl->c, STATE_BLEND);
3566 context_invalidate_state(&context_gl->c, STATE_RASTERIZER);
3567 context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
3569 return TRUE;
3572 static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
3574 struct wined3d_rendertarget_view * const *rts = state->fb.render_targets;
3575 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3576 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3577 unsigned int rt_mask, mask;
3578 unsigned int i;
3580 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3581 return wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rts[0]->resource);
3582 else if (!context_gl->c.render_offscreen)
3583 return context_generate_rt_mask_from_resource(rts[0]->resource);
3585 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
3586 rt_mask &= wined3d_mask_from_size(gl_info->limits.buffers);
3587 if (state->blend_state && state->blend_state->dual_source)
3588 rt_mask = 1;
3590 mask = rt_mask;
3591 while (mask)
3593 i = wined3d_bit_scan(&mask);
3594 if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
3595 rt_mask &= ~(1u << i);
3598 return rt_mask;
3601 void context_gl_apply_texture_draw_state(struct wined3d_context_gl *context_gl,
3602 struct wined3d_texture *texture, unsigned int sub_resource_idx, unsigned int location)
3604 const struct wined3d_format *format = texture->resource.format;
3605 struct wined3d_context *context = &context_gl->c;
3606 uint32_t rt_mask, *cur_mask;
3608 TRACE("context_gl %p, texture %p, sub_resource_idx %u, location %s.\n",
3609 context_gl, texture, sub_resource_idx, wined3d_debug_location(location));
3611 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3613 if (format->depth_size || format->stencil_size)
3614 wined3d_context_gl_apply_fbo_state_explicit(context_gl, GL_DRAW_FRAMEBUFFER, NULL,
3615 0, &texture->resource, sub_resource_idx, location);
3616 else
3617 wined3d_context_gl_apply_fbo_state_explicit(context_gl, GL_DRAW_FRAMEBUFFER, &texture->resource,
3618 sub_resource_idx, NULL, 0, location);
3621 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3623 if (location != WINED3D_LOCATION_DRAWABLE)
3625 if (texture->resource.format->id == WINED3DFMT_NULL || format->depth_size || format->stencil_size)
3626 rt_mask = 0;
3627 else
3628 rt_mask = 1;
3630 else
3632 rt_mask = context_generate_rt_mask_from_resource(&texture->resource);
3635 else
3637 rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, &texture->resource);
3640 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3641 if (rt_mask != *cur_mask)
3643 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3644 *cur_mask = rt_mask;
3647 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3648 wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
3650 context_invalidate_state(context, STATE_FRAMEBUFFER);
3653 /* Context activation is done by the caller. */
3654 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3656 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3657 uint32_t rt_mask = find_draw_buffers_mask(context_gl, state);
3658 const struct wined3d_fb_state *fb = &state->fb;
3659 DWORD color_location = 0;
3660 uint32_t *cur_mask;
3662 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3664 struct wined3d_rendertarget_info ds_info = {{0}};
3666 if (!context->render_offscreen)
3668 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
3669 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
3671 else
3673 const struct wined3d_rendertarget_view_gl *view_gl;
3674 unsigned int i;
3676 memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
3677 for (i = 0; i < context_gl->gl_info->limits.buffers; ++i)
3679 if (!fb->render_targets[i])
3680 continue;
3682 view_gl = wined3d_rendertarget_view_gl(fb->render_targets[i]);
3683 context_gl->blit_targets[i].gl_view = view_gl->gl_view;
3684 context_gl->blit_targets[i].resource = view_gl->v.resource;
3685 context_gl->blit_targets[i].sub_resource_idx = view_gl->v.sub_resource_idx;
3686 context_gl->blit_targets[i].layer_count = view_gl->v.layer_count;
3688 if (!color_location)
3689 color_location = view_gl->v.resource->draw_binding;
3692 if (fb->depth_stencil)
3694 view_gl = wined3d_rendertarget_view_gl(fb->depth_stencil);
3695 ds_info.gl_view = view_gl->gl_view;
3696 ds_info.resource = view_gl->v.resource;
3697 ds_info.sub_resource_idx = view_gl->v.sub_resource_idx;
3698 ds_info.layer_count = view_gl->v.layer_count;
3701 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->blit_targets, &ds_info,
3702 color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
3706 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3707 if (rt_mask != *cur_mask)
3709 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3710 *cur_mask = rt_mask;
3712 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
3715 static void wined3d_context_gl_map_stage(struct wined3d_context_gl *context_gl, unsigned int stage, unsigned int unit)
3717 unsigned int i = context_gl->rev_tex_unit_map[unit];
3718 unsigned int j = context_gl->tex_unit_map[stage];
3720 TRACE("Mapping stage %u to unit %u.\n", stage, unit);
3721 context_gl->tex_unit_map[stage] = unit;
3722 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
3723 context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
3725 context_gl->rev_tex_unit_map[unit] = stage;
3726 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
3727 context_gl->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
3730 static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
3732 DWORD i;
3734 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
3735 context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
3738 static void context_update_fixed_function_usage_map(struct wined3d_context *context,
3739 const struct wined3d_state *state)
3741 UINT i, start, end;
3743 context->fixed_function_usage_map = 0;
3744 for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i)
3746 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
3747 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
3748 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
3749 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
3750 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
3751 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
3752 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
3753 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
3755 /* Not used, and disable higher stages. */
3756 if (color_op == WINED3D_TOP_DISABLE)
3757 break;
3759 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
3760 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
3761 || ((color_arg3 == WINED3DTA_TEXTURE)
3762 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
3763 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
3764 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
3765 || ((alpha_arg3 == WINED3DTA_TEXTURE)
3766 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
3767 context->fixed_function_usage_map |= (1u << i);
3769 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
3770 && i < WINED3D_MAX_FFP_TEXTURES - 1)
3771 context->fixed_function_usage_map |= (1u << (i + 1));
3774 if (i < context->lowest_disabled_stage)
3776 start = i;
3777 end = context->lowest_disabled_stage;
3779 else
3781 start = context->lowest_disabled_stage;
3782 end = i;
3785 context->lowest_disabled_stage = i;
3786 for (i = start + 1; i < end; ++i)
3788 context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3792 static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_context_gl *context_gl,
3793 const struct wined3d_state *state)
3795 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
3796 unsigned int i, tex;
3797 uint32_t ffu_map;
3799 ffu_map = context_gl->c.fixed_function_usage_map;
3801 if (d3d_info->ffp_fragment_caps.max_textures == d3d_info->ffp_fragment_caps.max_blend_stages
3802 || context_gl->c.lowest_disabled_stage <= d3d_info->ffp_fragment_caps.max_textures)
3804 while (ffu_map)
3806 i = wined3d_bit_scan(&ffu_map);
3807 if (context_gl->tex_unit_map[i] != i)
3809 wined3d_context_gl_map_stage(context_gl, i, i);
3810 context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
3811 context_invalidate_texture_stage(&context_gl->c, i);
3814 return;
3817 /* Now work out the mapping */
3818 tex = 0;
3819 while (ffu_map)
3821 i = wined3d_bit_scan(&ffu_map);
3822 if (context_gl->tex_unit_map[i] != tex)
3824 wined3d_context_gl_map_stage(context_gl, i, tex);
3825 context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
3826 context_invalidate_texture_stage(&context_gl->c, i);
3829 ++tex;
3833 static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
3835 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
3836 const struct wined3d_shader_resource_info *resource_info =
3837 state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3838 unsigned int i;
3840 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
3842 if (resource_info[i].type && context_gl->tex_unit_map[i] != i)
3844 wined3d_context_gl_map_stage(context_gl, i, i);
3845 context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
3846 if (i < d3d_info->ffp_fragment_caps.max_blend_stages)
3847 context_invalidate_texture_stage(&context_gl->c, i);
3852 static BOOL wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl *context_gl,
3853 const struct wined3d_shader_resource_info *ps_resource_info, unsigned int unit)
3855 unsigned int current_mapping = context_gl->rev_tex_unit_map[unit];
3857 /* Not currently used */
3858 if (current_mapping == WINED3D_UNMAPPED_STAGE)
3859 return TRUE;
3861 if (current_mapping < WINED3D_MAX_FRAGMENT_SAMPLERS)
3863 /* Used by a fragment sampler */
3865 if (!ps_resource_info)
3867 /* No pixel shader, check fixed function */
3868 return current_mapping >= WINED3D_MAX_FFP_TEXTURES
3869 || !(context_gl->c.fixed_function_usage_map & (1u << current_mapping));
3872 /* Pixel shader, check the shader's sampler map */
3873 return !ps_resource_info[current_mapping].type;
3876 return TRUE;
3879 static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl *context_gl,
3880 BOOL ps, const struct wined3d_state *state)
3882 const struct wined3d_shader_resource_info *vs_resource_info =
3883 state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
3884 const struct wined3d_shader_resource_info *ps_resource_info = NULL;
3885 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3886 int start = min(WINED3D_MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
3887 int i;
3889 /* Note that we only care if a resource is used or not, not the
3890 * resource's specific type. Otherwise we'd need to call
3891 * shader_update_samplers() here for 1.x pixelshaders. */
3892 if (ps)
3893 ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3895 for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
3897 DWORD vsampler_idx = i + WINED3D_MAX_FRAGMENT_SAMPLERS;
3898 if (vs_resource_info[i].type)
3900 while (start >= 0)
3902 if (wined3d_context_gl_unit_free_for_vs(context_gl, ps_resource_info, start))
3904 if (context_gl->tex_unit_map[vsampler_idx] != start)
3906 wined3d_context_gl_map_stage(context_gl, vsampler_idx, start);
3907 context_invalidate_state(&context_gl->c, STATE_SAMPLER(vsampler_idx));
3910 --start;
3911 break;
3914 --start;
3916 if (context_gl->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
3917 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
3922 static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl *context_gl,
3923 const struct wined3d_state *state)
3925 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3926 BOOL vs = use_vs(state);
3927 BOOL ps = use_ps(state);
3929 if (!ps)
3930 context_update_fixed_function_usage_map(&context_gl->c, state);
3932 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3933 * need a 1:1 map at the moment.
3934 * When the mapping of a stage is changed, sampler and ALL texture stage
3935 * states have to be reset. */
3937 if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
3938 return;
3940 if (ps)
3941 wined3d_context_gl_map_psamplers(context_gl, state);
3942 else
3943 wined3d_context_gl_map_fixed_function_samplers(context_gl, state);
3945 if (vs)
3946 wined3d_context_gl_map_vsamplers(context_gl, ps, state);
3949 /* Context activation is done by the caller. */
3950 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3952 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3953 uint32_t rt_mask, *cur_mask;
3955 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
3957 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3958 rt_mask = find_draw_buffers_mask(context_gl, state);
3959 if (rt_mask != *cur_mask)
3961 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3962 *cur_mask = rt_mask;
3966 static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *context_gl,
3967 const struct wined3d_state *state, enum wined3d_shader_type shader_type)
3969 unsigned int bind_idx, shader_sampler_count, base, count, i;
3970 const struct wined3d_device *device = context_gl->c.device;
3971 struct wined3d_shader_sampler_map_entry *entry;
3972 struct wined3d_shader_resource_view *view;
3973 const struct wined3d_shader *shader;
3974 const unsigned int *tex_unit_map;
3975 struct wined3d_sampler *sampler;
3977 if (!(shader = state->shader[shader_type]))
3978 return;
3980 tex_unit_map = wined3d_context_gl_get_tex_unit_mapping(context_gl,
3981 &shader->reg_maps.shader_version, &base, &count);
3983 shader_sampler_count = shader->reg_maps.sampler_map.count;
3984 if (shader_sampler_count > count)
3985 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3986 shader, shader_sampler_count, count);
3987 count = min(shader_sampler_count, count);
3989 for (i = 0; i < count; ++i)
3991 entry = &shader->reg_maps.sampler_map.entries[i];
3992 bind_idx = base + entry->bind_idx;
3993 if (tex_unit_map)
3994 bind_idx = tex_unit_map[bind_idx];
3996 if (!(view = state->shader_resource_view[shader_type][entry->resource_idx]))
3998 WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx);
3999 continue;
4002 if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
4003 sampler = device->default_sampler;
4004 else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
4005 sampler = device->null_sampler;
4006 wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view),
4007 bind_idx, wined3d_sampler_gl(sampler), context_gl);
4011 static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl *context_gl,
4012 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
4014 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4015 struct wined3d_unordered_access_view_gl *view_gl;
4016 const struct wined3d_format_gl *format_gl;
4017 GLuint texture_name;
4018 unsigned int i;
4019 GLint level;
4021 if (!shader)
4022 return;
4024 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
4026 if (!views[i])
4028 if (shader->reg_maps.uav_resource_info[i].type)
4029 WARN("No unordered access view bound at index %u.\n", i);
4030 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
4031 continue;
4034 view_gl = wined3d_unordered_access_view_gl(views[i]);
4035 if (view_gl->gl_view.name)
4037 texture_name = view_gl->gl_view.name;
4038 level = 0;
4040 else if (view_gl->v.resource->type != WINED3D_RTYPE_BUFFER)
4042 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource));
4043 texture_name = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
4044 level = view_gl->v.desc.u.texture.level_idx;
4046 else
4048 FIXME("Unsupported buffer unordered access view.\n");
4049 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
4050 continue;
4053 format_gl = wined3d_format_gl(view_gl->v.format);
4054 GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE,
4055 format_gl->internal));
4057 if (view_gl->counter_bo.id)
4058 GL_EXTCALL(glBindBufferRange(GL_ATOMIC_COUNTER_BUFFER, i, view_gl->counter_bo.id,
4059 view_gl->counter_bo.b.buffer_offset, view_gl->counter_bo.size));
4061 checkGLcall("Bind unordered access views");
4064 static void context_gl_load_shader_resources(struct wined3d_context_gl *context_gl,
4065 const struct wined3d_state *state, unsigned int shader_mask)
4067 struct wined3d_shader_sampler_map_entry *entry;
4068 struct wined3d_shader_resource_view_gl *srv_gl;
4069 struct wined3d_shader_resource_view *view;
4070 struct wined3d_shader *shader;
4071 struct wined3d_buffer *buffer;
4072 unsigned int i, j;
4074 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
4076 if (!(shader_mask & (1u << i)))
4077 continue;
4079 if (!(shader = state->shader[i]))
4080 continue;
4082 for (j = 0; j < WINED3D_MAX_CBS; ++j)
4084 if (!state->cb[i][j].buffer)
4085 continue;
4087 buffer = state->cb[i][j].buffer;
4088 wined3d_buffer_load(buffer, &context_gl->c, state);
4089 wined3d_context_gl_reference_buffer(context_gl, buffer);
4090 if (!buffer->bo_user.valid)
4091 device_invalidate_state(context_gl->c.device, STATE_CONSTANT_BUFFER(i));
4094 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
4096 entry = &shader->reg_maps.sampler_map.entries[j];
4098 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
4099 continue;
4101 if (view->resource->type == WINED3D_RTYPE_BUFFER)
4103 buffer = buffer_from_resource(view->resource);
4104 wined3d_buffer_load(buffer, &context_gl->c, state);
4105 wined3d_context_gl_reference_buffer(context_gl, buffer);
4107 srv_gl = wined3d_shader_resource_view_gl(view);
4108 if (!srv_gl->bo_user.valid)
4109 wined3d_shader_resource_view_gl_update(srv_gl, context_gl);
4111 else
4113 wined3d_texture_load(texture_from_resource(view->resource), &context_gl->c, FALSE);
4119 static void context_gl_load_unordered_access_resources(struct wined3d_context_gl *context_gl,
4120 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
4122 struct wined3d_unordered_access_view_gl *uav_gl;
4123 struct wined3d_unordered_access_view *view;
4124 struct wined3d_texture *texture;
4125 struct wined3d_buffer *buffer;
4126 unsigned int i;
4128 context_gl->c.uses_uavs = 0;
4130 if (!shader)
4131 return;
4133 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
4135 if (!(view = views[i]))
4136 continue;
4138 if (view->resource->type == WINED3D_RTYPE_BUFFER)
4140 buffer = buffer_from_resource(view->resource);
4141 wined3d_buffer_acquire_bo_for_write(buffer, &context_gl->c);
4142 wined3d_buffer_load_location(buffer, &context_gl->c, WINED3D_LOCATION_BUFFER);
4143 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
4144 wined3d_context_gl_reference_buffer(context_gl, buffer);
4146 uav_gl = wined3d_unordered_access_view_gl(view);
4147 if (!uav_gl->bo_user.valid)
4148 wined3d_unordered_access_view_gl_update(uav_gl, context_gl);
4150 else
4152 texture = texture_from_resource(view->resource);
4153 wined3d_texture_load(texture, &context_gl->c, FALSE);
4154 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
4157 context_gl->c.uses_uavs = 1;
4161 static void context_gl_load_stream_output_buffers(struct wined3d_context_gl *context_gl,
4162 const struct wined3d_state *state)
4164 struct wined3d_buffer *buffer;
4165 unsigned int i;
4167 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
4169 if (!(buffer = state->stream_output[i].buffer))
4170 continue;
4172 wined3d_buffer_acquire_bo_for_write(buffer, &context_gl->c);
4174 wined3d_buffer_load(buffer, &context_gl->c, state);
4175 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
4176 wined3d_context_gl_reference_buffer(context_gl, buffer);
4177 if (!buffer->bo_user.valid)
4178 device_invalidate_state(context_gl->c.device, STATE_STREAM_OUTPUT);
4182 /* Context activation is done by the caller. */
4183 static BOOL context_apply_draw_state(struct wined3d_context *context,
4184 const struct wined3d_device *device, const struct wined3d_state *state, BOOL indexed)
4186 const struct wined3d_state_entry *state_table = context->state_table;
4187 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4188 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4189 const struct wined3d_fb_state *fb = &state->fb;
4190 unsigned int i, base;
4191 uint32_t map;
4193 context->uses_fbo_attached_resources = 0;
4195 if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
4197 if (!gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
4199 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
4200 return FALSE;
4203 wined3d_context_gl_set_render_offscreen(context_gl, TRUE);
4206 /* Preload resources before FBO setup. Texture preload in particular may
4207 * result in changes to the current FBO, due to using e.g. FBO blits for
4208 * updating a resource location. */
4209 wined3d_context_gl_update_tex_unit_map(context_gl, state);
4210 context_preload_textures(context, state);
4211 context_gl_load_shader_resources(context_gl, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
4212 context_gl_load_unordered_access_resources(context_gl, state->shader[WINED3D_SHADER_TYPE_PIXEL],
4213 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
4214 context_gl_load_stream_output_buffers(context_gl, state);
4215 /* TODO: Right now the dependency on the vertex shader is necessary
4216 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
4217 * the current VS but maybe it's possible to relax the coupling in some
4218 * situations at least. */
4219 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)
4220 || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)))
4222 context_update_stream_info(context, state);
4225 map = context->stream_info.use_map;
4226 while (map)
4228 const struct wined3d_stream_info_element *e;
4229 struct wined3d_buffer *buffer;
4231 e = &context->stream_info.elements[wined3d_bit_scan(&map)];
4232 buffer = state->streams[e->stream_idx].buffer;
4234 if (!buffer->bo_user.valid)
4235 device_invalidate_state(device, STATE_STREAMSRC);
4236 else
4237 wined3d_buffer_load(buffer, context, state);
4239 /* Loading the buffers above may have invalidated the stream info. */
4240 if (wined3d_context_is_graphics_state_dirty(context, STATE_STREAMSRC))
4241 context_update_stream_info(context, state);
4243 map = context->stream_info.use_map;
4244 while (map)
4246 const struct wined3d_stream_info_element *e;
4247 struct wined3d_buffer *buffer;
4249 e = &context->stream_info.elements[wined3d_bit_scan(&map)];
4250 buffer = state->streams[e->stream_idx].buffer;
4252 wined3d_context_gl_reference_buffer(context_gl, buffer);
4255 if (indexed && state->index_buffer)
4257 struct wined3d_buffer *buffer = state->index_buffer;
4259 if (context->stream_info.all_vbo)
4261 wined3d_buffer_load(buffer, context, state);
4262 if (!buffer->bo_user.valid)
4263 device_invalidate_state(device, STATE_INDEXBUFFER);
4264 wined3d_context_gl_reference_buffer(context_gl, buffer);
4266 else
4268 wined3d_buffer_load_sysmem(buffer, context);
4272 for (i = 0, base = 0; i < ARRAY_SIZE(context->dirty_graphics_states); ++i)
4274 uint32_t dirty_mask = context->dirty_graphics_states[i];
4276 while (dirty_mask)
4278 unsigned int state_id = base + wined3d_bit_scan(&dirty_mask);
4280 state_table[state_id].apply(context, state, state_id);
4282 base += sizeof(dirty_mask) * CHAR_BIT;
4285 memset(context->dirty_graphics_states, 0, sizeof(context->dirty_graphics_states));
4287 if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
4289 device->shader_backend->shader_select(device->shader_priv, context, state);
4290 context->shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE;
4293 if (context->update_shader_resource_bindings)
4295 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
4296 wined3d_context_gl_bind_shader_resources(context_gl, state, i);
4297 context->update_shader_resource_bindings = 0;
4298 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
4299 context->update_compute_shader_resource_bindings = 1;
4302 if (context->update_unordered_access_view_bindings)
4304 wined3d_context_gl_bind_unordered_access_views(context_gl,
4305 state->shader[WINED3D_SHADER_TYPE_PIXEL],
4306 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
4307 context->update_unordered_access_view_bindings = 0;
4308 context->update_compute_unordered_access_view_bindings = 1;
4311 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4312 wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
4314 if (context->constant_update_mask)
4316 device->shader_backend->shader_load_constants(device->shader_priv, context, state);
4317 context->constant_update_mask = 0;
4320 context->last_was_blit = FALSE;
4321 context->last_was_ffp_blit = FALSE;
4323 return TRUE;
4326 static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *context_gl,
4327 const struct wined3d_device *device, const struct wined3d_state *state)
4329 const struct wined3d_state_entry *state_table = context_gl->c.state_table;
4330 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4331 unsigned int state_id, i;
4333 context_gl_load_shader_resources(context_gl, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
4334 context_gl_load_unordered_access_resources(context_gl, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
4335 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
4337 for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context_gl->c.dirty_compute_states); ++i)
4339 unsigned int dirty_mask = context_gl->c.dirty_compute_states[i];
4341 while (dirty_mask)
4343 unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask);
4344 state_table[current_state_id].apply(&context_gl->c, state, current_state_id);
4346 state_id += sizeof(*context_gl->c.dirty_compute_states) * CHAR_BIT;
4348 memset(context_gl->c.dirty_compute_states, 0, sizeof(*context_gl->c.dirty_compute_states));
4350 if (context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
4352 device->shader_backend->shader_select_compute(device->shader_priv, &context_gl->c, state);
4353 context_gl->c.shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
4356 if (context_gl->c.update_compute_shader_resource_bindings)
4358 wined3d_context_gl_bind_shader_resources(context_gl, state, WINED3D_SHADER_TYPE_COMPUTE);
4359 context_gl->c.update_compute_shader_resource_bindings = 0;
4360 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
4361 context_gl->c.update_shader_resource_bindings = 1;
4364 if (context_gl->c.update_compute_unordered_access_view_bindings)
4366 wined3d_context_gl_bind_unordered_access_views(context_gl,
4367 state->shader[WINED3D_SHADER_TYPE_COMPUTE],
4368 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
4369 context_gl->c.update_compute_unordered_access_view_bindings = 0;
4370 context_gl->c.update_unordered_access_view_bindings = 1;
4373 /* Updates to currently bound render targets aren't necessarily coherent
4374 * between the graphics and compute pipelines. Unbind any currently bound
4375 * FBO here to ensure preceding updates to its attachments by the graphics
4376 * pipeline are visible to the compute pipeline.
4378 * Without this, the bloom effect in Nier:Automata is too bright on the
4379 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
4380 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
4381 context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
4383 context_gl->c.last_was_blit = FALSE;
4384 context_gl->c.last_was_ffp_blit = FALSE;
4387 void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl *context_gl)
4389 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4391 if (context_gl->c.transform_feedback_active)
4393 GL_EXTCALL(glEndTransformFeedback());
4394 checkGLcall("glEndTransformFeedback");
4395 context_gl->c.transform_feedback_active = 0;
4396 context_gl->c.transform_feedback_paused = 0;
4400 static void wined3d_context_gl_pause_transform_feedback(struct wined3d_context_gl *context_gl, BOOL force)
4402 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4404 if (!context_gl->c.transform_feedback_active || context_gl->c.transform_feedback_paused)
4405 return;
4407 if (gl_info->supported[ARB_TRANSFORM_FEEDBACK2])
4409 GL_EXTCALL(glPauseTransformFeedback());
4410 checkGLcall("glPauseTransformFeedback");
4411 context_gl->c.transform_feedback_paused = 1;
4412 return;
4415 WARN("Cannot pause transform feedback operations.\n");
4417 if (force)
4418 wined3d_context_gl_end_transform_feedback(context_gl);
4421 static void wined3d_context_gl_setup_target(struct wined3d_context_gl *context_gl,
4422 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4424 BOOL old_render_offscreen = context_gl->c.render_offscreen, render_offscreen;
4426 render_offscreen = wined3d_resource_is_offscreen(&texture->resource);
4427 if (context_gl->c.current_rt.texture == texture
4428 && context_gl->c.current_rt.sub_resource_idx == sub_resource_idx
4429 && render_offscreen == old_render_offscreen)
4430 return;
4432 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4433 * the alpha blend state changes with different render target formats. */
4434 if (!context_gl->c.current_rt.texture)
4436 context_invalidate_state(&context_gl->c, STATE_BLEND);
4438 else
4440 const struct wined3d_format *old = context_gl->c.current_rt.texture->resource.format;
4441 const struct wined3d_format *new = texture->resource.format;
4443 if (old->id != new->id)
4445 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4446 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
4447 || !(texture->resource.format_caps & WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING))
4448 context_invalidate_state(&context_gl->c, STATE_BLEND);
4451 /* When switching away from an offscreen render target, and we're not
4452 * using FBOs, we have to read the drawable into the texture. This is
4453 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
4454 * There are some things that need care though. PreLoad needs a GL context,
4455 * and FindContext is called before the context is activated. It also
4456 * has to be called with the old rendertarget active, otherwise a
4457 * wrong drawable is read. */
4458 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
4459 && old_render_offscreen && (context_gl->c.current_rt.texture != texture
4460 || context_gl->c.current_rt.sub_resource_idx != sub_resource_idx))
4462 struct wined3d_texture_gl *prev_texture = wined3d_texture_gl(context_gl->c.current_rt.texture);
4463 unsigned int prev_sub_resource_idx = context_gl->c.current_rt.sub_resource_idx;
4465 /* Read the back buffer of the old drawable into the destination texture. */
4466 if (prev_texture->texture_srgb.name)
4467 wined3d_texture_load(&prev_texture->t, &context_gl->c, TRUE);
4468 wined3d_texture_load(&prev_texture->t, &context_gl->c, FALSE);
4469 wined3d_texture_invalidate_location(&prev_texture->t, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
4473 context_gl->c.current_rt.texture = texture;
4474 context_gl->c.current_rt.sub_resource_idx = sub_resource_idx;
4475 wined3d_context_gl_set_render_offscreen(context_gl, render_offscreen);
4478 static void wined3d_context_gl_activate(struct wined3d_context_gl *context_gl,
4479 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4481 wined3d_context_gl_enter(context_gl);
4482 if (texture && texture->swapchain && texture->swapchain != context_gl->c.swapchain)
4484 TRACE("Switching context_gl %p from swapchain %p to swapchain %p.\n",
4485 context_gl, context_gl->c.swapchain, texture->swapchain);
4486 context_gl->c.swapchain = texture->swapchain;
4488 wined3d_context_gl_update_window(context_gl);
4489 wined3d_context_gl_setup_target(context_gl, texture, sub_resource_idx);
4490 if (!context_gl->valid)
4491 return;
4493 if (context_gl != wined3d_context_gl_get_current())
4495 if (!wined3d_context_gl_set_current(context_gl))
4496 ERR("Failed to activate the new context.\n");
4498 else if (context_gl->needs_set)
4500 wined3d_context_gl_set_gl_context(context_gl);
4504 struct wined3d_context *wined3d_context_gl_acquire(const struct wined3d_device *device,
4505 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4507 struct wined3d_context_gl *current_context = wined3d_context_gl_get_current();
4508 struct wined3d_context_gl *context_gl;
4510 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx);
4512 if (current_context && current_context->c.destroyed)
4513 current_context = NULL;
4515 if (!texture)
4517 if (current_context
4518 && current_context->c.current_rt.texture
4519 && current_context->c.device == device)
4521 texture = current_context->c.current_rt.texture;
4522 sub_resource_idx = current_context->c.current_rt.sub_resource_idx;
4524 else
4526 struct wined3d_swapchain *swapchain = device->swapchains[0];
4528 if (swapchain->back_buffers)
4529 texture = swapchain->back_buffers[0];
4530 else
4531 texture = swapchain->front_buffer;
4532 sub_resource_idx = 0;
4536 if (current_context && current_context->c.current_rt.texture == texture)
4538 context_gl = current_context;
4540 else if (!wined3d_resource_is_offscreen(&texture->resource))
4542 TRACE("Rendering onscreen.\n");
4544 if (!(context_gl = wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(texture->swapchain))))
4545 return NULL;
4547 else
4549 TRACE("Rendering offscreen.\n");
4551 /* Stay with the current context if possible. Otherwise use the
4552 * context for the primary swapchain. */
4553 if (current_context && current_context->c.device == device)
4554 context_gl = current_context;
4555 else if (!(context_gl = wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(device->swapchains[0]))))
4556 return NULL;
4559 wined3d_context_gl_activate(context_gl, texture, sub_resource_idx);
4561 return &context_gl->c;
4564 struct wined3d_context_gl *wined3d_context_gl_reacquire(struct wined3d_context_gl *context_gl)
4566 struct wined3d_context *acquired_context;
4567 struct wined3d_device *device;
4569 if (!context_gl || context_gl->tid != GetCurrentThreadId())
4570 return NULL;
4572 device = context_gl->c.device;
4573 wined3d_from_cs(device->cs);
4575 if (context_gl->c.current_rt.texture)
4577 wined3d_context_gl_activate(context_gl, context_gl->c.current_rt.texture,
4578 context_gl->c.current_rt.sub_resource_idx);
4579 return context_gl;
4582 acquired_context = context_acquire(device, NULL, 0);
4583 if (acquired_context != &context_gl->c)
4584 ERR("Acquired context %p instead of %p.\n", acquired_context, &context_gl->c);
4585 return wined3d_context_gl(acquired_context);
4588 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
4589 const struct wined3d_dispatch_parameters *parameters)
4591 const struct wined3d_gl_info *gl_info;
4592 struct wined3d_context_gl *context_gl;
4594 context_gl = wined3d_context_gl(context_acquire(device, NULL, 0));
4595 if (!context_gl->valid)
4597 context_release(&context_gl->c);
4598 WARN("Invalid context, skipping dispatch.\n");
4599 return;
4601 gl_info = context_gl->gl_info;
4603 if (!gl_info->supported[ARB_COMPUTE_SHADER])
4605 context_release(&context_gl->c);
4606 FIXME("OpenGL implementation does not support compute shaders.\n");
4607 return;
4610 if (parameters->indirect)
4611 wined3d_buffer_load(parameters->u.indirect.buffer, &context_gl->c, state);
4613 wined3d_context_gl_apply_compute_state(context_gl, device, state);
4615 if (parameters->indirect)
4617 const struct wined3d_indirect_dispatch_parameters *indirect = &parameters->u.indirect;
4618 struct wined3d_bo_gl *bo_gl = wined3d_bo_gl(indirect->buffer->buffer_object);
4620 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, bo_gl->id));
4621 GL_EXTCALL(glDispatchComputeIndirect(bo_gl->b.buffer_offset + (GLintptr)indirect->offset));
4622 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
4623 wined3d_context_gl_reference_bo(context_gl, bo_gl);
4625 else
4627 const struct wined3d_direct_dispatch_parameters *direct = &parameters->u.direct;
4628 GL_EXTCALL(glDispatchCompute(direct->group_count_x, direct->group_count_y, direct->group_count_z));
4630 checkGLcall("dispatch compute");
4632 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
4633 checkGLcall("glMemoryBarrier");
4635 context_release(&context_gl->c);
4638 /* Context activation is done by the caller. */
4639 static void wined3d_context_gl_draw_primitive_arrays(struct wined3d_context_gl *context_gl,
4640 const struct wined3d_state *state, const void *idx_data, unsigned int idx_size, int base_vertex_idx,
4641 unsigned int start_idx, unsigned int count, unsigned int start_instance, unsigned int instance_count)
4643 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
4644 const struct wined3d_stream_info *si = &context_gl->c.stream_info;
4645 GLenum mode = gl_primitive_type_from_d3d(state->primitive_type);
4646 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4647 unsigned int instanced_elements[ARRAY_SIZE(si->elements)];
4648 const struct wined3d_ffp_attrib_ops *ops;
4649 unsigned int instanced_element_count = 0;
4650 const void *indices;
4651 unsigned int i, j;
4653 ops = &gl_info->ffp_attrib_ops;
4655 indices = (const char *)idx_data + idx_size * start_idx;
4657 if (!instance_count)
4659 if (!idx_size)
4661 gl_info->gl_ops.gl.p_glDrawArrays(mode, start_idx, count);
4662 checkGLcall("glDrawArrays");
4663 return;
4666 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4668 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
4669 checkGLcall("glDrawElementsBaseVertex");
4670 return;
4673 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4674 checkGLcall("glDrawElements");
4675 return;
4678 if (start_instance && !(gl_info->supported[ARB_BASE_INSTANCE] && gl_info->supported[ARB_INSTANCED_ARRAYS]))
4679 FIXME("Start instance (%u) not supported.\n", start_instance);
4681 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4683 if (!idx_size)
4685 if (gl_info->supported[ARB_BASE_INSTANCE])
4687 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode, start_idx, count, instance_count, start_instance));
4688 checkGLcall("glDrawArraysInstancedBaseInstance");
4689 return;
4692 GL_EXTCALL(glDrawArraysInstanced(mode, start_idx, count, instance_count));
4693 checkGLcall("glDrawArraysInstanced");
4694 return;
4697 if (gl_info->supported[ARB_BASE_INSTANCE])
4699 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode, count, idx_type,
4700 indices, instance_count, base_vertex_idx, start_instance));
4701 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
4702 return;
4704 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4706 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode, count, idx_type,
4707 indices, instance_count, base_vertex_idx));
4708 checkGLcall("glDrawElementsInstancedBaseVertex");
4709 return;
4712 GL_EXTCALL(glDrawElementsInstanced(mode, count, idx_type, indices, instance_count));
4713 checkGLcall("glDrawElementsInstanced");
4714 return;
4717 /* Instancing emulation by mixing immediate mode and arrays. */
4719 /* This is a nasty thing. MSDN says no hardware supports this and
4720 * applications have to use software vertex processing. We don't support
4721 * this for now.
4723 * Shouldn't be too hard to support with OpenGL, in theory just call
4724 * glDrawArrays() instead of drawElements(). But the stream frequency value
4725 * has a different meaning in that situation. */
4726 if (!idx_size)
4728 FIXME("Non-indexed instanced drawing is not supported.\n");
4729 return;
4732 for (i = 0; i < ARRAY_SIZE(si->elements); ++i)
4734 if (!(si->use_map & (1u << i)))
4735 continue;
4737 if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4738 instanced_elements[instanced_element_count++] = i;
4741 for (i = 0; i < instance_count; ++i)
4743 /* Specify the instanced attributes using immediate mode calls. */
4744 for (j = 0; j < instanced_element_count; ++j)
4746 const struct wined3d_stream_info_element *element;
4747 unsigned int element_idx;
4748 const BYTE *ptr;
4750 element_idx = instanced_elements[j];
4751 element = &si->elements[element_idx];
4752 ptr = element->data.addr + element->stride * i;
4753 if (element->data.buffer_object)
4754 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(state->streams[element->stream_idx].buffer,
4755 &context_gl->c);
4756 ops->generic[element->format->emit_idx](element_idx, ptr);
4759 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4761 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
4762 checkGLcall("glDrawElementsBaseVertex");
4764 else
4766 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4767 checkGLcall("glDrawElements");
4772 static unsigned int get_stride_idx(const void *idx_data, unsigned int idx_size,
4773 unsigned int base_vertex_idx, unsigned int start_idx, unsigned int vertex_idx)
4775 if (!idx_data)
4776 return start_idx + vertex_idx;
4777 if (idx_size == 2)
4778 return ((const WORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
4779 return ((const DWORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
4782 /* Context activation is done by the caller. */
4783 static void draw_primitive_immediate_mode(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
4784 const struct wined3d_stream_info *si, const void *idx_data, unsigned int idx_size,
4785 int base_vertex_idx, unsigned int start_idx, unsigned int vertex_count, unsigned int instance_count)
4787 const BYTE *position = NULL, *normal = NULL, *diffuse = NULL, *specular = NULL;
4788 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4789 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4790 unsigned int coord_idx, stride_idx, texture_idx, vertex_idx;
4791 const struct wined3d_stream_info_element *element;
4792 const BYTE *tex_coords[WINED3DDP_MAXTEXCOORD];
4793 unsigned int texture_unit, texture_stages;
4794 const struct wined3d_ffp_attrib_ops *ops;
4795 unsigned int untracked_material_count;
4796 unsigned int tex_mask = 0;
4797 BOOL specular_fog = FALSE;
4798 BOOL ps = use_ps(state);
4799 const void *ptr;
4801 static unsigned int once;
4803 if (!once++)
4804 FIXME_(d3d_perf)("Drawing using immediate mode.\n");
4805 else
4806 WARN_(d3d_perf)("Drawing using immediate mode.\n");
4808 if (!idx_size && idx_data)
4809 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
4811 if (instance_count)
4812 FIXME("Instancing not implemented.\n");
4814 /* Immediate mode drawing can't make use of indices in a VBO - get the
4815 * data from the index buffer. */
4816 if (idx_size)
4817 idx_data = (uint8_t *)wined3d_buffer_load_sysmem(state->index_buffer, &context_gl->c) + state->index_offset;
4819 ops = &gl_info->ffp_attrib_ops;
4821 gl_info->gl_ops.gl.p_glBegin(gl_primitive_type_from_d3d(state->primitive_type));
4823 if (use_vs(state) || d3d_info->ffp_generic_attributes)
4825 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
4827 unsigned int use_map = si->use_map;
4828 unsigned int element_idx;
4830 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
4831 for (element_idx = gl_info->limits.vertex_attribs - 1; use_map;
4832 use_map &= ~(1u << element_idx), --element_idx)
4834 if (!(use_map & 1u << element_idx))
4835 continue;
4837 ptr = si->elements[element_idx].data.addr + si->elements[element_idx].stride * stride_idx;
4838 ops->generic[si->elements[element_idx].format->emit_idx](element_idx, ptr);
4842 gl_info->gl_ops.gl.p_glEnd();
4843 return;
4846 if (si->use_map & (1u << WINED3D_FFP_POSITION))
4847 position = si->elements[WINED3D_FFP_POSITION].data.addr;
4849 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
4850 normal = si->elements[WINED3D_FFP_NORMAL].data.addr;
4851 else
4852 gl_info->gl_ops.gl.p_glNormal3f(0.0f, 0.0f, 0.0f);
4854 untracked_material_count = context_gl->untracked_material_count;
4855 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
4857 element = &si->elements[WINED3D_FFP_DIFFUSE];
4858 diffuse = element->data.addr;
4860 if (untracked_material_count && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
4861 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element->format->id));
4863 else
4865 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4868 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
4870 element = &si->elements[WINED3D_FFP_SPECULAR];
4871 specular = element->data.addr;
4873 /* Special case where the fog density is stored in the specular alpha channel. */
4874 if (state->render_states[WINED3D_RS_FOGENABLE]
4875 && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
4876 || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
4877 && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
4879 if (gl_info->supported[EXT_FOG_COORD])
4881 if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
4882 specular_fog = TRUE;
4883 else
4884 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element->format->id));
4886 else
4888 static unsigned int once;
4890 if (!once++)
4891 FIXME("Implement fog for transformed vertices in software.\n");
4895 else if (gl_info->supported[EXT_SECONDARY_COLOR])
4897 GL_EXTCALL(glSecondaryColor3fEXT)(0.0f, 0.0f, 0.0f);
4900 texture_stages = d3d_info->ffp_fragment_caps.max_blend_stages;
4901 for (texture_idx = 0; texture_idx < texture_stages; ++texture_idx)
4903 if (!gl_info->supported[ARB_MULTITEXTURE] && texture_idx > 0)
4905 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
4906 continue;
4909 if (!ps && !wined3d_state_get_ffp_texture(state, texture_idx))
4910 continue;
4912 texture_unit = context_gl->tex_unit_map[texture_idx];
4913 if (texture_unit == WINED3D_UNMAPPED_STAGE)
4914 continue;
4916 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
4917 if (coord_idx > 7)
4919 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx, texture_idx);
4920 continue;
4923 if (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))
4925 tex_coords[coord_idx] = si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].data.addr;
4926 tex_mask |= (1u << texture_idx);
4928 else
4930 TRACE("Setting default coordinates for texture %u.\n", texture_idx);
4931 if (gl_info->supported[ARB_MULTITEXTURE])
4932 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_unit, 0.0f, 0.0f, 0.0f, 1.0f));
4933 else
4934 gl_info->gl_ops.gl.p_glTexCoord4f(0.0f, 0.0f, 0.0f, 1.0f);
4938 /* Blending data and point sizes are not supported by this function. They
4939 * are not supported by the fixed function pipeline at all. A FIXME for
4940 * them is printed after decoding the vertex declaration. */
4941 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
4943 uint32_t tmp_tex_mask;
4945 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
4947 if (normal)
4949 ptr = normal + stride_idx * si->elements[WINED3D_FFP_NORMAL].stride;
4950 ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptr);
4953 if (diffuse)
4955 ptr = diffuse + stride_idx * si->elements[WINED3D_FFP_DIFFUSE].stride;
4956 ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptr);
4958 if (untracked_material_count)
4960 struct wined3d_color color;
4961 unsigned int i;
4963 wined3d_color_from_d3dcolor(&color, *(const DWORD *)ptr);
4964 for (i = 0; i < untracked_material_count; ++i)
4966 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK,
4967 context_gl->untracked_materials[i], &color.r);
4972 if (specular)
4974 ptr = specular + stride_idx * si->elements[WINED3D_FFP_SPECULAR].stride;
4975 ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptr);
4977 if (specular_fog)
4978 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD *)ptr >> 24)));
4981 tmp_tex_mask = tex_mask;
4982 while (tmp_tex_mask)
4984 texture_idx = wined3d_bit_scan(&tmp_tex_mask);
4985 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
4986 ptr = tex_coords[coord_idx] + (stride_idx * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
4987 ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
4988 GL_TEXTURE0_ARB + context_gl->tex_unit_map[texture_idx], ptr);
4991 if (position)
4993 ptr = position + stride_idx * si->elements[WINED3D_FFP_POSITION].stride;
4994 ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptr);
4998 gl_info->gl_ops.gl.p_glEnd();
4999 checkGLcall("draw immediate mode");
5002 static void wined3d_context_gl_draw_indirect(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
5003 const struct wined3d_indirect_draw_parameters *parameters, unsigned int idx_size)
5005 struct wined3d_bo_gl *bo_gl = wined3d_bo_gl(parameters->buffer->buffer_object);
5006 GLenum gl_primitive_type = gl_primitive_type_from_d3d(state->primitive_type);
5007 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5008 const void *offset;
5010 if (!gl_info->supported[ARB_DRAW_INDIRECT])
5012 FIXME("OpenGL implementation does not support indirect draws.\n");
5013 return;
5016 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, bo_gl->id));
5018 offset = (const uint8_t *)bo_gl->b.buffer_offset + parameters->offset;
5019 if (idx_size)
5021 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
5022 if (state->index_offset)
5023 FIXME("Ignoring index offset %u.\n", state->index_offset);
5024 GL_EXTCALL(glDrawElementsIndirect(gl_primitive_type, idx_type, offset));
5026 else
5028 GL_EXTCALL(glDrawArraysIndirect(gl_primitive_type, offset));
5031 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0));
5032 wined3d_context_gl_reference_bo(context_gl, bo_gl);
5034 checkGLcall("draw indirect");
5037 static void remove_vbos(struct wined3d_context *context,
5038 const struct wined3d_state *state, struct wined3d_stream_info *s)
5040 unsigned int i;
5042 for (i = 0; i < ARRAY_SIZE(s->elements); ++i)
5044 struct wined3d_stream_info_element *e;
5046 if (!(s->use_map & (1u << i)))
5047 continue;
5049 e = &s->elements[i];
5050 if (e->data.buffer_object)
5052 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
5053 e->data.buffer_object = 0;
5054 e->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(vb, context);
5059 static GLenum gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
5061 GLenum gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
5062 switch (gl_primitive_type)
5064 case GL_POINTS:
5065 return GL_POINTS;
5067 case GL_LINE_STRIP:
5068 case GL_LINE_STRIP_ADJACENCY:
5069 case GL_LINES_ADJACENCY:
5070 case GL_LINES:
5071 return GL_LINES;
5073 case GL_TRIANGLE_FAN:
5074 case GL_TRIANGLE_STRIP:
5075 case GL_TRIANGLE_STRIP_ADJACENCY:
5076 case GL_TRIANGLES_ADJACENCY:
5077 case GL_TRIANGLES:
5078 return GL_TRIANGLES;
5080 default:
5081 return gl_primitive_type;
5085 /* Routine common to the draw primitive and draw indexed primitive routines */
5086 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
5087 const struct wined3d_draw_parameters *parameters)
5089 BOOL emulation = FALSE, rasterizer_discard = FALSE;
5090 const struct wined3d_fb_state *fb = &state->fb;
5091 const struct wined3d_stream_info *stream_info;
5092 struct wined3d_rendertarget_view *dsv, *rtv;
5093 struct wined3d_stream_info si_emulated;
5094 const struct wined3d_gl_info *gl_info;
5095 struct wined3d_context_gl *context_gl;
5096 struct wined3d_context *context;
5097 unsigned int i, idx_size = 0;
5098 const void *idx_data = NULL;
5100 TRACE("device %p, state %p, parameters %p.\n", device, state, parameters);
5102 if (!parameters->indirect && !parameters->u.direct.index_count)
5103 return;
5105 if (!parameters->indirect)
5106 TRACE("base_vertex_idx %d, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
5107 parameters->u.direct.base_vertex_idx, parameters->u.direct.start_idx,
5108 parameters->u.direct.index_count, parameters->u.direct.start_instance,
5109 parameters->u.direct.instance_count);
5111 if (!(rtv = fb->render_targets[0]))
5112 rtv = fb->depth_stencil;
5114 if (rtv && rtv->resource->type == WINED3D_RTYPE_BUFFER)
5116 FIXME("Buffer render targets not implemented.\n");
5117 return;
5120 if (rtv)
5121 context = context_acquire(device, wined3d_texture_from_resource(rtv->resource), rtv->sub_resource_idx);
5122 else
5123 context = context_acquire(device, NULL, 0);
5124 context_gl = wined3d_context_gl(context);
5125 if (!context_gl->valid)
5127 context_release(context);
5128 WARN("Invalid context, skipping draw.\n");
5129 return;
5131 gl_info = context_gl->gl_info;
5133 if (!use_transform_feedback(state))
5134 wined3d_context_gl_pause_transform_feedback(context_gl, TRUE);
5136 for (i = 0; i < gl_info->limits.buffers; ++i)
5138 if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
5139 continue;
5141 if (wined3d_blend_state_get_writemask(state->blend_state, i))
5143 wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
5144 wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
5146 else
5148 wined3d_rendertarget_view_prepare_location(rtv, context, rtv->resource->draw_binding);
5152 if ((dsv = fb->depth_stencil))
5154 /* Note that this depends on the context_acquire() call above to set
5155 * context->render_offscreen properly. We don't currently take the
5156 * Z-compare function into account, but we could skip loading the
5157 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
5158 * that we never copy the stencil data.*/
5159 DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
5161 if (wined3d_state_uses_depth_buffer(state))
5162 wined3d_rendertarget_view_load_location(dsv, context, location);
5163 else
5164 wined3d_rendertarget_view_prepare_location(dsv, context, location);
5167 if (parameters->indirect)
5168 wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
5170 if (!context_apply_draw_state(context, device, state, parameters->indexed))
5172 context_release(context);
5173 WARN("Unable to apply draw state, skipping draw.\n");
5174 return;
5177 if (dsv && (!state->depth_stencil_state || state->depth_stencil_state->writes_ds))
5179 DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
5181 wined3d_rendertarget_view_validate_location(dsv, location);
5182 wined3d_rendertarget_view_invalidate_location(dsv, ~location);
5185 stream_info = &context->stream_info;
5187 if (parameters->indexed)
5189 struct wined3d_buffer *index_buffer = state->index_buffer;
5190 struct wined3d_bo *bo = index_buffer->buffer_object;
5192 if (!bo || !stream_info->all_vbo)
5193 idx_data = index_buffer->resource.heap_memory;
5194 else
5195 idx_data = (void *)bo->buffer_offset;
5196 idx_data = (const BYTE *)idx_data + state->index_offset;
5198 if (state->index_format == WINED3DFMT_R16_UINT)
5199 idx_size = 2;
5200 else
5201 idx_size = 4;
5204 if (!use_vs(state))
5206 if (!stream_info->position_transformed && context_gl->untracked_material_count
5207 && state->render_states[WINED3D_RS_LIGHTING])
5209 static BOOL warned;
5211 if (!warned++)
5212 FIXME("Using software emulation because not all material properties could be tracked.\n");
5213 else
5214 WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n");
5215 emulation = TRUE;
5217 else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
5219 static BOOL warned;
5221 /* Either write a pipeline replacement shader or convert the
5222 * specular alpha from unsigned byte to a float in the vertex
5223 * buffer. */
5224 if (!warned++)
5225 FIXME("Using software emulation because manual fog coordinates are provided.\n");
5226 else
5227 WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n");
5228 emulation = TRUE;
5231 if (emulation)
5233 si_emulated = context->stream_info;
5234 remove_vbos(context, state, &si_emulated);
5235 stream_info = &si_emulated;
5239 if (use_transform_feedback(state))
5241 const struct wined3d_shader *shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
5243 if (is_rasterization_disabled(shader))
5245 glEnable(GL_RASTERIZER_DISCARD);
5246 checkGLcall("enable rasterizer discard");
5247 rasterizer_discard = TRUE;
5250 if (context->transform_feedback_paused)
5252 GL_EXTCALL(glResumeTransformFeedback());
5253 checkGLcall("glResumeTransformFeedback");
5254 context->transform_feedback_paused = 0;
5256 else if (!context->transform_feedback_active)
5258 enum wined3d_primitive_type primitive_type = shader->u.gs.output_type
5259 ? shader->u.gs.output_type : state->primitive_type;
5260 GLenum mode = gl_tfb_primitive_type_from_d3d(primitive_type);
5261 GL_EXTCALL(glBeginTransformFeedback(mode));
5262 checkGLcall("glBeginTransformFeedback");
5263 context->transform_feedback_active = 1;
5267 if (state->primitive_type == WINED3D_PT_PATCH)
5269 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->patch_vertex_count));
5270 checkGLcall("glPatchParameteri");
5273 if (context->uses_fbo_attached_resources)
5275 static unsigned int fixme_once;
5277 if (gl_info->supported[ARB_TEXTURE_BARRIER])
5279 GL_EXTCALL(glTextureBarrier());
5281 else if (gl_info->supported[NV_TEXTURE_BARRIER])
5283 GL_EXTCALL(glTextureBarrierNV());
5285 else
5287 if (!fixme_once++)
5288 FIXME("Sampling attached render targets is not supported.\n");
5290 WARN("Sampling attached render targets is not supported, skipping draw.\n");
5291 context_release(context);
5292 return;
5294 checkGLcall("glTextureBarrier");
5297 if (parameters->indirect)
5299 if (!context->use_immediate_mode_draw && !emulation)
5300 wined3d_context_gl_draw_indirect(context_gl, state, &parameters->u.indirect, idx_size);
5301 else
5302 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
5304 else
5306 unsigned int instance_count = parameters->u.direct.instance_count;
5308 if (context->use_immediate_mode_draw || emulation)
5309 draw_primitive_immediate_mode(wined3d_context_gl(context), state, stream_info, idx_data,
5310 idx_size, parameters->u.direct.base_vertex_idx,
5311 parameters->u.direct.start_idx, parameters->u.direct.index_count, instance_count);
5312 else
5313 wined3d_context_gl_draw_primitive_arrays(context_gl, state, idx_data, idx_size,
5314 parameters->u.direct.base_vertex_idx, parameters->u.direct.start_idx,
5315 parameters->u.direct.index_count, parameters->u.direct.start_instance, instance_count);
5318 if (context->uses_uavs)
5320 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
5321 checkGLcall("glMemoryBarrier");
5324 if (rasterizer_discard)
5326 glDisable(GL_RASTERIZER_DISCARD);
5327 checkGLcall("disable rasterizer discard");
5330 context_release(context);
5332 TRACE("Draw completed.\n");
5335 void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl *context_gl)
5337 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5338 unsigned int texture_idx;
5340 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
5342 gl_info->gl_ops.ext.p_glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx);
5343 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
5347 static const void *get_vertex_attrib_pointer(const struct wined3d_stream_info_element *element,
5348 const struct wined3d_state *state)
5350 const uint8_t *offset = element->data.addr + state->load_base_vertex_index * element->stride;
5352 if (element->data.buffer_object)
5353 offset += element->data.buffer_object->buffer_offset;
5354 return offset;
5357 void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context_gl,
5358 const struct wined3d_stream_info *si, GLuint *current_bo, const struct wined3d_state *state)
5360 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5361 const struct wined3d_format_gl *format_gl;
5362 unsigned int mapped_stage = 0;
5363 unsigned int texture_idx;
5364 GLuint bo;
5366 for (texture_idx = 0; texture_idx < context_gl->c.d3d_info->ffp_fragment_caps.max_blend_stages; ++texture_idx)
5368 unsigned int coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
5370 if ((mapped_stage = context_gl->tex_unit_map[texture_idx]) == WINED3D_UNMAPPED_STAGE)
5371 continue;
5373 if (mapped_stage >= gl_info->limits.texture_coords)
5375 FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage);
5376 continue;
5379 if (coord_idx < WINED3D_MAX_FFP_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5381 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx];
5383 TRACE("Setting up texture %u, idx %u, coord_idx %u, data %s.\n",
5384 texture_idx, mapped_stage, coord_idx, debug_bo_address(&e->data));
5386 bo = wined3d_bo_gl_id(e->data.buffer_object);
5387 if (*current_bo != bo)
5389 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5390 checkGLcall("glBindBuffer");
5391 *current_bo = bo;
5394 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
5395 checkGLcall("glClientActiveTextureARB");
5397 /* The coords to supply depend completely on the fvf/vertex shader. */
5398 format_gl = wined3d_format_gl(e->format);
5399 gl_info->gl_ops.gl.p_glTexCoordPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride,
5400 get_vertex_attrib_pointer(e, state));
5401 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
5402 if (bo)
5403 wined3d_buffer_validate_user(state->streams[e->stream_idx].buffer);
5405 else
5407 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
5410 if (gl_info->supported[NV_REGISTER_COMBINERS])
5412 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
5413 for (texture_idx = mapped_stage + 1; texture_idx < gl_info->limits.ffp_textures; ++texture_idx)
5415 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
5419 checkGLcall("loadTexCoords");
5422 /* This should match any arrays loaded in wined3d_context_gl_load_vertex_data(). */
5423 static void wined3d_context_gl_unload_vertex_data(struct wined3d_context_gl *context_gl)
5425 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5427 if (!context_gl->c.namedArraysLoaded)
5428 return;
5429 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
5430 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
5431 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
5432 if (gl_info->supported[EXT_SECONDARY_COLOR])
5433 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
5434 wined3d_context_gl_unload_tex_coords(context_gl);
5435 context_gl->c.namedArraysLoaded = FALSE;
5438 static void wined3d_context_gl_load_vertex_data(struct wined3d_context_gl *context_gl,
5439 const struct wined3d_stream_info *si, const struct wined3d_state *state)
5441 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5442 const struct wined3d_stream_info_element *e;
5443 const struct wined3d_format_gl *format_gl;
5444 GLuint current_bo, bo;
5445 const void *offset;
5447 TRACE("context_gl %p, si %p, state %p.\n", context_gl, si, state);
5449 /* This is used for the fixed-function pipeline only, and the
5450 * fixed-function pipeline doesn't do instancing. */
5451 current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
5453 /* Blend data */
5454 if ((si->use_map & (1u << WINED3D_FFP_BLENDWEIGHT))
5455 || si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
5457 /* TODO: Support vertex blending in immediate mode draws. No need to
5458 * write a FIXME here, this is done after the general vertex
5459 * declaration decoding. */
5460 WARN("Vertex blending not supported.\n");
5463 /* Point Size */
5464 if (si->use_map & (1u << WINED3D_FFP_PSIZE))
5466 /* No such functionality in the fixed-function GL pipeline. */
5467 WARN("Per-vertex point size not supported.\n");
5470 /* Position */
5471 if (si->use_map & (1u << WINED3D_FFP_POSITION))
5473 e = &si->elements[WINED3D_FFP_POSITION];
5474 format_gl = wined3d_format_gl(e->format);
5475 offset = get_vertex_attrib_pointer(e, state);
5477 bo = wined3d_bo_gl_id(e->data.buffer_object);
5478 if (current_bo != bo)
5480 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5481 checkGLcall("glBindBuffer");
5482 current_bo = bo;
5485 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n", format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5486 gl_info->gl_ops.gl.p_glVertexPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5487 checkGLcall("glVertexPointer(...)");
5488 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
5489 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
5490 if (bo)
5491 wined3d_buffer_validate_user(state->streams[e->stream_idx].buffer);
5494 /* Normals */
5495 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
5497 e = &si->elements[WINED3D_FFP_NORMAL];
5498 format_gl = wined3d_format_gl(e->format);
5499 offset = get_vertex_attrib_pointer(e, state);
5501 bo = wined3d_bo_gl_id(e->data.buffer_object);
5502 if (current_bo != bo)
5504 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5505 checkGLcall("glBindBuffer");
5506 current_bo = bo;
5509 TRACE("glNormalPointer(%#x, %#x, %p);\n", format_gl->vtx_type, e->stride, offset);
5510 gl_info->gl_ops.gl.p_glNormalPointer(format_gl->vtx_type, e->stride, offset);
5511 checkGLcall("glNormalPointer(...)");
5512 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
5513 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
5514 if (bo)
5515 wined3d_buffer_validate_user(state->streams[e->stream_idx].buffer);
5517 else
5519 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
5520 checkGLcall("glNormal3f(0, 0, 0)");
5523 /* Diffuse colour */
5524 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
5526 e = &si->elements[WINED3D_FFP_DIFFUSE];
5527 format_gl = wined3d_format_gl(e->format);
5528 offset = get_vertex_attrib_pointer(e, state);
5530 bo = wined3d_bo_gl_id(e->data.buffer_object);
5531 if (current_bo != bo)
5533 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5534 checkGLcall("glBindBuffer");
5535 current_bo = bo;
5538 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
5539 format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5540 gl_info->gl_ops.gl.p_glColorPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5541 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
5542 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
5543 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
5544 if (bo)
5545 wined3d_buffer_validate_user(state->streams[e->stream_idx].buffer);
5547 else
5549 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
5550 checkGLcall("glColor4f(1, 1, 1, 1)");
5553 /* Specular colour */
5554 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
5556 TRACE("Setting specular colour.\n");
5558 e = &si->elements[WINED3D_FFP_SPECULAR];
5559 offset = get_vertex_attrib_pointer(e, state);
5561 if (gl_info->supported[EXT_SECONDARY_COLOR])
5563 GLint format;
5564 GLenum type;
5566 format_gl = wined3d_format_gl(e->format);
5567 type = format_gl->vtx_type;
5568 format = format_gl->vtx_format;
5570 bo = wined3d_bo_gl_id(e->data.buffer_object);
5571 if (current_bo != bo)
5573 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5574 checkGLcall("glBindBuffer");
5575 current_bo = bo;
5578 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
5580 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
5581 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
5582 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
5583 * 4 component secondary colors use it
5585 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride, offset);
5586 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride, offset));
5587 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
5589 else
5591 switch (type)
5593 case GL_UNSIGNED_BYTE:
5594 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride, offset);
5595 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride, offset));
5596 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
5597 break;
5599 default:
5600 FIXME("Add 4 component specular colour pointers for type %#x.\n", type);
5601 /* Make sure that the right colour component is dropped. */
5602 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride, offset);
5603 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride, offset));
5604 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
5607 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
5608 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
5609 if (bo)
5610 wined3d_buffer_validate_user(state->streams[e->stream_idx].buffer);
5612 else
5614 WARN("Specular colour is not supported in this GL implementation.\n");
5617 else
5619 if (gl_info->supported[EXT_SECONDARY_COLOR])
5621 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
5622 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
5624 else
5626 WARN("Specular colour is not supported in this GL implementation.\n");
5630 /* Texture coordinates */
5631 wined3d_context_gl_load_tex_coords(context_gl, si, &current_bo, state);
5634 static void wined3d_context_gl_unload_numbered_array(struct wined3d_context_gl *context_gl, unsigned int i)
5636 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5638 GL_EXTCALL(glDisableVertexAttribArray(i));
5639 checkGLcall("glDisableVertexAttribArray");
5640 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
5641 GL_EXTCALL(glVertexAttribDivisor(i, 0));
5643 context_gl->c.numbered_array_mask &= ~(1u << i);
5646 static void wined3d_context_gl_unload_numbered_arrays(struct wined3d_context_gl *context_gl)
5648 uint32_t mask = context_gl->c.numbered_array_mask;
5649 unsigned int i;
5651 while (mask)
5653 i = wined3d_bit_scan(&mask);
5654 wined3d_context_gl_unload_numbered_array(context_gl, i);
5658 static void wined3d_context_gl_load_numbered_arrays(struct wined3d_context_gl *context_gl,
5659 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
5661 struct wined3d_context *context = &context_gl->c;
5662 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
5663 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5664 GLuint current_bo, bo;
5665 unsigned int i;
5667 /* Default to no instancing. */
5668 current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
5670 if (stream_info->use_map & ~wined3d_mask_from_size(gl_info->limits.vertex_attribs))
5672 static unsigned int once;
5674 if (!once++)
5675 FIXME("More than the supported %u vertex attributes are in use.\n", gl_info->limits.vertex_attribs);
5678 for (i = 0; i < gl_info->limits.vertex_attribs; ++i)
5680 const struct wined3d_stream_info_element *element = &stream_info->elements[i];
5681 const struct wined3d_stream_state *stream;
5682 const struct wined3d_format_gl *format_gl;
5684 if (!(stream_info->use_map & (1u << i)))
5686 if (context->numbered_array_mask & (1u << i))
5687 wined3d_context_gl_unload_numbered_array(context_gl, i);
5688 if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
5690 if (!(context_gl->default_attrib_value_set & (1u << i)) || !context_gl->diffuse_attrib_to_1)
5692 GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
5693 context_gl->diffuse_attrib_to_1 = 1;
5696 else
5698 if (!(context_gl->default_attrib_value_set & (1u << i)))
5700 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
5701 if (i == WINED3D_FFP_DIFFUSE)
5702 context_gl->diffuse_attrib_to_1 = 0;
5705 context_gl->default_attrib_value_set |= 1u << i;
5706 continue;
5709 format_gl = wined3d_format_gl(element->format);
5710 stream = &state->streams[element->stream_idx];
5712 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
5714 unsigned int divisor = 0;
5716 if (element->instanced)
5717 divisor = element->divisor ? element->divisor : UINT_MAX;
5718 GL_EXTCALL(glVertexAttribDivisor(i, divisor));
5720 else if (element->divisor)
5722 /* Unload instanced arrays, they will be loaded using immediate
5723 * mode instead. */
5724 if (context->numbered_array_mask & (1u << i))
5725 wined3d_context_gl_unload_numbered_array(context_gl, i);
5726 context_gl->default_attrib_value_set &= ~(1u << i);
5727 continue;
5730 TRACE("Loading array %u %s.\n", i, debug_bo_address(&element->data));
5732 if (element->stride)
5734 const void *offset = get_vertex_attrib_pointer(element, state);
5735 unsigned int format_attrs = format_gl->f.attrs;
5737 bo = wined3d_bo_gl_id(element->data.buffer_object);
5738 if (current_bo != bo)
5740 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5741 checkGLcall("glBindBuffer");
5742 current_bo = bo;
5744 if (bo)
5745 wined3d_buffer_validate_user(stream->buffer);
5747 /* Use the VBO to find out if a vertex buffer exists, not the vb
5748 * pointer. vb can point to a user pointer data blob. In that case
5749 * current_bo will be 0. If there is a vertex buffer but no vbo we
5750 * won't be load converted attributes anyway. */
5751 if (vs && vs->reg_maps.shader_version.major >= 4 && (format_attrs & WINED3D_FORMAT_ATTR_INTEGER))
5753 GL_EXTCALL(glVertexAttribIPointer(i, format_gl->vtx_format,
5754 format_gl->vtx_type, element->stride, offset));
5756 else
5758 GL_EXTCALL(glVertexAttribPointer(i, format_gl->vtx_format, format_gl->vtx_type,
5759 !!(format_attrs & WINED3D_FORMAT_ATTR_NORMALISED), element->stride, offset));
5762 if (!(context->numbered_array_mask & (1u << i)))
5764 GL_EXTCALL(glEnableVertexAttribArray(i));
5765 context->numbered_array_mask |= (1u << i);
5768 else
5770 /* Stride = 0 means always the same values.
5771 * glVertexAttribPointer() doesn't do that. Instead disable the
5772 * pointer and set up the attribute statically. But we have to
5773 * figure out the system memory address. */
5774 const BYTE *ptr = element->data.addr;
5775 if (element->data.buffer_object)
5776 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(stream->buffer, context);
5778 if (context->numbered_array_mask & (1u << i))
5779 wined3d_context_gl_unload_numbered_array(context_gl, i);
5781 switch (format_gl->f.id)
5783 case WINED3DFMT_R32_FLOAT:
5784 GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
5785 break;
5786 case WINED3DFMT_R32G32_FLOAT:
5787 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
5788 break;
5789 case WINED3DFMT_R32G32B32_FLOAT:
5790 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
5791 break;
5792 case WINED3DFMT_R32G32B32A32_FLOAT:
5793 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
5794 break;
5795 case WINED3DFMT_R8G8B8A8_UINT:
5796 GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
5797 break;
5798 case WINED3DFMT_B8G8R8A8_UNORM:
5799 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
5801 const DWORD *src = (const DWORD *)ptr;
5802 DWORD c = *src & 0xff00ff00u;
5803 c |= (*src & 0xff0000u) >> 16;
5804 c |= (*src & 0xffu) << 16;
5805 GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
5806 break;
5808 /* else fallthrough */
5809 case WINED3DFMT_R8G8B8A8_UNORM:
5810 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
5811 break;
5812 case WINED3DFMT_R16G16_SINT:
5813 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
5814 break;
5815 case WINED3DFMT_R16G16B16A16_SINT:
5816 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
5817 break;
5818 case WINED3DFMT_R16G16_SNORM:
5820 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
5821 GL_EXTCALL(glVertexAttrib4Nsv(i, s));
5822 break;
5824 case WINED3DFMT_R16G16_UNORM:
5826 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
5827 GL_EXTCALL(glVertexAttrib4Nusv(i, s));
5828 break;
5830 case WINED3DFMT_R16G16B16A16_SNORM:
5831 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
5832 break;
5833 case WINED3DFMT_R16G16B16A16_UNORM:
5834 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
5835 break;
5836 case WINED3DFMT_R10G10B10X2_UINT:
5837 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
5838 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
5839 break;
5840 case WINED3DFMT_R10G10B10X2_SNORM:
5841 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
5842 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
5843 break;
5844 case WINED3DFMT_R16G16_FLOAT:
5845 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
5847 /* Not supported by GL_ARB_half_float_vertex. */
5848 GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
5850 else
5852 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
5853 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
5854 GL_EXTCALL(glVertexAttrib2f(i, x, y));
5856 break;
5857 case WINED3DFMT_R16G16B16A16_FLOAT:
5858 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
5860 /* Not supported by GL_ARB_half_float_vertex. */
5861 GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
5863 else
5865 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
5866 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
5867 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
5868 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
5869 GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
5871 break;
5872 default:
5873 ERR("Unexpected declaration in stride 0 attributes.\n");
5874 break;
5877 context_gl->default_attrib_value_set &= ~(1u << i);
5880 checkGLcall("Loading numbered arrays");
5883 void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl *context_gl,
5884 const struct wined3d_state *state)
5886 if (context_gl->c.use_immediate_mode_draw)
5887 return;
5889 wined3d_context_gl_unload_vertex_data(context_gl);
5890 if (context_gl->c.d3d_info->ffp_generic_attributes || use_vs(state))
5892 TRACE("Loading numbered arrays.\n");
5893 wined3d_context_gl_load_numbered_arrays(context_gl, &context_gl->c.stream_info, state);
5894 return;
5897 TRACE("Loading named arrays.\n");
5898 wined3d_context_gl_unload_numbered_arrays(context_gl);
5899 wined3d_context_gl_load_vertex_data(context_gl, &context_gl->c.stream_info, state);
5900 context_gl->c.namedArraysLoaded = TRUE;
5903 static void apply_texture_blit_state(const struct wined3d_gl_info *gl_info, struct gl_texture *texture,
5904 GLenum target, unsigned int level, enum wined3d_texture_filter_type filter)
5906 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
5907 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
5908 wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
5909 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
5910 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
5911 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
5912 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
5913 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, level);
5915 /* We changed the filtering settings on the texture. Make sure they get
5916 * reset on subsequent draws. */
5917 texture->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
5918 texture->sampler_desc.min_filter = WINED3D_TEXF_POINT;
5919 texture->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
5920 texture->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
5921 texture->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
5922 texture->sampler_desc.srgb_decode = FALSE;
5923 texture->sampler_desc.mip_base_level = level;
5926 /* Context activation is done by the caller. */
5927 void wined3d_context_gl_draw_shaded_quad(struct wined3d_context_gl *context_gl, struct wined3d_texture_gl *texture_gl,
5928 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
5929 enum wined3d_texture_filter_type filter)
5931 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5932 struct wined3d_blt_info info;
5933 unsigned int level, w, h, i;
5934 SIZE dst_size;
5935 struct blit_vertex
5937 float x, y;
5938 struct wined3d_vec3 texcoord;
5940 quad[4];
5942 texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
5944 level = sub_resource_idx % texture_gl->t.level_count;
5945 wined3d_context_gl_bind_texture(context_gl, info.bind_target, texture_gl->texture_rgb.name);
5946 apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
5947 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
5949 wined3d_context_gl_pause_transform_feedback(context_gl, FALSE);
5951 wined3d_context_gl_get_rt_size(context_gl, &dst_size);
5952 w = dst_size.cx;
5953 h = dst_size.cy;
5955 quad[0].x = dst_rect->left * 2.0f / w - 1.0f;
5956 quad[0].y = dst_rect->top * 2.0f / h - 1.0f;
5957 quad[0].texcoord = info.texcoords[0];
5959 quad[1].x = dst_rect->right * 2.0f / w - 1.0f;
5960 quad[1].y = dst_rect->top * 2.0f / h - 1.0f;
5961 quad[1].texcoord = info.texcoords[1];
5963 quad[2].x = dst_rect->left * 2.0f / w - 1.0f;
5964 quad[2].y = dst_rect->bottom * 2.0f / h - 1.0f;
5965 quad[2].texcoord = info.texcoords[2];
5967 quad[3].x = dst_rect->right * 2.0f / w - 1.0f;
5968 quad[3].y = dst_rect->bottom * 2.0f / h - 1.0f;
5969 quad[3].texcoord = info.texcoords[3];
5971 /* Draw a quad. */
5972 if (gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
5974 if (!context_gl->blit_vbo)
5975 GL_EXTCALL(glGenBuffers(1, &context_gl->blit_vbo));
5976 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, context_gl->blit_vbo));
5978 wined3d_context_gl_unload_vertex_data(context_gl);
5979 wined3d_context_gl_unload_numbered_arrays(context_gl);
5981 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW));
5982 GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, sizeof(*quad), NULL));
5983 GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT, FALSE, sizeof(*quad),
5984 (void *)FIELD_OFFSET(struct blit_vertex, texcoord)));
5986 GL_EXTCALL(glEnableVertexAttribArray(0));
5987 GL_EXTCALL(glEnableVertexAttribArray(1));
5989 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
5991 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
5992 GL_EXTCALL(glDisableVertexAttribArray(1));
5993 GL_EXTCALL(glDisableVertexAttribArray(0));
5995 else
5997 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
5999 for (i = 0; i < ARRAY_SIZE(quad); ++i)
6001 GL_EXTCALL(glVertexAttrib3fv(1, &quad[i].texcoord.x));
6002 GL_EXTCALL(glVertexAttrib2fv(0, &quad[i].x));
6005 gl_info->gl_ops.gl.p_glEnd();
6007 checkGLcall("draw");
6009 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
6010 wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);
6013 /* Context activation is done by the caller. */
6014 void wined3d_context_gl_draw_textured_quad(struct wined3d_context_gl *context_gl,
6015 struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
6016 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter)
6018 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
6019 struct wined3d_blt_info info;
6020 unsigned int level;
6022 texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
6024 gl_info->gl_ops.gl.p_glEnable(info.bind_target);
6025 checkGLcall("glEnable(bind_target)");
6027 level = sub_resource_idx % texture_gl->t.level_count;
6028 wined3d_context_gl_bind_texture(context_gl, info.bind_target, texture_gl->texture_rgb.name);
6029 apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
6030 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
6031 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
6032 checkGLcall("glTexEnvi");
6034 wined3d_context_gl_pause_transform_feedback(context_gl, FALSE);
6036 /* Draw a quad. */
6037 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
6038 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[0].x);
6039 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top);
6041 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[1].x);
6042 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top);
6044 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[2].x);
6045 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom);
6047 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[3].x);
6048 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom);
6049 gl_info->gl_ops.gl.p_glEnd();
6051 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
6052 wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);