wined3d: Spawn a separate thread to adjust the window state of windows belonging...
[wine.git] / dlls / wined3d / context.c
blob8c4277bc7caa6c9ce0e6b1fa49295f235d9ca34a
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"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
32 void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource)
34 unsigned int i;
36 for (i = 0; i < device->context_count; ++i)
38 struct wined3d_context *context = device->contexts[i];
40 if (&context->current_rt.texture->resource == resource)
42 context->current_rt.texture = NULL;
43 context->current_rt.sub_resource_idx = 0;
48 void wined3d_context_cleanup(struct wined3d_context *context)
52 /* This is used when a context for render target A is active, but a separate context is
53 * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
54 * A to avoid breaking caller code. */
55 void context_restore(struct wined3d_context *context, struct wined3d_texture *texture, unsigned int sub_resource_idx)
57 if (context->current_rt.texture != texture || context->current_rt.sub_resource_idx != sub_resource_idx)
59 context_release(context);
60 context = context_acquire(texture->resource.device, texture, sub_resource_idx);
63 context_release(context);
66 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id)
68 DWORD representative = context->state_table[state_id].representative - STATE_COMPUTE_OFFSET;
69 unsigned int index, shift;
71 index = representative / (sizeof(*context->dirty_compute_states) * CHAR_BIT);
72 shift = representative & (sizeof(*context->dirty_compute_states) * CHAR_BIT - 1);
73 context->dirty_compute_states[index] |= (1u << shift);
76 void context_invalidate_state(struct wined3d_context *context, unsigned int state_id)
78 unsigned int representative = context->state_table[state_id].representative;
79 unsigned int index, shift;
81 index = representative / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
82 shift = representative & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
83 context->dirty_graphics_states[index] |= (1u << shift);
86 void wined3d_context_init(struct wined3d_context *context, struct wined3d_swapchain *swapchain)
88 struct wined3d_device *device = swapchain->device;
89 DWORD state;
91 context->d3d_info = &device->adapter->d3d_info;
92 context->state_table = device->state_table;
94 /* Mark all states dirty to force a proper initialization of the states on
95 * the first use of the context. Compute states do not need initialization. */
96 for (state = 0; state <= STATE_HIGHEST; ++state)
98 if (context->state_table[state].representative && !STATE_IS_COMPUTE(state))
99 context_invalidate_state(context, state);
102 context->device = device;
103 context->swapchain = swapchain;
104 context->current_rt.texture = swapchain->front_buffer;
105 context->current_rt.sub_resource_idx = 0;
107 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
108 | (1u << WINED3D_SHADER_TYPE_VERTEX)
109 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
110 | (1u << WINED3D_SHADER_TYPE_HULL)
111 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
112 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
115 HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d, struct wined3d_swapchain *swapchain)
117 TRACE("context_no3d %p, swapchain %p.\n", context_no3d, swapchain);
119 wined3d_context_init(context_no3d, swapchain);
121 return WINED3D_OK;
124 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
126 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
127 *regnum = WINED3D_FFP_POSITION;
128 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
129 *regnum = WINED3D_FFP_BLENDWEIGHT;
130 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
131 *regnum = WINED3D_FFP_BLENDINDICES;
132 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
133 *regnum = WINED3D_FFP_NORMAL;
134 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
135 *regnum = WINED3D_FFP_PSIZE;
136 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
137 *regnum = WINED3D_FFP_DIFFUSE;
138 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
139 *regnum = WINED3D_FFP_SPECULAR;
140 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
141 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
142 else
144 WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
145 *regnum = ~0u;
146 return FALSE;
149 return TRUE;
152 /* Context activation is done by the caller. */
153 void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
154 const struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
156 /* We need to deal with frequency data! */
157 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
158 BOOL generic_attributes = d3d_info->ffp_generic_attributes;
159 BOOL use_vshader = use_vs(state);
160 unsigned int i;
162 stream_info->use_map = 0;
163 stream_info->swizzle_map = 0;
164 stream_info->position_transformed = 0;
166 if (!declaration)
167 return;
169 stream_info->position_transformed = declaration->position_transformed;
171 /* Translate the declaration into strided data. */
172 for (i = 0; i < declaration->element_count; ++i)
174 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
175 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
176 BOOL stride_used;
177 unsigned int idx;
179 TRACE("%p Element %p (%u of %u).\n", declaration->elements,
180 element, i + 1, declaration->element_count);
182 if (!stream->buffer)
183 continue;
185 TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
187 if (use_vshader)
189 if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
191 stride_used = FALSE;
193 else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC)
195 /* TODO: Assuming vertexdeclarations are usually used with the
196 * same or a similar shader, it might be worth it to store the
197 * last used output slot and try that one first. */
198 stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
199 element->usage, element->usage_idx, &idx);
201 else
203 idx = element->output_slot;
204 stride_used = TRUE;
207 else
209 if (!generic_attributes && !element->ffp_valid)
211 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
212 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
213 stride_used = FALSE;
215 else
217 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
221 if (stride_used)
223 TRACE("Load %s array %u [usage %s, usage_idx %u, "
224 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
225 use_vshader ? "shader": "fixed function", idx,
226 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
227 element->offset, stream->stride, debug_d3dformat(element->format->id),
228 debug_d3dinput_classification(element->input_slot_class), element->instance_data_step_rate);
230 stream_info->elements[idx].format = element->format;
231 stream_info->elements[idx].data.buffer_object = 0;
232 stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset;
233 stream_info->elements[idx].stride = stream->stride;
234 stream_info->elements[idx].stream_idx = element->input_slot;
235 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
237 stream_info->elements[idx].divisor = 1;
238 stream_info->elements[idx].instanced = true;
240 else if (element->input_slot_class == WINED3D_INPUT_PER_INSTANCE_DATA)
242 stream_info->elements[idx].divisor = element->instance_data_step_rate;
243 stream_info->elements[idx].instanced = true;
245 else
247 stream_info->elements[idx].divisor = 0;
248 stream_info->elements[idx].instanced = false;
251 if (!d3d_info->vertex_bgra && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
253 stream_info->swizzle_map |= 1u << idx;
255 stream_info->use_map |= 1u << idx;
260 /* Context activation is done by the caller. */
261 void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
263 struct wined3d_stream_info *stream_info = &context->stream_info;
264 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
265 DWORD prev_all_vbo = stream_info->all_vbo;
266 unsigned int i;
267 uint32_t map;
269 wined3d_stream_info_from_declaration(stream_info, state, d3d_info);
271 stream_info->all_vbo = 1;
272 map = stream_info->use_map;
273 while (map)
275 struct wined3d_stream_info_element *element;
276 struct wined3d_bo_address data;
277 struct wined3d_buffer *buffer;
279 i = wined3d_bit_scan(&map);
280 element = &stream_info->elements[i];
281 buffer = state->streams[element->stream_idx].buffer;
283 /* We can't use VBOs if the base vertex index is negative. OpenGL
284 * doesn't accept negative offsets (or rather offsets bigger than the
285 * VBO, because the pointer is unsigned), so use system memory
286 * sources. In most sane cases the pointer - offset will still be > 0,
287 * otherwise it will wrap around to some big value. Hope that with the
288 * indices the driver wraps it back internally. If not,
289 * draw_primitive_immediate_mode() is needed, including a vertex buffer
290 * path. */
291 if (state->load_base_vertex_index < 0)
293 WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
294 state->load_base_vertex_index);
295 element->data.buffer_object = 0;
296 element->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(buffer, context);
297 if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride)
298 FIXME("System memory vertex data load offset is negative!\n");
300 else
302 wined3d_buffer_load(buffer, context, state);
303 wined3d_buffer_get_memory(buffer, context, &data);
304 element->data.buffer_object = data.buffer_object;
305 element->data.addr += (ULONG_PTR)data.addr;
308 if (!element->data.buffer_object)
309 stream_info->all_vbo = 0;
311 TRACE("Load array %u %s.\n", i, debug_bo_address(&element->data));
314 if (prev_all_vbo != stream_info->all_vbo)
315 context_invalidate_state(context, STATE_INDEXBUFFER);
317 context->use_immediate_mode_draw = FALSE;
319 if (stream_info->all_vbo)
320 return;
322 if (!use_vs(state))
324 WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
325 slow_mask |= -(!d3d_info->vertex_bgra && !d3d_info->ffp_generic_attributes)
326 & ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR) | (1u << WINED3D_FFP_BLENDWEIGHT));
328 if ((stream_info->position_transformed && !d3d_info->xyzrhw)
329 || (stream_info->use_map & slow_mask))
330 context->use_immediate_mode_draw = TRUE;
334 static bool is_resource_rtv_bound(const struct wined3d_state *state,
335 const struct wined3d_resource *resource)
337 unsigned int i;
339 if (!resource->rtv_bind_count_device)
340 return false;
342 for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
344 if (state->fb.render_targets[i] && state->fb.render_targets[i]->resource == resource)
345 return true;
348 return false;
351 /* Context activation is done by the caller. */
352 static void context_preload_texture(struct wined3d_context *context,
353 const struct wined3d_state *state, unsigned int idx)
355 struct wined3d_texture *texture;
357 if (!(texture = state->textures[idx]))
358 return;
360 if (is_resource_rtv_bound(state, &texture->resource)
361 || (state->fb.depth_stencil && state->fb.depth_stencil->resource == &texture->resource))
362 context->uses_fbo_attached_resources = 1;
364 wined3d_texture_load(texture, context, is_srgb_enabled(state->sampler_states[idx]));
367 /* Context activation is done by the caller. */
368 void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
370 unsigned int i;
372 if (use_vs(state))
374 for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
376 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
377 context_preload_texture(context, state, WINED3D_MAX_FRAGMENT_SAMPLERS + i);
381 if (use_ps(state))
383 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
385 if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type)
386 context_preload_texture(context, state, i);
389 else
391 uint32_t ffu_map = context->fixed_function_usage_map;
393 while (ffu_map)
395 i = wined3d_bit_scan(&ffu_map);
396 context_preload_texture(context, state, i);