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
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous
);
41 #define WINED3D_MAX_FBO_ENTRIES 64
42 #define WINED3D_ALL_LAYERS (~0u)
44 static DWORD wined3d_context_tls_idx
;
46 /* FBO helper functions */
48 /* Context activation is done by the caller. */
49 static void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint fbo
)
51 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
55 case GL_READ_FRAMEBUFFER
:
56 if (context
->fbo_read_binding
== fbo
) return;
57 context
->fbo_read_binding
= fbo
;
60 case GL_DRAW_FRAMEBUFFER
:
61 if (context
->fbo_draw_binding
== fbo
) return;
62 context
->fbo_draw_binding
= fbo
;
66 if (context
->fbo_read_binding
== fbo
67 && context
->fbo_draw_binding
== fbo
) return;
68 context
->fbo_read_binding
= fbo
;
69 context
->fbo_draw_binding
= fbo
;
73 FIXME("Unhandled target %#x.\n", target
);
77 gl_info
->fbo_ops
.glBindFramebuffer(target
, fbo
);
78 checkGLcall("glBindFramebuffer()");
81 /* Context activation is done by the caller. */
82 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
86 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
88 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
89 checkGLcall("glFramebufferTexture2D()");
91 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
98 /* Context activation is done by the caller. */
99 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint fbo
)
101 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
103 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
104 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
105 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
107 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
108 checkGLcall("glDeleteFramebuffers()");
111 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info
*gl_info
,
112 GLenum fbo_target
, DWORD flags
, GLuint rb
)
114 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
116 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
117 checkGLcall("glFramebufferRenderbuffer()");
120 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
122 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
123 checkGLcall("glFramebufferRenderbuffer()");
127 static void context_attach_gl_texture_fbo(struct wined3d_context
*context
,
128 GLenum fbo_target
, GLenum attachment
, const struct wined3d_fbo_resource
*resource
)
130 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
134 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
, GL_TEXTURE_2D
, 0, 0);
136 else if (resource
->layer
== WINED3D_ALL_LAYERS
)
138 if (!gl_info
->fbo_ops
.glFramebufferTexture
)
140 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
144 gl_info
->fbo_ops
.glFramebufferTexture(fbo_target
, attachment
,
145 resource
->object
, resource
->level
);
147 else if (resource
->target
== GL_TEXTURE_2D_ARRAY
|| resource
->target
== GL_TEXTURE_3D
)
149 if (!gl_info
->fbo_ops
.glFramebufferTextureLayer
)
151 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
155 gl_info
->fbo_ops
.glFramebufferTextureLayer(fbo_target
, attachment
,
156 resource
->object
, resource
->level
, resource
->layer
);
160 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
,
161 resource
->target
, resource
->object
, resource
->level
);
163 checkGLcall("attach texture to fbo");
166 /* Context activation is done by the caller. */
167 static void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
168 GLenum fbo_target
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
,
171 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
173 if (resource
->object
)
175 TRACE("Attach depth stencil %u.\n", resource
->object
);
179 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
180 flags
, resource
->object
);
184 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
185 context_attach_gl_texture_fbo(context
, fbo_target
, GL_DEPTH_ATTACHMENT
, resource
);
187 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
188 context_attach_gl_texture_fbo(context
, fbo_target
, GL_STENCIL_ATTACHMENT
, resource
);
191 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
))
192 context_attach_gl_texture_fbo(context
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
194 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
))
195 context_attach_gl_texture_fbo(context
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
199 TRACE("Attach depth stencil 0.\n");
201 context_attach_gl_texture_fbo(context
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
202 context_attach_gl_texture_fbo(context
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
206 /* Context activation is done by the caller. */
207 static void context_attach_surface_fbo(struct wined3d_context
*context
,
208 GLenum fbo_target
, DWORD idx
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
)
210 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
212 TRACE("Attach GL object %u to %u.\n", resource
->object
, idx
);
214 if (resource
->object
)
218 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
219 GL_RENDERBUFFER
, resource
->object
);
220 checkGLcall("glFramebufferRenderbuffer()");
224 context_attach_gl_texture_fbo(context
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, resource
);
229 context_attach_gl_texture_fbo(context
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, NULL
);
233 static void context_dump_fbo_attachment(const struct wined3d_gl_info
*gl_info
, GLenum target
,
241 enum wined3d_gl_extension extension
;
245 {GL_TEXTURE_2D
, GL_TEXTURE_BINDING_2D
, "2d", WINED3D_GL_EXT_NONE
},
246 {GL_TEXTURE_RECTANGLE_ARB
, GL_TEXTURE_BINDING_RECTANGLE_ARB
, "rectangle", ARB_TEXTURE_RECTANGLE
},
247 {GL_TEXTURE_2D_ARRAY
, GL_TEXTURE_BINDING_2D_ARRAY
, "2d-array" , EXT_TEXTURE_ARRAY
},
248 {GL_TEXTURE_CUBE_MAP
, GL_TEXTURE_BINDING_CUBE_MAP
, "cube", ARB_TEXTURE_CUBE_MAP
},
249 {GL_TEXTURE_2D_MULTISAMPLE
, GL_TEXTURE_BINDING_2D_MULTISAMPLE
, "2d-ms", ARB_TEXTURE_MULTISAMPLE
},
250 {GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY
, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE
},
253 GLint type
, name
, samples
, width
, height
, old_texture
, level
, face
, fmt
, tex_target
;
254 const char *tex_type_str
;
257 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
258 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
, &name
);
259 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
260 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
, &type
);
262 if (type
== GL_RENDERBUFFER
)
264 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, name
);
265 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_WIDTH
, &width
);
266 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_HEIGHT
, &height
);
267 if (gl_info
->limits
.samples
> 1)
268 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_SAMPLES
, &samples
);
271 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_INTERNAL_FORMAT
, &fmt
);
272 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
273 debug_fboattachment(attachment
), name
, width
, height
, samples
, fmt
);
275 else if (type
== GL_TEXTURE
)
277 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
278 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
, &level
);
279 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
280 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
, &face
);
282 if (gl_info
->gl_ops
.ext
.p_glGetTextureParameteriv
)
284 GL_EXTCALL(glGetTextureParameteriv(name
, GL_TEXTURE_TARGET
, &tex_target
));
286 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
288 if (texture_type
[i
].target
== tex_target
)
290 tex_type_str
= texture_type
[i
].str
;
294 if (i
== ARRAY_SIZE(texture_type
))
295 tex_type_str
= wine_dbg_sprintf("%#x", tex_target
);
299 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP
, &old_texture
);
300 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, name
);
302 tex_target
= GL_TEXTURE_CUBE_MAP
;
303 tex_type_str
= "cube";
309 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
311 if (!gl_info
->supported
[texture_type
[i
].extension
])
314 gl_info
->gl_ops
.gl
.p_glGetIntegerv(texture_type
[i
].binding
, &old_texture
);
315 while (gl_info
->gl_ops
.gl
.p_glGetError());
317 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, name
);
318 if (!gl_info
->gl_ops
.gl
.p_glGetError())
320 tex_target
= texture_type
[i
].target
;
321 tex_type_str
= texture_type
[i
].str
;
324 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, old_texture
);
329 FIXME("Cannot find type of texture %d.\n", name
);
334 if (gl_info
->gl_ops
.ext
.p_glGetTextureParameteriv
)
336 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
));
337 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_WIDTH
, &width
));
338 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_HEIGHT
, &height
));
339 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_SAMPLES
, &samples
));
343 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
);
344 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_WIDTH
, &width
);
345 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_HEIGHT
, &height
);
346 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
347 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_SAMPLES
, &samples
);
351 gl_info
->gl_ops
.gl
.p_glBindTexture(tex_target
, old_texture
);
354 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
355 debug_fboattachment(attachment
), tex_type_str
, name
, width
, height
, samples
, fmt
);
357 else if (type
== GL_NONE
)
359 FIXME(" %s: NONE.\n", debug_fboattachment(attachment
));
363 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment
), type
);
366 checkGLcall("dump FBO attachment");
369 /* Context activation is done by the caller. */
370 void context_check_fbo_status(const struct wined3d_context
*context
, GLenum target
)
372 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
378 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
379 if (status
== GL_FRAMEBUFFER_COMPLETE
)
381 TRACE("FBO complete.\n");
387 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status
), status
);
389 if (!context
->current_fbo
)
391 ERR("FBO 0 is incomplete, driver bug?\n");
395 context_dump_fbo_attachment(gl_info
, target
, GL_DEPTH_ATTACHMENT
);
396 context_dump_fbo_attachment(gl_info
, target
, GL_STENCIL_ATTACHMENT
);
398 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
399 context_dump_fbo_attachment(gl_info
, target
, GL_COLOR_ATTACHMENT0
+ i
);
403 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
405 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
406 return buffer
? (1u << 31) | buffer
: 0;
409 static inline DWORD
context_generate_rt_mask_from_resource(struct wined3d_resource
*resource
)
411 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
413 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
417 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource
));
420 static inline void context_set_fbo_key_for_render_target(const struct wined3d_context
*context
,
421 struct wined3d_fbo_entry_key
*key
, unsigned int idx
, const struct wined3d_rendertarget_info
*render_target
,
424 unsigned int sub_resource_idx
= render_target
->sub_resource_idx
;
425 struct wined3d_resource
*resource
= render_target
->resource
;
426 struct wined3d_texture
*texture
;
428 if (!resource
|| resource
->format
->id
== WINED3DFMT_NULL
|| resource
->type
== WINED3D_RTYPE_BUFFER
)
430 if (resource
&& resource
->type
== WINED3D_RTYPE_BUFFER
)
431 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
432 key
->objects
[idx
].object
= 0;
433 key
->objects
[idx
].target
= 0;
434 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
438 if (render_target
->gl_view
.name
)
440 key
->objects
[idx
].object
= render_target
->gl_view
.name
;
441 key
->objects
[idx
].target
= render_target
->gl_view
.target
;
442 key
->objects
[idx
].level
= 0;
443 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
447 texture
= wined3d_texture_from_resource(resource
);
448 if (texture
->current_renderbuffer
)
450 key
->objects
[idx
].object
= texture
->current_renderbuffer
->id
;
451 key
->objects
[idx
].target
= 0;
452 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
453 key
->rb_namespace
|= 1 << idx
;
457 key
->objects
[idx
].target
= wined3d_texture_get_sub_resource_target(texture
, sub_resource_idx
);
458 key
->objects
[idx
].level
= sub_resource_idx
% texture
->level_count
;
459 key
->objects
[idx
].layer
= sub_resource_idx
/ texture
->level_count
;
461 if (render_target
->layer_count
!= 1)
462 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
466 case WINED3D_LOCATION_TEXTURE_RGB
:
467 key
->objects
[idx
].object
= wined3d_texture_get_texture_name(texture
, context
, FALSE
);
470 case WINED3D_LOCATION_TEXTURE_SRGB
:
471 key
->objects
[idx
].object
= wined3d_texture_get_texture_name(texture
, context
, TRUE
);
474 case WINED3D_LOCATION_RB_MULTISAMPLE
:
475 key
->objects
[idx
].object
= texture
->rb_multisample
;
476 key
->objects
[idx
].target
= 0;
477 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
478 key
->rb_namespace
|= 1 << idx
;
481 case WINED3D_LOCATION_RB_RESOLVED
:
482 key
->objects
[idx
].object
= texture
->rb_resolved
;
483 key
->objects
[idx
].target
= 0;
484 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
485 key
->rb_namespace
|= 1 << idx
;
490 static void context_generate_fbo_key(const struct wined3d_context
*context
,
491 struct wined3d_fbo_entry_key
*key
, const struct wined3d_rendertarget_info
*render_targets
,
492 const struct wined3d_rendertarget_info
*depth_stencil
, DWORD color_location
, DWORD ds_location
)
494 unsigned int buffers
= context
->gl_info
->limits
.buffers
;
497 key
->rb_namespace
= 0;
498 context_set_fbo_key_for_render_target(context
, key
, 0, depth_stencil
, ds_location
);
500 for (i
= 0; i
< buffers
; ++i
)
501 context_set_fbo_key_for_render_target(context
, key
, i
+ 1, &render_targets
[i
], color_location
);
503 memset(&key
->objects
[buffers
+ 1], 0, (ARRAY_SIZE(key
->objects
) - buffers
- 1) * sizeof(*key
->objects
));
506 static struct fbo_entry
*context_create_fbo_entry(const struct wined3d_context
*context
,
507 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
508 DWORD color_location
, DWORD ds_location
)
510 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
511 struct fbo_entry
*entry
;
513 entry
= heap_alloc(sizeof(*entry
));
514 context_generate_fbo_key(context
, &entry
->key
, render_targets
, depth_stencil
, color_location
, ds_location
);
516 if (depth_stencil
->resource
)
518 if (depth_stencil
->resource
->format_flags
& WINED3DFMT_FLAG_DEPTH
)
519 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
520 if (depth_stencil
->resource
->format_flags
& WINED3DFMT_FLAG_STENCIL
)
521 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
523 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
524 gl_info
->fbo_ops
.glGenFramebuffers(1, &entry
->id
);
525 checkGLcall("glGenFramebuffers()");
526 TRACE("Created FBO %u.\n", entry
->id
);
531 /* Context activation is done by the caller. */
532 static void context_reuse_fbo_entry(struct wined3d_context
*context
, GLenum target
,
533 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
534 DWORD color_location
, DWORD ds_location
, struct fbo_entry
*entry
)
536 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
538 context_bind_fbo(context
, target
, entry
->id
);
539 context_clean_fbo_attachments(gl_info
, target
);
541 context_generate_fbo_key(context
, &entry
->key
, render_targets
, depth_stencil
, color_location
, ds_location
);
543 if (depth_stencil
->resource
)
545 if (depth_stencil
->resource
->format_flags
& WINED3DFMT_FLAG_DEPTH
)
546 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
547 if (depth_stencil
->resource
->format_flags
& WINED3DFMT_FLAG_STENCIL
)
548 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
552 /* Context activation is done by the caller. */
553 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
557 TRACE("Destroy FBO %u.\n", entry
->id
);
558 context_destroy_fbo(context
, entry
->id
);
560 --context
->fbo_entry_count
;
561 list_remove(&entry
->entry
);
565 /* Context activation is done by the caller. */
566 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
, GLenum target
,
567 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
568 DWORD color_location
, DWORD ds_location
)
570 static const struct wined3d_rendertarget_info ds_null
= {{0}};
571 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
572 struct wined3d_texture
*rt_texture
, *ds_texture
;
573 struct wined3d_fbo_entry_key fbo_key
;
574 unsigned int i
, ds_level
, rt_level
;
575 struct fbo_entry
*entry
;
577 if (depth_stencil
->resource
&& depth_stencil
->resource
->type
!= WINED3D_RTYPE_BUFFER
578 && render_targets
[0].resource
&& render_targets
[0].resource
->type
!= WINED3D_RTYPE_BUFFER
)
580 rt_texture
= wined3d_texture_from_resource(render_targets
[0].resource
);
581 rt_level
= render_targets
[0].sub_resource_idx
% rt_texture
->level_count
;
582 ds_texture
= wined3d_texture_from_resource(depth_stencil
->resource
);
583 ds_level
= depth_stencil
->sub_resource_idx
% ds_texture
->level_count
;
585 if (wined3d_texture_get_level_width(ds_texture
, ds_level
)
586 < wined3d_texture_get_level_width(rt_texture
, rt_level
)
587 || wined3d_texture_get_level_height(ds_texture
, ds_level
)
588 < wined3d_texture_get_level_height(rt_texture
, rt_level
))
590 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
591 depth_stencil
= &ds_null
;
593 else if (ds_texture
->resource
.multisample_type
!= rt_texture
->resource
.multisample_type
594 || ds_texture
->resource
.multisample_quality
!= rt_texture
->resource
.multisample_quality
)
596 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
597 rt_texture
->resource
.multisample_type
, rt_texture
->resource
.multisample_quality
,
598 ds_texture
->resource
.multisample_type
, ds_texture
->resource
.multisample_quality
);
599 depth_stencil
= &ds_null
;
601 else if (depth_stencil
->resource
->type
== WINED3D_RTYPE_TEXTURE_2D
)
603 wined3d_texture_set_compatible_renderbuffer(ds_texture
, ds_level
, &render_targets
[0]);
607 context_generate_fbo_key(context
, &fbo_key
, render_targets
, depth_stencil
, color_location
, ds_location
);
611 struct wined3d_resource
*resource
;
612 unsigned int width
, height
;
613 const char *resource_type
;
615 TRACE("Dumping FBO attachments:\n");
616 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
618 if ((resource
= render_targets
[i
].resource
))
620 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
622 width
= resource
->size
;
624 resource_type
= "buffer";
628 rt_texture
= wined3d_texture_from_resource(resource
);
629 rt_level
= render_targets
[i
].sub_resource_idx
% rt_texture
->level_count
;
630 width
= wined3d_texture_get_level_pow2_width(rt_texture
, rt_level
);
631 height
= wined3d_texture_get_level_pow2_height(rt_texture
, rt_level
);
632 resource_type
= "texture";
635 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
636 i
, resource
, render_targets
[i
].sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
637 fbo_key
.rb_namespace
& (1 << (i
+ 1)) ? "renderbuffer" : resource_type
,
638 fbo_key
.objects
[i
+ 1].object
, width
, height
, resource
->multisample_type
);
641 if ((resource
= depth_stencil
->resource
))
643 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
645 width
= resource
->size
;
647 resource_type
= "buffer";
651 ds_texture
= wined3d_texture_from_resource(resource
);
652 ds_level
= depth_stencil
->sub_resource_idx
% ds_texture
->level_count
;
653 width
= wined3d_texture_get_level_pow2_width(ds_texture
, ds_level
);
654 height
= wined3d_texture_get_level_pow2_height(ds_texture
, ds_level
);
655 resource_type
= "texture";
658 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
659 resource
, depth_stencil
->sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
660 fbo_key
.rb_namespace
& (1 << 0) ? "renderbuffer" : resource_type
,
661 fbo_key
.objects
[0].object
, width
, height
, resource
->multisample_type
);
665 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
667 if (memcmp(&fbo_key
, &entry
->key
, sizeof(fbo_key
)))
670 list_remove(&entry
->entry
);
671 list_add_head(&context
->fbo_list
, &entry
->entry
);
675 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
677 entry
= context_create_fbo_entry(context
, render_targets
, depth_stencil
, color_location
, ds_location
);
678 list_add_head(&context
->fbo_list
, &entry
->entry
);
679 ++context
->fbo_entry_count
;
683 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
684 context_reuse_fbo_entry(context
, target
, render_targets
, depth_stencil
, color_location
, ds_location
, entry
);
685 list_remove(&entry
->entry
);
686 list_add_head(&context
->fbo_list
, &entry
->entry
);
692 /* Context activation is done by the caller. */
693 static void context_apply_fbo_entry(struct wined3d_context
*context
, GLenum target
, struct fbo_entry
*entry
)
695 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
696 GLuint read_binding
, draw_binding
;
699 if (entry
->flags
& WINED3D_FBO_ENTRY_FLAG_ATTACHED
)
701 context_bind_fbo(context
, target
, entry
->id
);
705 read_binding
= context
->fbo_read_binding
;
706 draw_binding
= context
->fbo_draw_binding
;
707 context_bind_fbo(context
, GL_FRAMEBUFFER
, entry
->id
);
709 if (gl_info
->supported
[ARB_FRAMEBUFFER_NO_ATTACHMENTS
])
711 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
,
712 GL_FRAMEBUFFER_DEFAULT_WIDTH
, gl_info
->limits
.framebuffer_width
));
713 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
,
714 GL_FRAMEBUFFER_DEFAULT_HEIGHT
, gl_info
->limits
.framebuffer_height
));
715 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
, GL_FRAMEBUFFER_DEFAULT_LAYERS
, 1));
716 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
, GL_FRAMEBUFFER_DEFAULT_SAMPLES
, 1));
719 /* Apply render targets */
720 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
722 context_attach_surface_fbo(context
, target
, i
, &entry
->key
.objects
[i
+ 1],
723 entry
->key
.rb_namespace
& (1 << (i
+ 1)));
726 context_attach_depth_stencil_fbo(context
, target
, &entry
->key
.objects
[0],
727 entry
->key
.rb_namespace
& 0x1, entry
->flags
);
729 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
730 * GL contexts requirements. */
731 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_NONE
);
732 context_set_draw_buffer(context
, GL_NONE
);
733 if (target
!= GL_FRAMEBUFFER
)
735 if (target
== GL_READ_FRAMEBUFFER
)
736 context_bind_fbo(context
, GL_DRAW_FRAMEBUFFER
, draw_binding
);
738 context_bind_fbo(context
, GL_READ_FRAMEBUFFER
, read_binding
);
741 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_ATTACHED
;
744 /* Context activation is done by the caller. */
745 static void context_apply_fbo_state(struct wined3d_context
*context
, GLenum target
,
746 const struct wined3d_rendertarget_info
*render_targets
,
747 const struct wined3d_rendertarget_info
*depth_stencil
, DWORD color_location
, DWORD ds_location
)
749 struct fbo_entry
*entry
, *entry2
;
751 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
753 context_destroy_fbo_entry(context
, entry
);
756 if (context
->rebind_fbo
)
758 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
759 context
->rebind_fbo
= FALSE
;
762 if (color_location
== WINED3D_LOCATION_DRAWABLE
)
764 context
->current_fbo
= NULL
;
765 context_bind_fbo(context
, target
, 0);
769 context
->current_fbo
= context_find_fbo_entry(context
, target
,
770 render_targets
, depth_stencil
, color_location
, ds_location
);
771 context_apply_fbo_entry(context
, target
, context
->current_fbo
);
775 /* Context activation is done by the caller. */
776 void context_apply_fbo_state_blit(struct wined3d_context
*context
, GLenum target
,
777 struct wined3d_resource
*rt
, unsigned int rt_sub_resource_idx
,
778 struct wined3d_resource
*ds
, unsigned int ds_sub_resource_idx
, DWORD location
)
780 struct wined3d_rendertarget_info ds_info
= {{0}};
782 memset(context
->blit_targets
, 0, sizeof(context
->blit_targets
));
785 context
->blit_targets
[0].resource
= rt
;
786 context
->blit_targets
[0].sub_resource_idx
= rt_sub_resource_idx
;
787 context
->blit_targets
[0].layer_count
= 1;
792 ds_info
.resource
= ds
;
793 ds_info
.sub_resource_idx
= ds_sub_resource_idx
;
794 ds_info
.layer_count
= 1;
797 context_apply_fbo_state(context
, target
, context
->blit_targets
, &ds_info
, location
, location
);
800 /* Context activation is done by the caller. */
801 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
803 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
805 if (context
->free_occlusion_query_count
)
807 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
811 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
813 GL_EXTCALL(glGenQueries(1, &query
->id
));
814 checkGLcall("glGenQueries");
816 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
820 WARN("Occlusion queries not supported, not allocating query id.\n");
825 query
->context
= context
;
826 list_add_head(&context
->occlusion_queries
, &query
->entry
);
829 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
831 struct wined3d_context
*context
= query
->context
;
833 list_remove(&query
->entry
);
834 query
->context
= NULL
;
836 if (!wined3d_array_reserve((void **)&context
->free_occlusion_queries
,
837 &context
->free_occlusion_query_size
, context
->free_occlusion_query_count
+ 1,
838 sizeof(*context
->free_occlusion_queries
)))
840 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
844 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
847 /* Context activation is done by the caller. */
848 void context_alloc_fence(struct wined3d_context
*context
, struct wined3d_fence
*fence
)
850 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
852 if (context
->free_fence_count
)
854 fence
->object
= context
->free_fences
[--context
->free_fence_count
];
858 if (gl_info
->supported
[ARB_SYNC
])
860 /* Using ARB_sync, not much to do here. */
861 fence
->object
.sync
= NULL
;
862 TRACE("Allocated sync object in context %p.\n", context
);
864 else if (gl_info
->supported
[APPLE_FENCE
])
866 GL_EXTCALL(glGenFencesAPPLE(1, &fence
->object
.id
));
867 checkGLcall("glGenFencesAPPLE");
869 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context
);
871 else if(gl_info
->supported
[NV_FENCE
])
873 GL_EXTCALL(glGenFencesNV(1, &fence
->object
.id
));
874 checkGLcall("glGenFencesNV");
876 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context
);
880 WARN("Fences not supported, not allocating fence.\n");
881 fence
->object
.id
= 0;
885 fence
->context
= context
;
886 list_add_head(&context
->fences
, &fence
->entry
);
889 void context_free_fence(struct wined3d_fence
*fence
)
891 struct wined3d_context
*context
= fence
->context
;
893 list_remove(&fence
->entry
);
894 fence
->context
= NULL
;
896 if (!wined3d_array_reserve((void **)&context
->free_fences
,
897 &context
->free_fence_size
, context
->free_fence_count
+ 1,
898 sizeof(*context
->free_fences
)))
900 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence
->object
.id
, context
);
904 context
->free_fences
[context
->free_fence_count
++] = fence
->object
;
907 /* Context activation is done by the caller. */
908 void context_alloc_timestamp_query(struct wined3d_context
*context
, struct wined3d_timestamp_query
*query
)
910 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
912 if (context
->free_timestamp_query_count
)
914 query
->id
= context
->free_timestamp_queries
[--context
->free_timestamp_query_count
];
918 GL_EXTCALL(glGenQueries(1, &query
->id
));
919 checkGLcall("glGenQueries");
921 TRACE("Allocated timestamp query %u in context %p.\n", query
->id
, context
);
924 query
->context
= context
;
925 list_add_head(&context
->timestamp_queries
, &query
->entry
);
928 void context_free_timestamp_query(struct wined3d_timestamp_query
*query
)
930 struct wined3d_context
*context
= query
->context
;
932 list_remove(&query
->entry
);
933 query
->context
= NULL
;
935 if (!wined3d_array_reserve((void **)&context
->free_timestamp_queries
,
936 &context
->free_timestamp_query_size
, context
->free_timestamp_query_count
+ 1,
937 sizeof(*context
->free_timestamp_queries
)))
939 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
943 context
->free_timestamp_queries
[context
->free_timestamp_query_count
++] = query
->id
;
946 void context_alloc_so_statistics_query(struct wined3d_context
*context
,
947 struct wined3d_so_statistics_query
*query
)
949 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
951 if (context
->free_so_statistics_query_count
)
953 query
->u
= context
->free_so_statistics_queries
[--context
->free_so_statistics_query_count
];
957 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
958 checkGLcall("glGenQueries");
960 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
961 query
->u
.id
[0], query
->u
.id
[1], context
);
964 query
->context
= context
;
965 list_add_head(&context
->so_statistics_queries
, &query
->entry
);
968 void context_free_so_statistics_query(struct wined3d_so_statistics_query
*query
)
970 struct wined3d_context
*context
= query
->context
;
972 list_remove(&query
->entry
);
973 query
->context
= NULL
;
975 if (!wined3d_array_reserve((void **)&context
->free_so_statistics_queries
,
976 &context
->free_so_statistics_query_size
, context
->free_so_statistics_query_count
+ 1,
977 sizeof(*context
->free_so_statistics_queries
)))
979 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
980 query
->u
.id
[0], query
->u
.id
[1], context
);
984 context
->free_so_statistics_queries
[context
->free_so_statistics_query_count
++] = query
->u
;
987 void context_alloc_pipeline_statistics_query(struct wined3d_context
*context
,
988 struct wined3d_pipeline_statistics_query
*query
)
990 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
992 if (context
->free_pipeline_statistics_query_count
)
994 query
->u
= context
->free_pipeline_statistics_queries
[--context
->free_pipeline_statistics_query_count
];
998 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
999 checkGLcall("glGenQueries");
1002 query
->context
= context
;
1003 list_add_head(&context
->pipeline_statistics_queries
, &query
->entry
);
1006 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query
*query
)
1008 struct wined3d_context
*context
= query
->context
;
1010 list_remove(&query
->entry
);
1011 query
->context
= NULL
;
1013 if (!wined3d_array_reserve((void **)&context
->free_pipeline_statistics_queries
,
1014 &context
->free_pipeline_statistics_query_size
, context
->free_pipeline_statistics_query_count
+ 1,
1015 sizeof(*context
->free_pipeline_statistics_queries
)))
1017 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context
);
1021 context
->free_pipeline_statistics_queries
[context
->free_pipeline_statistics_query_count
++] = query
->u
;
1024 typedef void (context_fbo_entry_func_t
)(struct wined3d_context
*context
, struct fbo_entry
*entry
);
1026 static void context_enum_fbo_entries(const struct wined3d_device
*device
,
1027 GLuint name
, BOOL rb_namespace
, context_fbo_entry_func_t
*callback
)
1031 for (i
= 0; i
< device
->context_count
; ++i
)
1033 struct wined3d_context
*context
= device
->contexts
[i
];
1034 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1035 struct fbo_entry
*entry
, *entry2
;
1037 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
1039 for (j
= 0; j
< gl_info
->limits
.buffers
+ 1; ++j
)
1041 if (entry
->key
.objects
[j
].object
== name
1042 && !(entry
->key
.rb_namespace
& (1 << j
)) == !rb_namespace
)
1044 callback(context
, entry
);
1052 static void context_queue_fbo_entry_destruction(struct wined3d_context
*context
, struct fbo_entry
*entry
)
1054 list_remove(&entry
->entry
);
1055 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
1058 void context_resource_released(const struct wined3d_device
*device
,
1059 struct wined3d_resource
*resource
, enum wined3d_resource_type type
)
1061 struct wined3d_texture
*texture
;
1064 if (!device
->d3d_initialized
)
1069 case WINED3D_RTYPE_TEXTURE_2D
:
1070 case WINED3D_RTYPE_TEXTURE_3D
:
1071 texture
= texture_from_resource(resource
);
1073 for (i
= 0; i
< device
->context_count
; ++i
)
1075 struct wined3d_context
*context
= device
->contexts
[i
];
1076 if (context
->current_rt
.texture
== texture
)
1078 context
->current_rt
.texture
= NULL
;
1079 context
->current_rt
.sub_resource_idx
= 0;
1089 void context_gl_resource_released(struct wined3d_device
*device
,
1090 GLuint name
, BOOL rb_namespace
)
1092 context_enum_fbo_entries(device
, name
, rb_namespace
, context_queue_fbo_entry_destruction
);
1095 void context_texture_update(struct wined3d_context
*context
, const struct wined3d_texture
*texture
)
1097 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1098 struct fbo_entry
*entry
= context
->current_fbo
;
1101 if (!entry
|| context
->rebind_fbo
) return;
1103 for (i
= 0; i
< gl_info
->limits
.buffers
+ 1; ++i
)
1105 if (texture
->texture_rgb
.name
== entry
->key
.objects
[i
].object
1106 || texture
->texture_srgb
.name
== entry
->key
.objects
[i
].object
)
1108 TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture
, i
);
1109 context
->rebind_fbo
= TRUE
;
1115 static BOOL
context_restore_pixel_format(struct wined3d_context
*ctx
)
1117 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1120 if (ctx
->restore_pf
&& IsWindow(ctx
->restore_pf_win
))
1122 if (ctx
->gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1124 HDC dc
= GetDCEx(ctx
->restore_pf_win
, 0, DCX_USESTYLE
| DCX_CACHE
);
1127 if (!(ret
= GL_EXTCALL(wglSetPixelFormatWINE(dc
, ctx
->restore_pf
))))
1129 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
1130 ctx
->restore_pf
, ctx
->restore_pf_win
);
1132 ReleaseDC(ctx
->restore_pf_win
, dc
);
1137 ERR("can't restore pixel format %d on window %p\n", ctx
->restore_pf
, ctx
->restore_pf_win
);
1141 ctx
->restore_pf
= 0;
1142 ctx
->restore_pf_win
= NULL
;
1146 static BOOL
context_set_pixel_format(struct wined3d_context
*context
)
1148 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1149 BOOL
private = context
->hdc_is_private
;
1150 int format
= context
->pixel_format
;
1151 HDC dc
= context
->hdc
;
1154 if (private && context
->hdc_has_format
)
1157 if (!private && WindowFromDC(dc
) != context
->win_handle
)
1160 current
= gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(dc
);
1161 if (current
== format
) goto success
;
1165 if (!SetPixelFormat(dc
, format
, NULL
))
1167 /* This may also happen if the dc belongs to a destroyed window. */
1168 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
1169 format
, dc
, GetLastError());
1173 context
->restore_pf
= 0;
1174 context
->restore_pf_win
= private ? NULL
: WindowFromDC(dc
);
1178 /* By default WGL doesn't allow pixel format adjustments but we need it
1179 * here. For this reason there's a Wine specific wglSetPixelFormat()
1180 * which allows us to set the pixel format multiple times. Only use it
1181 * when really needed. */
1182 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1186 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
)))
1188 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1193 win
= private ? NULL
: WindowFromDC(dc
);
1194 if (win
!= context
->restore_pf_win
)
1196 context_restore_pixel_format(context
);
1198 context
->restore_pf
= private ? 0 : current
;
1199 context
->restore_pf_win
= win
;
1205 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1206 * continue using the old format. There's a big chance that the old
1207 * format works although with a performance hit and perhaps rendering
1209 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1210 format
, dc
, current
);
1215 context
->hdc_has_format
= TRUE
;
1219 static BOOL
context_set_gl_context(struct wined3d_context
*ctx
)
1221 struct wined3d_swapchain
*swapchain
= ctx
->swapchain
;
1222 BOOL backup
= FALSE
;
1224 if (!context_set_pixel_format(ctx
))
1226 WARN("Failed to set pixel format %d on device context %p.\n",
1227 ctx
->pixel_format
, ctx
->hdc
);
1231 if (backup
|| !wglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
1233 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1234 ctx
->glCtx
, ctx
->hdc
, GetLastError());
1236 WARN("Trying fallback to the backup window.\n");
1238 /* FIXME: If the context is destroyed it's no longer associated with
1239 * a swapchain, so we can't use the swapchain to get a backup dc. To
1240 * make this work windowless contexts would need to be handled by the
1242 if (ctx
->destroyed
|| !swapchain
)
1244 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx
);
1245 context_set_current(NULL
);
1249 if (!(ctx
->hdc
= swapchain_get_backup_dc(swapchain
)))
1251 context_set_current(NULL
);
1255 ctx
->hdc_is_private
= TRUE
;
1256 ctx
->hdc_has_format
= FALSE
;
1258 if (!context_set_pixel_format(ctx
))
1260 ERR("Failed to set pixel format %d on device context %p.\n",
1261 ctx
->pixel_format
, ctx
->hdc
);
1262 context_set_current(NULL
);
1266 if (!wglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
1268 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1269 ctx
->hdc
, GetLastError());
1270 context_set_current(NULL
);
1280 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
)
1282 if (!wglMakeCurrent(dc
, gl_ctx
))
1284 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1285 gl_ctx
, dc
, GetLastError());
1286 context_set_current(NULL
);
1290 static void context_update_window(struct wined3d_context
*context
)
1292 if (!context
->swapchain
)
1295 if (context
->win_handle
== context
->swapchain
->win_handle
)
1298 TRACE("Updating context %p window from %p to %p.\n",
1299 context
, context
->win_handle
, context
->swapchain
->win_handle
);
1302 wined3d_release_dc(context
->win_handle
, context
->hdc
);
1304 context
->win_handle
= context
->swapchain
->win_handle
;
1305 context
->hdc_is_private
= FALSE
;
1306 context
->hdc_has_format
= FALSE
;
1307 context
->needs_set
= 1;
1310 if (!(context
->hdc
= GetDCEx(context
->win_handle
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1312 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
1317 static void context_destroy_gl_resources(struct wined3d_context
*context
)
1319 struct wined3d_pipeline_statistics_query
*pipeline_statistics_query
;
1320 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1321 struct wined3d_so_statistics_query
*so_statistics_query
;
1322 struct wined3d_timestamp_query
*timestamp_query
;
1323 struct wined3d_occlusion_query
*occlusion_query
;
1324 struct fbo_entry
*entry
, *entry2
;
1325 struct wined3d_fence
*fence
;
1330 restore_ctx
= wglGetCurrentContext();
1331 restore_dc
= wglGetCurrentDC();
1333 if (restore_ctx
== context
->glCtx
)
1335 else if (context
->valid
)
1336 context_set_gl_context(context
);
1338 LIST_FOR_EACH_ENTRY(so_statistics_query
, &context
->so_statistics_queries
,
1339 struct wined3d_so_statistics_query
, entry
)
1342 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query
->u
.id
), so_statistics_query
->u
.id
));
1343 so_statistics_query
->context
= NULL
;
1346 LIST_FOR_EACH_ENTRY(pipeline_statistics_query
, &context
->pipeline_statistics_queries
,
1347 struct wined3d_pipeline_statistics_query
, entry
)
1350 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query
->u
.id
), pipeline_statistics_query
->u
.id
));
1351 pipeline_statistics_query
->context
= NULL
;
1354 LIST_FOR_EACH_ENTRY(timestamp_query
, &context
->timestamp_queries
, struct wined3d_timestamp_query
, entry
)
1357 GL_EXTCALL(glDeleteQueries(1, ×tamp_query
->id
));
1358 timestamp_query
->context
= NULL
;
1361 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
1363 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
1364 GL_EXTCALL(glDeleteQueries(1, &occlusion_query
->id
));
1365 occlusion_query
->context
= NULL
;
1368 LIST_FOR_EACH_ENTRY(fence
, &context
->fences
, struct wined3d_fence
, entry
)
1372 if (gl_info
->supported
[ARB_SYNC
])
1374 if (fence
->object
.sync
)
1375 GL_EXTCALL(glDeleteSync(fence
->object
.sync
));
1377 else if (gl_info
->supported
[APPLE_FENCE
])
1379 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence
->object
.id
));
1381 else if (gl_info
->supported
[NV_FENCE
])
1383 GL_EXTCALL(glDeleteFencesNV(1, &fence
->object
.id
));
1386 fence
->context
= NULL
;
1389 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
1391 if (!context
->valid
) entry
->id
= 0;
1392 context_destroy_fbo_entry(context
, entry
);
1395 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
1397 if (!context
->valid
) entry
->id
= 0;
1398 context_destroy_fbo_entry(context
, entry
);
1403 if (context
->dummy_arbfp_prog
)
1405 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
1408 if (gl_info
->supported
[WINED3D_GL_PRIMITIVE_QUERY
])
1410 for (i
= 0; i
< context
->free_so_statistics_query_count
; ++i
)
1412 union wined3d_gl_so_statistics_query
*q
= &context
->free_so_statistics_queries
[i
];
1413 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1417 if (gl_info
->supported
[ARB_PIPELINE_STATISTICS_QUERY
])
1419 for (i
= 0; i
< context
->free_pipeline_statistics_query_count
; ++i
)
1421 union wined3d_gl_pipeline_statistics_query
*q
= &context
->free_pipeline_statistics_queries
[i
];
1422 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1426 if (gl_info
->supported
[ARB_TIMER_QUERY
])
1427 GL_EXTCALL(glDeleteQueries(context
->free_timestamp_query_count
, context
->free_timestamp_queries
));
1429 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
1430 GL_EXTCALL(glDeleteQueries(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
1432 if (gl_info
->supported
[ARB_SYNC
])
1434 for (i
= 0; i
< context
->free_fence_count
; ++i
)
1436 GL_EXTCALL(glDeleteSync(context
->free_fences
[i
].sync
));
1439 else if (gl_info
->supported
[APPLE_FENCE
])
1441 for (i
= 0; i
< context
->free_fence_count
; ++i
)
1443 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_fences
[i
].id
));
1446 else if (gl_info
->supported
[NV_FENCE
])
1448 for (i
= 0; i
< context
->free_fence_count
; ++i
)
1450 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_fences
[i
].id
));
1454 checkGLcall("context cleanup");
1457 heap_free(context
->free_so_statistics_queries
);
1458 heap_free(context
->free_pipeline_statistics_queries
);
1459 heap_free(context
->free_timestamp_queries
);
1460 heap_free(context
->free_occlusion_queries
);
1461 heap_free(context
->free_fences
);
1463 context_restore_pixel_format(context
);
1466 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
);
1468 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL
, NULL
))
1470 ERR("Failed to disable GL context.\n");
1473 wined3d_release_dc(context
->win_handle
, context
->hdc
);
1475 if (!wglDeleteContext(context
->glCtx
))
1477 DWORD err
= GetLastError();
1478 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
1482 DWORD
context_get_tls_idx(void)
1484 return wined3d_context_tls_idx
;
1487 void context_set_tls_idx(DWORD idx
)
1489 wined3d_context_tls_idx
= idx
;
1492 struct wined3d_context
*context_get_current(void)
1494 return TlsGetValue(wined3d_context_tls_idx
);
1497 BOOL
context_set_current(struct wined3d_context
*ctx
)
1499 struct wined3d_context
*old
= context_get_current();
1503 TRACE("Already using D3D context %p.\n", ctx
);
1511 TRACE("Switching away from destroyed context %p.\n", old
);
1512 context_destroy_gl_resources(old
);
1513 heap_free((void *)old
->gl_info
);
1518 if (wglGetCurrentContext())
1520 const struct wined3d_gl_info
*gl_info
= old
->gl_info
;
1521 TRACE("Flushing context %p before switching to %p.\n", old
, ctx
);
1522 gl_info
->gl_ops
.gl
.p_glFlush();
1532 ERR("Trying to make invalid context %p current\n", ctx
);
1536 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
1537 if (!context_set_gl_context(ctx
))
1541 else if (wglGetCurrentContext())
1543 TRACE("Clearing current D3D context.\n");
1544 if (!wglMakeCurrent(NULL
, NULL
))
1546 DWORD err
= GetLastError();
1547 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1548 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1553 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
1556 void context_release(struct wined3d_context
*context
)
1558 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
1562 if (!context
->level
)
1563 WARN("Context %p is not active.\n", context
);
1564 else if (context
!= context_get_current())
1565 WARN("Context %p is not the current context.\n", context
);
1568 if (!--context
->level
)
1570 if (context_restore_pixel_format(context
))
1571 context
->needs_set
= 1;
1572 if (context
->restore_ctx
)
1574 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
1575 context_restore_gl_context(context
->gl_info
, context
->restore_dc
, context
->restore_ctx
);
1576 context
->restore_ctx
= NULL
;
1577 context
->restore_dc
= NULL
;
1580 if (context
->destroy_delayed
)
1582 TRACE("Destroying context %p.\n", context
);
1583 context_destroy(context
->device
, context
);
1588 /* This is used when a context for render target A is active, but a separate context is
1589 * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
1590 * A to avoid breaking caller code. */
1591 void context_restore(struct wined3d_context
*context
, struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
1593 if (context
->current_rt
.texture
!= texture
|| context
->current_rt
.sub_resource_idx
!= sub_resource_idx
)
1595 context_release(context
);
1596 context
= context_acquire(texture
->resource
.device
, texture
, sub_resource_idx
);
1599 context_release(context
);
1602 static void context_enter(struct wined3d_context
*context
)
1604 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1606 if (!context
->level
++)
1608 const struct wined3d_context
*current_context
= context_get_current();
1609 HGLRC current_gl
= wglGetCurrentContext();
1611 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1613 TRACE("Another GL context (%p on device context %p) is already current.\n",
1614 current_gl
, wglGetCurrentDC());
1615 context
->restore_ctx
= current_gl
;
1616 context
->restore_dc
= wglGetCurrentDC();
1617 context
->needs_set
= 1;
1619 else if (!context
->needs_set
&& !(context
->hdc_is_private
&& context
->hdc_has_format
)
1620 && context
->pixel_format
!= context
->gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(context
->hdc
))
1621 context
->needs_set
= 1;
1625 void context_invalidate_compute_state(struct wined3d_context
*context
, DWORD state_id
)
1627 DWORD representative
= context
->state_table
[state_id
].representative
- STATE_COMPUTE_OFFSET
;
1628 unsigned int index
, shift
;
1630 index
= representative
/ (sizeof(*context
->dirty_compute_states
) * CHAR_BIT
);
1631 shift
= representative
& (sizeof(*context
->dirty_compute_states
) * CHAR_BIT
- 1);
1632 context
->dirty_compute_states
[index
] |= (1u << shift
);
1635 void context_invalidate_state(struct wined3d_context
*context
, DWORD state
)
1637 DWORD rep
= context
->state_table
[state
].representative
;
1641 if (isStateDirty(context
, rep
)) return;
1643 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1644 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1645 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1646 context
->isStateDirty
[idx
] |= (1u << shift
);
1649 /* This function takes care of wined3d pixel format selection. */
1650 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1651 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1654 unsigned int cfg_count
= device
->adapter
->cfg_count
;
1655 unsigned int current_value
;
1656 PIXELFORMATDESCRIPTOR pfd
;
1657 int iPixelFormat
= 0;
1660 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n",
1661 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1665 for (i
= 0; i
< cfg_count
; ++i
)
1667 const struct wined3d_pixel_format
*cfg
= &device
->adapter
->cfgs
[i
];
1670 /* For now only accept RGBA formats. Perhaps some day we will
1671 * allow floating point formats for pbuffers. */
1672 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1674 /* In window mode we need a window drawable format and double buffering. */
1675 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1677 if (cfg
->redSize
< color_format
->red_size
)
1679 if (cfg
->greenSize
< color_format
->green_size
)
1681 if (cfg
->blueSize
< color_format
->blue_size
)
1683 if (cfg
->alphaSize
< color_format
->alpha_size
)
1685 if (cfg
->depthSize
< ds_format
->depth_size
)
1687 if (ds_format
->stencil_size
&& cfg
->stencilSize
!= ds_format
->stencil_size
)
1689 /* Check multisampling support. */
1690 if (cfg
->numSamples
)
1694 /* We try to locate a format which matches our requirements exactly. In case of
1695 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1696 if (cfg
->depthSize
== ds_format
->depth_size
)
1698 if (cfg
->stencilSize
== ds_format
->stencil_size
)
1700 if (cfg
->alphaSize
== color_format
->alpha_size
)
1702 /* We like to have aux buffers in backbuffer mode */
1703 if (auxBuffers
&& cfg
->auxBuffers
)
1705 if (cfg
->redSize
== color_format
->red_size
1706 && cfg
->greenSize
== color_format
->green_size
1707 && cfg
->blueSize
== color_format
->blue_size
)
1710 if (value
> current_value
)
1712 iPixelFormat
= cfg
->iPixelFormat
;
1713 current_value
= value
;
1719 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1721 memset(&pfd
, 0, sizeof(pfd
));
1722 pfd
.nSize
= sizeof(pfd
);
1724 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1725 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1726 pfd
.cAlphaBits
= color_format
->alpha_size
;
1727 pfd
.cColorBits
= color_format
->red_size
+ color_format
->green_size
1728 + color_format
->blue_size
+ color_format
->alpha_size
;
1729 pfd
.cDepthBits
= ds_format
->depth_size
;
1730 pfd
.cStencilBits
= ds_format
->stencil_size
;
1731 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1733 if (!(iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
)))
1735 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1736 ERR("Can't find a suitable pixel format.\n");
1741 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1742 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1743 return iPixelFormat
;
1746 /* Context activation is done by the caller. */
1747 void context_bind_dummy_textures(const struct wined3d_device
*device
, const struct wined3d_context
*context
)
1749 const struct wined3d_dummy_textures
*textures
= &context
->device
->dummy_textures
;
1750 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1753 for (i
= 0; i
< gl_info
->limits
.combined_samplers
; ++i
)
1755 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ i
));
1757 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
1759 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1760 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
1762 if (gl_info
->supported
[EXT_TEXTURE3D
])
1763 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
1765 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1766 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
1768 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
1769 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
1771 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
1772 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
1774 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
1775 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
1777 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
1779 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
1780 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
1784 checkGLcall("bind dummy textures");
1787 void wined3d_check_gl_call(const struct wined3d_gl_info
*gl_info
,
1788 const char *file
, unsigned int line
, const char *name
)
1792 if (gl_info
->supported
[ARB_DEBUG_OUTPUT
] || (err
= gl_info
->gl_ops
.gl
.p_glGetError()) == GL_NO_ERROR
)
1794 TRACE("%s call ok %s / %u.\n", name
, file
, line
);
1800 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1801 debug_glerror(err
), err
, name
, file
,line
);
1802 err
= gl_info
->gl_ops
.gl
.p_glGetError();
1803 } while (err
!= GL_NO_ERROR
);
1806 static BOOL
context_debug_output_enabled(const struct wined3d_gl_info
*gl_info
)
1808 return gl_info
->supported
[ARB_DEBUG_OUTPUT
]
1809 && (ERR_ON(d3d
) || FIXME_ON(d3d
) || WARN_ON(d3d_perf
));
1812 static void WINE_GLAPI
wined3d_debug_callback(GLenum source
, GLenum type
, GLuint id
,
1813 GLenum severity
, GLsizei length
, const char *message
, void *ctx
)
1817 case GL_DEBUG_TYPE_ERROR_ARB
:
1818 ERR("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1821 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
:
1822 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
:
1823 case GL_DEBUG_TYPE_PORTABILITY_ARB
:
1824 FIXME("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1827 case GL_DEBUG_TYPE_PERFORMANCE_ARB
:
1828 WARN_(d3d_perf
)("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1832 FIXME("ctx %p, type %#x: %s.\n", ctx
, type
, debugstr_an(message
, length
));
1837 HGLRC
context_create_wgl_attribs(const struct wined3d_gl_info
*gl_info
, HDC hdc
, HGLRC share_ctx
)
1840 unsigned int ctx_attrib_idx
= 0;
1841 GLint ctx_attribs
[7], ctx_flags
= 0;
1843 if (context_debug_output_enabled(gl_info
))
1844 ctx_flags
= WGL_CONTEXT_DEBUG_BIT_ARB
;
1845 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MAJOR_VERSION_ARB
;
1846 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
>> 16;
1847 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MINOR_VERSION_ARB
;
1848 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
& 0xffff;
1849 if (gl_info
->selected_gl_version
>= MAKEDWORD_VERSION(3, 2))
1850 ctx_flags
|= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1853 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1854 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1856 ctx_attribs
[ctx_attrib_idx
] = 0;
1858 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1860 if (ctx_flags
& WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
)
1862 ctx_attribs
[ctx_attrib_idx
- 1] &= ~WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1863 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1864 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1871 struct wined3d_context
*context_create(struct wined3d_swapchain
*swapchain
,
1872 struct wined3d_texture
*target
, const struct wined3d_format
*ds_format
)
1874 struct wined3d_device
*device
= swapchain
->device
;
1875 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
1876 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1877 const struct wined3d_format
*color_format
;
1878 struct wined3d_context
*ret
;
1879 BOOL auxBuffers
= FALSE
;
1880 HGLRC ctx
, share_ctx
;
1885 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1887 wined3d_from_cs(device
->cs
);
1889 if (!(ret
= heap_alloc_zero(sizeof(*ret
))))
1892 ret
->free_timestamp_query_size
= 4;
1893 if (!(ret
->free_timestamp_queries
= heap_calloc(ret
->free_timestamp_query_size
,
1894 sizeof(*ret
->free_timestamp_queries
))))
1896 list_init(&ret
->timestamp_queries
);
1898 ret
->free_occlusion_query_size
= 4;
1899 if (!(ret
->free_occlusion_queries
= heap_calloc(ret
->free_occlusion_query_size
,
1900 sizeof(*ret
->free_occlusion_queries
))))
1902 list_init(&ret
->occlusion_queries
);
1904 ret
->free_fence_size
= 4;
1905 if (!(ret
->free_fences
= heap_calloc(ret
->free_fence_size
, sizeof(*ret
->free_fences
))))
1907 list_init(&ret
->fences
);
1909 list_init(&ret
->so_statistics_queries
);
1911 list_init(&ret
->pipeline_statistics_queries
);
1913 list_init(&ret
->fbo_list
);
1914 list_init(&ret
->fbo_destroy_list
);
1916 if (!device
->shader_backend
->shader_allocate_context_data(ret
))
1918 ERR("Failed to allocate shader backend context data.\n");
1921 if (!device
->adapter
->fragment_pipe
->allocate_context_data(ret
))
1923 ERR("Failed to allocate fragment pipeline context data.\n");
1927 for (i
= 0; i
< ARRAY_SIZE(ret
->tex_unit_map
); ++i
)
1928 ret
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
1929 for (i
= 0; i
< ARRAY_SIZE(ret
->rev_tex_unit_map
); ++i
)
1930 ret
->rev_tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
1931 if (gl_info
->limits
.graphics_samplers
>= MAX_COMBINED_SAMPLERS
)
1933 /* Initialize the texture unit mapping to a 1:1 mapping. */
1934 unsigned int base
, count
;
1936 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_PIXEL
, &base
, &count
);
1937 if (base
+ MAX_FRAGMENT_SAMPLERS
> ARRAY_SIZE(ret
->rev_tex_unit_map
))
1939 ERR("Unexpected texture unit base index %u.\n", base
);
1942 for (i
= 0; i
< min(count
, MAX_FRAGMENT_SAMPLERS
); ++i
)
1944 ret
->tex_unit_map
[i
] = base
+ i
;
1945 ret
->rev_tex_unit_map
[base
+ i
] = i
;
1948 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_VERTEX
, &base
, &count
);
1949 if (base
+ MAX_VERTEX_SAMPLERS
> ARRAY_SIZE(ret
->rev_tex_unit_map
))
1951 ERR("Unexpected texture unit base index %u.\n", base
);
1954 for (i
= 0; i
< min(count
, MAX_VERTEX_SAMPLERS
); ++i
)
1956 ret
->tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
] = base
+ i
;
1957 ret
->rev_tex_unit_map
[base
+ i
] = MAX_FRAGMENT_SAMPLERS
+ i
;
1961 if (!(ret
->texture_type
= heap_calloc(gl_info
->limits
.combined_samplers
,
1962 sizeof(*ret
->texture_type
))))
1965 if (!(ret
->hdc
= GetDCEx(swapchain
->win_handle
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1967 WARN("Failed to retrieve device context, trying swapchain backup.\n");
1969 if ((ret
->hdc
= swapchain_get_backup_dc(swapchain
)))
1970 ret
->hdc_is_private
= TRUE
;
1973 ERR("Failed to retrieve a device context.\n");
1978 color_format
= target
->resource
.format
;
1979 target_usage
= target
->resource
.usage
;
1981 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1982 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1983 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1987 if (color_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1988 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B4G4R4A4_UNORM
, target_usage
);
1989 else if (color_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1990 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
, target_usage
);
1993 /* DirectDraw supports 8bit paletted render targets and these are used by
1994 * old games like StarCraft and C&C. Most modern hardware doesn't support
1995 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1996 * conversion (ab)uses the alpha component for storing the palette index.
1997 * For this reason we require a format with 8bit alpha, so request
1999 if (color_format
->id
== WINED3DFMT_P8_UINT
)
2000 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
, target_usage
);
2002 /* When using FBOs for off-screen rendering, we only use the drawable for
2003 * presentation blits, and don't do any rendering to it. That means we
2004 * don't need depth or stencil buffers, and can mostly ignore the render
2005 * target format. This wouldn't necessarily be quite correct for 10bpc
2006 * display modes, but we don't currently support those.
2007 * Using the same format regardless of the color/depth/stencil targets
2008 * makes it much less likely that different wined3d instances will set
2009 * conflicting pixel formats. */
2010 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_BACKBUFFER
)
2012 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
, target_usage
);
2013 ds_format
= wined3d_get_format(gl_info
, WINED3DFMT_UNKNOWN
, WINED3DUSAGE_DEPTHSTENCIL
);
2016 /* Try to find a pixel format which matches our requirements. */
2017 if (!(ret
->pixel_format
= context_choose_pixel_format(device
, ret
->hdc
, color_format
, ds_format
, auxBuffers
)))
2020 ret
->gl_info
= gl_info
;
2021 ret
->win_handle
= swapchain
->win_handle
;
2025 if (!context_set_pixel_format(ret
))
2027 ERR("Failed to set pixel format %d on device context %p.\n", ret
->pixel_format
, ret
->hdc
);
2028 context_release(ret
);
2032 share_ctx
= device
->context_count
? device
->contexts
[0]->glCtx
: NULL
;
2033 if (gl_info
->p_wglCreateContextAttribsARB
)
2035 if (!(ctx
= context_create_wgl_attribs(gl_info
, ret
->hdc
, share_ctx
)))
2040 if (!(ctx
= wglCreateContext(ret
->hdc
)))
2042 ERR("Failed to create a WGL context.\n");
2043 context_release(ret
);
2047 if (share_ctx
&& !wglShareLists(share_ctx
, ctx
))
2049 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx
, ctx
, GetLastError());
2050 context_release(ret
);
2051 if (!wglDeleteContext(ctx
))
2052 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
2057 if (!device_context_add(device
, ret
))
2059 ERR("Failed to add the newly created context to the context list\n");
2060 context_release(ret
);
2061 if (!wglDeleteContext(ctx
))
2062 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
2066 ret
->d3d_info
= d3d_info
;
2067 ret
->state_table
= device
->StateTable
;
2069 /* Mark all states dirty to force a proper initialization of the states on
2070 * the first use of the context. Compute states do not need initialization. */
2071 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
2073 if (ret
->state_table
[state
].representative
&& !STATE_IS_COMPUTE(state
))
2074 context_invalidate_state(ret
, state
);
2077 ret
->device
= device
;
2078 ret
->swapchain
= swapchain
;
2079 ret
->current_rt
.texture
= target
;
2080 ret
->current_rt
.sub_resource_idx
= 0;
2081 ret
->tid
= GetCurrentThreadId();
2083 ret
->render_offscreen
= wined3d_resource_is_offscreen(&target
->resource
);
2084 ret
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
2088 ret
->hdc_has_format
= TRUE
;
2091 /* Set up the context defaults */
2092 if (!context_set_current(ret
))
2094 ERR("Cannot activate context to set up defaults.\n");
2095 device_context_remove(device
, ret
);
2096 context_release(ret
);
2097 if (!wglDeleteContext(ctx
))
2098 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
2102 if (context_debug_output_enabled(gl_info
))
2104 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback
, ret
));
2105 if (TRACE_ON(d3d_synchronous
))
2106 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS
);
2107 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DONT_CARE
, GL_DONT_CARE
, 0, NULL
, GL_FALSE
));
2110 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_ERROR
,
2111 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2115 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
,
2116 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2117 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
,
2118 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2119 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PORTABILITY
,
2120 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2122 if (WARN_ON(d3d_perf
))
2124 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PERFORMANCE
,
2125 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2129 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2130 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
2132 TRACE("Setting up the screen\n");
2134 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2136 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
2137 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2139 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
2140 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2142 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
2143 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2149 GL_EXTCALL(glGenVertexArrays(1, &vao
));
2150 GL_EXTCALL(glBindVertexArray(vao
));
2151 checkGLcall("creating VAO");
2154 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
2155 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2156 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ALIGNMENT
, 1);
2157 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2159 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
2161 /* Direct3D always uses n-1 weights for n world matrices and uses
2162 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
2163 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
2164 * enabled as well. */
2165 gl_info
->gl_ops
.gl
.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
2166 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
2168 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
2170 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2171 * the previous texture where to source the offset from is always unit - 1.
2173 for (i
= 1; i
< gl_info
->limits
.textures
; ++i
)
2175 context_active_texture(ret
, gl_info
, i
);
2176 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
,
2177 GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ i
- 1);
2178 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2181 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
2183 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2184 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2185 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2186 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2189 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2190 * program and the dummy program is destroyed when the context is destroyed.
2192 static const char dummy_program
[] =
2194 "MOV result.color, fragment.color.primary;\n"
2196 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
2197 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
2198 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
2201 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2203 for (i
= 0; i
< gl_info
->limits
.textures
; ++i
)
2205 context_active_texture(ret
, gl_info
, i
);
2206 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
2207 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2211 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
2213 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
2215 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
2217 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
2219 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_NO_PRIMITIVE_RESTART
))
2221 if (gl_info
->supported
[ARB_ES3_COMPATIBILITY
])
2223 gl_info
->gl_ops
.gl
.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX
);
2224 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2228 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2231 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_CUBEMAP_FILTERING
)
2232 && gl_info
->supported
[ARB_SEAMLESS_CUBE_MAP
])
2234 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS
);
2235 checkGLcall("enable seamless cube map filtering");
2237 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
2238 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, GL_LOWER_LEFT
));
2239 device
->shader_backend
->shader_init_context_state(ret
);
2240 ret
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
2241 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
2242 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
2243 | (1u << WINED3D_SHADER_TYPE_HULL
)
2244 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
2245 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
2247 /* If this happens to be the first context for the device, dummy textures
2248 * are not created yet. In that case, they will be created (and bound) by
2249 * create_dummy_textures right after this context is initialized. */
2250 if (device
->dummy_textures
.tex_2d
)
2251 context_bind_dummy_textures(device
, ret
);
2253 TRACE("Created context %p.\n", ret
);
2259 wined3d_release_dc(swapchain
->win_handle
, ret
->hdc
);
2260 device
->shader_backend
->shader_free_context_data(ret
);
2261 device
->adapter
->fragment_pipe
->free_context_data(ret
);
2262 heap_free(ret
->texture_type
);
2263 heap_free(ret
->free_fences
);
2264 heap_free(ret
->free_occlusion_queries
);
2265 heap_free(ret
->free_timestamp_queries
);
2270 void context_destroy(struct wined3d_device
*device
, struct wined3d_context
*context
)
2274 TRACE("Destroying ctx %p\n", context
);
2276 wined3d_from_cs(device
->cs
);
2278 /* We delay destroying a context when it is active. The context_release()
2279 * function invokes context_destroy() again while leaving the last level. */
2282 TRACE("Delaying destruction of context %p.\n", context
);
2283 context
->destroy_delayed
= 1;
2284 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2285 context
->swapchain
= NULL
;
2289 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
2291 context_destroy_gl_resources(context
);
2292 TlsSetValue(wined3d_context_tls_idx
, NULL
);
2297 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
2298 in wined3d_adapter may go away in the meantime */
2299 struct wined3d_gl_info
*gl_info
= heap_alloc(sizeof(*gl_info
));
2300 *gl_info
= *context
->gl_info
;
2301 context
->gl_info
= gl_info
;
2302 context
->destroyed
= 1;
2306 device
->shader_backend
->shader_free_context_data(context
);
2307 device
->adapter
->fragment_pipe
->free_context_data(context
);
2308 heap_free(context
->texture_type
);
2309 device_context_remove(device
, context
);
2314 const DWORD
*context_get_tex_unit_mapping(const struct wined3d_context
*context
,
2315 const struct wined3d_shader_version
*shader_version
, unsigned int *base
, unsigned int *count
)
2317 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2319 if (!shader_version
)
2322 *count
= MAX_TEXTURES
;
2323 return context
->tex_unit_map
;
2326 if (shader_version
->major
>= 4)
2328 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, shader_version
->type
, base
, count
);
2332 switch (shader_version
->type
)
2334 case WINED3D_SHADER_TYPE_PIXEL
:
2336 *count
= MAX_FRAGMENT_SAMPLERS
;
2338 case WINED3D_SHADER_TYPE_VERTEX
:
2339 *base
= MAX_FRAGMENT_SAMPLERS
;
2340 *count
= MAX_VERTEX_SAMPLERS
;
2343 ERR("Unhandled shader type %#x.\n", shader_version
->type
);
2348 return context
->tex_unit_map
;
2351 static void context_get_rt_size(const struct wined3d_context
*context
, SIZE
*size
)
2353 const struct wined3d_texture
*rt
= context
->current_rt
.texture
;
2360 GetClientRect(context
->win_handle
, &window_size
);
2361 size
->cx
= window_size
.right
- window_size
.left
;
2362 size
->cy
= window_size
.bottom
- window_size
.top
;
2367 level
= context
->current_rt
.sub_resource_idx
% rt
->level_count
;
2368 size
->cx
= wined3d_texture_get_level_width(rt
, level
);
2369 size
->cy
= wined3d_texture_get_level_height(rt
, level
);
2372 void context_enable_clip_distances(struct wined3d_context
*context
, unsigned int enable_mask
)
2374 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2375 unsigned int clip_distance_count
= gl_info
->limits
.user_clip_distances
;
2376 unsigned int i
, disable_mask
, current_mask
;
2378 disable_mask
= ~enable_mask
;
2379 enable_mask
&= (1u << clip_distance_count
) - 1;
2380 disable_mask
&= (1u << clip_distance_count
) - 1;
2381 current_mask
= context
->clip_distance_mask
;
2382 context
->clip_distance_mask
= enable_mask
;
2384 enable_mask
&= ~current_mask
;
2387 i
= wined3d_bit_scan(&enable_mask
);
2388 gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_DISTANCE0
+ i
);
2390 disable_mask
&= current_mask
;
2391 while (disable_mask
)
2393 i
= wined3d_bit_scan(&disable_mask
);
2394 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_DISTANCE0
+ i
);
2396 checkGLcall("toggle clip distances");
2399 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
2401 return rt_mask
& (1u << 31);
2404 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
2406 return rt_mask
& ~(1u << 31);
2409 /* Context activation is done by the caller. */
2410 static void context_apply_draw_buffers(struct wined3d_context
*context
, DWORD rt_mask
)
2412 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2413 GLenum draw_buffers
[MAX_RENDER_TARGET_VIEWS
];
2417 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_NONE
);
2419 else if (is_rt_mask_onscreen(rt_mask
))
2421 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
2425 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2432 draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
2434 draw_buffers
[i
] = GL_NONE
;
2440 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
2442 GL_EXTCALL(glDrawBuffers(i
, draw_buffers
));
2446 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffers
[0]);
2451 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2455 checkGLcall("apply draw buffers");
2458 /* Context activation is done by the caller. */
2459 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
2461 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2462 DWORD
*current_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2463 DWORD new_mask
= context_generate_rt_mask(buffer
);
2465 if (new_mask
== *current_mask
)
2468 gl_info
->gl_ops
.gl
.p_glDrawBuffer(buffer
);
2469 checkGLcall("glDrawBuffer()");
2471 *current_mask
= new_mask
;
2474 /* Context activation is done by the caller. */
2475 void context_active_texture(struct wined3d_context
*context
, const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
2477 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ unit
));
2478 checkGLcall("glActiveTexture");
2479 context
->active_texture
= unit
;
2482 void context_bind_bo(struct wined3d_context
*context
, GLenum binding
, GLuint name
)
2484 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2486 if (binding
== GL_ELEMENT_ARRAY_BUFFER
)
2487 context_invalidate_state(context
, STATE_INDEXBUFFER
);
2489 GL_EXTCALL(glBindBuffer(binding
, name
));
2492 void context_bind_texture(struct wined3d_context
*context
, GLenum target
, GLuint name
)
2494 const struct wined3d_dummy_textures
*textures
= &context
->device
->dummy_textures
;
2495 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2496 DWORD unit
= context
->active_texture
;
2497 DWORD old_texture_type
= context
->texture_type
[unit
];
2501 gl_info
->gl_ops
.gl
.p_glBindTexture(target
, name
);
2508 if (old_texture_type
!= target
)
2510 switch (old_texture_type
)
2516 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
2518 case GL_TEXTURE_2D_ARRAY
:
2519 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
2521 case GL_TEXTURE_RECTANGLE_ARB
:
2522 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
2524 case GL_TEXTURE_CUBE_MAP
:
2525 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
2527 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2528 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
2531 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
2533 case GL_TEXTURE_BUFFER
:
2534 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
2536 case GL_TEXTURE_2D_MULTISAMPLE
:
2537 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
2539 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
2540 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
2543 ERR("Unexpected texture target %#x.\n", old_texture_type
);
2546 context
->texture_type
[unit
] = target
;
2549 checkGLcall("bind texture");
2552 void *context_map_bo_address(struct wined3d_context
*context
,
2553 const struct wined3d_bo_address
*data
, size_t size
, GLenum binding
, DWORD flags
)
2555 const struct wined3d_gl_info
*gl_info
;
2558 if (!data
->buffer_object
)
2561 gl_info
= context
->gl_info
;
2562 context_bind_bo(context
, binding
, data
->buffer_object
);
2564 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
2566 GLbitfield map_flags
= wined3d_resource_gl_map_flags(flags
) & ~GL_MAP_FLUSH_EXPLICIT_BIT
;
2567 memory
= GL_EXTCALL(glMapBufferRange(binding
, (INT_PTR
)data
->addr
, size
, map_flags
));
2571 memory
= GL_EXTCALL(glMapBuffer(binding
, wined3d_resource_gl_legacy_map_flags(flags
)));
2572 memory
+= (INT_PTR
)data
->addr
;
2575 context_bind_bo(context
, binding
, 0);
2576 checkGLcall("Map buffer object");
2581 void context_unmap_bo_address(struct wined3d_context
*context
,
2582 const struct wined3d_bo_address
*data
, GLenum binding
)
2584 const struct wined3d_gl_info
*gl_info
;
2586 if (!data
->buffer_object
)
2589 gl_info
= context
->gl_info
;
2590 context_bind_bo(context
, binding
, data
->buffer_object
);
2591 GL_EXTCALL(glUnmapBuffer(binding
));
2592 context_bind_bo(context
, binding
, 0);
2593 checkGLcall("Unmap buffer object");
2596 void context_copy_bo_address(struct wined3d_context
*context
,
2597 const struct wined3d_bo_address
*dst
, GLenum dst_binding
,
2598 const struct wined3d_bo_address
*src
, GLenum src_binding
, size_t size
)
2600 const struct wined3d_gl_info
*gl_info
;
2601 BYTE
*dst_ptr
, *src_ptr
;
2603 gl_info
= context
->gl_info
;
2605 if (dst
->buffer_object
&& src
->buffer_object
)
2607 if (gl_info
->supported
[ARB_COPY_BUFFER
])
2609 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER
, src
->buffer_object
));
2610 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER
, dst
->buffer_object
));
2611 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER
, GL_COPY_WRITE_BUFFER
,
2612 (GLintptr
)src
->addr
, (GLintptr
)dst
->addr
, size
));
2613 checkGLcall("direct buffer copy");
2617 src_ptr
= context_map_bo_address(context
, src
, size
, src_binding
, WINED3D_MAP_READ
);
2618 dst_ptr
= context_map_bo_address(context
, dst
, size
, dst_binding
, WINED3D_MAP_WRITE
);
2620 memcpy(dst_ptr
, src_ptr
, size
);
2622 context_unmap_bo_address(context
, dst
, dst_binding
);
2623 context_unmap_bo_address(context
, src
, src_binding
);
2626 else if (!dst
->buffer_object
&& src
->buffer_object
)
2628 context_bind_bo(context
, src_binding
, src
->buffer_object
);
2629 GL_EXTCALL(glGetBufferSubData(src_binding
, (GLintptr
)src
->addr
, size
, dst
->addr
));
2630 checkGLcall("buffer download");
2632 else if (dst
->buffer_object
&& !src
->buffer_object
)
2634 context_bind_bo(context
, dst_binding
, dst
->buffer_object
);
2635 GL_EXTCALL(glBufferSubData(dst_binding
, (GLintptr
)dst
->addr
, size
, src
->addr
));
2636 checkGLcall("buffer upload");
2640 memcpy(dst
->addr
, src
->addr
, size
);
2644 static void context_set_render_offscreen(struct wined3d_context
*context
, BOOL offscreen
)
2646 if (context
->render_offscreen
== offscreen
)
2649 context_invalidate_state(context
, STATE_VIEWPORT
);
2650 context_invalidate_state(context
, STATE_SCISSORRECT
);
2651 if (!context
->gl_info
->supported
[ARB_CLIP_CONTROL
])
2653 context_invalidate_state(context
, STATE_FRONTFACE
);
2654 context_invalidate_state(context
, STATE_POINTSPRITECOORDORIGIN
);
2655 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2657 context_invalidate_state(context
, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
));
2658 if (context
->gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2659 context_invalidate_state(context
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
2660 context
->render_offscreen
= offscreen
;
2663 static BOOL
match_depth_stencil_format(const struct wined3d_format
*existing
,
2664 const struct wined3d_format
*required
)
2666 if (existing
== required
)
2668 if ((existing
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
)
2669 != (required
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
))
2671 if (existing
->depth_size
< required
->depth_size
)
2673 /* If stencil bits are used the exact amount is required - otherwise
2674 * wrapping won't work correctly. */
2675 if (required
->stencil_size
&& required
->stencil_size
!= existing
->stencil_size
)
2680 /* Context activation is done by the caller. */
2681 static void context_validate_onscreen_formats(struct wined3d_context
*context
,
2682 const struct wined3d_rendertarget_view
*depth_stencil
)
2684 /* Onscreen surfaces are always in a swapchain */
2685 struct wined3d_swapchain
*swapchain
= context
->current_rt
.texture
->swapchain
;
2687 if (context
->render_offscreen
|| !depth_stencil
) return;
2688 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->format
)) return;
2690 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2691 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2693 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2695 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2696 if (!(wined3d_texture_load_location(context
->current_rt
.texture
, context
->current_rt
.sub_resource_idx
,
2697 context
, WINED3D_LOCATION_TEXTURE_RGB
)))
2698 ERR("Failed to load location.\n");
2699 swapchain
->render_to_fbo
= TRUE
;
2700 swapchain_update_draw_bindings(swapchain
);
2701 context_set_render_offscreen(context
, TRUE
);
2704 GLenum
context_get_offscreen_gl_buffer(const struct wined3d_context
*context
)
2706 switch (wined3d_settings
.offscreen_rendering_mode
)
2709 return GL_COLOR_ATTACHMENT0
;
2711 case ORM_BACKBUFFER
:
2712 return context
->aux_buffers
> 0 ? GL_AUX0
: GL_BACK
;
2715 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
2720 static DWORD
context_generate_rt_mask_no_fbo(const struct wined3d_context
*context
, struct wined3d_resource
*rt
)
2722 if (!rt
|| rt
->format
->id
== WINED3DFMT_NULL
)
2724 else if (rt
->type
!= WINED3D_RTYPE_BUFFER
&& texture_from_resource(rt
)->swapchain
)
2725 return context_generate_rt_mask_from_resource(rt
);
2727 return context_generate_rt_mask(context_get_offscreen_gl_buffer(context
));
2730 /* Context activation is done by the caller. */
2731 void context_apply_blit_state(struct wined3d_context
*context
, const struct wined3d_device
*device
)
2733 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2734 struct wined3d_texture
*rt
= context
->current_rt
.texture
;
2735 DWORD rt_mask
, *cur_mask
;
2736 unsigned int sampler
;
2739 TRACE("Setting up context %p for blitting.\n", context
);
2741 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2743 if (context
->render_offscreen
)
2745 wined3d_texture_load(rt
, context
, FALSE
);
2747 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, &rt
->resource
,
2748 context
->current_rt
.sub_resource_idx
, NULL
, 0, rt
->resource
.draw_binding
);
2749 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
2756 context
->current_fbo
= NULL
;
2757 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
2758 rt_mask
= context_generate_rt_mask_from_resource(&rt
->resource
);
2763 rt_mask
= context_generate_rt_mask_no_fbo(context
, &rt
->resource
);
2766 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2768 if (rt_mask
!= *cur_mask
)
2770 context_apply_draw_buffers(context
, rt_mask
);
2771 *cur_mask
= rt_mask
;
2774 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2776 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2778 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2780 context_get_rt_size(context
, &rt_size
);
2782 if (context
->last_was_blit
)
2784 if (context
->blit_w
!= rt_size
.cx
|| context
->blit_h
!= rt_size
.cy
)
2786 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, rt_size
.cx
, rt_size
.cy
);
2787 context
->blit_w
= rt_size
.cx
;
2788 context
->blit_h
= rt_size
.cy
;
2789 /* No need to dirtify here, the states are still dirtified because
2790 * they weren't applied since the last context_apply_blit_state()
2793 checkGLcall("blit state application");
2794 TRACE("Context is already set up for blitting, nothing to do.\n");
2797 context
->last_was_blit
= TRUE
;
2799 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
2800 GL_EXTCALL(glBindSampler(0, 0));
2801 context_active_texture(context
, gl_info
, 0);
2803 sampler
= context
->rev_tex_unit_map
[0];
2804 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
2806 if (sampler
< MAX_TEXTURES
)
2808 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
2809 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
2811 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
2814 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2816 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
2817 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
2819 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
2820 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZENABLE
));
2821 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2822 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2823 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
2824 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CULLMODE
));
2825 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
2826 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
2827 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
2828 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
2829 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2831 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
2832 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
2834 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
2835 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
2836 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
2837 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
2838 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
2840 context
->last_was_rhw
= TRUE
;
2841 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
2843 context_enable_clip_distances(context
, 0);
2844 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
2846 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
2847 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
2848 GL_EXTCALL(glClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
));
2849 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, rt_size
.cx
, rt_size
.cy
);
2850 context_invalidate_state(context
, STATE_VIEWPORT
);
2852 device
->shader_backend
->shader_disable(device
->shader_priv
, context
);
2854 context
->blit_w
= rt_size
.cx
;
2855 context
->blit_h
= rt_size
.cy
;
2857 checkGLcall("blit state application");
2860 static void context_apply_blit_projection(const struct wined3d_context
*context
, unsigned int w
, unsigned int h
)
2862 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2863 const GLdouble projection
[] =
2865 2.0 / w
, 0.0, 0.0, 0.0,
2866 0.0, 2.0 / h
, 0.0, 0.0,
2868 -1.0, -1.0, -1.0, 1.0,
2871 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
2872 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
2875 /* Setup OpenGL states for fixed-function blitting. */
2876 /* Context activation is done by the caller. */
2877 void context_apply_ffp_blit_state(struct wined3d_context
*context
, const struct wined3d_device
*device
)
2879 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2880 unsigned int i
, sampler
;
2882 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2883 ERR("Applying fixed-function state without legacy context support.\n");
2885 if (context
->last_was_ffp_blit
)
2889 context_get_rt_size(context
, &rt_size
);
2890 if (context
->blit_w
!= rt_size
.cx
|| context
->blit_h
!= rt_size
.cy
)
2891 context_apply_blit_projection(context
, rt_size
.cx
, rt_size
.cy
);
2892 context_apply_blit_state(context
, device
);
2894 checkGLcall("ffp blit state application");
2897 context
->last_was_ffp_blit
= TRUE
;
2899 context_apply_blit_state(context
, device
);
2901 /* Disable all textures. The caller can then bind a texture it wants to blit
2903 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
2905 context_active_texture(context
, gl_info
, i
);
2907 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2908 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
2909 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
2910 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2911 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
2912 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
2914 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
2916 sampler
= context
->rev_tex_unit_map
[i
];
2917 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
2919 if (sampler
< MAX_TEXTURES
)
2920 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
2921 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
2925 context_active_texture(context
, gl_info
, 0);
2927 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2928 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
2929 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
2930 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2931 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
2932 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
2934 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
2935 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
2936 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
, GL_TEXTURE_LOD_BIAS_EXT
, 0.0f
);
2938 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
2939 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2941 /* Setup transforms. */
2942 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
2943 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2944 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
2945 context_apply_blit_projection(context
, context
->blit_w
, context
->blit_h
);
2946 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2948 /* Other misc states. */
2949 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
2950 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
2951 glDisableWINE(GL_FOG
);
2952 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
2954 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
2956 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
2957 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
2959 checkGLcall("ffp blit state application");
2962 static BOOL
have_framebuffer_attachment(unsigned int rt_count
, struct wined3d_rendertarget_view
* const *rts
,
2963 const struct wined3d_rendertarget_view
*ds
)
2970 for (i
= 0; i
< rt_count
; ++i
)
2972 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
2979 /* Context activation is done by the caller. */
2980 BOOL
context_apply_clear_state(struct wined3d_context
*context
, const struct wined3d_state
*state
,
2981 UINT rt_count
, const struct wined3d_fb_state
*fb
)
2983 struct wined3d_rendertarget_view
* const *rts
= fb
->render_targets
;
2984 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
2985 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2986 DWORD rt_mask
= 0, *cur_mask
;
2989 if (isStateDirty(context
, STATE_FRAMEBUFFER
) || fb
!= state
->fb
2990 || rt_count
!= gl_info
->limits
.buffers
)
2992 if (!have_framebuffer_attachment(rt_count
, rts
, dsv
))
2994 WARN("Invalid render target config, need at least one attachment.\n");
2998 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3000 struct wined3d_rendertarget_info ds_info
= {{0}};
3002 context_validate_onscreen_formats(context
, dsv
);
3004 if (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
))
3006 memset(context
->blit_targets
, 0, sizeof(context
->blit_targets
));
3007 for (i
= 0; i
< rt_count
; ++i
)
3011 context
->blit_targets
[i
].gl_view
= rts
[i
]->gl_view
;
3012 context
->blit_targets
[i
].resource
= rts
[i
]->resource
;
3013 context
->blit_targets
[i
].sub_resource_idx
= rts
[i
]->sub_resource_idx
;
3014 context
->blit_targets
[i
].layer_count
= rts
[i
]->layer_count
;
3016 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3017 rt_mask
|= (1u << i
);
3022 ds_info
.gl_view
= dsv
->gl_view
;
3023 ds_info
.resource
= dsv
->resource
;
3024 ds_info
.sub_resource_idx
= dsv
->sub_resource_idx
;
3025 ds_info
.layer_count
= dsv
->layer_count
;
3028 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
, &ds_info
,
3029 rt_count
? rts
[0]->resource
->draw_binding
: 0,
3030 dsv
? dsv
->resource
->draw_binding
: 0);
3034 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, &ds_info
,
3035 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3036 rt_mask
= context_generate_rt_mask_from_resource(rts
[0]->resource
);
3039 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3040 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3041 * state management allows this */
3042 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
3046 rt_mask
= context_generate_rt_mask_no_fbo(context
, rt_count
? rts
[0]->resource
: NULL
);
3049 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
3050 && (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
)))
3052 for (i
= 0; i
< rt_count
; ++i
)
3054 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3055 rt_mask
|= (1u << i
);
3060 rt_mask
= context_generate_rt_mask_no_fbo(context
, rt_count
? rts
[0]->resource
: NULL
);
3063 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
3065 if (rt_mask
!= *cur_mask
)
3067 context_apply_draw_buffers(context
, rt_mask
);
3068 *cur_mask
= rt_mask
;
3069 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
3072 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3074 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
3077 context
->last_was_blit
= FALSE
;
3078 context
->last_was_ffp_blit
= FALSE
;
3080 /* Blending and clearing should be orthogonal, but tests on the nvidia
3081 * driver show that disabling blending when clearing improves the clearing
3082 * performance incredibly. */
3083 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
3084 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
3085 if (rt_count
&& gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
3087 if (needs_srgb_write(context
, state
, fb
))
3088 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
3090 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
3091 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3093 checkGLcall("setting up state for clear");
3095 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
3096 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
3097 context_invalidate_state(context
, STATE_SCISSORRECT
);
3102 static DWORD
find_draw_buffers_mask(const struct wined3d_context
*context
, const struct wined3d_state
*state
)
3104 struct wined3d_rendertarget_view
* const *rts
= state
->fb
->render_targets
;
3105 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3106 DWORD rt_mask
, mask
;
3109 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
3110 return context_generate_rt_mask_no_fbo(context
, rts
[0]->resource
);
3111 else if (!context
->render_offscreen
)
3112 return context_generate_rt_mask_from_resource(rts
[0]->resource
);
3114 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
3115 rt_mask
&= context
->d3d_info
->valid_rt_mask
;
3120 i
= wined3d_bit_scan(&mask
);
3121 if (!rts
[i
] || rts
[i
]->format
->id
== WINED3DFMT_NULL
)
3122 rt_mask
&= ~(1u << i
);
3128 /* Context activation is done by the caller. */
3129 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3131 DWORD rt_mask
= find_draw_buffers_mask(context
, state
);
3132 const struct wined3d_fb_state
*fb
= state
->fb
;
3133 DWORD color_location
= 0;
3136 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3138 struct wined3d_rendertarget_info ds_info
= {{0}};
3140 if (!context
->render_offscreen
)
3142 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, &ds_info
,
3143 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3149 memset(context
->blit_targets
, 0, sizeof(context
->blit_targets
));
3150 for (i
= 0; i
< context
->gl_info
->limits
.buffers
; ++i
)
3152 if (!fb
->render_targets
[i
])
3155 context
->blit_targets
[i
].gl_view
= fb
->render_targets
[i
]->gl_view
;
3156 context
->blit_targets
[i
].resource
= fb
->render_targets
[i
]->resource
;
3157 context
->blit_targets
[i
].sub_resource_idx
= fb
->render_targets
[i
]->sub_resource_idx
;
3158 context
->blit_targets
[i
].layer_count
= fb
->render_targets
[i
]->layer_count
;
3160 if (!color_location
)
3161 color_location
= fb
->render_targets
[i
]->resource
->draw_binding
;
3164 if (fb
->depth_stencil
)
3166 ds_info
.gl_view
= fb
->depth_stencil
->gl_view
;
3167 ds_info
.resource
= fb
->depth_stencil
->resource
;
3168 ds_info
.sub_resource_idx
= fb
->depth_stencil
->sub_resource_idx
;
3169 ds_info
.layer_count
= fb
->depth_stencil
->layer_count
;
3172 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
, &ds_info
,
3173 color_location
, fb
->depth_stencil
? fb
->depth_stencil
->resource
->draw_binding
: 0);
3177 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
3178 if (rt_mask
!= *cur_mask
)
3180 context_apply_draw_buffers(context
, rt_mask
);
3181 *cur_mask
= rt_mask
;
3183 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
3186 static void context_map_stage(struct wined3d_context
*context
, DWORD stage
, DWORD unit
)
3188 DWORD i
= context
->rev_tex_unit_map
[unit
];
3189 DWORD j
= context
->tex_unit_map
[stage
];
3191 TRACE("Mapping stage %u to unit %u.\n", stage
, unit
);
3192 context
->tex_unit_map
[stage
] = unit
;
3193 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
3194 context
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
3196 context
->rev_tex_unit_map
[unit
] = stage
;
3197 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
3198 context
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
3201 static void context_invalidate_texture_stage(struct wined3d_context
*context
, DWORD stage
)
3205 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
3206 context_invalidate_state(context
, STATE_TEXTURESTAGE(stage
, i
));
3209 static void context_update_fixed_function_usage_map(struct wined3d_context
*context
,
3210 const struct wined3d_state
*state
)
3214 context
->fixed_function_usage_map
= 0;
3215 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
3217 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
3218 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
3219 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
3220 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
3221 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
3222 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
3223 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
3224 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
3226 /* Not used, and disable higher stages. */
3227 if (color_op
== WINED3D_TOP_DISABLE
)
3230 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
3231 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
3232 || ((color_arg3
== WINED3DTA_TEXTURE
)
3233 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
3234 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
3235 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
3236 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
3237 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
3238 context
->fixed_function_usage_map
|= (1u << i
);
3240 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
3241 && i
< MAX_TEXTURES
- 1)
3242 context
->fixed_function_usage_map
|= (1u << (i
+ 1));
3245 if (i
< context
->lowest_disabled_stage
)
3248 end
= context
->lowest_disabled_stage
;
3252 start
= context
->lowest_disabled_stage
;
3256 context
->lowest_disabled_stage
= i
;
3257 for (i
= start
+ 1; i
< end
; ++i
)
3259 context_invalidate_state(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3263 static void context_map_fixed_function_samplers(struct wined3d_context
*context
,
3264 const struct wined3d_state
*state
)
3266 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3267 unsigned int i
, tex
;
3270 ffu_map
= context
->fixed_function_usage_map
;
3272 if (d3d_info
->limits
.ffp_textures
== d3d_info
->limits
.ffp_blend_stages
3273 || context
->lowest_disabled_stage
<= d3d_info
->limits
.ffp_textures
)
3275 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3280 if (context
->tex_unit_map
[i
] != i
)
3282 context_map_stage(context
, i
, i
);
3283 context_invalidate_state(context
, STATE_SAMPLER(i
));
3284 context_invalidate_texture_stage(context
, i
);
3290 /* Now work out the mapping */
3292 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3297 if (context
->tex_unit_map
[i
] != tex
)
3299 context_map_stage(context
, i
, tex
);
3300 context_invalidate_state(context
, STATE_SAMPLER(i
));
3301 context_invalidate_texture_stage(context
, i
);
3308 static void context_map_psamplers(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3310 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3311 const struct wined3d_shader_resource_info
*resource_info
=
3312 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3315 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3317 if (resource_info
[i
].type
&& context
->tex_unit_map
[i
] != i
)
3319 context_map_stage(context
, i
, i
);
3320 context_invalidate_state(context
, STATE_SAMPLER(i
));
3321 if (i
< d3d_info
->limits
.ffp_blend_stages
)
3322 context_invalidate_texture_stage(context
, i
);
3327 static BOOL
context_unit_free_for_vs(const struct wined3d_context
*context
,
3328 const struct wined3d_shader_resource_info
*ps_resource_info
, DWORD unit
)
3330 DWORD current_mapping
= context
->rev_tex_unit_map
[unit
];
3332 /* Not currently used */
3333 if (current_mapping
== WINED3D_UNMAPPED_STAGE
)
3336 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
)
3338 /* Used by a fragment sampler */
3340 if (!ps_resource_info
)
3342 /* No pixel shader, check fixed function */
3343 return current_mapping
>= MAX_TEXTURES
|| !(context
->fixed_function_usage_map
& (1u << current_mapping
));
3346 /* Pixel shader, check the shader's sampler map */
3347 return !ps_resource_info
[current_mapping
].type
;
3353 static void context_map_vsamplers(struct wined3d_context
*context
, BOOL ps
, const struct wined3d_state
*state
)
3355 const struct wined3d_shader_resource_info
*vs_resource_info
=
3356 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
;
3357 const struct wined3d_shader_resource_info
*ps_resource_info
= NULL
;
3358 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3359 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.graphics_samplers
) - 1;
3362 /* Note that we only care if a resource is used or not, not the
3363 * resource's specific type. Otherwise we'd need to call
3364 * shader_update_samplers() here for 1.x pixelshaders. */
3366 ps_resource_info
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3368 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
3370 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
3371 if (vs_resource_info
[i
].type
)
3375 if (context_unit_free_for_vs(context
, ps_resource_info
, start
))
3377 if (context
->tex_unit_map
[vsampler_idx
] != start
)
3379 context_map_stage(context
, vsampler_idx
, start
);
3380 context_invalidate_state(context
, STATE_SAMPLER(vsampler_idx
));
3389 if (context
->tex_unit_map
[vsampler_idx
] == WINED3D_UNMAPPED_STAGE
)
3390 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i
);
3395 static void context_update_tex_unit_map(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3397 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3398 BOOL vs
= use_vs(state
);
3399 BOOL ps
= use_ps(state
);
3402 context_update_fixed_function_usage_map(context
, state
);
3404 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3405 * need a 1:1 map at the moment.
3406 * When the mapping of a stage is changed, sampler and ALL texture stage
3407 * states have to be reset. */
3409 if (gl_info
->limits
.graphics_samplers
>= MAX_COMBINED_SAMPLERS
)
3413 context_map_psamplers(context
, state
);
3415 context_map_fixed_function_samplers(context
, state
);
3418 context_map_vsamplers(context
, ps
, state
);
3421 /* Context activation is done by the caller. */
3422 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3424 DWORD rt_mask
, *cur_mask
;
3426 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
3428 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
3429 rt_mask
= find_draw_buffers_mask(context
, state
);
3430 if (rt_mask
!= *cur_mask
)
3432 context_apply_draw_buffers(context
, rt_mask
);
3433 *cur_mask
= rt_mask
;
3437 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
3439 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
3440 *regnum
= WINED3D_FFP_POSITION
;
3441 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
3442 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
3443 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
3444 *regnum
= WINED3D_FFP_BLENDINDICES
;
3445 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
3446 *regnum
= WINED3D_FFP_NORMAL
;
3447 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
3448 *regnum
= WINED3D_FFP_PSIZE
;
3449 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
3450 *regnum
= WINED3D_FFP_DIFFUSE
;
3451 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
3452 *regnum
= WINED3D_FFP_SPECULAR
;
3453 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
3454 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
3457 WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage
), usage_idx
);
3465 /* Context activation is done by the caller. */
3466 void wined3d_stream_info_from_declaration(struct wined3d_stream_info
*stream_info
,
3467 const struct wined3d_state
*state
, const struct wined3d_gl_info
*gl_info
,
3468 const struct wined3d_d3d_info
*d3d_info
)
3470 /* We need to deal with frequency data! */
3471 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
3472 BOOL generic_attributes
= d3d_info
->ffp_generic_attributes
;
3473 BOOL use_vshader
= use_vs(state
);
3476 stream_info
->use_map
= 0;
3477 stream_info
->swizzle_map
= 0;
3478 stream_info
->position_transformed
= 0;
3483 stream_info
->position_transformed
= declaration
->position_transformed
;
3485 /* Translate the declaration into strided data. */
3486 for (i
= 0; i
< declaration
->element_count
; ++i
)
3488 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
3489 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
3493 TRACE("%p Element %p (%u of %u).\n", declaration
->elements
,
3494 element
, i
+ 1, declaration
->element_count
);
3496 if (!stream
->buffer
)
3499 TRACE("offset %u input_slot %u usage_idx %d.\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
3503 if (element
->output_slot
== WINED3D_OUTPUT_SLOT_UNUSED
)
3505 stride_used
= FALSE
;
3507 else if (element
->output_slot
== WINED3D_OUTPUT_SLOT_SEMANTIC
)
3509 /* TODO: Assuming vertexdeclarations are usually used with the
3510 * same or a similar shader, it might be worth it to store the
3511 * last used output slot and try that one first. */
3512 stride_used
= vshader_get_input(state
->shader
[WINED3D_SHADER_TYPE_VERTEX
],
3513 element
->usage
, element
->usage_idx
, &idx
);
3517 idx
= element
->output_slot
;
3523 if (!generic_attributes
&& !element
->ffp_valid
)
3525 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
3526 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
3527 stride_used
= FALSE
;
3531 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
3537 TRACE("Load %s array %u [usage %s, usage_idx %u, "
3538 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
3539 use_vshader
? "shader": "fixed function", idx
,
3540 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
3541 element
->offset
, stream
->stride
, debug_d3dformat(element
->format
->id
),
3542 debug_d3dinput_classification(element
->input_slot_class
), element
->instance_data_step_rate
);
3544 stream_info
->elements
[idx
].format
= element
->format
;
3545 stream_info
->elements
[idx
].data
.buffer_object
= 0;
3546 stream_info
->elements
[idx
].data
.addr
= (BYTE
*)NULL
+ stream
->offset
+ element
->offset
;
3547 stream_info
->elements
[idx
].stride
= stream
->stride
;
3548 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
3549 if (stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
3551 stream_info
->elements
[idx
].divisor
= 1;
3553 else if (element
->input_slot_class
== WINED3D_INPUT_PER_INSTANCE_DATA
)
3555 stream_info
->elements
[idx
].divisor
= element
->instance_data_step_rate
;
3556 if (!element
->instance_data_step_rate
)
3557 FIXME("Instance step rate 0 not implemented.\n");
3561 stream_info
->elements
[idx
].divisor
= 0;
3564 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
3565 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
3567 stream_info
->swizzle_map
|= 1u << idx
;
3569 stream_info
->use_map
|= 1u << idx
;
3574 /* Context activation is done by the caller. */
3575 static void context_update_stream_info(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3577 struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
3578 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3579 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3580 DWORD prev_all_vbo
= stream_info
->all_vbo
;
3584 wined3d_stream_info_from_declaration(stream_info
, state
, gl_info
, d3d_info
);
3586 stream_info
->all_vbo
= 1;
3587 context
->buffer_fence_count
= 0;
3588 for (i
= 0, map
= stream_info
->use_map
; map
; map
>>= 1, ++i
)
3590 struct wined3d_stream_info_element
*element
;
3591 struct wined3d_bo_address data
;
3592 struct wined3d_buffer
*buffer
;
3597 element
= &stream_info
->elements
[i
];
3598 buffer
= state
->streams
[element
->stream_idx
].buffer
;
3600 /* We can't use VBOs if the base vertex index is negative. OpenGL
3601 * doesn't accept negative offsets (or rather offsets bigger than the
3602 * VBO, because the pointer is unsigned), so use system memory
3603 * sources. In most sane cases the pointer - offset will still be > 0,
3604 * otherwise it will wrap around to some big value. Hope that with the
3605 * indices the driver wraps it back internally. If not,
3606 * draw_primitive_immediate_mode() is needed, including a vertex buffer
3608 if (state
->load_base_vertex_index
< 0)
3610 WARN_(d3d_perf
)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
3611 state
->load_base_vertex_index
);
3612 element
->data
.buffer_object
= 0;
3613 element
->data
.addr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(buffer
, context
);
3614 if ((UINT_PTR
)element
->data
.addr
< -state
->load_base_vertex_index
* element
->stride
)
3615 FIXME("System memory vertex data load offset is negative!\n");
3619 wined3d_buffer_load(buffer
, context
, state
);
3620 wined3d_buffer_get_memory(buffer
, &data
, buffer
->locations
);
3621 element
->data
.buffer_object
= data
.buffer_object
;
3622 element
->data
.addr
+= (ULONG_PTR
)data
.addr
;
3625 if (!element
->data
.buffer_object
)
3626 stream_info
->all_vbo
= 0;
3629 context
->buffer_fences
[context
->buffer_fence_count
++] = buffer
->fence
;
3631 TRACE("Load array %u {%#x:%p}.\n", i
, element
->data
.buffer_object
, element
->data
.addr
);
3634 if (prev_all_vbo
!= stream_info
->all_vbo
)
3635 context_invalidate_state(context
, STATE_INDEXBUFFER
);
3637 context
->use_immediate_mode_draw
= FALSE
;
3639 if (stream_info
->all_vbo
)
3644 if (state
->vertex_declaration
->half_float_conv_needed
)
3646 TRACE("Using immediate mode draw with vertex shaders for FLOAT16 conversion.\n");
3647 context
->use_immediate_mode_draw
= TRUE
;
3652 WORD slow_mask
= -!d3d_info
->ffp_generic_attributes
& (1u << WINED3D_FFP_PSIZE
);
3653 slow_mask
|= -(!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
] && !d3d_info
->ffp_generic_attributes
)
3654 & ((1u << WINED3D_FFP_DIFFUSE
) | (1u << WINED3D_FFP_SPECULAR
) | (1u << WINED3D_FFP_BLENDWEIGHT
));
3656 if ((stream_info
->position_transformed
&& !d3d_info
->xyzrhw
)
3657 || (stream_info
->use_map
& slow_mask
))
3658 context
->use_immediate_mode_draw
= TRUE
;
3662 /* Context activation is done by the caller. */
3663 static void context_preload_texture(struct wined3d_context
*context
,
3664 const struct wined3d_state
*state
, unsigned int idx
)
3666 struct wined3d_texture
*texture
;
3668 if (!(texture
= state
->textures
[idx
]))
3671 wined3d_texture_load(texture
, context
, state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
]);
3674 /* Context activation is done by the caller. */
3675 static void context_preload_textures(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3681 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
3683 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
[i
].type
)
3684 context_preload_texture(context
, state
, MAX_FRAGMENT_SAMPLERS
+ i
);
3690 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3692 if (state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
[i
].type
)
3693 context_preload_texture(context
, state
, i
);
3698 WORD ffu_map
= context
->fixed_function_usage_map
;
3700 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3703 context_preload_texture(context
, state
, i
);
3708 static void context_load_shader_resources(struct wined3d_context
*context
, const struct wined3d_state
*state
,
3709 unsigned int shader_mask
)
3711 struct wined3d_shader_sampler_map_entry
*entry
;
3712 struct wined3d_shader_resource_view
*view
;
3713 struct wined3d_shader
*shader
;
3716 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
3718 if (!(shader_mask
& (1u << i
)))
3721 if (!(shader
= state
->shader
[i
]))
3724 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
3726 if (state
->cb
[i
][j
])
3727 wined3d_buffer_load(state
->cb
[i
][j
], context
, state
);
3730 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
3732 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
3734 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
3737 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3738 wined3d_buffer_load(buffer_from_resource(view
->resource
), context
, state
);
3740 wined3d_texture_load(texture_from_resource(view
->resource
), context
, FALSE
);
3745 static void context_bind_shader_resources(struct wined3d_context
*context
,
3746 const struct wined3d_state
*state
, enum wined3d_shader_type shader_type
)
3748 unsigned int bind_idx
, shader_sampler_count
, base
, count
, i
;
3749 const struct wined3d_device
*device
= context
->device
;
3750 struct wined3d_shader_sampler_map_entry
*entry
;
3751 struct wined3d_shader_resource_view
*view
;
3752 const struct wined3d_shader
*shader
;
3753 struct wined3d_sampler
*sampler
;
3754 const DWORD
*tex_unit_map
;
3756 if (!(shader
= state
->shader
[shader_type
]))
3759 tex_unit_map
= context_get_tex_unit_mapping(context
,
3760 &shader
->reg_maps
.shader_version
, &base
, &count
);
3762 shader_sampler_count
= shader
->reg_maps
.sampler_map
.count
;
3763 if (shader_sampler_count
> count
)
3764 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3765 shader
, shader_sampler_count
, count
);
3766 count
= min(shader_sampler_count
, count
);
3768 for (i
= 0; i
< count
; ++i
)
3770 entry
= &shader
->reg_maps
.sampler_map
.entries
[i
];
3771 bind_idx
= base
+ entry
->bind_idx
;
3773 bind_idx
= tex_unit_map
[bind_idx
];
3775 if (!(view
= state
->shader_resource_view
[shader_type
][entry
->resource_idx
]))
3777 WARN("No resource view bound at index %u, %u.\n", shader_type
, entry
->resource_idx
);
3781 if (entry
->sampler_idx
== WINED3D_SAMPLER_DEFAULT
)
3782 sampler
= device
->default_sampler
;
3783 else if (!(sampler
= state
->sampler
[shader_type
][entry
->sampler_idx
]))
3784 sampler
= device
->null_sampler
;
3785 wined3d_shader_resource_view_bind(view
, bind_idx
, sampler
, context
);
3789 static void context_load_unordered_access_resources(struct wined3d_context
*context
,
3790 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
3792 struct wined3d_unordered_access_view
*view
;
3793 struct wined3d_texture
*texture
;
3794 struct wined3d_buffer
*buffer
;
3797 context
->uses_uavs
= 0;
3802 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
3804 if (!(view
= views
[i
]))
3807 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3809 buffer
= buffer_from_resource(view
->resource
);
3810 wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
);
3811 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_BUFFER
);
3815 texture
= texture_from_resource(view
->resource
);
3816 wined3d_texture_load(texture
, context
, FALSE
);
3817 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3820 context
->uses_uavs
= 1;
3824 static void context_bind_unordered_access_views(struct wined3d_context
*context
,
3825 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
3827 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3828 struct wined3d_unordered_access_view
*view
;
3829 GLuint texture_name
;
3836 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
3838 if (!(view
= views
[i
]))
3840 if (shader
->reg_maps
.uav_resource_info
[i
].type
)
3841 WARN("No unordered access view bound at index %u.\n", i
);
3842 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
3846 if (view
->gl_view
.name
)
3848 texture_name
= view
->gl_view
.name
;
3851 else if (view
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
3853 struct wined3d_texture
*texture
= texture_from_resource(view
->resource
);
3854 texture_name
= wined3d_texture_get_texture_name(texture
, context
, FALSE
);
3855 level
= view
->desc
.u
.texture
.level_idx
;
3859 FIXME("Unsupported buffer unordered access view.\n");
3860 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
3864 GL_EXTCALL(glBindImageTexture(i
, texture_name
, level
, GL_TRUE
, 0, GL_READ_WRITE
,
3865 view
->format
->glInternal
));
3867 if (view
->counter_bo
)
3868 GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER
, i
, view
->counter_bo
));
3870 checkGLcall("Bind unordered access views");
3873 static void context_load_stream_output_buffers(struct wined3d_context
*context
,
3874 const struct wined3d_state
*state
)
3878 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
3880 struct wined3d_buffer
*buffer
;
3881 if (!(buffer
= state
->stream_output
[i
].buffer
))
3884 wined3d_buffer_load(buffer
, context
, state
);
3885 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
3889 /* Context activation is done by the caller. */
3890 static BOOL
context_apply_draw_state(struct wined3d_context
*context
,
3891 const struct wined3d_device
*device
, const struct wined3d_state
*state
)
3893 const struct StateEntry
*state_table
= context
->state_table
;
3894 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3895 const struct wined3d_fb_state
*fb
= state
->fb
;
3899 if (!have_framebuffer_attachment(gl_info
->limits
.buffers
, fb
->render_targets
, fb
->depth_stencil
))
3901 if (!gl_info
->supported
[ARB_FRAMEBUFFER_NO_ATTACHMENTS
])
3903 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
3907 context_set_render_offscreen(context
, TRUE
);
3910 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& isStateDirty(context
, STATE_FRAMEBUFFER
))
3912 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
3915 /* Preload resources before FBO setup. Texture preload in particular may
3916 * result in changes to the current FBO, due to using e.g. FBO blits for
3917 * updating a resource location. */
3918 context_update_tex_unit_map(context
, state
);
3919 context_preload_textures(context
, state
);
3920 context_load_shader_resources(context
, state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
3921 context_load_unordered_access_resources(context
, state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
3922 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
3923 context_load_stream_output_buffers(context
, state
);
3924 /* TODO: Right now the dependency on the vertex shader is necessary
3925 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
3926 * the current VS but maybe it's possible to relax the coupling in some
3927 * situations at least. */
3928 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
)
3929 || isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
)))
3931 context_update_stream_info(context
, state
);
3935 for (i
= 0, map
= context
->stream_info
.use_map
; map
; map
>>= 1, ++i
)
3938 wined3d_buffer_load(state
->streams
[context
->stream_info
.elements
[i
].stream_idx
].buffer
,
3941 /* Loading the buffers above may have invalidated the stream info. */
3942 if (isStateDirty(context
, STATE_STREAMSRC
))
3943 context_update_stream_info(context
, state
);
3945 if (state
->index_buffer
)
3947 if (context
->stream_info
.all_vbo
)
3948 wined3d_buffer_load(state
->index_buffer
, context
, state
);
3950 wined3d_buffer_load_sysmem(state
->index_buffer
, context
);
3953 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
3955 DWORD rep
= context
->dirtyArray
[i
];
3956 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
3957 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
3958 context
->isStateDirty
[idx
] &= ~(1u << shift
);
3959 state_table
[rep
].apply(context
, state
, rep
);
3962 if (context
->shader_update_mask
& ~(1u << WINED3D_SHADER_TYPE_COMPUTE
))
3964 device
->shader_backend
->shader_select(device
->shader_priv
, context
, state
);
3965 context
->shader_update_mask
&= 1u << WINED3D_SHADER_TYPE_COMPUTE
;
3968 if (context
->constant_update_mask
)
3970 device
->shader_backend
->shader_load_constants(device
->shader_priv
, context
, state
);
3971 context
->constant_update_mask
= 0;
3974 if (context
->update_shader_resource_bindings
)
3976 for (i
= 0; i
< WINED3D_SHADER_TYPE_GRAPHICS_COUNT
; ++i
)
3977 context_bind_shader_resources(context
, state
, i
);
3978 context
->update_shader_resource_bindings
= 0;
3979 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
3980 context
->update_compute_shader_resource_bindings
= 1;
3983 if (context
->update_unordered_access_view_bindings
)
3985 context_bind_unordered_access_views(context
,
3986 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
3987 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
3988 context
->update_unordered_access_view_bindings
= 0;
3989 context
->update_compute_unordered_access_view_bindings
= 1;
3992 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3994 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
3997 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
3998 context
->last_was_blit
= FALSE
;
3999 context
->last_was_ffp_blit
= FALSE
;
4004 static void context_apply_compute_state(struct wined3d_context
*context
,
4005 const struct wined3d_device
*device
, const struct wined3d_state
*state
)
4007 const struct StateEntry
*state_table
= context
->state_table
;
4008 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4009 unsigned int state_id
, i
;
4011 context_load_shader_resources(context
, state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
4012 context_load_unordered_access_resources(context
, state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
4013 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
4015 for (i
= 0, state_id
= STATE_COMPUTE_OFFSET
; i
< ARRAY_SIZE(context
->dirty_compute_states
); ++i
)
4017 unsigned int dirty_mask
= context
->dirty_compute_states
[i
];
4020 unsigned int current_state_id
= state_id
+ wined3d_bit_scan(&dirty_mask
);
4021 state_table
[current_state_id
].apply(context
, state
, current_state_id
);
4023 state_id
+= sizeof(*context
->dirty_compute_states
) * CHAR_BIT
;
4025 memset(context
->dirty_compute_states
, 0, sizeof(*context
->dirty_compute_states
));
4027 if (context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
))
4029 device
->shader_backend
->shader_select_compute(device
->shader_priv
, context
, state
);
4030 context
->shader_update_mask
&= ~(1u << WINED3D_SHADER_TYPE_COMPUTE
);
4033 if (context
->update_compute_shader_resource_bindings
)
4035 context_bind_shader_resources(context
, state
, WINED3D_SHADER_TYPE_COMPUTE
);
4036 context
->update_compute_shader_resource_bindings
= 0;
4037 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
4038 context
->update_shader_resource_bindings
= 1;
4041 if (context
->update_compute_unordered_access_view_bindings
)
4043 context_bind_unordered_access_views(context
,
4044 state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
4045 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
4046 context
->update_compute_unordered_access_view_bindings
= 0;
4047 context
->update_unordered_access_view_bindings
= 1;
4050 /* Updates to currently bound render targets aren't necessarily coherent
4051 * between the graphics and compute pipelines. Unbind any currently bound
4052 * FBO here to ensure preceding updates to its attachments by the graphics
4053 * pipeline are visible to the compute pipeline.
4055 * Without this, the bloom effect in Nier:Automata is too bright on the
4056 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
4057 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
4058 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
4060 context
->last_was_blit
= FALSE
;
4061 context
->last_was_ffp_blit
= FALSE
;
4064 static BOOL
use_transform_feedback(const struct wined3d_state
*state
)
4066 const struct wined3d_shader
*shader
;
4067 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
4069 return shader
->u
.gs
.so_desc
.element_count
;
4072 void context_end_transform_feedback(struct wined3d_context
*context
)
4074 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4075 if (context
->transform_feedback_active
)
4077 GL_EXTCALL(glEndTransformFeedback());
4078 checkGLcall("glEndTransformFeedback");
4079 context
->transform_feedback_active
= 0;
4080 context
->transform_feedback_paused
= 0;
4084 static void context_pause_transform_feedback(struct wined3d_context
*context
, BOOL force
)
4086 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4088 if (!context
->transform_feedback_active
|| context
->transform_feedback_paused
)
4091 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK2
])
4093 GL_EXTCALL(glPauseTransformFeedback());
4094 checkGLcall("glPauseTransformFeedback");
4095 context
->transform_feedback_paused
= 1;
4099 WARN("Cannot pause transform feedback operations.\n");
4102 context_end_transform_feedback(context
);
4105 static void context_setup_target(struct wined3d_context
*context
,
4106 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4108 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
4110 render_offscreen
= wined3d_resource_is_offscreen(&texture
->resource
);
4111 if (context
->current_rt
.texture
== texture
4112 && context
->current_rt
.sub_resource_idx
== sub_resource_idx
4113 && render_offscreen
== old_render_offscreen
)
4116 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4117 * the alpha blend state changes with different render target formats. */
4118 if (!context
->current_rt
.texture
)
4120 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
4124 const struct wined3d_format
*old
= context
->current_rt
.texture
->resource
.format
;
4125 const struct wined3d_format
*new = texture
->resource
.format
;
4127 if (old
->id
!= new->id
)
4129 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4130 if ((old
->alpha_size
&& !new->alpha_size
) || (!old
->alpha_size
&& new->alpha_size
)
4131 || !(texture
->resource
.format_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
4132 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
4134 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
4135 if ((context
->current_rt
.texture
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
)
4136 != (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
4137 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
4140 /* When switching away from an offscreen render target, and we're not
4141 * using FBOs, we have to read the drawable into the texture. This is
4142 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
4143 * There are some things that need care though. PreLoad needs a GL context,
4144 * and FindContext is called before the context is activated. It also
4145 * has to be called with the old rendertarget active, otherwise a
4146 * wrong drawable is read. */
4147 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
4148 && old_render_offscreen
&& (context
->current_rt
.texture
!= texture
4149 || context
->current_rt
.sub_resource_idx
!= sub_resource_idx
))
4151 unsigned int prev_sub_resource_idx
= context
->current_rt
.sub_resource_idx
;
4152 struct wined3d_texture
*prev_texture
= context
->current_rt
.texture
;
4154 /* Read the back buffer of the old drawable into the destination texture. */
4155 if (prev_texture
->texture_srgb
.name
)
4156 wined3d_texture_load(prev_texture
, context
, TRUE
);
4157 wined3d_texture_load(prev_texture
, context
, FALSE
);
4158 wined3d_texture_invalidate_location(prev_texture
, prev_sub_resource_idx
, WINED3D_LOCATION_DRAWABLE
);
4162 context
->current_rt
.texture
= texture
;
4163 context
->current_rt
.sub_resource_idx
= sub_resource_idx
;
4164 context_set_render_offscreen(context
, render_offscreen
);
4167 static void context_activate(struct wined3d_context
*context
,
4168 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4170 context_enter(context
);
4171 context_update_window(context
);
4172 context_setup_target(context
, texture
, sub_resource_idx
);
4173 if (!context
->valid
)
4176 if (context
!= context_get_current())
4178 if (!context_set_current(context
))
4179 ERR("Failed to activate the new context.\n");
4181 else if (context
->needs_set
)
4183 context_set_gl_context(context
);
4187 struct wined3d_context
*context_acquire(const struct wined3d_device
*device
,
4188 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4190 struct wined3d_context
*current_context
= context_get_current();
4191 struct wined3d_context
*context
;
4192 BOOL swapchain_texture
;
4194 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device
, texture
, sub_resource_idx
);
4196 wined3d_from_cs(device
->cs
);
4198 if (current_context
&& current_context
->destroyed
)
4199 current_context
= NULL
;
4201 swapchain_texture
= texture
&& texture
->swapchain
;
4205 && current_context
->current_rt
.texture
4206 && current_context
->device
== device
)
4208 texture
= current_context
->current_rt
.texture
;
4209 sub_resource_idx
= current_context
->current_rt
.sub_resource_idx
;
4213 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
4215 if (swapchain
->back_buffers
)
4216 texture
= swapchain
->back_buffers
[0];
4218 texture
= swapchain
->front_buffer
;
4219 sub_resource_idx
= 0;
4223 if (current_context
&& current_context
->current_rt
.texture
== texture
)
4225 context
= current_context
;
4227 else if (swapchain_texture
)
4229 TRACE("Rendering onscreen.\n");
4231 context
= swapchain_get_context(texture
->swapchain
);
4235 TRACE("Rendering offscreen.\n");
4237 /* Stay with the current context if possible. Otherwise use the
4238 * context for the primary swapchain. */
4239 if (current_context
&& current_context
->device
== device
)
4240 context
= current_context
;
4242 context
= swapchain_get_context(device
->swapchains
[0]);
4245 context_activate(context
, texture
, sub_resource_idx
);
4250 struct wined3d_context
*context_reacquire(const struct wined3d_device
*device
,
4251 struct wined3d_context
*context
)
4253 struct wined3d_context
*acquired_context
;
4255 wined3d_from_cs(device
->cs
);
4257 if (!context
|| context
->tid
!= GetCurrentThreadId())
4260 if (context
->current_rt
.texture
)
4262 context_activate(context
, context
->current_rt
.texture
, context
->current_rt
.sub_resource_idx
);
4266 acquired_context
= context_acquire(device
, NULL
, 0);
4267 if (acquired_context
!= context
)
4268 ERR("Acquired context %p instead of %p.\n", acquired_context
, context
);
4269 return acquired_context
;
4272 void dispatch_compute(struct wined3d_device
*device
, const struct wined3d_state
*state
,
4273 const struct wined3d_dispatch_parameters
*parameters
)
4275 const struct wined3d_gl_info
*gl_info
;
4276 struct wined3d_context
*context
;
4278 context
= context_acquire(device
, NULL
, 0);
4279 if (!context
->valid
)
4281 context_release(context
);
4282 WARN("Invalid context, skipping dispatch.\n");
4285 gl_info
= context
->gl_info
;
4287 if (!gl_info
->supported
[ARB_COMPUTE_SHADER
])
4289 context_release(context
);
4290 FIXME("OpenGL implementation does not support compute shaders.\n");
4294 if (parameters
->indirect
)
4295 wined3d_buffer_load(parameters
->u
.indirect
.buffer
, context
, state
);
4297 context_apply_compute_state(context
, device
, state
);
4299 if (!state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
])
4301 context_release(context
);
4302 WARN("No compute shader bound, skipping dispatch.\n");
4306 if (parameters
->indirect
)
4308 const struct wined3d_indirect_dispatch_parameters
*indirect
= ¶meters
->u
.indirect
;
4309 struct wined3d_buffer
*buffer
= indirect
->buffer
;
4311 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER
, buffer
->buffer_object
));
4312 GL_EXTCALL(glDispatchComputeIndirect((GLintptr
)indirect
->offset
));
4313 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER
, 0));
4317 const struct wined3d_direct_dispatch_parameters
*direct
= ¶meters
->u
.direct
;
4318 GL_EXTCALL(glDispatchCompute(direct
->group_count_x
, direct
->group_count_y
, direct
->group_count_z
));
4320 checkGLcall("dispatch compute");
4322 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS
));
4323 checkGLcall("glMemoryBarrier");
4325 if (wined3d_settings
.strict_draw_ordering
)
4326 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
4328 context_release(context
);
4331 /* Context activation is done by the caller. */
4332 static void draw_primitive_arrays(struct wined3d_context
*context
, const struct wined3d_state
*state
,
4333 const void *idx_data
, unsigned int idx_size
, int base_vertex_idx
, unsigned int start_idx
,
4334 unsigned int count
, unsigned int start_instance
, unsigned int instance_count
)
4336 const struct wined3d_ffp_attrib_ops
*ops
= &context
->d3d_info
->ffp_attrib_ops
;
4337 GLenum idx_type
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
4338 const struct wined3d_stream_info
*si
= &context
->stream_info
;
4339 unsigned int instanced_elements
[ARRAY_SIZE(si
->elements
)];
4340 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4341 unsigned int instanced_element_count
= 0;
4342 GLenum mode
= state
->gl_primitive_type
;
4343 const void *indices
;
4346 indices
= (const char *)idx_data
+ idx_size
* start_idx
;
4348 if (!instance_count
)
4352 gl_info
->gl_ops
.gl
.p_glDrawArrays(mode
, start_idx
, count
);
4353 checkGLcall("glDrawArrays");
4357 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4359 GL_EXTCALL(glDrawElementsBaseVertex(mode
, count
, idx_type
, indices
, base_vertex_idx
));
4360 checkGLcall("glDrawElementsBaseVertex");
4364 gl_info
->gl_ops
.gl
.p_glDrawElements(mode
, count
, idx_type
, indices
);
4365 checkGLcall("glDrawElements");
4369 if (start_instance
&& !(gl_info
->supported
[ARB_BASE_INSTANCE
] && gl_info
->supported
[ARB_INSTANCED_ARRAYS
]))
4370 FIXME("Start instance (%u) not supported.\n", start_instance
);
4372 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4376 if (gl_info
->supported
[ARB_BASE_INSTANCE
])
4378 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode
, start_idx
, count
, instance_count
, start_instance
));
4379 checkGLcall("glDrawArraysInstancedBaseInstance");
4383 GL_EXTCALL(glDrawArraysInstanced(mode
, start_idx
, count
, instance_count
));
4384 checkGLcall("glDrawArraysInstanced");
4388 if (gl_info
->supported
[ARB_BASE_INSTANCE
])
4390 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode
, count
, idx_type
,
4391 indices
, instance_count
, base_vertex_idx
, start_instance
));
4392 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
4395 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4397 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode
, count
, idx_type
,
4398 indices
, instance_count
, base_vertex_idx
));
4399 checkGLcall("glDrawElementsInstancedBaseVertex");
4403 GL_EXTCALL(glDrawElementsInstanced(mode
, count
, idx_type
, indices
, instance_count
));
4404 checkGLcall("glDrawElementsInstanced");
4408 /* Instancing emulation by mixing immediate mode and arrays. */
4410 /* This is a nasty thing. MSDN says no hardware supports this and
4411 * applications have to use software vertex processing. We don't support
4414 * Shouldn't be too hard to support with OpenGL, in theory just call
4415 * glDrawArrays() instead of drawElements(). But the stream fequency value
4416 * has a different meaning in that situation. */
4419 FIXME("Non-indexed instanced drawing is not supported.\n");
4423 for (i
= 0; i
< ARRAY_SIZE(si
->elements
); ++i
)
4425 if (!(si
->use_map
& (1u << i
)))
4428 if (state
->streams
[si
->elements
[i
].stream_idx
].flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
4429 instanced_elements
[instanced_element_count
++] = i
;
4432 for (i
= 0; i
< instance_count
; ++i
)
4434 /* Specify the instanced attributes using immediate mode calls. */
4435 for (j
= 0; j
< instanced_element_count
; ++j
)
4437 const struct wined3d_stream_info_element
*element
;
4438 unsigned int element_idx
;
4441 element_idx
= instanced_elements
[j
];
4442 element
= &si
->elements
[element_idx
];
4443 ptr
= element
->data
.addr
+ element
->stride
* i
;
4444 if (element
->data
.buffer_object
)
4445 ptr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(state
->streams
[element
->stream_idx
].buffer
, context
);
4446 ops
->generic
[element
->format
->emit_idx
](element_idx
, ptr
);
4449 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4451 GL_EXTCALL(glDrawElementsBaseVertex(mode
, count
, idx_type
, indices
, base_vertex_idx
));
4452 checkGLcall("glDrawElementsBaseVertex");
4456 gl_info
->gl_ops
.gl
.p_glDrawElements(mode
, count
, idx_type
, indices
);
4457 checkGLcall("glDrawElements");
4462 static unsigned int get_stride_idx(const void *idx_data
, unsigned int idx_size
,
4463 unsigned int base_vertex_idx
, unsigned int start_idx
, unsigned int vertex_idx
)
4466 return start_idx
+ vertex_idx
;
4468 return ((const WORD
*)idx_data
)[start_idx
+ vertex_idx
] + base_vertex_idx
;
4469 return ((const DWORD
*)idx_data
)[start_idx
+ vertex_idx
] + base_vertex_idx
;
4472 /* Context activation is done by the caller. */
4473 static void draw_primitive_immediate_mode(struct wined3d_context
*context
, const struct wined3d_state
*state
,
4474 const struct wined3d_stream_info
*si
, const void *idx_data
, unsigned int idx_size
,
4475 int base_vertex_idx
, unsigned int start_idx
, unsigned int vertex_count
, unsigned int instance_count
)
4477 const BYTE
*position
= NULL
, *normal
= NULL
, *diffuse
= NULL
, *specular
= NULL
;
4478 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
4479 unsigned int coord_idx
, stride_idx
, texture_idx
, vertex_idx
;
4480 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4481 const struct wined3d_stream_info_element
*element
;
4482 const BYTE
*tex_coords
[WINED3DDP_MAXTEXCOORD
];
4483 unsigned int texture_unit
, texture_stages
;
4484 const struct wined3d_ffp_attrib_ops
*ops
;
4485 unsigned int untracked_material_count
;
4486 unsigned int tex_mask
= 0;
4487 BOOL specular_fog
= FALSE
;
4488 BOOL ps
= use_ps(state
);
4491 static unsigned int once
;
4494 FIXME_(d3d_perf
)("Drawing using immediate mode.\n");
4496 WARN_(d3d_perf
)("Drawing using immediate mode.\n");
4498 if (!idx_size
&& idx_data
)
4499 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
4502 FIXME("Instancing not implemented.\n");
4504 /* Immediate mode drawing can't make use of indices in a VBO - get the
4505 * data from the index buffer. */
4507 idx_data
= wined3d_buffer_load_sysmem(state
->index_buffer
, context
) + state
->index_offset
;
4509 ops
= &d3d_info
->ffp_attrib_ops
;
4511 gl_info
->gl_ops
.gl
.p_glBegin(state
->gl_primitive_type
);
4513 if (use_vs(state
) || d3d_info
->ffp_generic_attributes
)
4515 for (vertex_idx
= 0; vertex_idx
< vertex_count
; ++vertex_idx
)
4517 unsigned int use_map
= si
->use_map
;
4518 unsigned int element_idx
;
4520 stride_idx
= get_stride_idx(idx_data
, idx_size
, base_vertex_idx
, start_idx
, vertex_idx
);
4521 for (element_idx
= MAX_ATTRIBS
- 1; use_map
; use_map
&= ~(1u << element_idx
), --element_idx
)
4523 if (!(use_map
& 1u << element_idx
))
4526 ptr
= si
->elements
[element_idx
].data
.addr
+ si
->elements
[element_idx
].stride
* stride_idx
;
4527 ops
->generic
[si
->elements
[element_idx
].format
->emit_idx
](element_idx
, ptr
);
4531 gl_info
->gl_ops
.gl
.p_glEnd();
4535 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
4536 position
= si
->elements
[WINED3D_FFP_POSITION
].data
.addr
;
4538 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
4539 normal
= si
->elements
[WINED3D_FFP_NORMAL
].data
.addr
;
4541 gl_info
->gl_ops
.gl
.p_glNormal3f(0.0f
, 0.0f
, 0.0f
);
4543 untracked_material_count
= context
->num_untracked_materials
;
4544 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
4546 element
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
4547 diffuse
= element
->data
.addr
;
4549 if (untracked_material_count
&& element
->format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4550 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element
->format
->id
));
4554 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
4557 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
4559 element
= &si
->elements
[WINED3D_FFP_SPECULAR
];
4560 specular
= element
->data
.addr
;
4562 /* Special case where the fog density is stored in the specular alpha channel. */
4563 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
4564 && (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
4565 || si
->elements
[WINED3D_FFP_POSITION
].format
->id
== WINED3DFMT_R32G32B32A32_FLOAT
)
4566 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
4568 if (gl_info
->supported
[EXT_FOG_COORD
])
4570 if (element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
4571 specular_fog
= TRUE
;
4573 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element
->format
->id
));
4577 static unsigned int once
;
4580 FIXME("Implement fog for transformed vertices in software.\n");
4584 else if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4586 GL_EXTCALL(glSecondaryColor3fEXT
)(0.0f
, 0.0f
, 0.0f
);
4589 texture_stages
= d3d_info
->limits
.ffp_blend_stages
;
4590 for (texture_idx
= 0; texture_idx
< texture_stages
; ++texture_idx
)
4592 if (!gl_info
->supported
[ARB_MULTITEXTURE
] && texture_idx
> 0)
4594 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
4598 if (!ps
&& !state
->textures
[texture_idx
])
4601 texture_unit
= context
->tex_unit_map
[texture_idx
];
4602 if (texture_unit
== WINED3D_UNMAPPED_STAGE
)
4605 coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
4608 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx
, texture_idx
);
4612 if (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))
4614 tex_coords
[coord_idx
] = si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].data
.addr
;
4615 tex_mask
|= (1u << texture_idx
);
4619 TRACE("Setting default coordinates for texture %u.\n", texture_idx
);
4620 if (gl_info
->supported
[ARB_MULTITEXTURE
])
4621 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_unit
, 0.0f
, 0.0f
, 0.0f
, 1.0f
));
4623 gl_info
->gl_ops
.gl
.p_glTexCoord4f(0.0f
, 0.0f
, 0.0f
, 1.0f
);
4627 /* Blending data and point sizes are not supported by this function. They
4628 * are not supported by the fixed function pipeline at all. A FIXME for
4629 * them is printed after decoding the vertex declaration. */
4630 for (vertex_idx
= 0; vertex_idx
< vertex_count
; ++vertex_idx
)
4632 unsigned int tmp_tex_mask
;
4634 stride_idx
= get_stride_idx(idx_data
, idx_size
, base_vertex_idx
, start_idx
, vertex_idx
);
4638 ptr
= normal
+ stride_idx
* si
->elements
[WINED3D_FFP_NORMAL
].stride
;
4639 ops
->normal
[si
->elements
[WINED3D_FFP_NORMAL
].format
->emit_idx
](ptr
);
4644 ptr
= diffuse
+ stride_idx
* si
->elements
[WINED3D_FFP_DIFFUSE
].stride
;
4645 ops
->diffuse
[si
->elements
[WINED3D_FFP_DIFFUSE
].format
->emit_idx
](ptr
);
4647 if (untracked_material_count
)
4649 struct wined3d_color color
;
4652 wined3d_color_from_d3dcolor(&color
, *(const DWORD
*)ptr
);
4653 for (i
= 0; i
< untracked_material_count
; ++i
)
4655 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, context
->untracked_materials
[i
], &color
.r
);
4662 ptr
= specular
+ stride_idx
* si
->elements
[WINED3D_FFP_SPECULAR
].stride
;
4663 ops
->specular
[si
->elements
[WINED3D_FFP_SPECULAR
].format
->emit_idx
](ptr
);
4666 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD
*)ptr
>> 24)));
4669 tmp_tex_mask
= tex_mask
;
4670 for (texture_idx
= 0; tmp_tex_mask
; tmp_tex_mask
>>= 1, ++texture_idx
)
4672 if (!(tmp_tex_mask
& 1))
4675 coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
4676 ptr
= tex_coords
[coord_idx
] + (stride_idx
* si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].stride
);
4677 ops
->texcoord
[si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format
->emit_idx
](
4678 GL_TEXTURE0_ARB
+ context
->tex_unit_map
[texture_idx
], ptr
);
4683 ptr
= position
+ stride_idx
* si
->elements
[WINED3D_FFP_POSITION
].stride
;
4684 ops
->position
[si
->elements
[WINED3D_FFP_POSITION
].format
->emit_idx
](ptr
);
4688 gl_info
->gl_ops
.gl
.p_glEnd();
4689 checkGLcall("draw immediate mode");
4692 static void draw_indirect(struct wined3d_context
*context
, const struct wined3d_state
*state
,
4693 const struct wined3d_indirect_draw_parameters
*parameters
, unsigned int idx_size
)
4695 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4696 struct wined3d_buffer
*buffer
= parameters
->buffer
;
4699 if (!gl_info
->supported
[ARB_DRAW_INDIRECT
])
4701 FIXME("OpenGL implementation does not support indirect draws.\n");
4705 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER
, buffer
->buffer_object
));
4707 offset
= (void *)(GLintptr
)parameters
->offset
;
4710 GLenum idx_type
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
4711 if (state
->index_offset
)
4712 FIXME("Ignoring index offset %u.\n", state
->index_offset
);
4713 GL_EXTCALL(glDrawElementsIndirect(state
->gl_primitive_type
, idx_type
, offset
));
4717 GL_EXTCALL(glDrawArraysIndirect(state
->gl_primitive_type
, offset
));
4720 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER
, 0));
4722 checkGLcall("draw indirect");
4725 static void remove_vbos(struct wined3d_context
*context
,
4726 const struct wined3d_state
*state
, struct wined3d_stream_info
*s
)
4730 for (i
= 0; i
< ARRAY_SIZE(s
->elements
); ++i
)
4732 struct wined3d_stream_info_element
*e
;
4734 if (!(s
->use_map
& (1u << i
)))
4737 e
= &s
->elements
[i
];
4738 if (e
->data
.buffer_object
)
4740 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
4741 e
->data
.buffer_object
= 0;
4742 e
->data
.addr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(vb
, context
);
4747 static GLenum
gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
4749 GLenum gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
4750 switch (gl_primitive_type
)
4756 case GL_LINE_STRIP_ADJACENCY
:
4757 case GL_LINES_ADJACENCY
:
4761 case GL_TRIANGLE_FAN
:
4762 case GL_TRIANGLE_STRIP
:
4763 case GL_TRIANGLE_STRIP_ADJACENCY
:
4764 case GL_TRIANGLES_ADJACENCY
:
4766 return GL_TRIANGLES
;
4769 return gl_primitive_type
;
4773 /* Routine common to the draw primitive and draw indexed primitive routines */
4774 void draw_primitive(struct wined3d_device
*device
, const struct wined3d_state
*state
,
4775 const struct wined3d_draw_parameters
*parameters
)
4777 BOOL emulation
= FALSE
, rasterizer_discard
= FALSE
;
4778 const struct wined3d_fb_state
*fb
= state
->fb
;
4779 const struct wined3d_stream_info
*stream_info
;
4780 struct wined3d_rendertarget_view
*dsv
, *rtv
;
4781 struct wined3d_stream_info si_emulated
;
4782 struct wined3d_fence
*ib_fence
= NULL
;
4783 const struct wined3d_gl_info
*gl_info
;
4784 struct wined3d_context
*context
;
4785 unsigned int i
, idx_size
= 0;
4786 const void *idx_data
= NULL
;
4788 if (!parameters
->indirect
&& !parameters
->u
.direct
.index_count
)
4791 if (!(rtv
= fb
->render_targets
[0]))
4792 rtv
= fb
->depth_stencil
;
4794 context
= context_acquire(device
, wined3d_texture_from_resource(rtv
->resource
), rtv
->sub_resource_idx
);
4796 context
= context_acquire(device
, NULL
, 0);
4797 if (!context
->valid
)
4799 context_release(context
);
4800 WARN("Invalid context, skipping draw.\n");
4803 gl_info
= context
->gl_info
;
4805 if (!use_transform_feedback(state
))
4806 context_pause_transform_feedback(context
, TRUE
);
4808 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
4810 if (!(rtv
= fb
->render_targets
[i
]) || rtv
->format
->id
== WINED3DFMT_NULL
)
4813 if (state
->render_states
[WINED3D_RS_COLORWRITEENABLE
])
4815 wined3d_rendertarget_view_load_location(rtv
, context
, rtv
->resource
->draw_binding
);
4816 wined3d_rendertarget_view_invalidate_location(rtv
, ~rtv
->resource
->draw_binding
);
4820 wined3d_rendertarget_view_prepare_location(rtv
, context
, rtv
->resource
->draw_binding
);
4824 if ((dsv
= fb
->depth_stencil
))
4826 /* Note that this depends on the context_acquire() call above to set
4827 * context->render_offscreen properly. We don't currently take the
4828 * Z-compare function into account, but we could skip loading the
4829 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
4830 * that we never copy the stencil data.*/
4831 DWORD location
= context
->render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
4833 if (state
->render_states
[WINED3D_RS_ZWRITEENABLE
] || state
->render_states
[WINED3D_RS_ZENABLE
])
4834 wined3d_rendertarget_view_load_location(dsv
, context
, location
);
4836 wined3d_rendertarget_view_prepare_location(dsv
, context
, location
);
4839 if (parameters
->indirect
)
4840 wined3d_buffer_load(parameters
->u
.indirect
.buffer
, context
, state
);
4842 if (!context_apply_draw_state(context
, device
, state
))
4844 context_release(context
);
4845 WARN("Unable to apply draw state, skipping draw.\n");
4849 if (dsv
&& state
->render_states
[WINED3D_RS_ZWRITEENABLE
])
4851 DWORD location
= context
->render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
4853 wined3d_rendertarget_view_validate_location(dsv
, location
);
4854 wined3d_rendertarget_view_invalidate_location(dsv
, ~location
);
4857 stream_info
= &context
->stream_info
;
4859 if (parameters
->indexed
)
4861 struct wined3d_buffer
*index_buffer
= state
->index_buffer
;
4862 if (!index_buffer
->buffer_object
|| !stream_info
->all_vbo
)
4864 idx_data
= index_buffer
->resource
.heap_memory
;
4868 ib_fence
= index_buffer
->fence
;
4871 idx_data
= (const BYTE
*)idx_data
+ state
->index_offset
;
4873 if (state
->index_format
== WINED3DFMT_R16_UINT
)
4881 if (!stream_info
->position_transformed
&& context
->num_untracked_materials
4882 && state
->render_states
[WINED3D_RS_LIGHTING
])
4887 FIXME("Using software emulation because not all material properties could be tracked.\n");
4889 WARN_(d3d_perf
)("Using software emulation because not all material properties could be tracked.\n");
4892 else if (context
->fog_coord
&& state
->render_states
[WINED3D_RS_FOGENABLE
])
4896 /* Either write a pipeline replacement shader or convert the
4897 * specular alpha from unsigned byte to a float in the vertex
4900 FIXME("Using software emulation because manual fog coordinates are provided.\n");
4902 WARN_(d3d_perf
)("Using software emulation because manual fog coordinates are provided.\n");
4908 si_emulated
= context
->stream_info
;
4909 remove_vbos(context
, state
, &si_emulated
);
4910 stream_info
= &si_emulated
;
4914 if (use_transform_feedback(state
))
4916 const struct wined3d_shader
*shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
4918 if (is_rasterization_disabled(shader
))
4920 glEnable(GL_RASTERIZER_DISCARD
);
4921 checkGLcall("enable rasterizer discard");
4922 rasterizer_discard
= TRUE
;
4925 if (context
->transform_feedback_paused
)
4927 GL_EXTCALL(glResumeTransformFeedback());
4928 checkGLcall("glResumeTransformFeedback");
4929 context
->transform_feedback_paused
= 0;
4931 else if (!context
->transform_feedback_active
)
4933 GLenum mode
= gl_tfb_primitive_type_from_d3d(shader
->u
.gs
.output_type
);
4934 GL_EXTCALL(glBeginTransformFeedback(mode
));
4935 checkGLcall("glBeginTransformFeedback");
4936 context
->transform_feedback_active
= 1;
4940 if (state
->gl_primitive_type
== GL_PATCHES
)
4942 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES
, state
->gl_patch_vertices
));
4943 checkGLcall("glPatchParameteri");
4946 if (parameters
->indirect
)
4948 if (!context
->use_immediate_mode_draw
&& !emulation
)
4949 draw_indirect(context
, state
, ¶meters
->u
.indirect
, idx_size
);
4951 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
4955 unsigned int instance_count
= parameters
->u
.direct
.instance_count
;
4956 if (context
->instance_count
)
4957 instance_count
= context
->instance_count
;
4959 if (context
->use_immediate_mode_draw
|| emulation
)
4960 draw_primitive_immediate_mode(context
, state
, stream_info
, idx_data
,
4961 idx_size
, parameters
->u
.direct
.base_vertex_idx
,
4962 parameters
->u
.direct
.start_idx
, parameters
->u
.direct
.index_count
, instance_count
);
4964 draw_primitive_arrays(context
, state
, idx_data
, idx_size
, parameters
->u
.direct
.base_vertex_idx
,
4965 parameters
->u
.direct
.start_idx
, parameters
->u
.direct
.index_count
,
4966 parameters
->u
.direct
.start_instance
, instance_count
);
4969 if (context
->uses_uavs
)
4971 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS
));
4972 checkGLcall("glMemoryBarrier");
4975 context_pause_transform_feedback(context
, FALSE
);
4977 if (rasterizer_discard
)
4979 glDisable(GL_RASTERIZER_DISCARD
);
4980 checkGLcall("disable rasterizer discard");
4984 wined3d_fence_issue(ib_fence
, device
);
4985 for (i
= 0; i
< context
->buffer_fence_count
; ++i
)
4986 wined3d_fence_issue(context
->buffer_fences
[i
], device
);
4988 if (wined3d_settings
.strict_draw_ordering
)
4989 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
4991 context_release(context
);