2 * Context and render target management in wined3d
4 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "wine/port.h"
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous
);
36 #define WINED3D_MAX_FBO_ENTRIES 64
38 static DWORD wined3d_context_tls_idx
;
40 /* FBO helper functions */
42 /* Context activation is done by the caller. */
43 static void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint fbo
)
45 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
49 case GL_READ_FRAMEBUFFER
:
50 if (context
->fbo_read_binding
== fbo
) return;
51 context
->fbo_read_binding
= fbo
;
54 case GL_DRAW_FRAMEBUFFER
:
55 if (context
->fbo_draw_binding
== fbo
) return;
56 context
->fbo_draw_binding
= fbo
;
60 if (context
->fbo_read_binding
== fbo
61 && context
->fbo_draw_binding
== fbo
) return;
62 context
->fbo_read_binding
= fbo
;
63 context
->fbo_draw_binding
= fbo
;
67 FIXME("Unhandled target %#x.\n", target
);
71 gl_info
->fbo_ops
.glBindFramebuffer(target
, fbo
);
72 checkGLcall("glBindFramebuffer()");
75 /* Context activation is done by the caller. */
76 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
80 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
82 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
83 checkGLcall("glFramebufferTexture2D()");
85 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
86 checkGLcall("glFramebufferTexture2D()");
88 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
89 checkGLcall("glFramebufferTexture2D()");
92 /* Context activation is done by the caller. */
93 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint fbo
)
95 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
97 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
98 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
99 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
101 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
102 checkGLcall("glDeleteFramebuffers()");
105 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info
*gl_info
,
106 GLenum fbo_target
, DWORD flags
, GLuint rb
)
108 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
110 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
111 checkGLcall("glFramebufferRenderbuffer()");
114 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
116 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
117 checkGLcall("glFramebufferRenderbuffer()");
121 static void context_attach_gl_texture_fbo(struct wined3d_context
*context
,
122 GLenum fbo_target
, GLenum attachment
, const struct wined3d_fbo_resource
*resource
)
124 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
128 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
, GL_TEXTURE_2D
, 0, 0);
129 checkGLcall("glFramebufferTexture2D()");
131 else if (resource
->target
== GL_TEXTURE_2D_ARRAY
)
133 if (!gl_info
->fbo_ops
.glFramebufferTextureLayer
)
135 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
139 gl_info
->fbo_ops
.glFramebufferTextureLayer(fbo_target
, attachment
,
140 resource
->object
, resource
->level
, resource
->layer
);
141 checkGLcall("glFramebufferTextureLayer()");
145 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
,
146 resource
->target
, resource
->object
, resource
->level
);
147 checkGLcall("glFramebufferTexture2D()");
151 /* Context activation is done by the caller. */
152 static void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
153 GLenum fbo_target
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
,
156 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
158 if (resource
->object
)
160 TRACE("Attach depth stencil %u.\n", resource
->object
);
164 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
165 flags
, resource
->object
);
169 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
170 context_attach_gl_texture_fbo(context
, fbo_target
, GL_DEPTH_ATTACHMENT
, resource
);
172 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
173 context_attach_gl_texture_fbo(context
, fbo_target
, GL_STENCIL_ATTACHMENT
, resource
);
176 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
))
177 context_attach_gl_texture_fbo(context
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
179 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
))
180 context_attach_gl_texture_fbo(context
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
184 TRACE("Attach depth stencil 0.\n");
186 context_attach_gl_texture_fbo(context
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
187 context_attach_gl_texture_fbo(context
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
191 /* Context activation is done by the caller. */
192 static void context_attach_surface_fbo(struct wined3d_context
*context
,
193 GLenum fbo_target
, DWORD idx
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
)
195 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
197 TRACE("Attach GL object %u to %u.\n", resource
->object
, idx
);
199 if (resource
->object
)
204 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
205 GL_RENDERBUFFER
, resource
->object
);
206 checkGLcall("glFramebufferRenderbuffer()");
210 context_attach_gl_texture_fbo(context
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, resource
);
215 context_attach_gl_texture_fbo(context
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, NULL
);
219 static void context_dump_fbo_attachment(const struct wined3d_gl_info
*gl_info
, GLenum target
,
227 enum wined3d_gl_extension extension
;
231 {GL_TEXTURE_2D
, GL_TEXTURE_BINDING_2D
, "2d", WINED3D_GL_EXT_NONE
},
232 {GL_TEXTURE_RECTANGLE_ARB
, GL_TEXTURE_BINDING_RECTANGLE_ARB
, "rectangle", ARB_TEXTURE_RECTANGLE
},
233 {GL_TEXTURE_2D_ARRAY
, GL_TEXTURE_BINDING_2D_ARRAY
, "2d-array", EXT_TEXTURE_ARRAY
},
236 GLint type
, name
, samples
, width
, height
, old_texture
, level
, face
, fmt
, tex_target
;
238 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
239 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
, &name
);
240 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
241 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
, &type
);
243 if (type
== GL_RENDERBUFFER
)
245 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, name
);
246 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_WIDTH
, &width
);
247 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_HEIGHT
, &height
);
248 if (gl_info
->limits
.samples
> 1)
249 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_SAMPLES
, &samples
);
252 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_INTERNAL_FORMAT
, &fmt
);
253 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
254 debug_fboattachment(attachment
), name
, width
, height
, samples
, fmt
);
256 else if (type
== GL_TEXTURE
)
258 const char *tex_type_str
;
260 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
261 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
, &level
);
262 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
263 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
, &face
);
267 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP
, &old_texture
);
269 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, name
);
270 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(face
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
);
271 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(face
, level
, GL_TEXTURE_WIDTH
, &width
);
272 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(face
, level
, GL_TEXTURE_HEIGHT
, &height
);
274 tex_target
= GL_TEXTURE_CUBE_MAP
;
275 tex_type_str
= "cube";
282 for (i
= 0; i
< sizeof(texture_type
) / sizeof(*texture_type
); ++i
)
284 if (!gl_info
->supported
[texture_type
[i
].extension
])
287 gl_info
->gl_ops
.gl
.p_glGetIntegerv(texture_type
[i
].binding
, &old_texture
);
288 while (gl_info
->gl_ops
.gl
.p_glGetError());
290 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, name
);
291 if (!gl_info
->gl_ops
.gl
.p_glGetError())
293 tex_target
= texture_type
[i
].target
;
294 tex_type_str
= texture_type
[i
].str
;
297 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, old_texture
);
301 FIXME("Cannot find type of texture %d.\n", name
);
305 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
);
306 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_WIDTH
, &width
);
307 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_HEIGHT
, &height
);
310 FIXME(" %s: %s texture %d, %dx%d, format %#x.\n", debug_fboattachment(attachment
),
311 tex_type_str
, name
, width
, height
, fmt
);
313 gl_info
->gl_ops
.gl
.p_glBindTexture(tex_target
, old_texture
);
314 checkGLcall("Guess texture type");
316 else if (type
== GL_NONE
)
318 FIXME(" %s: NONE.\n", debug_fboattachment(attachment
));
322 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment
), type
);
326 /* Context activation is done by the caller. */
327 void context_check_fbo_status(const struct wined3d_context
*context
, GLenum target
)
329 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
332 if (!FIXME_ON(d3d
)) return;
334 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
335 if (status
== GL_FRAMEBUFFER_COMPLETE
)
337 TRACE("FBO complete\n");
343 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
345 if (!context
->current_fbo
)
347 ERR("FBO 0 is incomplete, driver bug?\n");
351 context_dump_fbo_attachment(gl_info
, target
, GL_DEPTH_ATTACHMENT
);
352 context_dump_fbo_attachment(gl_info
, target
, GL_STENCIL_ATTACHMENT
);
354 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
355 context_dump_fbo_attachment(gl_info
, target
, GL_COLOR_ATTACHMENT0
+ i
);
356 checkGLcall("Dump FBO attachments");
360 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
362 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
363 return buffer
? (1u << 31) | buffer
: 0;
366 static inline DWORD
context_generate_rt_mask_from_resource(struct wined3d_resource
*resource
)
368 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
370 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
374 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource
));
377 static inline void context_set_fbo_key_for_surface(const struct wined3d_context
*context
,
378 struct wined3d_fbo_entry_key
*key
, UINT idx
, struct wined3d_surface
*surface
,
381 if (!surface
|| surface
->container
->resource
.format
->id
== WINED3DFMT_NULL
)
383 key
->objects
[idx
].object
= 0;
384 key
->objects
[idx
].target
= 0;
385 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
387 else if (surface
->current_renderbuffer
)
389 key
->objects
[idx
].object
= surface
->current_renderbuffer
->id
;
390 key
->objects
[idx
].target
= 0;
391 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
392 key
->rb_namespace
|= 1 << idx
;
398 case WINED3D_LOCATION_TEXTURE_RGB
:
399 key
->objects
[idx
].object
= surface_get_texture_name(surface
, context
, FALSE
);
400 key
->objects
[idx
].target
= surface
->texture_target
;
401 key
->objects
[idx
].level
= surface
->texture_level
;
402 key
->objects
[idx
].layer
= surface
->texture_layer
;
405 case WINED3D_LOCATION_TEXTURE_SRGB
:
406 key
->objects
[idx
].object
= surface_get_texture_name(surface
, context
, TRUE
);
407 key
->objects
[idx
].target
= surface
->texture_target
;
408 key
->objects
[idx
].level
= surface
->texture_level
;
409 key
->objects
[idx
].layer
= surface
->texture_layer
;
412 case WINED3D_LOCATION_RB_MULTISAMPLE
:
413 key
->objects
[idx
].object
= surface
->container
->rb_multisample
;
414 key
->objects
[idx
].target
= 0;
415 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
416 key
->rb_namespace
|= 1 << idx
;
419 case WINED3D_LOCATION_RB_RESOLVED
:
420 key
->objects
[idx
].object
= surface
->container
->rb_resolved
;
421 key
->objects
[idx
].target
= 0;
422 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
423 key
->rb_namespace
|= 1 << idx
;
429 static void context_generate_fbo_key(const struct wined3d_context
*context
,
430 struct wined3d_fbo_entry_key
*key
, struct wined3d_surface
**render_targets
,
431 struct wined3d_surface
*depth_stencil
, DWORD color_location
,
436 key
->rb_namespace
= 0;
437 context_set_fbo_key_for_surface(context
, key
, 0, depth_stencil
, ds_location
);
439 for (i
= 0; i
< context
->gl_info
->limits
.buffers
; ++i
)
440 context_set_fbo_key_for_surface(context
, key
, i
+ 1, render_targets
[i
], color_location
);
443 static struct fbo_entry
*context_create_fbo_entry(const struct wined3d_context
*context
,
444 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
445 DWORD color_location
, DWORD ds_location
)
447 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
448 struct fbo_entry
*entry
;
449 UINT object_count
= gl_info
->limits
.buffers
+ 1;
451 entry
= HeapAlloc(GetProcessHeap(), 0,
452 FIELD_OFFSET(struct fbo_entry
, key
.objects
[object_count
]));
453 memset(&entry
->key
, 0, FIELD_OFFSET(struct wined3d_fbo_entry_key
, objects
[object_count
]));
454 context_generate_fbo_key(context
, &entry
->key
, render_targets
, depth_stencil
, color_location
, ds_location
);
458 if (depth_stencil
->container
->resource
.format_flags
& WINED3DFMT_FLAG_DEPTH
)
459 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
460 if (depth_stencil
->container
->resource
.format_flags
& WINED3DFMT_FLAG_STENCIL
)
461 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
463 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
464 gl_info
->fbo_ops
.glGenFramebuffers(1, &entry
->id
);
465 checkGLcall("glGenFramebuffers()");
466 TRACE("Created FBO %u.\n", entry
->id
);
471 /* Context activation is done by the caller. */
472 static void context_reuse_fbo_entry(struct wined3d_context
*context
, GLenum target
,
473 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
474 DWORD color_location
, DWORD ds_location
, struct fbo_entry
*entry
)
476 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
478 context_bind_fbo(context
, target
, entry
->id
);
479 context_clean_fbo_attachments(gl_info
, target
);
481 context_generate_fbo_key(context
, &entry
->key
, render_targets
, depth_stencil
, color_location
, ds_location
);
485 if (depth_stencil
->container
->resource
.format_flags
& WINED3DFMT_FLAG_DEPTH
)
486 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
487 if (depth_stencil
->container
->resource
.format_flags
& WINED3DFMT_FLAG_STENCIL
)
488 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
492 /* Context activation is done by the caller. */
493 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
497 TRACE("Destroy FBO %u.\n", entry
->id
);
498 context_destroy_fbo(context
, entry
->id
);
500 --context
->fbo_entry_count
;
501 list_remove(&entry
->entry
);
502 HeapFree(GetProcessHeap(), 0, entry
);
505 /* Context activation is done by the caller. */
506 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
, GLenum target
,
507 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
508 DWORD color_location
, DWORD ds_location
)
510 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
511 unsigned int object_count
= gl_info
->limits
.buffers
+ 1;
512 struct wined3d_texture
*rt_texture
, *ds_texture
;
513 struct fbo_entry
*entry
;
516 if (depth_stencil
&& render_targets
[0])
518 rt_texture
= render_targets
[0]->container
;
519 ds_texture
= depth_stencil
->container
;
521 if (wined3d_texture_get_level_width(ds_texture
, depth_stencil
->texture_level
)
522 < wined3d_texture_get_level_width(rt_texture
, render_targets
[0]->texture_level
)
523 || wined3d_texture_get_level_height(ds_texture
, depth_stencil
->texture_level
)
524 < wined3d_texture_get_level_height(rt_texture
, render_targets
[0]->texture_level
))
526 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
527 depth_stencil
= NULL
;
529 else if (ds_texture
->resource
.multisample_type
!= rt_texture
->resource
.multisample_type
530 || ds_texture
->resource
.multisample_quality
!= rt_texture
->resource
.multisample_quality
)
532 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
533 rt_texture
->resource
.multisample_type
, rt_texture
->resource
.multisample_quality
,
534 ds_texture
->resource
.multisample_type
, ds_texture
->resource
.multisample_quality
);
535 depth_stencil
= NULL
;
538 surface_set_compatible_renderbuffer(depth_stencil
, render_targets
[0]);
541 context_generate_fbo_key(context
, context
->fbo_key
, render_targets
, depth_stencil
, color_location
,
546 TRACE("Dumping FBO attachments:\n");
547 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
549 if (render_targets
[i
])
551 rt_texture
= render_targets
[i
]->container
;
552 TRACE(" Color attachment %u: %p format %s, %s %u, %ux%u, %u samples.\n",
553 i
, render_targets
[i
], debug_d3dformat(rt_texture
->resource
.format
->id
),
554 context
->fbo_key
->rb_namespace
& (1 << (i
+ 1)) ? "renderbuffer" : "texture",
555 context
->fbo_key
->objects
[i
+ 1].object
,
556 wined3d_texture_get_level_pow2_width(rt_texture
, render_targets
[i
]->texture_level
),
557 wined3d_texture_get_level_pow2_height(rt_texture
, render_targets
[i
]->texture_level
),
558 rt_texture
->resource
.multisample_type
);
563 ds_texture
= depth_stencil
->container
;
564 TRACE(" Depth attachment: %p format %s, %s %u, %ux%u, %u samples.\n",
565 depth_stencil
, debug_d3dformat(ds_texture
->resource
.format
->id
),
566 context
->fbo_key
->rb_namespace
& (1 << 0) ? "renderbuffer" : "texture",
567 context
->fbo_key
->objects
[0].object
,
568 wined3d_texture_get_level_pow2_width(ds_texture
, depth_stencil
->texture_level
),
569 wined3d_texture_get_level_pow2_height(ds_texture
, depth_stencil
->texture_level
),
570 ds_texture
->resource
.multisample_type
);
574 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
576 if (memcmp(context
->fbo_key
, &entry
->key
, FIELD_OFFSET(struct wined3d_fbo_entry_key
, objects
[object_count
])))
579 list_remove(&entry
->entry
);
580 list_add_head(&context
->fbo_list
, &entry
->entry
);
584 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
586 entry
= context_create_fbo_entry(context
, render_targets
, depth_stencil
, color_location
, ds_location
);
587 list_add_head(&context
->fbo_list
, &entry
->entry
);
588 ++context
->fbo_entry_count
;
592 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
593 context_reuse_fbo_entry(context
, target
, render_targets
, depth_stencil
, color_location
, ds_location
, entry
);
594 list_remove(&entry
->entry
);
595 list_add_head(&context
->fbo_list
, &entry
->entry
);
601 /* Context activation is done by the caller. */
602 static void context_apply_fbo_entry(struct wined3d_context
*context
, GLenum target
, struct fbo_entry
*entry
)
604 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
606 GLuint read_binding
, draw_binding
;
608 if (entry
->flags
& WINED3D_FBO_ENTRY_FLAG_ATTACHED
)
610 context_bind_fbo(context
, target
, entry
->id
);
614 read_binding
= context
->fbo_read_binding
;
615 draw_binding
= context
->fbo_draw_binding
;
616 context_bind_fbo(context
, GL_FRAMEBUFFER
, entry
->id
);
618 /* Apply render targets */
619 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
621 context_attach_surface_fbo(context
, target
, i
, &entry
->key
.objects
[i
+ 1],
622 entry
->key
.rb_namespace
& (1 << (i
+ 1)));
625 context_attach_depth_stencil_fbo(context
, target
, &entry
->key
.objects
[0],
626 entry
->key
.rb_namespace
& 0x1, entry
->flags
);
628 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
629 * GL contexts requirements. */
630 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_NONE
);
631 context_set_draw_buffer(context
, GL_NONE
);
632 if (target
!= GL_FRAMEBUFFER
)
634 if (target
== GL_READ_FRAMEBUFFER
)
635 context_bind_fbo(context
, GL_DRAW_FRAMEBUFFER
, draw_binding
);
637 context_bind_fbo(context
, GL_READ_FRAMEBUFFER
, read_binding
);
640 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_ATTACHED
;
643 /* Context activation is done by the caller. */
644 static void context_apply_fbo_state(struct wined3d_context
*context
, GLenum target
,
645 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
646 DWORD color_location
, DWORD ds_location
)
648 struct fbo_entry
*entry
, *entry2
;
650 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
652 context_destroy_fbo_entry(context
, entry
);
655 if (context
->rebind_fbo
)
657 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
658 context
->rebind_fbo
= FALSE
;
661 if (color_location
== WINED3D_LOCATION_DRAWABLE
)
663 context
->current_fbo
= NULL
;
664 context_bind_fbo(context
, target
, 0);
668 context
->current_fbo
= context_find_fbo_entry(context
, target
, render_targets
, depth_stencil
,
669 color_location
, ds_location
);
670 context_apply_fbo_entry(context
, target
, context
->current_fbo
);
674 /* Context activation is done by the caller. */
675 void context_apply_fbo_state_blit(struct wined3d_context
*context
, GLenum target
,
676 struct wined3d_surface
*render_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
678 UINT clear_size
= (context
->gl_info
->limits
.buffers
- 1) * sizeof(*context
->blit_targets
);
680 context
->blit_targets
[0] = render_target
;
682 memset(&context
->blit_targets
[1], 0, clear_size
);
683 context_apply_fbo_state(context
, target
, context
->blit_targets
, depth_stencil
, location
, location
);
686 /* Context activation is done by the caller. */
687 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
689 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
691 if (context
->free_occlusion_query_count
)
693 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
697 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
699 GL_EXTCALL(glGenQueries(1, &query
->id
));
700 checkGLcall("glGenQueries");
702 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
706 WARN("Occlusion queries not supported, not allocating query id.\n");
711 query
->context
= context
;
712 list_add_head(&context
->occlusion_queries
, &query
->entry
);
715 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
717 struct wined3d_context
*context
= query
->context
;
719 list_remove(&query
->entry
);
720 query
->context
= NULL
;
722 if (!wined3d_array_reserve((void **)&context
->free_occlusion_queries
,
723 &context
->free_occlusion_query_size
, context
->free_occlusion_query_count
+ 1,
724 sizeof(*context
->free_occlusion_queries
)))
726 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
730 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
733 /* Context activation is done by the caller. */
734 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
736 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
738 if (context
->free_event_query_count
)
740 query
->object
= context
->free_event_queries
[--context
->free_event_query_count
];
744 if (gl_info
->supported
[ARB_SYNC
])
746 /* Using ARB_sync, not much to do here. */
747 query
->object
.sync
= NULL
;
748 TRACE("Allocated event query %p in context %p.\n", query
->object
.sync
, context
);
750 else if (gl_info
->supported
[APPLE_FENCE
])
752 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
753 checkGLcall("glGenFencesAPPLE");
755 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
757 else if(gl_info
->supported
[NV_FENCE
])
759 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
760 checkGLcall("glGenFencesNV");
762 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
766 WARN("Event queries not supported, not allocating query id.\n");
767 query
->object
.id
= 0;
771 query
->context
= context
;
772 list_add_head(&context
->event_queries
, &query
->entry
);
775 void context_free_event_query(struct wined3d_event_query
*query
)
777 struct wined3d_context
*context
= query
->context
;
779 list_remove(&query
->entry
);
780 query
->context
= NULL
;
782 if (!wined3d_array_reserve((void **)&context
->free_event_queries
,
783 &context
->free_event_query_size
, context
->free_event_query_count
+ 1,
784 sizeof(*context
->free_event_queries
)))
786 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
790 context
->free_event_queries
[context
->free_event_query_count
++] = query
->object
;
793 /* Context activation is done by the caller. */
794 void context_alloc_timestamp_query(struct wined3d_context
*context
, struct wined3d_timestamp_query
*query
)
796 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
798 if (context
->free_timestamp_query_count
)
800 query
->id
= context
->free_timestamp_queries
[--context
->free_timestamp_query_count
];
804 GL_EXTCALL(glGenQueries(1, &query
->id
));
805 checkGLcall("glGenQueries");
807 TRACE("Allocated timestamp query %u in context %p.\n", query
->id
, context
);
810 query
->context
= context
;
811 list_add_head(&context
->timestamp_queries
, &query
->entry
);
814 void context_free_timestamp_query(struct wined3d_timestamp_query
*query
)
816 struct wined3d_context
*context
= query
->context
;
818 list_remove(&query
->entry
);
819 query
->context
= NULL
;
821 if (!wined3d_array_reserve((void **)&context
->free_timestamp_queries
,
822 &context
->free_timestamp_query_size
, context
->free_timestamp_query_count
+ 1,
823 sizeof(*context
->free_timestamp_queries
)))
825 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
829 context
->free_timestamp_queries
[context
->free_timestamp_query_count
++] = query
->id
;
832 typedef void (context_fbo_entry_func_t
)(struct wined3d_context
*context
, struct fbo_entry
*entry
);
834 static void context_enum_fbo_entries(const struct wined3d_device
*device
,
835 GLuint name
, BOOL rb_namespace
, context_fbo_entry_func_t
*callback
)
839 for (i
= 0; i
< device
->context_count
; ++i
)
841 struct wined3d_context
*context
= device
->contexts
[i
];
842 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
843 struct fbo_entry
*entry
, *entry2
;
845 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
849 for (j
= 0; j
< gl_info
->limits
.buffers
+ 1; ++j
)
851 if (entry
->key
.objects
[j
].object
== name
852 && !(entry
->key
.rb_namespace
& (1 << j
)) == !rb_namespace
)
854 callback(context
, entry
);
862 static void context_queue_fbo_entry_destruction(struct wined3d_context
*context
, struct fbo_entry
*entry
)
864 list_remove(&entry
->entry
);
865 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
868 void context_resource_released(const struct wined3d_device
*device
,
869 struct wined3d_resource
*resource
, enum wined3d_resource_type type
)
871 struct wined3d_texture
*texture
;
874 if (!device
->d3d_initialized
)
879 case WINED3D_RTYPE_TEXTURE_2D
:
880 case WINED3D_RTYPE_TEXTURE_3D
:
881 texture
= texture_from_resource(resource
);
883 for (i
= 0; i
< device
->context_count
; ++i
)
885 struct wined3d_context
*context
= device
->contexts
[i
];
886 if (context
->current_rt
.texture
== texture
)
888 context
->current_rt
.texture
= NULL
;
889 context
->current_rt
.sub_resource_idx
= 0;
899 void context_gl_resource_released(struct wined3d_device
*device
,
900 GLuint name
, BOOL rb_namespace
)
902 context_enum_fbo_entries(device
, name
, rb_namespace
, context_queue_fbo_entry_destruction
);
905 void context_surface_update(struct wined3d_context
*context
, const struct wined3d_surface
*surface
)
907 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
908 struct fbo_entry
*entry
= context
->current_fbo
;
911 if (!entry
|| context
->rebind_fbo
) return;
913 for (i
= 0; i
< gl_info
->limits
.buffers
+ 1; ++i
)
915 if (surface
->container
->texture_rgb
.name
== entry
->key
.objects
[i
].object
916 || surface
->container
->texture_srgb
.name
== entry
->key
.objects
[i
].object
)
918 TRACE("Updated surface %p is bound as attachment %u to the current FBO.\n", surface
, i
);
919 context
->rebind_fbo
= TRUE
;
925 static BOOL
context_restore_pixel_format(struct wined3d_context
*ctx
)
927 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
930 if (ctx
->restore_pf
&& IsWindow(ctx
->restore_pf_win
))
932 if (ctx
->gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
934 HDC dc
= GetDCEx(ctx
->restore_pf_win
, 0, DCX_USESTYLE
| DCX_CACHE
);
937 if (!(ret
= GL_EXTCALL(wglSetPixelFormatWINE(dc
, ctx
->restore_pf
))))
939 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
940 ctx
->restore_pf
, ctx
->restore_pf_win
);
942 ReleaseDC(ctx
->restore_pf_win
, dc
);
947 ERR("can't restore pixel format %d on window %p\n", ctx
->restore_pf
, ctx
->restore_pf_win
);
952 ctx
->restore_pf_win
= NULL
;
956 static BOOL
context_set_pixel_format(struct wined3d_context
*context
, HDC dc
, BOOL
private, int format
)
958 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
961 if (dc
== context
->hdc
&& context
->hdc_is_private
&& context
->hdc_has_format
)
964 current
= gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(dc
);
965 if (current
== format
) goto success
;
969 if (!SetPixelFormat(dc
, format
, NULL
))
971 /* This may also happen if the dc belongs to a destroyed window. */
972 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
973 format
, dc
, GetLastError());
977 context
->restore_pf
= 0;
978 context
->restore_pf_win
= private ? NULL
: WindowFromDC(dc
);
982 /* By default WGL doesn't allow pixel format adjustments but we need it
983 * here. For this reason there's a Wine specific wglSetPixelFormat()
984 * which allows us to set the pixel format multiple times. Only use it
985 * when really needed. */
986 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
990 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
)))
992 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
997 win
= private ? NULL
: WindowFromDC(dc
);
998 if (win
!= context
->restore_pf_win
)
1000 context_restore_pixel_format(context
);
1002 context
->restore_pf
= private ? 0 : current
;
1003 context
->restore_pf_win
= win
;
1009 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1010 * continue using the old format. There's a big chance that the old
1011 * format works although with a performance hit and perhaps rendering
1013 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1014 format
, dc
, current
);
1018 if (dc
== context
->hdc
&& context
->hdc_is_private
)
1019 context
->hdc_has_format
= TRUE
;
1023 static BOOL
context_set_gl_context(struct wined3d_context
*ctx
)
1025 struct wined3d_swapchain
*swapchain
= ctx
->swapchain
;
1026 BOOL backup
= FALSE
;
1028 if (!context_set_pixel_format(ctx
, ctx
->hdc
, ctx
->hdc_is_private
, ctx
->pixel_format
))
1030 WARN("Failed to set pixel format %d on device context %p.\n",
1031 ctx
->pixel_format
, ctx
->hdc
);
1035 if (backup
|| !wglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
1039 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1040 ctx
->glCtx
, ctx
->hdc
, GetLastError());
1042 WARN("Trying fallback to the backup window.\n");
1044 /* FIXME: If the context is destroyed it's no longer associated with
1045 * a swapchain, so we can't use the swapchain to get a backup dc. To
1046 * make this work windowless contexts would need to be handled by the
1048 if (ctx
->destroyed
|| !swapchain
)
1050 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx
);
1051 context_set_current(NULL
);
1055 if (!(dc
= swapchain_get_backup_dc(swapchain
)))
1057 context_set_current(NULL
);
1061 if (!context_set_pixel_format(ctx
, dc
, TRUE
, ctx
->pixel_format
))
1063 ERR("Failed to set pixel format %d on device context %p.\n",
1064 ctx
->pixel_format
, dc
);
1065 context_set_current(NULL
);
1069 if (!wglMakeCurrent(dc
, ctx
->glCtx
))
1071 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1072 dc
, GetLastError());
1073 context_set_current(NULL
);
1083 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
)
1085 if (!wglMakeCurrent(dc
, gl_ctx
))
1087 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1088 gl_ctx
, dc
, GetLastError());
1089 context_set_current(NULL
);
1093 static void context_update_window(struct wined3d_context
*context
)
1095 if (!context
->swapchain
)
1098 if (context
->win_handle
== context
->swapchain
->win_handle
)
1101 TRACE("Updating context %p window from %p to %p.\n",
1102 context
, context
->win_handle
, context
->swapchain
->win_handle
);
1105 wined3d_release_dc(context
->win_handle
, context
->hdc
);
1107 context
->win_handle
= context
->swapchain
->win_handle
;
1108 context
->hdc_is_private
= FALSE
;
1109 context
->hdc_has_format
= FALSE
;
1110 context
->needs_set
= 1;
1113 if (!(context
->hdc
= GetDCEx(context
->win_handle
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1115 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
1120 static void context_destroy_gl_resources(struct wined3d_context
*context
)
1122 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1123 struct wined3d_timestamp_query
*timestamp_query
;
1124 struct wined3d_occlusion_query
*occlusion_query
;
1125 struct wined3d_event_query
*event_query
;
1126 struct fbo_entry
*entry
, *entry2
;
1131 restore_ctx
= wglGetCurrentContext();
1132 restore_dc
= wglGetCurrentDC();
1134 if (restore_ctx
== context
->glCtx
)
1136 else if (context
->valid
)
1137 context_set_gl_context(context
);
1139 LIST_FOR_EACH_ENTRY(timestamp_query
, &context
->timestamp_queries
, struct wined3d_timestamp_query
, entry
)
1142 GL_EXTCALL(glDeleteQueries(1, ×tamp_query
->id
));
1143 timestamp_query
->context
= NULL
;
1146 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
1148 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
1149 GL_EXTCALL(glDeleteQueries(1, &occlusion_query
->id
));
1150 occlusion_query
->context
= NULL
;
1153 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
1157 if (gl_info
->supported
[ARB_SYNC
])
1159 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
1161 else if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->object
.id
));
1162 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->object
.id
));
1164 event_query
->context
= NULL
;
1167 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
1169 if (!context
->valid
) entry
->id
= 0;
1170 context_destroy_fbo_entry(context
, entry
);
1173 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
1175 if (!context
->valid
) entry
->id
= 0;
1176 context_destroy_fbo_entry(context
, entry
);
1181 if (context
->dummy_arbfp_prog
)
1183 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
1186 if (gl_info
->supported
[ARB_TIMER_QUERY
])
1187 GL_EXTCALL(glDeleteQueries(context
->free_timestamp_query_count
, context
->free_timestamp_queries
));
1189 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
1190 GL_EXTCALL(glDeleteQueries(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
1192 if (gl_info
->supported
[ARB_SYNC
])
1194 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
1196 GL_EXTCALL(glDeleteSync(context
->free_event_queries
[i
].sync
));
1199 else if (gl_info
->supported
[APPLE_FENCE
])
1201 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
1203 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_event_queries
[i
].id
));
1206 else if (gl_info
->supported
[NV_FENCE
])
1208 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
1210 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_event_queries
[i
].id
));
1214 checkGLcall("context cleanup");
1217 HeapFree(GetProcessHeap(), 0, context
->free_timestamp_queries
);
1218 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
1219 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
1221 context_restore_pixel_format(context
);
1224 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
);
1226 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL
, NULL
))
1228 ERR("Failed to disable GL context.\n");
1231 wined3d_release_dc(context
->win_handle
, context
->hdc
);
1233 if (!wglDeleteContext(context
->glCtx
))
1235 DWORD err
= GetLastError();
1236 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
1240 DWORD
context_get_tls_idx(void)
1242 return wined3d_context_tls_idx
;
1245 void context_set_tls_idx(DWORD idx
)
1247 wined3d_context_tls_idx
= idx
;
1250 struct wined3d_context
*context_get_current(void)
1252 return TlsGetValue(wined3d_context_tls_idx
);
1255 BOOL
context_set_current(struct wined3d_context
*ctx
)
1257 struct wined3d_context
*old
= context_get_current();
1261 TRACE("Already using D3D context %p.\n", ctx
);
1269 TRACE("Switching away from destroyed context %p.\n", old
);
1270 context_destroy_gl_resources(old
);
1271 HeapFree(GetProcessHeap(), 0, (void *)old
->gl_info
);
1272 HeapFree(GetProcessHeap(), 0, old
);
1276 if (wglGetCurrentContext())
1278 const struct wined3d_gl_info
*gl_info
= old
->gl_info
;
1279 TRACE("Flushing context %p before switching to %p.\n", old
, ctx
);
1280 gl_info
->gl_ops
.gl
.p_glFlush();
1290 ERR("Trying to make invalid context %p current\n", ctx
);
1294 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
1295 if (!context_set_gl_context(ctx
))
1299 else if (wglGetCurrentContext())
1301 TRACE("Clearing current D3D context.\n");
1302 if (!wglMakeCurrent(NULL
, NULL
))
1304 DWORD err
= GetLastError();
1305 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1306 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1311 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
1314 void context_release(struct wined3d_context
*context
)
1316 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
1320 if (!context
->level
)
1321 WARN("Context %p is not active.\n", context
);
1322 else if (context
!= context_get_current())
1323 WARN("Context %p is not the current context.\n", context
);
1326 if (!--context
->level
)
1328 if (context_restore_pixel_format(context
))
1329 context
->needs_set
= 1;
1330 if (context
->restore_ctx
)
1332 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
1333 context_restore_gl_context(context
->gl_info
, context
->restore_dc
, context
->restore_ctx
);
1334 context
->restore_ctx
= NULL
;
1335 context
->restore_dc
= NULL
;
1338 if (context
->destroy_delayed
)
1340 TRACE("Destroying context %p.\n", context
);
1341 context_destroy(context
->device
, context
);
1346 /* This is used when a context for render target A is active, but a separate context is
1347 * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
1348 * A to avoid breaking caller code. */
1349 void context_restore(struct wined3d_context
*context
, struct wined3d_surface
*restore
)
1351 if (context
->current_rt
.texture
!= restore
->container
1352 || context
->current_rt
.sub_resource_idx
!= surface_get_sub_resource_idx(restore
))
1354 context_release(context
);
1355 context
= context_acquire(restore
->container
->resource
.device
,
1356 restore
->container
, surface_get_sub_resource_idx(restore
));
1359 context_release(context
);
1362 static void context_enter(struct wined3d_context
*context
)
1364 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1366 if (!context
->level
++)
1368 const struct wined3d_context
*current_context
= context_get_current();
1369 HGLRC current_gl
= wglGetCurrentContext();
1371 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1373 TRACE("Another GL context (%p on device context %p) is already current.\n",
1374 current_gl
, wglGetCurrentDC());
1375 context
->restore_ctx
= current_gl
;
1376 context
->restore_dc
= wglGetCurrentDC();
1377 context
->needs_set
= 1;
1379 else if (!context
->needs_set
&& !(context
->hdc_is_private
&& context
->hdc_has_format
)
1380 && context
->pixel_format
!= context
->gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(context
->hdc
))
1381 context
->needs_set
= 1;
1385 void context_invalidate_compute_state(struct wined3d_context
*context
, DWORD state_id
)
1387 DWORD representative
= context
->state_table
[state_id
].representative
- STATE_COMPUTE_OFFSET
;
1388 unsigned int index
, shift
;
1390 index
= representative
/ (sizeof(*context
->dirty_compute_states
) * CHAR_BIT
);
1391 shift
= representative
& (sizeof(*context
->dirty_compute_states
) * CHAR_BIT
- 1);
1392 context
->dirty_compute_states
[index
] |= (1u << shift
);
1395 void context_invalidate_state(struct wined3d_context
*context
, DWORD state
)
1397 DWORD rep
= context
->state_table
[state
].representative
;
1401 if (isStateDirty(context
, rep
)) return;
1403 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1404 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1405 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1406 context
->isStateDirty
[idx
] |= (1u << shift
);
1409 /* This function takes care of wined3d pixel format selection. */
1410 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1411 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1414 unsigned int cfg_count
= device
->adapter
->cfg_count
;
1415 unsigned int current_value
;
1416 PIXELFORMATDESCRIPTOR pfd
;
1417 int iPixelFormat
= 0;
1420 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n",
1421 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1425 for (i
= 0; i
< cfg_count
; ++i
)
1427 const struct wined3d_pixel_format
*cfg
= &device
->adapter
->cfgs
[i
];
1430 /* For now only accept RGBA formats. Perhaps some day we will
1431 * allow floating point formats for pbuffers. */
1432 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1434 /* In window mode we need a window drawable format and double buffering. */
1435 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1437 if (cfg
->redSize
< color_format
->red_size
)
1439 if (cfg
->greenSize
< color_format
->green_size
)
1441 if (cfg
->blueSize
< color_format
->blue_size
)
1443 if (cfg
->alphaSize
< color_format
->alpha_size
)
1445 if (cfg
->depthSize
< ds_format
->depth_size
)
1447 if (ds_format
->stencil_size
&& cfg
->stencilSize
!= ds_format
->stencil_size
)
1449 /* Check multisampling support. */
1450 if (cfg
->numSamples
)
1454 /* We try to locate a format which matches our requirements exactly. In case of
1455 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1456 if (cfg
->depthSize
== ds_format
->depth_size
)
1458 if (cfg
->stencilSize
== ds_format
->stencil_size
)
1460 if (cfg
->alphaSize
== color_format
->alpha_size
)
1462 /* We like to have aux buffers in backbuffer mode */
1463 if (auxBuffers
&& cfg
->auxBuffers
)
1465 if (cfg
->redSize
== color_format
->red_size
1466 && cfg
->greenSize
== color_format
->green_size
1467 && cfg
->blueSize
== color_format
->blue_size
)
1470 if (value
> current_value
)
1472 iPixelFormat
= cfg
->iPixelFormat
;
1473 current_value
= value
;
1479 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1481 memset(&pfd
, 0, sizeof(pfd
));
1482 pfd
.nSize
= sizeof(pfd
);
1484 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1485 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1486 pfd
.cAlphaBits
= color_format
->alpha_size
;
1487 pfd
.cColorBits
= color_format
->red_size
+ color_format
->green_size
1488 + color_format
->blue_size
+ color_format
->alpha_size
;
1489 pfd
.cDepthBits
= ds_format
->depth_size
;
1490 pfd
.cStencilBits
= ds_format
->stencil_size
;
1491 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1493 if (!(iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
)))
1495 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1496 ERR("Can't find a suitable pixel format.\n");
1501 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1502 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1503 return iPixelFormat
;
1506 /* Context activation is done by the caller. */
1507 void context_bind_dummy_textures(const struct wined3d_device
*device
, const struct wined3d_context
*context
)
1509 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1512 for (i
= 0; i
< gl_info
->limits
.combined_samplers
; ++i
)
1514 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ i
));
1515 checkGLcall("glActiveTexture");
1517 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_textures
.tex_2d
);
1519 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1520 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_textures
.tex_rect
);
1522 if (gl_info
->supported
[EXT_TEXTURE3D
])
1523 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_textures
.tex_3d
);
1525 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1526 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_textures
.tex_cube
);
1528 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
1529 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, device
->dummy_textures
.tex_cube_array
);
1531 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
1532 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, device
->dummy_textures
.tex_2d_array
);
1534 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
1535 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, device
->dummy_textures
.tex_buffer
);
1537 checkGLcall("Bind dummy textures");
1541 void wined3d_check_gl_call(const struct wined3d_gl_info
*gl_info
,
1542 const char *file
, unsigned int line
, const char *name
)
1546 if (gl_info
->supported
[ARB_DEBUG_OUTPUT
] || (err
= gl_info
->gl_ops
.gl
.p_glGetError()) == GL_NO_ERROR
)
1548 TRACE("%s call ok %s / %u.\n", name
, file
, line
);
1554 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1555 debug_glerror(err
), err
, name
, file
,line
);
1556 err
= gl_info
->gl_ops
.gl
.p_glGetError();
1557 } while (err
!= GL_NO_ERROR
);
1560 static BOOL
context_debug_output_enabled(const struct wined3d_gl_info
*gl_info
)
1562 return gl_info
->supported
[ARB_DEBUG_OUTPUT
]
1563 && (ERR_ON(d3d
) || FIXME_ON(d3d
) || WARN_ON(d3d_perf
));
1566 static void WINE_GLAPI
wined3d_debug_callback(GLenum source
, GLenum type
, GLuint id
,
1567 GLenum severity
, GLsizei length
, const char *message
, void *ctx
)
1571 case GL_DEBUG_TYPE_ERROR_ARB
:
1572 ERR("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1575 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
:
1576 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
:
1577 case GL_DEBUG_TYPE_PORTABILITY_ARB
:
1578 FIXME("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1581 case GL_DEBUG_TYPE_PERFORMANCE_ARB
:
1582 WARN_(d3d_perf
)("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1586 FIXME("ctx %p, type %#x: %s.\n", ctx
, type
, debugstr_an(message
, length
));
1591 HGLRC
context_create_wgl_attribs(const struct wined3d_gl_info
*gl_info
, HDC hdc
, HGLRC share_ctx
)
1594 unsigned int ctx_attrib_idx
= 0;
1595 GLint ctx_attribs
[7], ctx_flags
= 0;
1597 if (context_debug_output_enabled(gl_info
))
1598 ctx_flags
= WGL_CONTEXT_DEBUG_BIT_ARB
;
1599 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MAJOR_VERSION_ARB
;
1600 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
>> 16;
1601 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MINOR_VERSION_ARB
;
1602 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
& 0xffff;
1603 if (gl_info
->selected_gl_version
>= MAKEDWORD_VERSION(3, 2))
1604 ctx_flags
|= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1607 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1608 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1610 ctx_attribs
[ctx_attrib_idx
] = 0;
1612 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1614 if (ctx_flags
& WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
)
1616 ctx_attribs
[ctx_attrib_idx
- 1] &= ~WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1617 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1618 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1625 struct wined3d_context
*context_create(struct wined3d_swapchain
*swapchain
,
1626 struct wined3d_texture
*target
, const struct wined3d_format
*ds_format
)
1628 struct wined3d_device
*device
= swapchain
->device
;
1629 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
1630 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1631 const struct wined3d_format
*color_format
;
1632 struct wined3d_context
*ret
;
1633 BOOL hdc_is_private
= FALSE
;
1634 BOOL auxBuffers
= FALSE
;
1635 HGLRC ctx
, share_ctx
;
1642 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1644 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1648 if (!(ret
->blit_targets
= wined3d_calloc(gl_info
->limits
.buffers
, sizeof(*ret
->blit_targets
))))
1651 if (!(ret
->draw_buffers
= wined3d_calloc(gl_info
->limits
.buffers
, sizeof(*ret
->draw_buffers
))))
1654 ret
->fbo_key
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1655 FIELD_OFFSET(struct wined3d_fbo_entry_key
, objects
[gl_info
->limits
.buffers
+ 1]));
1659 ret
->free_timestamp_query_size
= 4;
1660 if (!(ret
->free_timestamp_queries
= wined3d_calloc(ret
->free_timestamp_query_size
,
1661 sizeof(*ret
->free_timestamp_queries
))))
1663 list_init(&ret
->timestamp_queries
);
1665 ret
->free_occlusion_query_size
= 4;
1666 if (!(ret
->free_occlusion_queries
= wined3d_calloc(ret
->free_occlusion_query_size
,
1667 sizeof(*ret
->free_occlusion_queries
))))
1670 list_init(&ret
->occlusion_queries
);
1672 ret
->free_event_query_size
= 4;
1673 if (!(ret
->free_event_queries
= wined3d_calloc(ret
->free_event_query_size
,
1674 sizeof(*ret
->free_event_queries
))))
1677 list_init(&ret
->event_queries
);
1678 list_init(&ret
->fbo_list
);
1679 list_init(&ret
->fbo_destroy_list
);
1681 if (!device
->shader_backend
->shader_allocate_context_data(ret
))
1683 ERR("Failed to allocate shader backend context data.\n");
1686 if (!device
->adapter
->fragment_pipe
->allocate_context_data(ret
))
1688 ERR("Failed to allocate fragment pipeline context data.\n");
1692 for (i
= 0; i
< ARRAY_SIZE(ret
->tex_unit_map
); ++i
)
1693 ret
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
1694 for (i
= 0; i
< ARRAY_SIZE(ret
->rev_tex_unit_map
); ++i
)
1695 ret
->rev_tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
1696 if (gl_info
->limits
.graphics_samplers
>= MAX_COMBINED_SAMPLERS
)
1698 /* Initialize the texture unit mapping to a 1:1 mapping. */
1699 unsigned int base
, count
;
1701 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_PIXEL
, &base
, &count
);
1702 if (base
+ MAX_FRAGMENT_SAMPLERS
> ARRAY_SIZE(ret
->rev_tex_unit_map
))
1704 ERR("Unexpected texture unit base index %u.\n", base
);
1707 for (i
= 0; i
< min(count
, MAX_FRAGMENT_SAMPLERS
); ++i
)
1709 ret
->tex_unit_map
[i
] = base
+ i
;
1710 ret
->rev_tex_unit_map
[base
+ i
] = i
;
1713 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_VERTEX
, &base
, &count
);
1714 if (base
+ MAX_VERTEX_SAMPLERS
> ARRAY_SIZE(ret
->rev_tex_unit_map
))
1716 ERR("Unexpected texture unit base index %u.\n", base
);
1719 for (i
= 0; i
< min(count
, MAX_VERTEX_SAMPLERS
); ++i
)
1721 ret
->tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
] = base
+ i
;
1722 ret
->rev_tex_unit_map
[base
+ i
] = MAX_FRAGMENT_SAMPLERS
+ i
;
1726 if (!(ret
->texture_type
= wined3d_calloc(gl_info
->limits
.combined_samplers
,
1727 sizeof(*ret
->texture_type
))))
1730 if (!(hdc
= GetDCEx(swapchain
->win_handle
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1732 WARN("Failed to retrieve device context, trying swapchain backup.\n");
1734 if ((hdc
= swapchain_get_backup_dc(swapchain
)))
1735 hdc_is_private
= TRUE
;
1738 ERR("Failed to retrieve a device context.\n");
1743 color_format
= target
->resource
.format
;
1744 target_usage
= target
->resource
.usage
;
1746 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1747 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1748 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1752 if (color_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1753 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B4G4R4A4_UNORM
, target_usage
);
1754 else if (color_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1755 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
, target_usage
);
1758 /* DirectDraw supports 8bit paletted render targets and these are used by
1759 * old games like StarCraft and C&C. Most modern hardware doesn't support
1760 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1761 * conversion (ab)uses the alpha component for storing the palette index.
1762 * For this reason we require a format with 8bit alpha, so request
1764 if (color_format
->id
== WINED3DFMT_P8_UINT
)
1765 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
, target_usage
);
1767 /* When using FBOs for off-screen rendering, we only use the drawable for
1768 * presentation blits, and don't do any rendering to it. That means we
1769 * don't need depth or stencil buffers, and can mostly ignore the render
1770 * target format. This wouldn't necessarily be quite correct for 10bpc
1771 * display modes, but we don't currently support those.
1772 * Using the same format regardless of the color/depth/stencil targets
1773 * makes it much less likely that different wined3d instances will set
1774 * conflicting pixel formats. */
1775 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_BACKBUFFER
)
1777 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
, target_usage
);
1778 ds_format
= wined3d_get_format(gl_info
, WINED3DFMT_UNKNOWN
, WINED3DUSAGE_DEPTHSTENCIL
);
1781 /* Try to find a pixel format which matches our requirements. */
1782 if (!(pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
)))
1785 ret
->gl_info
= gl_info
;
1789 if (!context_set_pixel_format(ret
, hdc
, hdc_is_private
, pixel_format
))
1791 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format
, hdc
);
1792 context_release(ret
);
1796 share_ctx
= device
->context_count
? device
->contexts
[0]->glCtx
: NULL
;
1797 if (gl_info
->p_wglCreateContextAttribsARB
)
1799 if (!(ctx
= context_create_wgl_attribs(gl_info
, hdc
, share_ctx
)))
1804 if (!(ctx
= wglCreateContext(hdc
)))
1806 ERR("Failed to create a WGL context.\n");
1807 context_release(ret
);
1811 if (share_ctx
&& !wglShareLists(share_ctx
, ctx
))
1813 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx
, ctx
, GetLastError());
1814 context_release(ret
);
1815 if (!wglDeleteContext(ctx
))
1816 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1821 if (!device_context_add(device
, ret
))
1823 ERR("Failed to add the newly created context to the context list\n");
1824 context_release(ret
);
1825 if (!wglDeleteContext(ctx
))
1826 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1830 ret
->d3d_info
= d3d_info
;
1831 ret
->state_table
= device
->StateTable
;
1833 /* Mark all states dirty to force a proper initialization of the states on
1834 * the first use of the context. Compute states do not need initialization. */
1835 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
1837 if (ret
->state_table
[state
].representative
&& !STATE_IS_COMPUTE(state
))
1838 context_invalidate_state(ret
, state
);
1841 ret
->device
= device
;
1842 ret
->swapchain
= swapchain
;
1843 ret
->current_rt
.texture
= target
;
1844 ret
->current_rt
.sub_resource_idx
= 0;
1845 ret
->tid
= GetCurrentThreadId();
1847 ret
->render_offscreen
= wined3d_resource_is_offscreen(&target
->resource
);
1848 ret
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
1852 ret
->win_handle
= swapchain
->win_handle
;
1854 ret
->hdc_is_private
= hdc_is_private
;
1855 ret
->hdc_has_format
= TRUE
;
1856 ret
->pixel_format
= pixel_format
;
1859 /* Set up the context defaults */
1860 if (!context_set_current(ret
))
1862 ERR("Cannot activate context to set up defaults.\n");
1863 device_context_remove(device
, ret
);
1864 context_release(ret
);
1865 if (!wglDeleteContext(ctx
))
1866 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1870 if (context_debug_output_enabled(gl_info
))
1872 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback
, ret
));
1873 if (TRACE_ON(d3d_synchronous
))
1874 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS
);
1875 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DONT_CARE
, GL_DONT_CARE
, 0, NULL
, GL_FALSE
));
1878 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_ERROR
,
1879 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1883 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
,
1884 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1885 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
,
1886 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1887 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PORTABILITY
,
1888 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1890 if (WARN_ON(d3d_perf
))
1892 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PERFORMANCE
,
1893 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1897 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
1898 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1900 TRACE("Setting up the screen\n");
1902 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
1904 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1905 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1907 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1908 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1910 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1911 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1917 GL_EXTCALL(glGenVertexArrays(1, &vao
));
1918 GL_EXTCALL(glBindVertexArray(vao
));
1919 checkGLcall("creating VAO");
1922 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
1923 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1924 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ALIGNMENT
, 1);
1925 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
1927 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1929 /* Direct3D always uses n-1 weights for n world matrices and uses
1930 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
1931 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
1932 * enabled as well. */
1933 gl_info
->gl_ops
.gl
.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1934 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1936 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1938 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1939 * the previous texture where to source the offset from is always unit - 1.
1941 for (i
= 1; i
< gl_info
->limits
.textures
; ++i
)
1943 context_active_texture(ret
, gl_info
, i
);
1944 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
,
1945 GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ i
- 1);
1946 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1949 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1951 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1952 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1953 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1954 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1957 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1958 * program and the dummy program is destroyed when the context is destroyed.
1960 static const char dummy_program
[] =
1962 "MOV result.color, fragment.color.primary;\n"
1964 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1965 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1966 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1969 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1971 for (i
= 0; i
< gl_info
->limits
.textures
; ++i
)
1973 context_active_texture(ret
, gl_info
, i
);
1974 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1975 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1979 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1981 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1983 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1985 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1987 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_NO_PRIMITIVE_RESTART
))
1989 if (gl_info
->supported
[ARB_ES3_COMPATIBILITY
])
1991 gl_info
->gl_ops
.gl
.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX
);
1992 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
1996 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
1999 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_CUBEMAP_FILTERING
)
2000 && gl_info
->supported
[ARB_SEAMLESS_CUBE_MAP
])
2002 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS
);
2003 checkGLcall("enable seamless cube map filtering");
2005 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
2006 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, GL_LOWER_LEFT
));
2007 device
->shader_backend
->shader_init_context_state(ret
);
2008 ret
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
2009 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
2010 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
2011 | (1u << WINED3D_SHADER_TYPE_HULL
)
2012 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
2013 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
2015 /* If this happens to be the first context for the device, dummy textures
2016 * are not created yet. In that case, they will be created (and bound) by
2017 * create_dummy_textures right after this context is initialized. */
2018 if (device
->dummy_textures
.tex_2d
)
2019 context_bind_dummy_textures(device
, ret
);
2021 TRACE("Created context %p.\n", ret
);
2026 if (hdc
) wined3d_release_dc(swapchain
->win_handle
, hdc
);
2027 device
->shader_backend
->shader_free_context_data(ret
);
2028 device
->adapter
->fragment_pipe
->free_context_data(ret
);
2029 HeapFree(GetProcessHeap(), 0, ret
->texture_type
);
2030 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
2031 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
2032 HeapFree(GetProcessHeap(), 0, ret
->free_timestamp_queries
);
2033 HeapFree(GetProcessHeap(), 0, ret
->fbo_key
);
2034 HeapFree(GetProcessHeap(), 0, ret
->draw_buffers
);
2035 HeapFree(GetProcessHeap(), 0, ret
->blit_targets
);
2036 HeapFree(GetProcessHeap(), 0, ret
);
2040 void context_destroy(struct wined3d_device
*device
, struct wined3d_context
*context
)
2044 TRACE("Destroying ctx %p\n", context
);
2046 /* We delay destroying a context when it is active. The context_release()
2047 * function invokes context_destroy() again while leaving the last level. */
2050 TRACE("Delaying destruction of context %p.\n", context
);
2051 context
->destroy_delayed
= 1;
2052 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2053 context
->swapchain
= NULL
;
2057 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
2059 context_destroy_gl_resources(context
);
2060 TlsSetValue(wined3d_context_tls_idx
, NULL
);
2065 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
2066 in wined3d_adapter may go away in the meantime */
2067 struct wined3d_gl_info
*gl_info
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info
));
2068 *gl_info
= *context
->gl_info
;
2069 context
->gl_info
= gl_info
;
2070 context
->destroyed
= 1;
2074 device
->shader_backend
->shader_free_context_data(context
);
2075 device
->adapter
->fragment_pipe
->free_context_data(context
);
2076 HeapFree(GetProcessHeap(), 0, context
->texture_type
);
2077 HeapFree(GetProcessHeap(), 0, context
->fbo_key
);
2078 HeapFree(GetProcessHeap(), 0, context
->draw_buffers
);
2079 HeapFree(GetProcessHeap(), 0, context
->blit_targets
);
2080 device_context_remove(device
, context
);
2081 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
2084 /* Context activation is done by the caller. */
2085 static void set_blit_dimension(const struct wined3d_gl_info
*gl_info
, UINT width
, UINT height
)
2087 const GLdouble projection
[] =
2089 2.0 / width
, 0.0, 0.0, 0.0,
2090 0.0, 2.0 / height
, 0.0, 0.0,
2092 -1.0, -1.0, -1.0, 1.0,
2095 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
2096 checkGLcall("glMatrixMode(GL_PROJECTION)");
2097 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
2098 checkGLcall("glLoadMatrixd");
2099 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, width
, height
);
2100 checkGLcall("glViewport");
2103 static void context_get_rt_size(const struct wined3d_context
*context
, SIZE
*size
)
2105 const struct wined3d_texture
*rt
= context
->current_rt
.texture
;
2108 if (rt
->swapchain
&& rt
->swapchain
->front_buffer
== rt
)
2112 GetClientRect(context
->win_handle
, &window_size
);
2113 size
->cx
= window_size
.right
- window_size
.left
;
2114 size
->cy
= window_size
.bottom
- window_size
.top
;
2119 level
= context
->current_rt
.sub_resource_idx
% rt
->level_count
;
2120 size
->cx
= wined3d_texture_get_level_width(rt
, level
);
2121 size
->cy
= wined3d_texture_get_level_height(rt
, level
);
2124 /*****************************************************************************
2127 * Sets up a context for DirectDraw blitting.
2128 * All texture units are disabled, texture unit 0 is set as current unit
2129 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
2130 * color writing enabled for all channels
2131 * register combiners disabled, shaders disabled
2132 * world matrix is set to identity, texture matrix 0 too
2133 * projection matrix is setup for drawing screen coordinates
2136 * This: Device to activate the context for
2137 * context: Context to setup
2139 *****************************************************************************/
2140 /* Context activation is done by the caller. */
2141 static void SetupForBlit(const struct wined3d_device
*device
, struct wined3d_context
*context
)
2144 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2148 TRACE("Setting up context %p for blitting\n", context
);
2150 context_get_rt_size(context
, &rt_size
);
2152 if (context
->last_was_blit
)
2154 if (context
->blit_w
!= rt_size
.cx
|| context
->blit_h
!= rt_size
.cy
)
2156 set_blit_dimension(gl_info
, rt_size
.cx
, rt_size
.cy
);
2157 context
->blit_w
= rt_size
.cx
;
2158 context
->blit_h
= rt_size
.cy
;
2159 /* No need to dirtify here, the states are still dirtified because
2160 * they weren't applied since the last SetupForBlit() call. */
2162 TRACE("Context is already set up for blitting, nothing to do\n");
2165 context
->last_was_blit
= TRUE
;
2167 /* Disable all textures. The caller can then bind a texture it wants to blit
2170 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
2171 * function texture unit. No need to care for higher samplers
2173 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
2175 sampler
= context
->rev_tex_unit_map
[i
];
2176 context_active_texture(context
, gl_info
, i
);
2178 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2180 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
2181 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2183 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
2184 checkGLcall("glDisable GL_TEXTURE_3D");
2185 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2187 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
2188 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2190 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
2191 checkGLcall("glDisable GL_TEXTURE_2D");
2193 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
2194 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
2196 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
2198 if (sampler
< MAX_TEXTURES
)
2199 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
2200 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
2203 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
2204 GL_EXTCALL(glBindSampler(0, 0));
2205 context_active_texture(context
, gl_info
, 0);
2207 sampler
= context
->rev_tex_unit_map
[0];
2209 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2211 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
2212 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2214 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
2215 checkGLcall("glDisable GL_TEXTURE_3D");
2216 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2218 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
2219 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2221 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
2222 checkGLcall("glDisable GL_TEXTURE_2D");
2224 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
2226 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
2227 checkGLcall("glMatrixMode(GL_TEXTURE)");
2228 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2229 checkGLcall("glLoadIdentity()");
2231 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
2233 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
2234 GL_TEXTURE_LOD_BIAS_EXT
, 0.0f
);
2235 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
2238 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
2240 if (sampler
< MAX_TEXTURES
)
2242 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
2243 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
2245 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
2248 /* Other misc states */
2249 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
2250 checkGLcall("glDisable(GL_ALPHA_TEST)");
2251 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
2252 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
2253 checkGLcall("glDisable GL_LIGHTING");
2254 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
2255 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
2256 checkGLcall("glDisable GL_DEPTH_TEST");
2257 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZENABLE
));
2258 glDisableWINE(GL_FOG
);
2259 checkGLcall("glDisable GL_FOG");
2260 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
2261 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2262 checkGLcall("glDisable GL_BLEND");
2263 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2264 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
2265 checkGLcall("glDisable GL_CULL_FACE");
2266 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CULLMODE
));
2267 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
2268 checkGLcall("glDisable GL_STENCIL_TEST");
2269 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
2270 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
2271 checkGLcall("glDisable GL_SCISSOR_TEST");
2272 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
2273 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2275 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
2276 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
2277 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
2279 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
2280 checkGLcall("glColorMask");
2281 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
2282 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
2283 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
2284 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
2285 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
2287 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
2288 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
2289 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
2292 /* Setup transforms */
2293 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
2294 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2295 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2296 checkGLcall("glLoadIdentity()");
2297 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
2299 context
->last_was_rhw
= TRUE
;
2300 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
2302 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
2303 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
2304 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
2305 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
2306 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
2307 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
2308 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
2310 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
2311 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
2312 GL_EXTCALL(glClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
));
2314 set_blit_dimension(gl_info
, rt_size
.cx
, rt_size
.cy
);
2316 /* Disable shaders */
2317 device
->shader_backend
->shader_disable(device
->shader_priv
, context
);
2319 context
->blit_w
= rt_size
.cx
;
2320 context
->blit_h
= rt_size
.cy
;
2321 context_invalidate_state(context
, STATE_VIEWPORT
);
2322 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2325 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
2327 return rt_mask
& (1u << 31);
2330 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
2332 return rt_mask
& ~(1u << 31);
2335 /* Context activation is done by the caller. */
2336 static void context_apply_draw_buffers(struct wined3d_context
*context
, DWORD rt_mask
)
2338 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2342 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_NONE
);
2343 checkGLcall("glDrawBuffer()");
2345 else if (is_rt_mask_onscreen(rt_mask
))
2347 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
2348 checkGLcall("glDrawBuffer()");
2352 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2359 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
2361 context
->draw_buffers
[i
] = GL_NONE
;
2367 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
2369 GL_EXTCALL(glDrawBuffers(i
, context
->draw_buffers
));
2370 checkGLcall("glDrawBuffers()");
2374 gl_info
->gl_ops
.gl
.p_glDrawBuffer(context
->draw_buffers
[0]);
2375 checkGLcall("glDrawBuffer()");
2380 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2385 /* Context activation is done by the caller. */
2386 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
2388 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2389 DWORD
*current_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2390 DWORD new_mask
= context_generate_rt_mask(buffer
);
2392 if (new_mask
== *current_mask
)
2395 gl_info
->gl_ops
.gl
.p_glDrawBuffer(buffer
);
2396 checkGLcall("glDrawBuffer()");
2398 *current_mask
= new_mask
;
2401 /* Context activation is done by the caller. */
2402 void context_active_texture(struct wined3d_context
*context
, const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
2404 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ unit
));
2405 checkGLcall("glActiveTexture");
2406 context
->active_texture
= unit
;
2409 void context_bind_texture(struct wined3d_context
*context
, GLenum target
, GLuint name
)
2411 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2412 DWORD unit
= context
->active_texture
;
2413 DWORD old_texture_type
= context
->texture_type
[unit
];
2417 gl_info
->gl_ops
.gl
.p_glBindTexture(target
, name
);
2418 checkGLcall("glBindTexture");
2425 if (old_texture_type
!= target
)
2427 const struct wined3d_device
*device
= context
->device
;
2429 switch (old_texture_type
)
2435 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_textures
.tex_2d
);
2436 checkGLcall("glBindTexture");
2438 case GL_TEXTURE_2D_ARRAY
:
2439 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, device
->dummy_textures
.tex_2d_array
);
2440 checkGLcall("glBindTexture");
2442 case GL_TEXTURE_RECTANGLE_ARB
:
2443 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_textures
.tex_rect
);
2444 checkGLcall("glBindTexture");
2446 case GL_TEXTURE_CUBE_MAP
:
2447 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_textures
.tex_cube
);
2448 checkGLcall("glBindTexture");
2450 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2451 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, device
->dummy_textures
.tex_cube_array
);
2452 checkGLcall("glBindTexture");
2455 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_textures
.tex_3d
);
2456 checkGLcall("glBindTexture");
2458 case GL_TEXTURE_BUFFER
:
2459 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, device
->dummy_textures
.tex_buffer
);
2460 checkGLcall("glBindTexture");
2463 ERR("Unexpected texture target %#x.\n", old_texture_type
);
2466 context
->texture_type
[unit
] = target
;
2470 static void context_set_render_offscreen(struct wined3d_context
*context
, BOOL offscreen
)
2472 if (context
->render_offscreen
== offscreen
) return;
2474 context_invalidate_state(context
, STATE_VIEWPORT
);
2475 context_invalidate_state(context
, STATE_SCISSORRECT
);
2476 if (!context
->gl_info
->supported
[ARB_CLIP_CONTROL
])
2478 context_invalidate_state(context
, STATE_FRONTFACE
);
2479 context_invalidate_state(context
, STATE_POINTSPRITECOORDORIGIN
);
2480 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2482 if (context
->gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2483 context_invalidate_state(context
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
2484 context
->render_offscreen
= offscreen
;
2487 static BOOL
match_depth_stencil_format(const struct wined3d_format
*existing
,
2488 const struct wined3d_format
*required
)
2490 if (existing
== required
)
2492 if ((existing
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
)
2493 != (required
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
))
2495 if (existing
->depth_size
< required
->depth_size
)
2497 /* If stencil bits are used the exact amount is required - otherwise
2498 * wrapping won't work correctly. */
2499 if (required
->stencil_size
&& required
->stencil_size
!= existing
->stencil_size
)
2504 /* Context activation is done by the caller. */
2505 static void context_validate_onscreen_formats(struct wined3d_context
*context
,
2506 const struct wined3d_rendertarget_view
*depth_stencil
)
2508 /* Onscreen surfaces are always in a swapchain */
2509 struct wined3d_swapchain
*swapchain
= context
->current_rt
.texture
->swapchain
;
2511 if (context
->render_offscreen
|| !depth_stencil
) return;
2512 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->format
)) return;
2514 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2515 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2517 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2519 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2520 if (!(wined3d_texture_load_location(context
->current_rt
.texture
, context
->current_rt
.sub_resource_idx
,
2521 context
, WINED3D_LOCATION_TEXTURE_RGB
)))
2522 ERR("Failed to load location.\n");
2523 swapchain
->render_to_fbo
= TRUE
;
2524 swapchain_update_draw_bindings(swapchain
);
2525 context_set_render_offscreen(context
, TRUE
);
2528 GLenum
context_get_offscreen_gl_buffer(const struct wined3d_context
*context
)
2530 switch (wined3d_settings
.offscreen_rendering_mode
)
2533 return GL_COLOR_ATTACHMENT0
;
2535 case ORM_BACKBUFFER
:
2536 return context
->aux_buffers
> 0 ? GL_AUX0
: GL_BACK
;
2539 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
2544 static DWORD
context_generate_rt_mask_no_fbo(const struct wined3d_context
*context
, struct wined3d_texture
*rt
)
2546 if (!rt
|| rt
->resource
.format
->id
== WINED3DFMT_NULL
)
2548 else if (rt
->swapchain
)
2549 return context_generate_rt_mask_from_resource(&rt
->resource
);
2551 return context_generate_rt_mask(context_get_offscreen_gl_buffer(context
));
2554 /* Context activation is done by the caller. */
2555 void context_apply_blit_state(struct wined3d_context
*context
, const struct wined3d_device
*device
)
2557 struct wined3d_texture
*rt
= context
->current_rt
.texture
;
2558 struct wined3d_surface
*surface
;
2559 DWORD rt_mask
, *cur_mask
;
2561 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2563 context_validate_onscreen_formats(context
, NULL
);
2565 if (context
->render_offscreen
)
2567 wined3d_texture_load(rt
, context
, FALSE
);
2569 surface
= rt
->sub_resources
[context
->current_rt
.sub_resource_idx
].u
.surface
;
2570 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, surface
, NULL
, rt
->resource
.draw_binding
);
2571 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
2578 context
->current_fbo
= NULL
;
2579 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
2580 rt_mask
= context_generate_rt_mask_from_resource(&rt
->resource
);
2585 rt_mask
= context_generate_rt_mask_no_fbo(context
, rt
);
2588 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2590 if (rt_mask
!= *cur_mask
)
2592 context_apply_draw_buffers(context
, rt_mask
);
2593 *cur_mask
= rt_mask
;
2596 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2598 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2601 SetupForBlit(device
, context
);
2602 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2605 static BOOL
context_validate_rt_config(UINT rt_count
, struct wined3d_rendertarget_view
* const *rts
,
2606 const struct wined3d_rendertarget_view
*ds
)
2610 if (ds
) return TRUE
;
2612 for (i
= 0; i
< rt_count
; ++i
)
2614 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
2618 WARN("Invalid render target config, need at least one attachment.\n");
2622 /* Context activation is done by the caller. */
2623 BOOL
context_apply_clear_state(struct wined3d_context
*context
, const struct wined3d_state
*state
,
2624 UINT rt_count
, const struct wined3d_fb_state
*fb
)
2626 struct wined3d_rendertarget_view
**rts
= fb
->render_targets
;
2627 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
2628 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2629 DWORD rt_mask
= 0, *cur_mask
;
2632 if (isStateDirty(context
, STATE_FRAMEBUFFER
) || fb
!= state
->fb
2633 || rt_count
!= gl_info
->limits
.buffers
)
2635 if (!context_validate_rt_config(rt_count
, rts
, dsv
))
2638 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2640 context_validate_onscreen_formats(context
, dsv
);
2642 if (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
))
2644 for (i
= 0; i
< rt_count
; ++i
)
2646 context
->blit_targets
[i
] = wined3d_rendertarget_view_get_surface(rts
[i
]);
2647 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
2648 rt_mask
|= (1u << i
);
2650 while (i
< gl_info
->limits
.buffers
)
2652 context
->blit_targets
[i
] = NULL
;
2655 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
,
2656 wined3d_rendertarget_view_get_surface(dsv
),
2657 rt_count
? rts
[0]->resource
->draw_binding
: 0,
2658 dsv
? dsv
->resource
->draw_binding
: 0);
2662 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
,
2663 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
2664 rt_mask
= context_generate_rt_mask_from_resource(rts
[0]->resource
);
2667 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2668 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2669 * state management allows this */
2670 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2674 rt_mask
= context_generate_rt_mask_no_fbo(context
,
2675 rt_count
? wined3d_rendertarget_view_get_surface(rts
[0])->container
: NULL
);
2678 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
2679 && (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
)))
2681 for (i
= 0; i
< rt_count
; ++i
)
2683 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
2684 rt_mask
|= (1u << i
);
2689 rt_mask
= context_generate_rt_mask_no_fbo(context
,
2690 rt_count
? wined3d_rendertarget_view_get_surface(rts
[0])->container
: NULL
);
2693 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2695 if (rt_mask
!= *cur_mask
)
2697 context_apply_draw_buffers(context
, rt_mask
);
2698 *cur_mask
= rt_mask
;
2699 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2702 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2704 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2707 context
->last_was_blit
= FALSE
;
2709 /* Blending and clearing should be orthogonal, but tests on the nvidia
2710 * driver show that disabling blending when clearing improves the clearing
2711 * performance incredibly. */
2712 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2713 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
2714 if (rt_count
&& gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
2716 if (needs_srgb_write(context
, state
, fb
))
2717 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
2719 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
2720 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
2722 checkGLcall("setting up state for clear");
2724 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2725 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
2726 context_invalidate_state(context
, STATE_SCISSORRECT
);
2731 static DWORD
find_draw_buffers_mask(const struct wined3d_context
*context
, const struct wined3d_state
*state
)
2733 struct wined3d_rendertarget_view
**rts
= state
->fb
->render_targets
;
2734 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2735 DWORD rt_mask
, rt_mask_bits
;
2738 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
2739 return context_generate_rt_mask_no_fbo(context
, wined3d_rendertarget_view_get_surface(rts
[0])->container
);
2740 else if (!context
->render_offscreen
)
2741 return context_generate_rt_mask_from_resource(rts
[0]->resource
);
2743 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
2744 rt_mask
&= context
->d3d_info
->valid_rt_mask
;
2745 rt_mask_bits
= rt_mask
;
2747 while (rt_mask_bits
)
2749 rt_mask_bits
&= ~(1u << i
);
2750 if (!rts
[i
] || rts
[i
]->format
->id
== WINED3DFMT_NULL
)
2751 rt_mask
&= ~(1u << i
);
2759 /* Context activation is done by the caller. */
2760 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2762 DWORD rt_mask
= find_draw_buffers_mask(context
, state
);
2763 const struct wined3d_fb_state
*fb
= state
->fb
;
2766 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2768 if (!context
->render_offscreen
)
2770 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
,
2771 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
2777 for (i
= 0; i
< context
->gl_info
->limits
.buffers
; ++i
)
2779 context
->blit_targets
[i
] = wined3d_rendertarget_view_get_surface(fb
->render_targets
[i
]);
2781 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
,
2782 wined3d_rendertarget_view_get_surface(fb
->depth_stencil
),
2783 fb
->render_targets
[0] ? fb
->render_targets
[0]->resource
->draw_binding
: 0,
2784 fb
->depth_stencil
? fb
->depth_stencil
->resource
->draw_binding
: 0);
2788 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2789 if (rt_mask
!= *cur_mask
)
2791 context_apply_draw_buffers(context
, rt_mask
);
2792 *cur_mask
= rt_mask
;
2794 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
2797 static void context_map_stage(struct wined3d_context
*context
, DWORD stage
, DWORD unit
)
2799 DWORD i
= context
->rev_tex_unit_map
[unit
];
2800 DWORD j
= context
->tex_unit_map
[stage
];
2802 TRACE("Mapping stage %u to unit %u.\n", stage
, unit
);
2803 context
->tex_unit_map
[stage
] = unit
;
2804 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2805 context
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2807 context
->rev_tex_unit_map
[unit
] = stage
;
2808 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2809 context
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2812 static void context_invalidate_texture_stage(struct wined3d_context
*context
, DWORD stage
)
2816 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2817 context_invalidate_state(context
, STATE_TEXTURESTAGE(stage
, i
));
2820 static void context_update_fixed_function_usage_map(struct wined3d_context
*context
,
2821 const struct wined3d_state
*state
)
2825 context
->fixed_function_usage_map
= 0;
2826 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2828 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
2829 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
2830 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
2831 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
2832 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
2833 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
2834 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
2835 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
2837 /* Not used, and disable higher stages. */
2838 if (color_op
== WINED3D_TOP_DISABLE
)
2841 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
2842 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
2843 || ((color_arg3
== WINED3DTA_TEXTURE
)
2844 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
2845 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
2846 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
2847 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2848 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
2849 context
->fixed_function_usage_map
|= (1u << i
);
2851 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
2852 && i
< MAX_TEXTURES
- 1)
2853 context
->fixed_function_usage_map
|= (1u << (i
+ 1));
2856 if (i
< context
->lowest_disabled_stage
)
2859 end
= context
->lowest_disabled_stage
;
2863 start
= context
->lowest_disabled_stage
;
2867 context
->lowest_disabled_stage
= i
;
2868 for (i
= start
+ 1; i
< end
; ++i
)
2870 context_invalidate_state(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
2874 static void context_map_fixed_function_samplers(struct wined3d_context
*context
,
2875 const struct wined3d_state
*state
)
2877 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2878 unsigned int i
, tex
;
2881 ffu_map
= context
->fixed_function_usage_map
;
2883 if (d3d_info
->limits
.ffp_textures
== d3d_info
->limits
.ffp_blend_stages
2884 || context
->lowest_disabled_stage
<= d3d_info
->limits
.ffp_textures
)
2886 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2891 if (context
->tex_unit_map
[i
] != i
)
2893 context_map_stage(context
, i
, i
);
2894 context_invalidate_state(context
, STATE_SAMPLER(i
));
2895 context_invalidate_texture_stage(context
, i
);
2901 /* Now work out the mapping */
2903 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2908 if (context
->tex_unit_map
[i
] != tex
)
2910 context_map_stage(context
, i
, tex
);
2911 context_invalidate_state(context
, STATE_SAMPLER(i
));
2912 context_invalidate_texture_stage(context
, i
);
2919 static void context_map_psamplers(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2921 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2922 const struct wined3d_shader_resource_info
*resource_info
=
2923 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
2926 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2928 if (resource_info
[i
].type
&& context
->tex_unit_map
[i
] != i
)
2930 context_map_stage(context
, i
, i
);
2931 context_invalidate_state(context
, STATE_SAMPLER(i
));
2932 if (i
< d3d_info
->limits
.ffp_blend_stages
)
2933 context_invalidate_texture_stage(context
, i
);
2938 static BOOL
context_unit_free_for_vs(const struct wined3d_context
*context
,
2939 const struct wined3d_shader_resource_info
*ps_resource_info
, DWORD unit
)
2941 DWORD current_mapping
= context
->rev_tex_unit_map
[unit
];
2943 /* Not currently used */
2944 if (current_mapping
== WINED3D_UNMAPPED_STAGE
)
2947 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
)
2949 /* Used by a fragment sampler */
2951 if (!ps_resource_info
)
2953 /* No pixel shader, check fixed function */
2954 return current_mapping
>= MAX_TEXTURES
|| !(context
->fixed_function_usage_map
& (1u << current_mapping
));
2957 /* Pixel shader, check the shader's sampler map */
2958 return !ps_resource_info
[current_mapping
].type
;
2964 static void context_map_vsamplers(struct wined3d_context
*context
, BOOL ps
, const struct wined3d_state
*state
)
2966 const struct wined3d_shader_resource_info
*vs_resource_info
=
2967 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
;
2968 const struct wined3d_shader_resource_info
*ps_resource_info
= NULL
;
2969 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2970 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.graphics_samplers
) - 1;
2973 /* Note that we only care if a resource is used or not, not the
2974 * resource's specific type. Otherwise we'd need to call
2975 * shader_update_samplers() here for 1.x pixelshaders. */
2977 ps_resource_info
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
2979 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
2981 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2982 if (vs_resource_info
[i
].type
)
2986 if (context_unit_free_for_vs(context
, ps_resource_info
, start
))
2988 if (context
->tex_unit_map
[vsampler_idx
] != start
)
2990 context_map_stage(context
, vsampler_idx
, start
);
2991 context_invalidate_state(context
, STATE_SAMPLER(vsampler_idx
));
3000 if (context
->tex_unit_map
[vsampler_idx
] == WINED3D_UNMAPPED_STAGE
)
3001 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i
);
3006 static void context_update_tex_unit_map(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3008 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3009 BOOL vs
= use_vs(state
);
3010 BOOL ps
= use_ps(state
);
3013 context_update_fixed_function_usage_map(context
, state
);
3015 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3016 * need a 1:1 map at the moment.
3017 * When the mapping of a stage is changed, sampler and ALL texture stage
3018 * states have to be reset. */
3020 if (gl_info
->limits
.graphics_samplers
>= MAX_COMBINED_SAMPLERS
)
3024 context_map_psamplers(context
, state
);
3026 context_map_fixed_function_samplers(context
, state
);
3029 context_map_vsamplers(context
, ps
, state
);
3032 /* Context activation is done by the caller. */
3033 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3035 DWORD rt_mask
, *cur_mask
;
3037 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
3039 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
3040 rt_mask
= find_draw_buffers_mask(context
, state
);
3041 if (rt_mask
!= *cur_mask
)
3043 context_apply_draw_buffers(context
, rt_mask
);
3044 *cur_mask
= rt_mask
;
3048 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
3050 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
3051 *regnum
= WINED3D_FFP_POSITION
;
3052 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
3053 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
3054 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
3055 *regnum
= WINED3D_FFP_BLENDINDICES
;
3056 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
3057 *regnum
= WINED3D_FFP_NORMAL
;
3058 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
3059 *regnum
= WINED3D_FFP_PSIZE
;
3060 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
3061 *regnum
= WINED3D_FFP_DIFFUSE
;
3062 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
3063 *regnum
= WINED3D_FFP_SPECULAR
;
3064 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
3065 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
3068 FIXME("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage
), usage_idx
);
3076 /* Context activation is done by the caller. */
3077 void wined3d_stream_info_from_declaration(struct wined3d_stream_info
*stream_info
,
3078 const struct wined3d_state
*state
, const struct wined3d_gl_info
*gl_info
,
3079 const struct wined3d_d3d_info
*d3d_info
)
3081 /* We need to deal with frequency data! */
3082 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
3083 BOOL generic_attributes
= d3d_info
->ffp_generic_attributes
;
3084 BOOL use_vshader
= use_vs(state
);
3087 stream_info
->use_map
= 0;
3088 stream_info
->swizzle_map
= 0;
3089 stream_info
->position_transformed
= 0;
3094 stream_info
->position_transformed
= declaration
->position_transformed
;
3096 /* Translate the declaration into strided data. */
3097 for (i
= 0; i
< declaration
->element_count
; ++i
)
3099 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
3100 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
3104 TRACE("%p Element %p (%u of %u).\n", declaration
->elements
,
3105 element
, i
+ 1, declaration
->element_count
);
3107 if (!stream
->buffer
)
3110 TRACE("offset %u input_slot %u usage_idx %d.\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
3114 if (element
->output_slot
== WINED3D_OUTPUT_SLOT_UNUSED
)
3116 stride_used
= FALSE
;
3118 else if (element
->output_slot
== WINED3D_OUTPUT_SLOT_SEMANTIC
)
3120 /* TODO: Assuming vertexdeclarations are usually used with the
3121 * same or a similar shader, it might be worth it to store the
3122 * last used output slot and try that one first. */
3123 stride_used
= vshader_get_input(state
->shader
[WINED3D_SHADER_TYPE_VERTEX
],
3124 element
->usage
, element
->usage_idx
, &idx
);
3128 idx
= element
->output_slot
;
3134 if (!generic_attributes
&& !element
->ffp_valid
)
3136 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
3137 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
3138 stride_used
= FALSE
;
3142 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
3148 TRACE("Load %s array %u [usage %s, usage_idx %u, "
3149 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
3150 use_vshader
? "shader": "fixed function", idx
,
3151 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
3152 element
->offset
, stream
->stride
, debug_d3dformat(element
->format
->id
),
3153 debug_d3dinput_classification(element
->input_slot_class
), element
->instance_data_step_rate
);
3155 stream_info
->elements
[idx
].format
= element
->format
;
3156 stream_info
->elements
[idx
].data
.buffer_object
= 0;
3157 stream_info
->elements
[idx
].data
.addr
= (BYTE
*)NULL
+ stream
->offset
+ element
->offset
;
3158 stream_info
->elements
[idx
].stride
= stream
->stride
;
3159 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
3160 if (stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
3162 stream_info
->elements
[idx
].divisor
= 1;
3164 else if (element
->input_slot_class
== WINED3D_INPUT_PER_INSTANCE_DATA
)
3166 stream_info
->elements
[idx
].divisor
= element
->instance_data_step_rate
;
3167 if (!element
->instance_data_step_rate
)
3168 FIXME("Instance step rate 0 not implemented.\n");
3172 stream_info
->elements
[idx
].divisor
= 0;
3175 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
3176 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
3178 stream_info
->swizzle_map
|= 1u << idx
;
3180 stream_info
->use_map
|= 1u << idx
;
3185 /* Context activation is done by the caller. */
3186 static void context_update_stream_info(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3188 struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
3189 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3190 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3191 DWORD prev_all_vbo
= stream_info
->all_vbo
;
3195 wined3d_stream_info_from_declaration(stream_info
, state
, gl_info
, d3d_info
);
3197 stream_info
->all_vbo
= 1;
3198 context
->num_buffer_queries
= 0;
3199 for (i
= 0, map
= stream_info
->use_map
; map
; map
>>= 1, ++i
)
3201 struct wined3d_stream_info_element
*element
;
3202 struct wined3d_bo_address data
;
3203 struct wined3d_buffer
*buffer
;
3208 element
= &stream_info
->elements
[i
];
3209 buffer
= state
->streams
[element
->stream_idx
].buffer
;
3211 /* We can't use VBOs if the base vertex index is negative. OpenGL
3212 * doesn't accept negative offsets (or rather offsets bigger than the
3213 * VBO, because the pointer is unsigned), so use system memory
3214 * sources. In most sane cases the pointer - offset will still be > 0,
3215 * otherwise it will wrap around to some big value. Hope that with the
3216 * indices the driver wraps it back internally. If not,
3217 * draw_primitive_immediate_mode() is needed, including a vertex buffer
3219 if (state
->load_base_vertex_index
< 0)
3221 WARN_(d3d_perf
)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
3222 state
->load_base_vertex_index
);
3223 element
->data
.buffer_object
= 0;
3224 element
->data
.addr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(buffer
, context
);
3225 if ((UINT_PTR
)element
->data
.addr
< -state
->load_base_vertex_index
* element
->stride
)
3226 FIXME("System memory vertex data load offset is negative!\n");
3230 wined3d_buffer_load(buffer
, context
, state
);
3231 wined3d_buffer_get_memory(buffer
, &data
, buffer
->locations
);
3232 element
->data
.buffer_object
= data
.buffer_object
;
3233 element
->data
.addr
+= (ULONG_PTR
)data
.addr
;
3236 if (!element
->data
.buffer_object
)
3237 stream_info
->all_vbo
= 0;
3240 context
->buffer_queries
[context
->num_buffer_queries
++] = buffer
->query
;
3242 TRACE("Load array %u {%#x:%p}.\n", i
, element
->data
.buffer_object
, element
->data
.addr
);
3245 if (prev_all_vbo
!= stream_info
->all_vbo
)
3246 context_invalidate_state(context
, STATE_INDEXBUFFER
);
3248 context
->use_immediate_mode_draw
= FALSE
;
3250 if (stream_info
->all_vbo
)
3255 if (state
->vertex_declaration
->half_float_conv_needed
)
3257 TRACE("Using immediate mode draw with vertex shaders for FLOAT16 conversion.\n");
3258 context
->use_immediate_mode_draw
= TRUE
;
3263 WORD slow_mask
= -!d3d_info
->ffp_generic_attributes
& (1u << WINED3D_FFP_PSIZE
);
3264 slow_mask
|= -(!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
] && !d3d_info
->ffp_generic_attributes
)
3265 & ((1u << WINED3D_FFP_DIFFUSE
) | (1u << WINED3D_FFP_SPECULAR
) | (1u << WINED3D_FFP_BLENDWEIGHT
));
3267 if ((stream_info
->position_transformed
&& !d3d_info
->xyzrhw
)
3268 || (stream_info
->use_map
& slow_mask
))
3269 context
->use_immediate_mode_draw
= TRUE
;
3273 /* Context activation is done by the caller. */
3274 static void context_preload_texture(struct wined3d_context
*context
,
3275 const struct wined3d_state
*state
, unsigned int idx
)
3277 struct wined3d_texture
*texture
;
3279 if (!(texture
= state
->textures
[idx
]))
3282 wined3d_texture_load(texture
, context
, state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
]);
3285 /* Context activation is done by the caller. */
3286 static void context_preload_textures(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3292 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
3294 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
[i
].type
)
3295 context_preload_texture(context
, state
, MAX_FRAGMENT_SAMPLERS
+ i
);
3301 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3303 if (state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
[i
].type
)
3304 context_preload_texture(context
, state
, i
);
3309 WORD ffu_map
= context
->fixed_function_usage_map
;
3311 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3314 context_preload_texture(context
, state
, i
);
3319 static void context_load_shader_resources(struct wined3d_context
*context
, const struct wined3d_state
*state
,
3320 unsigned int shader_mask
)
3322 struct wined3d_shader_sampler_map_entry
*entry
;
3323 struct wined3d_shader_resource_view
*view
;
3324 struct wined3d_shader
*shader
;
3327 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
3329 if (!(shader_mask
& (1u << i
)))
3332 if (!(shader
= state
->shader
[i
]))
3335 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
3337 if (state
->cb
[i
][j
])
3338 wined3d_buffer_load(state
->cb
[i
][j
], context
, state
);
3341 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
3343 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
3345 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
3347 WARN("No resource view bound at index %u, %u.\n", i
, entry
->resource_idx
);
3351 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3352 wined3d_buffer_load(buffer_from_resource(view
->resource
), context
, state
);
3354 wined3d_texture_load(texture_from_resource(view
->resource
), context
, FALSE
);
3359 static void context_bind_shader_resources(struct wined3d_context
*context
,
3360 const struct wined3d_state
*state
, enum wined3d_shader_type shader_type
,
3361 unsigned int base_idx
, unsigned int count
)
3363 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3364 const struct wined3d_device
*device
= context
->device
;
3365 struct wined3d_shader_sampler_map_entry
*entry
;
3366 struct wined3d_shader_resource_view
*view
;
3367 unsigned int shader_sampler_count
, i
;
3368 const struct wined3d_shader
*shader
;
3369 struct wined3d_sampler
*sampler
;
3370 GLuint sampler_name
;
3372 if (!(shader
= state
->shader
[shader_type
]))
3375 shader_sampler_count
= shader
->reg_maps
.sampler_map
.count
;
3376 if (shader_sampler_count
> count
)
3377 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3378 shader
, shader_sampler_count
, count
);
3379 count
= min(shader_sampler_count
, count
);
3381 for (i
= 0; i
< count
; ++i
)
3383 entry
= &shader
->reg_maps
.sampler_map
.entries
[i
];
3385 if (!(view
= state
->shader_resource_view
[shader_type
][entry
->resource_idx
]))
3387 WARN("No resource view bound at index %u, %u.\n", shader_type
, entry
->resource_idx
);
3391 if (entry
->sampler_idx
== WINED3D_SAMPLER_DEFAULT
)
3392 sampler_name
= device
->default_sampler
;
3393 else if ((sampler
= state
->sampler
[shader_type
][entry
->sampler_idx
]))
3394 sampler_name
= sampler
->name
;
3396 sampler_name
= device
->null_sampler
;
3398 context_active_texture(context
, gl_info
, base_idx
+ entry
->bind_idx
);
3399 GL_EXTCALL(glBindSampler(base_idx
+ entry
->bind_idx
, sampler_name
));
3400 checkGLcall("glBindSampler");
3401 wined3d_shader_resource_view_bind(view
, context
);
3405 static void context_bind_graphics_shader_resources(struct wined3d_context
*context
,
3406 const struct wined3d_state
*state
)
3408 unsigned int i
, base_idx
, count
;
3410 for (i
= 0; i
< WINED3D_SHADER_TYPE_GRAPHICS_COUNT
; ++i
)
3412 wined3d_gl_limits_get_texture_unit_range(&context
->gl_info
->limits
, i
, &base_idx
, &count
);
3413 context_bind_shader_resources(context
, state
, i
, base_idx
, count
);
3417 static void context_load_unordered_access_resources(struct wined3d_context
*context
,
3418 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
3420 struct wined3d_unordered_access_view
*view
;
3421 struct wined3d_texture
*texture
;
3422 struct wined3d_buffer
*buffer
;
3425 context
->uses_uavs
= 0;
3430 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
3432 if (!(view
= views
[i
]))
3435 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3437 buffer
= buffer_from_resource(view
->resource
);
3438 wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
);
3439 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_BUFFER
);
3443 texture
= texture_from_resource(view
->resource
);
3444 wined3d_texture_load(texture
, context
, FALSE
);
3445 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3448 context
->uses_uavs
= 1;
3452 static void context_bind_unordered_access_views(struct wined3d_context
*context
,
3453 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
3455 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3456 struct wined3d_unordered_access_view
*view
;
3457 GLuint texture_name
;
3464 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
3466 if (!(view
= views
[i
]))
3468 if (shader
->reg_maps
.uav_resource_info
[i
].type
)
3469 WARN("No unordered access view bound at index %u.\n", i
);
3470 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
3474 if (view
->gl_view
.name
)
3476 texture_name
= view
->gl_view
.name
;
3479 else if (view
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
3481 struct wined3d_texture
*texture
= texture_from_resource(view
->resource
);
3482 texture_name
= wined3d_texture_get_gl_texture(texture
, FALSE
)->name
;
3483 level
= view
->desc
.u
.texture
.level_idx
;
3487 FIXME("Unsupported buffer unordered access view.\n");
3488 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
3492 GL_EXTCALL(glBindImageTexture(i
, texture_name
, level
, GL_TRUE
, 0, GL_READ_WRITE
,
3493 view
->format
->glInternal
));
3495 if (view
->counter_bo
)
3496 GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER
, i
, view
->counter_bo
));
3498 checkGLcall("Bind unordered access views");
3501 /* Context activation is done by the caller. */
3502 BOOL
context_apply_draw_state(struct wined3d_context
*context
,
3503 const struct wined3d_device
*device
, const struct wined3d_state
*state
)
3505 const struct StateEntry
*state_table
= context
->state_table
;
3506 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3507 const struct wined3d_fb_state
*fb
= state
->fb
;
3511 if (!context_validate_rt_config(gl_info
->limits
.buffers
, fb
->render_targets
, fb
->depth_stencil
))
3514 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& isStateDirty(context
, STATE_FRAMEBUFFER
))
3516 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
3519 /* Preload resources before FBO setup. Texture preload in particular may
3520 * result in changes to the current FBO, due to using e.g. FBO blits for
3521 * updating a resource location. */
3522 context_update_tex_unit_map(context
, state
);
3523 context_preload_textures(context
, state
);
3524 context_load_shader_resources(context
, state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
3525 context_load_unordered_access_resources(context
, state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
3526 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
3527 /* TODO: Right now the dependency on the vertex shader is necessary
3528 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
3529 * the current VS but maybe it's possible to relax the coupling in some
3530 * situations at least. */
3531 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
)
3532 || isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
)))
3534 context_update_stream_info(context
, state
);
3538 for (i
= 0, map
= context
->stream_info
.use_map
; map
; map
>>= 1, ++i
)
3541 wined3d_buffer_load(state
->streams
[context
->stream_info
.elements
[i
].stream_idx
].buffer
,
3544 /* Loading the buffers above may have invalidated the stream info. */
3545 if (isStateDirty(context
, STATE_STREAMSRC
))
3546 context_update_stream_info(context
, state
);
3548 if (state
->index_buffer
)
3550 if (context
->stream_info
.all_vbo
)
3551 wined3d_buffer_load(state
->index_buffer
, context
, state
);
3553 wined3d_buffer_load_sysmem(state
->index_buffer
, context
);
3556 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
3558 DWORD rep
= context
->dirtyArray
[i
];
3559 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
3560 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
3561 context
->isStateDirty
[idx
] &= ~(1u << shift
);
3562 state_table
[rep
].apply(context
, state
, rep
);
3565 if (context
->shader_update_mask
& ~(1u << WINED3D_SHADER_TYPE_COMPUTE
))
3567 device
->shader_backend
->shader_select(device
->shader_priv
, context
, state
);
3568 context
->shader_update_mask
&= 1u << WINED3D_SHADER_TYPE_COMPUTE
;
3571 if (context
->constant_update_mask
)
3573 device
->shader_backend
->shader_load_constants(device
->shader_priv
, context
, state
);
3574 context
->constant_update_mask
= 0;
3577 if (context
->update_shader_resource_bindings
)
3579 context_bind_graphics_shader_resources(context
, state
);
3580 context
->update_shader_resource_bindings
= 0;
3581 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
3582 context
->update_compute_shader_resource_bindings
= 1;
3585 if (context
->update_unordered_access_view_bindings
)
3587 context_bind_unordered_access_views(context
,
3588 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
3589 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
3590 context
->update_unordered_access_view_bindings
= 0;
3591 context
->update_compute_unordered_access_view_bindings
= 1;
3594 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3596 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
3599 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
3600 context
->last_was_blit
= FALSE
;
3605 void context_apply_compute_state(struct wined3d_context
*context
,
3606 const struct wined3d_device
*device
, const struct wined3d_state
*state
)
3608 const struct StateEntry
*state_table
= context
->state_table
;
3609 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3610 unsigned int state_id
, i
, j
;
3612 context_load_shader_resources(context
, state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
3613 context_load_unordered_access_resources(context
, state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
3614 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
3616 for (i
= 0, state_id
= STATE_COMPUTE_OFFSET
; i
< ARRAY_SIZE(context
->dirty_compute_states
); ++i
)
3618 for (j
= 0; j
< sizeof(*context
->dirty_compute_states
) * CHAR_BIT
; ++j
, ++state_id
)
3620 if (context
->dirty_compute_states
[i
] & (1u << j
))
3621 state_table
[state_id
].apply(context
, state
, state_id
);
3624 memset(context
->dirty_compute_states
, 0, sizeof(*context
->dirty_compute_states
));
3626 if (context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
))
3628 device
->shader_backend
->shader_select_compute(device
->shader_priv
, context
, state
);
3629 context
->shader_update_mask
&= ~(1u << WINED3D_SHADER_TYPE_COMPUTE
);
3632 if (context
->update_compute_shader_resource_bindings
)
3634 unsigned int base_idx
, count
;
3635 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
,
3636 WINED3D_SHADER_TYPE_COMPUTE
, &base_idx
, &count
);
3637 context_bind_shader_resources(context
, state
, WINED3D_SHADER_TYPE_COMPUTE
, base_idx
, count
);
3638 context
->update_compute_shader_resource_bindings
= 0;
3639 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
3640 context
->update_shader_resource_bindings
= 1;
3643 if (context
->update_compute_unordered_access_view_bindings
)
3645 context_bind_unordered_access_views(context
,
3646 state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
3647 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
3648 context
->update_compute_unordered_access_view_bindings
= 0;
3649 context
->update_unordered_access_view_bindings
= 1;
3652 context
->last_was_blit
= FALSE
;
3655 static void context_setup_target(struct wined3d_context
*context
,
3656 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
3658 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
3660 render_offscreen
= wined3d_resource_is_offscreen(&texture
->resource
);
3661 if (context
->current_rt
.texture
== texture
3662 && context
->current_rt
.sub_resource_idx
== sub_resource_idx
3663 && render_offscreen
== old_render_offscreen
)
3666 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
3667 * the alpha blend state changes with different render target formats. */
3668 if (!context
->current_rt
.texture
)
3670 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
3674 const struct wined3d_format
*old
= context
->current_rt
.texture
->resource
.format
;
3675 const struct wined3d_format
*new = texture
->resource
.format
;
3677 if (old
->id
!= new->id
)
3679 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
3680 if ((old
->alpha_size
&& !new->alpha_size
) || (!old
->alpha_size
&& new->alpha_size
)
3681 || !(texture
->resource
.format_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
3682 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
3684 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
3685 if ((context
->current_rt
.texture
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
)
3686 != (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
3687 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3690 /* When switching away from an offscreen render target, and we're not
3691 * using FBOs, we have to read the drawable into the texture. This is
3692 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
3693 * There are some things that need care though. PreLoad needs a GL context,
3694 * and FindContext is called before the context is activated. It also
3695 * has to be called with the old rendertarget active, otherwise a
3696 * wrong drawable is read. */
3697 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
3698 && old_render_offscreen
&& (context
->current_rt
.texture
!= texture
3699 || context
->current_rt
.sub_resource_idx
!= sub_resource_idx
))
3701 unsigned int prev_sub_resource_idx
= context
->current_rt
.sub_resource_idx
;
3702 struct wined3d_texture
*prev_texture
= context
->current_rt
.texture
;
3704 /* Read the back buffer of the old drawable into the destination texture. */
3705 if (prev_texture
->texture_srgb
.name
)
3706 wined3d_texture_load(prev_texture
, context
, TRUE
);
3707 wined3d_texture_load(prev_texture
, context
, FALSE
);
3708 wined3d_texture_invalidate_location(prev_texture
, prev_sub_resource_idx
, WINED3D_LOCATION_DRAWABLE
);
3712 context
->current_rt
.texture
= texture
;
3713 context
->current_rt
.sub_resource_idx
= sub_resource_idx
;
3714 context_set_render_offscreen(context
, render_offscreen
);
3717 struct wined3d_context
*context_acquire(const struct wined3d_device
*device
,
3718 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
3720 struct wined3d_context
*current_context
= context_get_current();
3721 struct wined3d_context
*context
;
3723 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device
, texture
, sub_resource_idx
);
3725 if (current_context
&& current_context
->destroyed
)
3726 current_context
= NULL
;
3731 && current_context
->current_rt
.texture
3732 && current_context
->device
== device
)
3734 texture
= current_context
->current_rt
.texture
;
3735 sub_resource_idx
= current_context
->current_rt
.sub_resource_idx
;
3739 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
3741 if (swapchain
->back_buffers
)
3742 texture
= swapchain
->back_buffers
[0];
3744 texture
= swapchain
->front_buffer
;
3745 sub_resource_idx
= 0;
3749 if (current_context
&& current_context
->current_rt
.texture
== texture
)
3751 context
= current_context
;
3753 else if (texture
->swapchain
)
3755 TRACE("Rendering onscreen.\n");
3757 context
= swapchain_get_context(texture
->swapchain
);
3761 TRACE("Rendering offscreen.\n");
3763 /* Stay with the current context if possible. Otherwise use the
3764 * context for the primary swapchain. */
3765 if (current_context
&& current_context
->device
== device
)
3766 context
= current_context
;
3768 context
= swapchain_get_context(device
->swapchains
[0]);
3771 context_enter(context
);
3772 context_update_window(context
);
3773 context_setup_target(context
, texture
, sub_resource_idx
);
3774 if (!context
->valid
) return context
;
3776 if (context
!= current_context
)
3778 if (!context_set_current(context
))
3779 ERR("Failed to activate the new context.\n");
3781 else if (context
->needs_set
)
3783 context_set_gl_context(context
);